You are on page 1of 66

Normal Strength .......................................................................

16
Contents Strong Strength ......................................................................... 16

CHARACTER CREATION .....................................................................3 Extraordinary (or Augmented) Strength ................................... 16

PRIMARY ATTRIBUTES: ........................................................................... 3 Superhuman (or Robotic) Strength ........................................... 16

REVISED ATTRIBUTE BONUSES ................................................................. 3 Supernatural Strength............................................................... 16

Primary Attribute Bonus Chart .................................................... 4 Throwing objects ....................................................................... 17

ATTRIBUTE DESCRIPTIONS ...................................................................... 5 PUNCH DAMAGE AND CARRYING MAXIMUM ........................................... 18

Primary Attributes ....................................................................... 5 Strength Addendum (Special Circumstances) ........................... 18


Intelligence Quotient - IQ:................................................................. 5 BACKGROUNDS OPTIONS ............................................................... 19
Mental Endurance - ME: ................................................................... 5 GENERAL MERITS ............................................................................... 19
Mental Affinity - MA: ........................................................................ 5 SUPERNATURAL, MAGIC, & PSIONIC MERITS ........................................... 29
Physical Strength - PS: ....................................................................... 5 GENERAL FLAWS ................................................................................ 32
Physical Prowess - PP: ....................................................................... 5 SUPERNATURAL, MAGIC, & PSIONIC FLAWS ............................................ 35
Physical Endurance - PE: ................................................................... 6 OCCS/RCCS ..................................................................................... 37
Physical Beauty - PB: ......................................................................... 6 NEW EXPERIENCE CHARTS.................................................................... 37
Speed - Spd: ...................................................................................... 6
RACIAL CHARACTER CLASSES (RCCS) ..................................................... 38
Mystic Inclination - MI: ..................................................................... 6
GESTALT OCCS .................................................................................. 38
Bonus to Compensate for a Low Primary Attribute: ......................... 6
CHANGING/ADDING OCCS .................................................................. 39
Secondary Attributes ................................................................... 7
PSIONICS ........................................................................................ 40
Perception- Per: ................................................................................ 7
CONSTANT-ON PSIONICS ..................................................................... 41
Reflex – Ref: ...................................................................................... 7
Spell Strength - SS: ............................................................................ 7 PSYCHIC POWERS IN COMBAT ............................................................... 41
Secondary Attribute Bonus Chart ..................................................... 8 CHANGES FOR SPECIFIC POWERS ........................................................... 41
NEW DAMAGE RULES ....................................................................9 Psi-Shield ................................................................................... 41
DAMAGE CLASS AND REVISED DAMAGE CAPACITY.............................. 9 Psi-Sword (general) ................................................................... 41
Defining Damage Class................................................................ 9 Cyber-Knight's Psi-Sword .......................................................... 41
Penetration.................................................................................. 9 Super Pyrokinesis (or those poor Bursters) ................................ 42
Classification Rules ...................................................................... 9 See Aura .................................................................................... 43
Conversion of M.D.C. to DC ....................................................... 10 Telemechanics........................................................................... 43
Calculating Penetration Resistance ........................................... 10 IDENTIFICATION CODING ...................................................................... 43
Damage Capacity by Location ................................................... 10 MEDITATION AND PSIONICS ................................................................. 43
Damage to Specific Body Locations ........................................... 10 MAGIC............................................................................................ 44
Object Damage Capacity ........................................................... 11 MEDITATION AND MAGIC .................................................................... 44
Robot Stomp/Crush/Fall Damage ............................................. 11 CASTING MULTIPLE SPELLS PER ROUND.................................................... 45
Energy Weapons ....................................................................... 11 PPE USAGE BY LEVEL........................................................................... 45
Explosive Blast Area Attacks (aka. The Big Bang) ..................... 11 VERBAL COMPONENT OF SPELLS............................................................ 45
Hi-Tech Armor Repair ................................................................ 12 ENVIRONMENTAL ARMOR & MAGIC ...................................................... 45
OTHER/TERTIARY (NON-PRIMARY/SECONDARY ATTRIBUTES) ..................... 13 DRAWING PPE FROM OTHER SOURCES .................................................. 45
High Tertiary Attribute Note ........................................................... 13 LEY LINES, NEXUS POINTS & PLACES OF POWER ....................................... 46
Fatigue ...................................................................................... 13 General Comments ................................................................... 46
Movement ................................................................................. 14 Ley Lines .................................................................................... 46
Movement Types & Fatigue Costs .................................................. 14 Nexus Points.............................................................................. 46
Encumbrance ............................................................................. 14 Ley Line/Nexus table ....................................................................... 47
Encumbrance Penalties ................................................................... 14 CYBERNETICS.................................................................................. 48
PHYSICAL STRENGTH CATEGORIES .......................................................... 15 CYBERNETICS EFFECTS ON PSIONICS AND MAGIC ...................................... 48
Introduction .................................................................................... 15
1
POWERING CYBERNETICS/BIONICS ......................................................... 48 Skill Advancement Chart ........................................................... 53
QUALITY CYBERNETICS ......................................................................... 49 TASK DIFFICULTY AND RESOLUTION........................................................ 54
SKILLS ............................................................................................. 49 Task Difficulty............................................................................ 54
HUMANS........................................................................................... 49 Doubles Rule: ............................................................................ 54
RESTRICTED SKILLS .............................................................................. 49 ADDITIONAL RULES FOR SKILLS .............................................................. 54
PERCEPTION BONUSES ......................................................................... 49 Non-Skilled Rolls........................................................................ 54
OCC RELATED SKILLS .......................................................................... 49 DEVELOPING NATURAL TALENTS ........................................................... 55
MEDITATION SKILL .............................................................................. 49 Talent for Skills .......................................................................... 55
Meditation Recovery Rates ....................................................... 50 Attribute Bonuses...................................................................... 55
PPE Recovery .................................................................................. 50 RULES FOR SAVING THROWS ......................................................... 56
ISP Recovery.................................................................................... 50 PSIONICS AND MAGIC ......................................................................... 56
Chi Recovery ................................................................................... 50 Illusionary Magic ............................................................................. 56
Sleep/ Fatigue Recovery ................................................................. 50 REVISED SAVING THROW RULES ............................................................ 56
Magic Enhancement Skills ......................................................... 50 Standard Difficulty Ratings ....................................................... 57
Psychic Enhancement Skills ....................................................... 50 Attribute Bonuses to Saving Throws ......................................... 57
PHYSICAL SKILLS ................................................................................. 51 Saving Throw Descriptions ........................................................ 58
Jumping ..................................................................................... 51 E-CLIPS ............................................................................................ 60
Standard Jump Formulas ................................................................ 51
E-Clip Power .............................................................................. 60
High Speed Jump Formulas ............................................................. 51
E-Clip Shots modified by Range ................................................. 60
Acrobatics & Gymnastics sub-abilities ...................................... 51
Plasma Weapons ............................................................................. 60
Advanced Physical Skills ............................................................ 51 WEAPON ENERGY DISSIPATION ............................................................. 61
Multiple Martial Arts Styles ....................................................... 52 Dissipation Description ............................................................. 61
PROJECTION ACCURACY ....................................................................... 52 Energy Regulation Chips ........................................................... 62
HIGH TECH SKILLS/PROFICIENCIES.......................................................... 52 Over/Under Charging ERCs .............................................................. 62
IMP SKILL SELECTIONS ........................................................................ 53 E-Clip Recharging ...................................................................... 63
Weapon Proficiencies & HtH Levels ........................................... 53 APPENDIX - SKILL PROGRAMS ............................................. 64
SKILL ADVANCEMENT .......................................................................... 53

2
CHARACTER CREATION
Primary attributes:
Primary attributes are the nine key attributes rolled for during character creation each is described below in greater detail.
The primary attributes are:
Intelligence Quotient – IQ; Mental Endurance – ME; Mental Affinity – MA; Physical Strength – PS; Physical Prowess – PP;
Physical Endurance – PE; Physical Beauty – PB; Speed – Spd; and Mystic Inclination - MI
Attribute Rolling
Primary Attributes are rolled as normal (per race) +1 die. Drop the lowest number die. Often, characters may have exceptional
attributes, under the old rules; this happened when a character would roll 16 or more for any attribute on 3d6, in this case the
character would roll an extra d6 and add it to that stat. An examination of this method shows two things, first, if a character
rolls only 2 or more than 3 dice for an attribute, he may never have exceptional stats. Secondly, it is impossible for “normal
humans” to get an attribute of 16. To correct for these mistakes, instead of rolling a d6 for the extra attribute, roll a d8-1 (got
to use those d8's for something), this will allow characters to get an attribute of 16. Secondly, determine whether or not to roll
additional dice by consulting the following chart.

Base Number of Dice Rolled Range for bonus die to be rolled

1 6 (die max-0)
2 11-12 (dice max-1)
3 16-18 (dice max-2)
4 21-24 (dice max-3)
5 26-30 (dice max-4)
6 31-36 (dice max-5)
7 36-42 (dice max-6)
8 41-48 (dice max-7)
9 46-54 (dice max-8)
10 51-60 (dice max-9)
11+ Etc.*

* The range is equal to the maximum result minus one less than the number of dice being rolled for the attribute for the low
end and the high end being the maximum possible result on the base dice rolled.
Note that some RCCs list attribute dice with a static bonus, such as 2d6+6. In these cases, to see if an attribute roll gets a
bonus die then roll the dice as you normally would without the bonus. Look up the bonus range above, and if applicable, apply
the bonus die. Apply the static bonus after the final result.
Revised Attribute Bonuses
Introduction
Palladium Books official attribute bonus charts are subject to poor bonus distribution, in my opinion. Placing bonuses only at
the 16 and higher encourages people to play races with higher attributes rather than the standard 3D6 of a Human or to spend
skills getting the physical skills necessary to boost an attribute to the level where it provides a bonus. By providing bonuses
(and penalties) sooner after varying from average a more realistic distribution is created. Hence the following revised
Attribute Bonus Chart. Unlike the Palladium books’, bonuses are provided up to an attribute of 45 on the chart. For score
higher than this reference the attribute description.

3
Primary Attribute Bonus Chart
IQ ME MA PS PP PE PB Speed MI
Attr. Mental Save vs. Base Psi Trust / Bonus to Strike, Physical Save vs. Save vs. Charm / Distance Spell
Score Skills Psionic, HF, Strength Intimidate HtH parry, Skills magic, KO, coma/ Impress per minute Str.
and insanity skill damage dodge and toxins death skill (running)
1 -25% -3 2 -10% -5 -3 -25% -3 -10% -50% 20 yards 2
2 -20% -3 3 -8% -4 -3 -20% -3 -8% -40% 40 yards 3
3 -15% -3 4 -8% -4 -3 -15% -3 -8% -30% 60 yards 4
4 -10% -2 5 -6% -3 -2 -10% -2 -6% -20% 80 yards 5
5 -5% -2 6 -6% -3 -2 -5% -2 -6% -10% 100 yards 6
6 -3% -2 7 -4% -2 -2 -3% -2 -4% -5% 120 yards 7
7 -2% -1 8 -4% -2 -1 -2% -1 -4% -4% 140 yards 8
8 -1% -1 9 -2% -1 -1 -1% -1 -2% -2% 160 yards 9
9 -1% -1 10 -2% -1 -1 -1% -1 -2% -2% 180 yards 10
10 +0% +0 11 +0% +0 +0 +0% +0 +0% +0% 200 yards 11
11 +0% +0 12 +0% +0 +0 +0% +0 +0% +0% 220 yards 12
12 +1% +1 12 +2% +1 +1 +1% +1 +2% +10% 240 yards 12
13 +1% +1 13 +2% +1 +1 +1% +1 +2% +12% 260 yards 13
14 +2% +1 13 +4% +2 +1 +2% +1 +4% +14% 280 yards 13
15 +3% +2 13 +4% +2 +2 +3% +2 +4% +16% 300 yards 13
16 +4% +2 14 +6% +3 +2 +4% +2 +6% +18% 320 yards 14
17 +5% +2 14 +6% +3 +2 +5% +2 +6% +20% 340 yards 14
18 +6% +3 14 +8% +4 +3 +6% +3 +8% +22% 360 yards 14
19 +7% +3 14 +8% +4 +3 +7% +3 +8% +24% 380 yards 14
20 +8% +3 15 +10% +5 +3 +8% +3 +10% +25% 400 yards 15
21 +9% +4 15 +12% +6 +4 +9% +4 +12% +26% 420 yards 15
22 +10% +4 15 +14% +7 +4 +10% +4 +14% +27% 440 yards 15
23 +11% +4 15 +16% +8 +4 +11% +5 +16% +28% 460 yards 15
24 +12% +5 15 +18% +9 +5 +12% +5 +18% +29% 480 yards 15
25 +13% +5 16 +20% +10 +5 +13% +6 +20% +30% 500 yards 16
26 +14% +6 16 +22% +11 +6 +14% +6 +22% +31% 520 yards 16
27 +15% +6 16 +24% +12 +6 +15% +7 +24% +32% 540 yards 16
28 +16% +7 16 +26% +13 +7 +16% +7 +26% +33% 560 yards 16
29 +17% +7 16 +28% +14 +7 +17% +8 +28% +34% 580 yards 16
30 +18% +8 16 +30% +15 +8 +18% +8 +30% +35% 600 yards 16
31 +18% +8 17 +30% +16 +8 +18% +8 +31% +36% 620 yards 17
32 +19% +8 17 +30% +17 +8 +19% +8 +32% +37% 640 yards 17
33 +19% +8 17 +30% +18 +8 +19% +8 +33% +38% 660 yards 17
34 +20% +8 17 +30% +19 +8 +20% +8 +34% +39% 680 yards 17
35 +20% +8 17 +35% +20 +8 +20% +8 +35% +40% 700 yards 17
36 +20% +8 17 +35% +21 +9 +20% +8 +36% +41% 720 yards 17
37 +21% +8 17 +35% +22 +9 +21% +9 +37% +42% 740 yards 17
38 +21% +8 18 +35% +23 +9 +21% +9 +38% +43% 760 yards 18
39 +21% +8 18 +35% +24 +9 +21% +9 +39% +44% 780 yards 18
40 +21% +9 18 +40% +25 +9 +21% +9 +40% +45% 800 yards 18
41 +22% +9 18 +40% +26 +9 +22% +9 +41% +46% 820 yards 18
42 +22% +9 18 +40% +27 +10 +22% +9 +42% +47% 840 yards 18
43 +22% +9 18 +40% +28 +10 +22% +9 +43% +48% 860 yards 18
44 +22% +9 18 +40% +29 +10 +22% +9 +44% +49% 880 yards 18
45 +23% +9 18 +45% +30 +10 +23% +10 +45% +50% 900 yards 18

4
Attribute Descriptions
Primary Attributes
Intelligence Quotient - IQ:
IQ measures how intelligent a character is, pure and simple. This attribute provides a bonus or penalty to primarily
mental/intellectual skills depending on the attribute number, this includes Educational Skill Package skills, RCC skills, OCC
skills, OCC Related Skills, Secondary Skills, and any special skills provided by a class. This bonus/penalty is not applied to
non-skills even if they have a percentage associated with success and failure. For every five points that the IQ score is above
45, increase the percentage bonus by +1%. For example, an IQ of 57 provides a bonus of +25% to skills.
Mental Endurance - ME:
Mental Endurance shows how tough the character is mentally. How long the character can withstand torture, extreme mental
stress, and how able the character is to resist a psionic attack. These are all determined through the ME attribute. Mental
Endurance provides a bonus or penalty to saves vs. insanity and psionics, it also determines psychic characters’ base Psi
Strength. These bonuses do not increase for scores above 45.
Mental Affinity - MA:
Where Physical Beauty shows how attractive a character is, the Mental Affinity attribute shows how charismatic the character
is and how forceful the character's personality is, this is an important difference. The greatest leaders may not be attractive,
and some can be quite ugly, but if they have a high Mental Affinity attribute, people will follow them. The MA attribute
provides a bonus or penalty to Trust / Intimidate skills. Skills that allow a character to convince or intimidate an NPC into
believing or following him in some small way. For every point that the MA score is above 45, increase the percentage bonus
by +1%, up to a maximum of 75% at a 75. For example, an MA of 43 for a 6th level character with an IQ of 10 provides a total
Trust / Intimidate skill of 65%. Additionally, characters with an exceptionally high MA (31+) receive select skill bonuses as
follows: +5% to Find Contraband (questioning), Gambling (vs. opponents), Intelligence (gathering), Seduction, and
Undercover Operations; +10% to Interrogation, Performance, Public Speaking and Sing.
Physical Strength - PS:
This attribute is used to determine how much the character can lift, carry, and throw, and how much damage they do with an
attack. Although most characters have normal strength, there are several levels of strength they are: Normal Strength, Strong
Strength, Extraordinary (Augmented) Strength, Robotic (Superhuman) Strength, and Supernatural Strength. With the
exception of Normal and Strong Strength, the other strength categories determine how much damage a physical attack will
inflictSee the Physical Strength Categories for more information on the different types of strength. SPECIAL: Throwing
Bonus – For every five points above 30 (round down), the character can hurl a rock, ball or throwing weapon (including using
slings) an extra 30 feet without losing accuracy (no penalties). This can also apply to bows, if they are specially made to take
advantage of his/her great strength (increased draw weight), an added benefit to such a bow is it will deal more damage.
Physical Prowess - PP:
Physical Prowess determines how physically agile a character is, which is important in combat and in acrobatic moves.
Physical Prowess provides a bonus to strike, parry, and dodge. This bonus is cumulative with the bonuses from hand-to-hand
combat skills and weapon proficiencies. This attribute also provides a bonus or penalty to primarily physical skills, this
includes Educational Skill Package skills, RCC skills, OCC skills, OCC Related Skills, Secondary Skills, and any special
skills provided by a class. This bonus and penalty is not applied to non-skills even if they have a percentage associated with
success and failure (for example: Sense of Balance provided by Acrobatics). Only characters with Supernatural PP can have
scores greater than a 45, and even then only the skill bonuses continue to increase: For every five points that the PP score is
above 45, increase the skill bonus percentage by +1%.

5
Physical Endurance - PE:
One of the most important attributes, Physical Endurance is used to determine how tough the character is and how easily they
can resist physical punishment. This attribute is critical in determining the number of hit points that most creatures start with.
For example, a Human has a base number of hit points equal to his PE attribute +1D6. Physical Endurance also provides a
bonus to save vs. coma / death and a bonus to a large number of saving throws, although only toxins and magic is listed,
which applies to saves vs. all types of magic, the PE attribute provides a bonus to save vs. disease, electrocution, extreme
temperature, and pain. For every point that the PE score is above 45, increase the percentage bonus to save vs. coma / death
by +1% and for every eight points above 45 (round down), increase the bonus to the saving throws by +1. For example, a PE
of 55 provides a bonus of +55% to save vs. coma / death and +11 to the saving throws listed above.
Physical Beauty - PB:
This attribute shows how attractive the character is from the perspective of a typical Human. For example, an average Human
has an average PB attribute of 10 or 11, and a Human with a PB higher than that would be considered more attractive than
average, however a race with only 2D6 in the PB attribute would have an average of 7, so a member of that race with a PB of
9 would be considered of average beauty to a Human, but would be above average in the eyes of his own race. The PB
attribute provides a bonus or penalty to Charm / Impress skills. Those skills that allow a character to charm or impress an
NPC, which makes them friendlier towards the character. Alternatively, one can attempt to revile rather than charm. When
doing so the listed PB bonuses/penalties are reversed. So a being with PB of 3 will have a bonus to Revile. PB bonuses
increase by +1% per point the score is above a 45, until reaching the maximum bonus of 60% at a 55.
Speed - Spd:
Speed represents how fast a character can run. This attribute is not associated with any bonuses but is used to directly
determine how fast a character can move. Take a character's speed attribute, multiply it by 20 and that is the number of yards
the character can run per minute. The attribute x5 also represents how many yards the character can run in a single melee
round.
Mystic Inclination - MI:
Mystic Inclination is the extent to which a character is “in-tune” with the world around him/her. This attribute determines the
character's base (potential) spell strength. Certain races and RCC's get bonuses to their MI (GM's discretion). This is used in
conjunction with revised spell strength rules presented below. MI above 45 provides no additional bonus.
Bonus to Compensate for a Low Primary Attribute:
One Attribute of 8 or lower, BEFORE modifiers, add 1d4+3 to 1 attribute. Even if this pushes the attribute into the extra dice range
you do not get a bonus die.
Two Attributes of 8 or lower, BEFORE modifiers, add 1d4+3 to 1 attribute and add +3 to another. Even if this pushes the attribute
into the extra dice range you do not get a bonus die.
Three+ Attributes of 8 or lower, BEFORE modifiers, add 1d4+3 to 1 attribute and add +3 to another two. Even if this pushes the
attribute into the extra dice range you do not get a bonus die.

6
Secondary Attributes
Secondary attributes are derived from one or more of the Primary attributes. Since they are not rolled directly their bonuses
are listed on a separate chart. Secondary attributes provide no additional bonuses for scores above 45.
Perception- Per:
Perception is the ability to notice something using the senses (hearing, smell, taste, touch, vision, and “hunches/gut feelings”)
without actively attempting to do so. Perception is a calculated attribute using the following formula:
(4 + ME save bonus + ½ MI base Spell Strength)
When perception checks are made bonuses/penalties apply based upon the character’s sense being checked against.
Characters with the permanent version of the Sensitive Psionic power of Sixth Sense receive a bonus of +10 to their
Perception score due to developing a heightened awareness in general.
Reflex – Ref:
Reflex is the ability to respond consciously to spontaneous situations quickly. The higher the Ref score, the faster the reaction
time of the character. Reflex provides a bonus to Initiative. Reflex is a calculated attribute using the following formula:
(IQ + PP + Per)/3
Spell Strength - SS:
Spell Strength is the difficulty in resisting magic. In R:UE this is a base of 12 for all spells with modifications granted to
casting O.C.C.s at higher levels, Rituals are described (indirectly) as having a set spell strength of 16. Instead in my
campaigns base spell strength is determined by the caster's Mystic Inclination attribute. A casting O.C.C. receives bonuses at
higher levels to their spell strength, see the section on Magic for the progression. Spell strength also provides an additional
bonus to saves vs. magic.

7
Secondary Attribute Bonus Chart
Attribute Perception Reflex Spell Strength
Score Base Detection Bonus to Bonus to Save
Bonus Initiative vs. Magic
4 +2 -5 -3
5 +3 -4 -2
6 +4 -3 -2
7 +5 -2 -1
8 +6 -1 -1
9 +7 -1 0
10 +8 +0 0
11 +9 +0 0
12 +10 +1 1
13 +11 +1 1
14 +12 +1 1
15 +12 +1 2
16 +13 +2 2
17 +13 +2 2
18 +13 +2 2
19 +14 +2 3
20 +14 +3 3
21 +14 +3 3
22 +14 +3 3
23 +15 +3 4
24 +15 +4 4
25 +15 +4 4
26 +15 +4 4
27 +15 +4 5
28 +16 +5 5
29 +16 +5 5
30 +16 +5 5
31 +16 +5 6
32 +16 +6 6
33 +16 +6 6
34 +17 +6 6
35 +17 +6 7
36 +17 +7 7
37 +17 +7 7
38 +17 +7 7
39 +17 +7 8
40 +17 +8 8
41 +18 +8 8
42 +18 +8 8
43 +18 +8 9
44 +18 +9 9
45 +18 +9 9

CHI
Chi is a special case in that it is normally calculated as a Secondary attribute (Base Chi = PE attribute), however for some
characters it has properties more like a Tertiary attribute, in that increases may be gained with level progression. Any
character considered to possess a supernatural P.E. has double the base CHI.
8
New Damage Rules
Damage Class and Revised Damage Capacity
First let me explain something, I never quite understood how a Power Armor suit could do as much damage as a Mecha 5
times its size, let alone the main gun of a battleship, so I sat down and hashed out some new rules.
Defining Damage Class
There are four classifications for Damage Capacity: SDC, KDC, MDC, and GDC. These classifications are general categories
of how tough someone or something is. The classification is used to determine three things:
Damage Capacity (DC) – this single catch-all replaces S.D.C. and M.D.C. 100 points of damage is 100 points of damage
regardless of classification.
Penetration
Penetration Resistance (PR) – how resistant a creature or object is to damage from a given attack. This is measured on a scale
from 0 to 300 using whole numbers.
Penetration Value (PV) – how capable an attack is at overcoming a given target’s Penetration Resistance.
The comparison of PV vs PR is the actual determinant of whether or not an attack can deal damage. If the PR of the defender
is equal to or greater than the attack’s PV, zero damage is dealt by that attack. If the PR of the defender is less than the
attack’s PV, damage is dealt. This is an all or nothing check:
Two Coalition soldiers are engaged with a bandit wearing Sidewinder Power Armor (460 DC, PR 13). One is armed
with a C-27 Plasma Cannon (damage 1d6x10, PV 12), the other with a C-12 Heavy Assault Laser Rifle currently in
its medium heavy damage setting (damage 4d6, PV 7).
After the first few shots the CS soldiers realize that none of their attacks are having any effect on the bandit's power
armor. In response, the CS soldier armed with the laser takes an action to switch his rifle to its heaviest setting
(damage 8d6, PV 14).
Thereafter, even though his weapon still has a lower damage value his laser attacks with their higher PV are
successful in damaging the bandit's power armor, while his cohort's plasma continues to harmlessly wash over the
suit.
Classification Rules
Classifying artificial objects (armor, vehicles, buildings, etc.) published as MDC or dealing mega-damage (weapons):
Body armor, power armor, autonomous man-sized robots (skelebots, dogs, horses, etc.), and light vehicles (like hovercycles)
and the like are KDC-class.
Weapon damage: Power armor mounted weapons and weapons designed to be held in hand are KDC-class, this includes
micro-missiles, but not mini-missiles.
All giant-sized Mecha and similarly sized vehicle weapons are MDC-class. Most missiles, including Mini-missiles remain
MDC-class.
Truly large vehicles, those with two or more dimensions larger than 100’ with at least one larger than 1000’ and MDC greater
than 10,000 are GDC-class.
Classifying characters (PC & NPC) and creatures/beings:
Living Characters, NPCs, monsters, most Demons/Deevils, and other creatures that are listed as mega-damage beings in the
books are generally considered KDC-class with only a few exceptions.
Greater Demons/Deevils, gods, and alien intelligences are MDC-class
• * Adult Dragons, godlings, demi-gods, and Cosmo-knights are a special case. Under these rules, they are
considered MDC-class for determining Penetration Resistance even though damage capacity is still calculated
as KDC-class.

9
Conversion of M.D.C. to DC
Once you know the class it is fairly straight forward to convert M.D.C. as printed to DC:
KDC-class DC is twice the listed M.D.C.
MDC-class DC is four times the listed M.D.C.
GDC-class objects use the same 4x multiplier as MDC-class.
Calculating Penetration Resistance
SDC-class flesh: Multiply original SDC by .015 (round down), with maximum value of 5
SDC-class armor: Multiply original SDC by .03 (round down), with maximum value of 10
KDC-class flesh: Multiply original MDC by .03 (round down), with a minimum value of 5 and maximum value of 15
KDC-class armor: Multiply original MDC by .06 (round down), with a minimum value of 5 and maximum value of 30
MDC-class flesh: Multiply original MDC by .06 (round down), with a minimum value of 10 and maximum value of 300
MDC-class armor: Multiply original MDC by .06 (round down), with a minimum value of 10 and maximum value of 300
GDC-class: all GDC-class objects have a Penetration Resistance of 300.
Damage Capacity by Location
Normally in Palladium games organic beings, humans, dragons, elves, demon lords, etc. don't have damage locations; the
only real exceptions being Robots and individuals with Bionic Implants. However, I believe that these rules can add a bit
more 'spice' to a game. Similarly, this same distribution is used for Body and Power armor, even if the “official” write up
already has DC by location (in which case this calculated value is the preferred breakdown if the new value is different from
the printed value).
• Main Body: 100% of value of total DC
• Head/Helm = 70% of value of total DC
• Upper Arm (each) = 60% of value of total DC
• Lower Forearm (each) = 75% of Upper Arm DC
• Hands (each) = 35% of Upper Arm DC
• Upper Leg (each) = 80% of value of total DC
• Lower Leg (each) = 75% of Upper Leg DC
• Feet (each) = 35% of Upper Leg DC
Damage to Specific Body Locations
Damage for limbs is kept track of separately from the main body (the head is a special case). Limb damage conveys to the
total (main body) damage, but no limb can contribute more than one-third of its normal (Upper Arm/Leg) DC to the total. So
for instance if a character with DC total of 100 points takes 40 points of damage to his arm (60 DC), only 20 points count
towards the total damage. This is tracked separately for DC and HP.
• If a limb takes damage greater than its DC (not including Hit Points) then the character must make a special save vs.
shock, failing this save results in the limb being disabled until healed.
• If a limb takes damage greater than DC + Hit Points, then the limb has been permanently crippled and may require
amputation (30% + 1 per point of excess (greater than DC + HP) damage).
• A limb that takes damage greater than DC + 2x HP has been effectively (or literally, depending on the type of damage)
amputated by the trauma.
As mentioned above the head is a special case. Damage to the head is conveyed to the total (main body) in full up to the
head’s normal total and the following rules apply:
• If the head takes damage greater than its DC (not including Hit Points) then the character must make a save vs. KO, if
this save is failed the character must then make a special save vs. shock, failing this save results in falling into coma.
• If the head takes damage greater than DC + Hit Points (or DC +1/2 PE for DC only creatures), then KO is automatic,
and there is a chance of automatic coma (30% + 1 per point of excess (greater than DC + HP) damage).
• If the head takes damage greater than DC + 2x HP (or DC+ PE for DC only creatures) coma is automatic. If the head
takes damage in excess of the Main Body total DC + HP value death is imminent.
• Finally, if the head takes damage in excess of Main Body DC + HP total + PE, it has been effectively destroyed by the
trauma: the character is DEAD.
10
Object Damage Capacity
When an object is reduced to zero DC it is still there, but it is no longer operating. For example, a door that has lost all of its DC
has been knocked off its hinges. It no longer functions, but it is still there.
If an object is reduced below zero it will be further destroyed. If the object is reduced to 20% of its DC below zero it will be
beyond repair. If it is reduced to 50% of its DC below zero it will be reduced to fragmented pieces.
Example: A wooden door has 100 DC If it is reduced to 0 DC it will be inoperable. At –20 DC (20% of its DC below zero) it will
be broken into several pieces and the door mechanisms (hinges and doorknob) will be damaged beyond repair. At –50 DC it will
be little more than splinters.
When a helmet has lost 50% of its total DC, there's a 50% chance that the visor has become so scorched/scratched that it
effectively blinds the wearer (same as blind spell). The wearer can take an action to remove the face plate (most armors allow it)
but this leaves the suit non- environmental and head shots have a 50% chance of directly striking the wearers own head.
Robot Stomp/Crush/Fall Damage
Tons of metal falling on something does MAJOR damage, so a stomp does 1D6 damage per ton of the robot. Thus, you'd
have a very powerful attack against the "little people" that get in your way. Stomps can be done against targets one third your
size, stepping attacks dealing one-half stomp damage can be performed against those one fifth your size. A full-on stomp
takes two attacks, while a stepping one only takes one. Also, if the robot falls onto something, it does its stomp damage to
what's beneath it, and 1/2 damage to itself (all that bulk coming down where it's not supposed to may harm the bot too).
Energy Weapons
The shots-per-clip listing in the Rifts books is not an accurate representation of energy usage in regard to e-clips. Certain
weapons do more damage than others but use the same amount of ammo as less powerful weapons. The section on E-Clips
includes modifications to correct this. Basically, the weapon’s damage, range, and type now determine the payload per e-clip.
Explosive Blast Area Attacks (aka. The Big Bang)
The vast majority of attacks that inflict damage do so to one specific spot/location, this is not the case for Explosives Blasts (and
other true area attacks). Instead, they damage all locations within the blast area that are facing the source of the blast, typically the
center. Hence, they are far deadlier even if they at first glance look like they do less damage. An example:
Kevin (DC 39, HP 27) is in a fight when his opponent throws a grenade dealing 1d6x10 damage with a 4-foot blast
radius. It is determined that the grenade lands 3 feet to Kevin’s left side. Kevin is 6 feet tall, so the blast strikes his left leg
and foot, if the damage rolled is 30 points, Kevin’s foot, lower leg and upper leg each take that 30 points of damage. With
DC 39, HP 27 his upper leg is considered to have 31 DC & 21 HP, the lower leg 23 DC & 15 HP, and his foot 10 DC & 7
HP. After the damage is applied the foot suffers loss of all DC and more than x2 HP: it is blown off. However, applying
the limit on limb carryover to total/Main Body, Kevin loses 10 points of DC from his total and 5 HP.

If Kevin had been 5-feet tall instead, then he would have also suffered direct Main Body damage as well. Which would
have in effect added 30 points to the total DC damage, meaning he would lose 40 points of DC with the extra point
spilling over as HP damage, causing him to lose a total of 6 HP instead.

11
Hi-Tech Armor Repair
Advanced high-tech armor, power armor, robots, and vehicles get their strength through a combination of materials and
nanotechnology. Each can be procured with a nanorobotic field repair module. After being damaged, provided a source of
raw materials is available (broken/damaged armor from defeated foes works), the module can be deployed allowing it to
effectively provide repairs. This is good for making characters able to recover overnight or after “holing up” for a while. The
nanobots are programmed for the specific armor, robot, or vehicle and rapidly burn through their limited power reserves. A
skilled programmer can attempt to reprogram bots from one vehicle for use with another but must have enough bots, so the
specific armor/robot/vehicle sizes should be similar, or he may need to combine sets.
Standard Self-Repair Mode: Automatically repairs 1% of total DC per 5 minutes while engaged. During repair the
object being repaired must remain stationary and in a minimal power state. They can function for up to 10 minutes
on a single charge and require 20 minutes to fully recharge and prepare raw materials between activations. They
usually are provided with enough nanobots for 3 deployment. Allowing two sets to recharge while another is
operating, providing for continuous operation for an extended period of time.
Emergency Self-Repair Mode: Deploys all nanobots simultaneously in an overdrive mode, this repairs 5% of overall
DC per melee round (15 seconds) for 10 rounds (2-1/2 minutes). Unfortunately doing so can cause overheating
and conflicts between individual sets of bots, resulting in a chance of bots failing or being destroyed. There is
a 30% chance of a set abused this way being lost, roll for each set deployed individually.
Field repair Module Cost: 10% of armor/power armor/robot/vehicle price per set of bots. Usually sold three sets at a
time for a discounted price of 25%.
Repair Note for armor (and robot vehicles/mecha): An Upper and Lower Arm on the same arm, (included the hand) is treated
as one unit for the purpose of repair – the total MDC used will be the Upper Arm DC. The same holds true for the Leg (and
Foot), in this case only the Upper Leg DC is used. Every 1 DC repaired on an Arm will also repair 1 DC on the lower arm, as
well as the hand; every 1 DC repaired on a Leg will also repair 1 DC on the lower leg, as well as, the foot.

12
Other/Tertiary (Non-Primary/Secondary Attributes)
When rolling for other attributes such as PPE, DC, HP, ISP, etc., there can be a wide variation between starting amounts from
character to character even within the same class. To ensure that the PCs are the best of the best, after all they ARE Heroes,
we're going to House Rule a few things.
• If you have a dice pool (aka: you roll more than 1 die) assume that all of the dice - except one - are maximum results.
For example, a 3d6 roll would assume that the first two d6 rolled are both 6s. You would still roll the last d6.
• In the event that you should be rolling dice*X, then this is how it is handled:
o x2 to x9: assume all but the last x1 is maximum value, then roll for the last x1. Add that to the value.
o x10: assume a result as if you rolled 1 less than maximum. Add a d10 roll to the value.
o x20: similar to the x10 above, but in this case, you are rolling a d20 to add to the value.
o x50: again, similar to the method of x10, except that you are adding the value of half a d100 roll (round up).
o x100: similar to the x10 method, but you are adding the value of a d100 to the value.
• The exception to this: Maximum HPs for level 1.
High Tertiary Attribute Note
DC increases from physical skills differ depending on the amount of base DC a character has. A character with 250 DC will
not gain just 4d6 DC from wrestling! They will gain DC based on how much initial DC they have. The number in the left-
hand column is the maximum number of base DC the character has. Multiply the appropriate number in the right-hand column
by the DC gained from physical skills.
Other similar attributes (PPE, ISP, & CHI) are treated in the same manner for any gains that increase those attributes.
Max Possible Base Multiplier
0 - 10 0.5
11 - 100 1
101 - 400 2
401 - 800 3
801 - 1,200 4
1,201 - 1,500 5
1,501 - 5,000 10
5,001 - 10,000 15
10,000 + 20

Tertiary attribute multipliers may be awarded to some characters as they progress, typically stated as “Double Existing” or similar. Should a
character receive more than one to the same Tertiary attribute they are cumulative but by amount of increase. Do not add the multipliers
directly rather add the percentage of increase for each together, a x2 (100% increase) plus a x2 (100%) yields a x3 (200%) increase | a x3
(200%) plus a x2 (100%) is a x4 (300%). This does not apply to the multiplier for High base value discussed above. Rather, apply the high
value multiplier first then the final awarded multiplier.

Fatigue
A person has fatigue points equal to their PS + PE. These are used to quantify losses due to loss of food, water, or other
necessities. They also indicate the overall fitness and endurance of the character. If a day is missed without any eating and
drinking, there is a 10-point fatigue loss. This loss may be adjusted depending on the actual amounts of nourishment received,
in relation to that required. Skipping sleep costs 5 fatigue for the first day, 10 for the second, 15 for the third, and so on.
Fighting hand to hand or otherwise strenuous activity costs 1 fatigue per minute. If a character is under intense stress there
may be a fatigue cost, usually one per 10 minutes of continuous work. If fatigue drops to 0, the character becomes very weak
and PS, PE, SP and the number of attacks are halved. In addition, all combat bonuses are assessed an additional -6 penalty.
When fatigue reaches -PE, the character collapses from exhaustion.
Combat fatigue can only be regained if the character is resting. Fatigue loss from stress, lack of food, water or sleep can only
be recovered by satisfying those needs, once this is done; all fatigue losses are regained at the normal rate of 1 per 5 minutes.

13
Movement
There are several rates of movement, sprint, run, jog, combat and walk. These are all based on the character's Spd score,
which is movement running in feet per second. The character must have at least a certain amount of fatigue points left to be
able to perform the movement maneuvers listed without excessive effort. In order to perform the type of action when you
don't have the required fatigue points, you must make a save vs. shock at -1 per point you are under the limit. If the character
succeeds in the save he is able to undertake the action, but must pay double the normal Fatigue cost for doing so. This forced
activity when fatigued is a quickly losing proposition.
Movement Types & Fatigue Costs
Movement Type Speed Mod Fatigue Cost Min Fatigue
sprint x1.5 2/sec 50%
run x1 1/10 sec 20%
jog x0.5 1/5 min 5%
combat x0.5 1/min 2 points
walk x0.25 1/hour 2 points
Encumbrance
This is the amount of weight you can lift and carry in relation to how it affects your movement. The following table is based
somewhat loosely on the table in the RIFTS book. A character is assigned an encumbrance level, which is based on his
strength. The encumbrance level is the amount of weight (in pounds) that you can lift and the combat penalties associated
with doing so. The first column indicates the different encumbrance categories, based on how much you carry. The second
column indicates the combat penalties you have when carrying that amount of weight. The third column shows the fatigue
multiplier, whenever you get any fatigue from movement, combat, loss of food, water or sleep, multiply it by this number
before subtracting it from your fatigue pool. Max lift is max carry x 2.
Encumbrance Penalties
Weight Carried Combat Penalties Fatigue Multiplier
Up to Normal Carry /10 None X1 (Normal)
Normal Carry / 5 -10% Spd; -2 Dodge X2
Normal Carry / 2 -20% Spd; -4 To Dodge; -2 To Parry X4
Normal Carry -50% Spd; -8 To Dodge; -4 To Parry X6
Lifting Max Spd = 1; No Dodge Possible; -8 To Parry X10

14
Physical Strength Categories
Introduction
Described in so many places and in so many ways, the rules surrounding the physical strength (PS) attribute could be much
better, but I will attempt to address that issue. The most basic rules involving the PS attribute is that it controls how much
weight a character can carry, lift, and throw, and allows a character to inflict additional damage with melee attacks if the
character has a high enough attribute. Unfortunately, there are five different types of strength and each has a different way at
looking at the PS attribute to determine a character's abilities. One problem is there are some inconsistencies with how
strength is described, and these are addressed in this document. For example, on page 25 of the Rifts Game Master Guide,
there is an image with three different characters each representing a different level of strength. According to the Rifts Game
Master Guide, a character with supernatural strength can only carry 50 times their PS attribute and lift 100 times their PS
attribute. This means that the creature on the bottom of the image would require a supernatural PS of 150 to just lift the
Coalition Mark IX Exploratory Personnel Carrier depicted in the image (which weighs 7.5 tons fully loaded and can be seen
on page 153 of Rifts World Book 11: Coalition War Campaign) not to mention that he is doing it one-handed or all of the
rather solid looking ground that the creature is lifting. This is assuming that the creature is lifting the vehicle; if he was
carrying it he would require a supernatural PS of 300! In fact, the borg character, which has only Extraordinary Strength is
lifting one side of the vehicle (roughly half its weight) and his multiplier for lifting is less than for supernatural strength! This
is one important area that will be addressed by this document.
The five categories of strength are Normal, Strong, Extraordinary, Superhuman, and Supernatural. Normal PS is the default
strength of all creatures unless otherwise mentioned or unless they qualify for the Strong PS category, at this level, creature's
use their base damage as listed under their racial description. Strong PS is also very basic and is possessed by all creatures
that have Normal PS and an attribute of 16 or higher. At this level of strength, the creature can carry, lift, and throw more than
they could with Normal PS, and they begin to see an increase in base damage above that of Normal PS. Extraordinary PS is
also called Augmented PS and can be acquired through several methods, the most simple of which is to possess the minor
super power Extraordinary Physical Strength, but there are also technological ways of achieving this level of strength.
Characters who possess an increased PS attribute because of genetic mutation, chemical augmentation (such as a Juicer),
brain implants (such as a Crazy), bionics (partial or full conversion cyborgs), or exoskeletons (such as light power armor,
mechanically enhanced body armor, or very light robotic vehicles) all are considered to have Extraordinary PS, which
increases the damage they inflict with their attacks and their ability to lift, carry, and throw. Robotic PS is also known as
Superhuman PS and is possessed by anthropomorphic robots, robotic vehicles and heavy power armor, but creatures with the
Superhuman Strength minor superpower also have this level of strength. Supernatural PS is the highest level of strength and is
possessed by almost all supernatural creatures and creatures of magic such as dragons, elementals, and demons.
With the exception of Normal PS, all of the strength categories inflict a different amount of base damage depending on what
their strength is. For example, a human with a supernatural PS of 20 inflicts 4D4 damage on a regular punch. There are some
general rules that apply to attacks that are not listed below. Generally speaking, a power strike inflicts twice the damage of the
regular attack, but it always requires two attacks, and usually only punches and kicks can be used as power attacks. Tail and
Tentacle attacks generally inflict only half of the damage of a regular punch, and a bite or head butt generally only inflict half
of the damage of a regular punch but may inflict as much damage as a regular punch for some creatures. It is important to
note that the damage tables will not be exactly the same as those presented in the books and to check to see where the
differences lie, use the 1D4 column, as most tables in the books are listed for punch attacks from a Human-type creature,
which is a 1D4 for a normal minimally or untrained Human.

15
Normal Strength
Normal strength is possessed by everything that does not belong to one of the special strength categories and does not have a
PS attribute that is higher than 16. At this level, a creature has a strength that is reachable by an average Human with physical
training and all of the creature’s base attacks will be the same for a creature of this type, so a Human would inflict the normal
damage for a Human. There is only minimal damage bonus possible for those stronger than average, plus any bonus gained
through hand-to-hand combat training and the character does not have any exceptional ability to lift and carry huge weights.
The damage inflicted by a creature with Normal Strength is the same as the base damage listed in Hand-to-Hand Strikes.
• Carry: Can carry 10 times their PS attribute in pounds (1 lb = 0.45 kg).
• Lift: Can lift 20 times their PS attribute in pounds (1 lb = 0.45 kg).
Strong Strength
A creature with Strong Strength can carry and lift more than a character with Normal Strength. Any creature with Normal
Strength that has a PS attribute that is 16 or higher possesses Strong Strength. Also, in any entry that specifies that a character
must have either a normal PS attribute of a certain number or a supernatural PS of a lower number and there is no mention of
Strong strength, a creature with this type of strength qualifies only for the normal PS number.
• Carry: P.S. 16-34: x20 (lbs.); P.S. 35-39: x25; P.S. 40+: x30
• Lift: Double carry.
Extraordinary (or Augmented) Strength
Extraordinary PS is also called Augmented PS and can be acquired through several methods, characters who possess an
increased PS attribute because of genetic mutation, chemical augmentation (such as a Juicer), brain implants (such as a
Crazy), bionics (partial or full conversion cyborgs), or exoskeletons (such as light power armor, mechanically enhanced body
armor, or very light robotic vehicles) all are considered to have Extraordinary PS, which increases the damage they inflict
with their attacks and their ability to lift, carry, and throw. Also, in any entry that specifies that a character must have either a
normal PS attribute of a certain number or a supernatural PS of a lower number and there is no mention of Extraordinary
strength, a creature with this type of strength qualifies for the supernatural PS number, but his PS is considered to be lower by
five points. For example, if wielding a powerful artifact required a normal PS of 35 or a supernatural PS of 20, a creature that
had an Extraordinary PS of 25 could wield the artifact.
• Carry: P.S. 34 or less: x25 (lbs.); P.S. 35-39: x35; P.S. 40-44: x40; 45-49: x50; 50+: x55
• Lift: Double carry.
Superhuman (or Robotic) Strength
Robot vehicles, often large and powerful, possess incredible strength and can inflict a large amount of damage with every
attack. This level of strength is possessed by reinforced anthropomorphic robots, heavy power armor, robot vehicles, and by
creatures with the Superhuman Strength minor superpower. Also, in any entry that specifies that a character must have either
a normal PS attribute of a certain number of a supernatural PS of a lower number and there is no mention of Robotic or
Superhuman strength, a creature with this type of strength qualifies for the supernatural PS number.
• Carry: P.S. 24 or less: x25 (lbs.); P.S. 25-29: x30; P.S. 30-34: x40; 35-39: x50; 40+: x60 (double for Giant-sized
robots and beings)
• Lift: Double carry
Supernatural Strength
The absolute highest level of strength, Supernatural Strength is possessed by almost all supernatural creatures, creatures of
magic, select aliens, the most technologically advanced power armor and robots, and those with the Supernatural Strength
major superpower.
• Carry: P.S. 17 or less: x30 (lbs.); P.S. 18-29: x50; P.S. 30-34: 75; 35-39: 100; 40-44: x150; 45-49: x200; 50-54:
x250; 55-59: x300; 60-64: x350; 65-69: 400; 70+:450 (double for Giant-sized beings)
• Lift: Double carry

16
Throwing objects
Throwing objects is a special part of strength and different strength categories affect a creature's throwing ability differently.
With the exception of objects specifically designed for throwing, such as javelins and boomerangs, a creature's ability to
throw a miscellaneous object is divided into the following categories: the distance they can throw an object that weighs 1 lb
(0.45 kg) or less, their ability to throw an object between that 1 lb (0.45 kg) and 10 lbs (4.5 kg), their ability to thrown objects
between 10 lbs (4.5 kg) and 100 lbs (45.4 kg), their ability to throw objects at 100 lbs (45.5 kg) increments (such as 200 lbs,
300 lbs, etc.), and their ability to thrown an object at the weight they can carry. Of course, a creature cannot throw a weight if
it is heavier than the weight they can carry. A creature with the Targeting skill, has the range that the character can throw an
object designed for throwing, such as a Javelin, dart, or knife, doubled the listed value in the table.

Object or Weight Normal / Strong Extraordinary Superhuman Supernatural


1 lb or less 1' * PS 2' * PS 4' * PS 6' * PS
1 lb to 10 lbs 8" * PS 1.5' * PS 3' * PS 5' * PS
10 lbs to 100 lbs 6” * PS 1' * PS 2' * PS 3' * PS
up to Max Carry Weight 4" * PS 8" * PS 1’ * PS 1.5' * PS
Bolas 3' * PS 4' * PS 6' * PS 10' * PS
Boomerangs, returning 4' * PS 5' * PS 8' * PS 13' * PS
Dart 3' * PS 4' * PS 6' * PS 10' * PS
Hand Grenade 5' * PS 7' * PS 10' * PS 17' * PS
Javelin 8' * PS 10' * PS 20' * PS 30' * PS
Net 2' * PS 3' * PS 4' * PS 7' * PS
Shuriken 2' * PS 3' * PS 4' * PS 7' * PS
Sling 25' * PS 35' * PS 50' * PS 85' * PS
Spear 5' * PS 7' * PS 10' * PS 17' * PS
Throwing Axes 2' * PS 3' * PS 4' * PS 7' * PS
Throwing Knives, small 3' * PS 5' * PS 10' * PS 15' * PS
Throwing Knives, large 5' * PS 7' * PS 10' * PS 17' * PS
Throwing Sticks & Irons 8' * PS 10' * PS 20' * PS 30' * PS
Trident 4' * PS 5' * PS 8' * PS 13' * PS

17
Punch Damage and Carrying Maximum
Since the various strength classes are clearly delineated from one another by their weightlifting/carrying ability, the amount of
damage a character can inflict should logically be a function of maximum carry weight, which is itself a function of PS
attribute and Strength Class. Additionally, characters trained in advanced combat techniques or beings with natural attacks
that normally do base damage other than 1d4 need a method to determine their heightened damage values, hence the columns
for 1d6 & 1d8 damage. If an attack normally inflicts more than a single die of damage, such as a Kick Attack that inflicts
2D4, multiply the damage from the appropriate cell in the table accordingly. When skill/training gives damage bonuses, add
these bonuses but if the PS provides a multiplier (either a x or multiple dice) add the bonuses before the multiplier. Example:
A character with supernatural PS 10 and a +2 on damage from training and using a punch that normally does 1D4 , will deal
2d4+4. If on the other hand the same character had supernatural PS 30, then he would deal 4D4+8, as the damage was
effectively increased by a multiplier of 4. If he had PS 70, then the damage would be (4D4+8)x10.
P.S. by Category 1d4 Combat Damage 1d6 Combat Damage 1d8 Combat Damage
Carrying Max
Extra- Super- Super- Restrain Regular Power Restrain Regular Power Restrain Regular Power
ordinary1 human2 natural
>300 12+ 12+ 10+ 1d4 2d4 4d4 1d6 2d6 4d6 2d4 4d4 4d8
>600 24+ 24+ 18+ 1d6 2d6 4d6 2d4 4d4 4d8 2d6 4d6 8d6
>1200 lbs 35+ 30+ 25+ 2d4 4d4 4d8 2d6 4d6 8d6 4d4 4d8 1d6x10
>2500 lbs 50+ 42+ 34+ 2d6 4d6 8d6 4d4 4d8 1d6x10 4d6 8d6 2d4x10
>5000 lbs 91+ 84+ 40+ 4d4 6d6 1d6x10 3d6 6d6 1d6x10 4d8 1d6x10 2d6x10
>7500 lbs - 125+ 50+ 4d6 8d6 2d4x10 4d8 1d6x10 2d6x10 1d4x10 2d4x10 4d4x10
>10,000 lbs - 84+3 54+ 4d6 1d6x10 2d6x10 1d4x10 2d4x10 4d4x10 8d6 2d4x10 3d6x10
>15,000 lbs - 125+3 55+ 6d6 1d6x10 2d6x10 8d6 2d4x10 3d6x10 8d6 2d4x10 5d4x10
>20,000 lbs - - 60+ 8d6 2d6x10 4d6x10 2d4x10 4d4x10 4d8x10 2d6x10 4d6x10 8d6x10
>30,000 lbs - - 70+ 1d6x10 4d4x10 4d8x10 2d6x10 4d6x10 8d6x10 4d4x10 4d8x10 1d6x100
>45,000 lbs - - 100+ 1d6x10 4d6x10 8d6x10 4d4x10 4d8x10 1d6x100 5d4x10 1d4x100 2d4x100
>60,000 lbs - - 70+3 4d4x10 4d8x10 1d6x100 3d6x10 6d6x10 1d6x100 4d6x10 8d6x10 2d4x100
>75,000 lbs - - 84+3 3d6x10 6d6x10 1d6x100 4d6x10 8d6x10 2d4x100 4d8x10 1d6x100 2d6x100
>90,000 lbs - - 100+3 4d6x10 8d6x10 2d4x100 4d8x10 1d6x100 2d6x100 1d4x100 2d4x100 4d4x100
>105,000 lbs - - 117+3 5d6x10 1d6x100 2d6x100 1d4x100 2d4x100 4d4x100 8d6x10 2d4x100 3d6x100
>120,000 lbs - - 134+3 6d6x10 1d6x100 2d6x100 8d6x10 2d4x100 3d6x100 1d6x100 2d6x100 4d6x100
1
The Extraordinary P.S. category also includes Augmented strength; strength that has been increased through various technological
means: bionics; brain augmentation (Crazies); chemical augmentation (Juicers); and light exoskeletons.
2
The Superhuman P.S. category also includes Robotic strength: androids, other robots, and true power armor.
3
The entries marked with this superscript pertain to (are only possible for) Giant-sized beings and robots.
Strength Addendum (Special Circumstances)
There may be situations that occur during the play of a game where the character's unarmed damage will exceed that of his
melee weapon. When that situation occurs, consider the weapon to grant the character a bonus to his strength, consult the
following table to determine the bonus to PS the weapon provides. Then, cross reference with the appropriate table under the
new strength’s lifting weight (used for damage determination only) to determine the amount of damage done. In no
circumstance can the weapon fail to provide at least some bonus to damage, if the dice roll does not change add a bonus of +3
to damage rolls. Also, the normal punch damage should always be used for determining weapon damage, I these cases.
Weapon Max Damage Effective Strength Increase
6 or less +5
7-12 +7
13-18 +10
19-24 +15
25-36 +20
37-60 +30
61-80 +40
81-120 +50
121-180 +60
Greater than 180 +70
18
Backgrounds Options
The purpose of the backgrounds is to allow a player to further develop his or her character beyond the traditional Palladium
Books character generation rules through a system of Merits and Flaws.
Each character automatically receives thirty (30) points to purchase Merits
The character can receive up to an additional twenty (20) points by selecting Flaws.
The player need not spend all of the points, though any not spent are lost.
Each background option gives the character certain advantages and/or disadvantages.
A player must be able to explain why the character has each background.
It should not be because the player thinks that the background is just plain cool. If the character takes a 15-
point Special Equipment Merit, the player should explain why he has a 15-point merit, and it better be a good
reason.
The GM may use Debt and Wanted backgrounds to create more interesting and character-based adventures and
campaigns.
A character with the Dark Fate background could be the focus of an entire campaign.
These background options are not meant to just make a character more powerful. The background options are meant to give a
character more depth and personality.
Just because a character obtains something as an advantage at character creation does not assure that it cannot be lost during
the course of play.
General Merits
Acute Senses Cost: 2 points
One of the character's senses is exceptional. This background provides the character with an acute sense of hearing, taste,
smell, sight, or touch. Each acute sense must be purchased separately.
• Acute sense of hearing. Bonuses: +2 to any perception check involving hearing and +1 to initiative. The character
has the ability to distinguish and recognize individual sounds at a 20% +3% per level or experience.
• Acute sense of taste. Bonuses: The character has the ability to identify the contents of any substance by tasting it.
The base skill for this ability is 25% +4% per level of experience. If the substance is poisonous then the character
must make a saving throw versus poison. This ability provides a +10% to the cooking skill.
• Acute sense of smell. Bonuses: The character receives a +2 to all perception checks involving the sense of smell.
Recognize odors: 30% +2% per level of experience. Recognize person by scent alone: 10% +2% per level of
experience.
• Acute sense of sight. Bonuses: +2 to any perception check involving sight, +1 to initiative, +1 to strike on any long
range attack.
• Acute sense of touch. Bonuses: +10% to any skill that involves a delicate touch such as mechanical skills and +1 to
strike and parry.
Note: A character with heightened sense powers cannot have the corresponding acute sense. So, a character with Heightened
Sense of Hearing cannot have the Acute Hearing merit.
(Additional) Super Ability Cost: varies
The character is exceptional in the fact that the character possesses super abilities from Heroes Unlimited. The range of
superpowers the character possesses depends on the number of points spent. The Physical Mutation Character Flaw makes a
good option when this merit is selected.
• (Additional) super ability. Cost: # of points = 2 x Ability SPP.

19
Ally Cost: 5-10 points
Allies are important to have. They are someone you could turn to when problems arrive. They can be of great use to a
character providing emergency funds, information, equipment, or general support and help in times of need. If the ally is
abused or taken advantage of then the ally will abandon the character. There is only so much that a friend can stand. An ally is
considerably different from the contact background. An ally will go too much greater lengths and may even give his or her
life for the character. The ally is not just a contact, but they are friends. The player should explain how the character gained
such a dedicated friend. Allies do have lives of their own. Allies do not follow the character around waiting on them hand and
foot. The more powerful the ally the busier they are. The ally is a friend who will help the character as much as any true
friend would.
• Minor ally with very little power. Level is less than that of the character. Cost: 5 points.
• Minor ally with some power. Level is equal to or less than the character. Cost: 6 points.
• Major Ally with little power. The level of the ally is usually 1-2 levels above the character. Cost: 7 points.
• Major Ally with some power. The level of the ally is usually 2-4 levels above the character. Cost: 8 points.
• Ally with a large amount of power. The level of the ally is usually 3-5 levels above the character. Cost: 9 points.
• Very powerful ally. The ally is usually at least 9th level. Cost: 10 points.
Ambidextrous Cost: 4 points
The character with this background can use the right and left hands with equal skill and dexterity. Bonuses: Adds one
additional action per melee round, +1 to parry, +5% to climbing, escape artist, pick locks, mechanical, and electrical repair
skills.
Bionic Conversion Cost: 3-7 points
This background allows a character to begin the game with a certain level of bionic conversion. Any character may select this
background but if the character has psionic or magical abilities those abilities still suffer the normal penalties.
• Partial Conversion. Cost: 3 point.
• Full Bionic Conversion. Cost: 5 points.
• Foreign Partial Conversion from Triax, Russia, or Japan. Cost: 4 points.
• Full Bionic Conversion from a foreign area (Triax, Russia, Japan) or Light Machine conversion (World Book 17:
Warlords of
Russia). Cost: 6 points.
• Heavy Machine or Cyborg Shock Trooper Conversion (World Book 17: Warlords of Russia). Cost: 7 points.
Brave Cost: 3, 5, or 8 points
The character is exceptionally brave. The character is able to resist the effects of horror factor and fear.
• +3 to save versus horror factor. Cost: 3 points.
• +5 to save versus horror factor. Cost: 5 points.
• Immune to the effects of horror factor and fear including magical spells which cause fear. Cost: 8 points.
Business Cost: 1-5 points
The character begins the game with a business. This can be almost any type of business such as a bookstore, nightclub or bar,
doctor's office, or auto mechanic shop. It is up to the player to define the nature of the business that the character owns. The
business will provide a steady income for the character but does require the character to be present at least 5% of the time (or
1 business day per month) per point, preferably more. This background is not recommended for characters that will be
traveling often.
• A small shop that provides about cr.= 2,000 per month. Cost: 1 point.
• A medium shop that provides about cr.= 5,000 per month. Cost: 2 points.
• A large shop that provides about cr.= 10,000 per month. Cost: 3 points.
• A major business that provides about cr.= 15,000 per month. Cost: 4 points.
• A huge, popular business that provides about cr.= 20,000 per month. Cost: 5 points.

20
Cache Cost: 1-5 points
A character with the Cache background begins the game additional financial resources. This is in hard cash/credit not items of
general value.
• cr.= 10,000. Cost: 1 point.
• cr.= 40,000. Cost: 2 points.
• cr.= 80,000. Cost: 3 points.
• cr.= 160,000. Cost: 4 points.
• cr.= 320,000. Cost: 5 points
Citizen of the Coalition States Cost: 5 points
The character is a citizen of the Coalition States. This has many great advantages which include access to the cities of the CS,
social programs, public education (excluding literacy), and other aspect of CS society. The literacy counts as two skill
selections if a character chooses this Background.
Clear Thinker Cost: 2 points
In even the most stressful situation the character can keep a clear mind and not let the stress of the situation affect his or her
performance. The character does not suffer from penalties to skill rolls or attack rolls due to stress or repeated failure.
Coalition Equipment Cost: 1-15 points
On the North American continent nothing surpasses the quality of the equipment, weapons, power armor, and robots of the
Coalition States. A character with this background begins the game with some type of Coalition equipment. There are
multiple categories that a player may choose from. These categories include: equipment, weaponry, vehicles, power armor,
and robots. The cost of the item varies depending on the rarity and power of the item. A suit of SAMAS power armor is going
to cost considerably more than C-18 laser pistol.
CS General Equipment
• Electro-stunners, net guns (See Rifts World Book 13: Lone Star), Light Dog Boy Riot Armor, CS-500 Sky Pack (see
Coalition
• Navy), a 2-3 e-clips for CS weapons. Cost: 1 point.
• D1 and D2 Environmental Dog Boy armor (See World Book 13: Lone Star), Light Coalition "Dead Boy" Armor (Old
Style), CSN-600 Deep-Six Sea Pack (see Coalition Navy). Cost: 2 points.
• Heavy Coalition "Dead Boy" Armor (Old Style). Cost: 3 points.
• CA-3 Light Body Armor, CSNA-1 Lightning Strike SCUBA armor, CA-4 Mk2 "Shark" Standard CS Navy Armor and
CA-4 Standard "Dead Boy" Armor. Cost: 4 points.
• CA-5 Juicer armor, CA-7 Mk2 Nautical Commando armor, CA-7 Special Forces Armor, CNA-2 "Barracuda"
Commando Armor, old style Skelebot. Cost: 5 points.
• CA-6C and CA-6EX Heavy "Dead Boy" Armor, New Style CS Skelebot, Eagle Unmanned Aircraft. Cost: 6 points.
CS Weaponry
• C-18 Laser Pistol, eight CS Hand grenades, vibro-blade, neural stun mace, dog boy forearm vambrace, other older light
weapons. Cost: 1 point.
• C-10, C-12, and C-14 "Fire Breather" laser rifles, and similar older laser rifles, enhanced CS mini-missile. Cost: 2
points.
• New style laser pistols such as the C-5, CP-20, and CP-30, or old-style heavy weapons like the C-27 plasma cannon,
CR-1 Rocket launcher, enhanced CS short-range missile. Cost: 3 points.
• New style laser rifles such as the CP-40 and CP-50, and CV-212 variable frequency laser rifle. Cost: 4 points.
• New style CS heavy weapons such as the C-29 "Hellfire" plasma cannon and C-200 "Dead Man's" rail gun, enhanced
CS medium range missile. Cost: 5 points.
• Very Heavy weapons such as the CTT-P90 particle beam cannon and the CTT-M20 missile rifle. Cost: 6 points.

21
CS Vehicle (Not robots or power armor.)
• Very light single person vehicles such as the CS Death's Head underwater sled and CS Jet ski. Cost: 5 points.
• Light vehicles such as the Skull Patrol Car, CS "Scarab" Officer's Car, and CS Command Car. Cost: 6 points.
• Vehicles such as the old style sky cycle, CS Mark IX EPC, CS Scout Rocket Cycle, Warbird Rocket Cycle, CS Wave
Demon Combat Hydrofoil. Cost: 7 points.
• Demon Locust and Black lightning helicopter. Cost: 8 points.
• CS Wind Jammer, Death Wing air assault armor. Cost: 9 points.
• CS Mark V APC, Mark IX missile launcher vehicle. Cost: 10 points.
• CS Grinning Skull main battle tank, CTX-52 Sky Sweeper. Cost: 11 points.
• CTX-50 "Line Backer" heavy assault tank, Mark VII "Slayer". Cost: 12 points.
• Navy "Sea Striker", Navy "Shrike" Interceptor, Night Wing (Rifts Mercenaries), CSN Mark I Barracuda. Cost: 13
points.
• CS Death's Head transport, Death Bringer APC, CSN Mark IV Hurricane. Cost: 14 points.
• CS Sky Lifter APC. Cost: 15 points.
CS Power Armor and Robot Vehicles
• Old style SAMAS, Trident. Cost: 7 points.
• Amphibious SAMAS, "Smiling Jack" Light Assault SAMAS, and Special Forces "Striker" SAMAS. Cost: 8 points.
• Mauler, Terror Trooper, and Super SAMAS. Cost: 9 points.
• UAR-1 Enforcer, IAR-5 Hellfire. Cost: 10 points.
• CR-003 Spider Skull Walker (old style), CR-004 Scout Spider Skull Walker, CR-005 Scorpion Skull Walker, CSN Sea
Spider Skull Walker, and IAR-4 Hellraiser. Cost: 11 points.
• IAR-3 Skull Smasher, IAR-2 Abolisher Assault Robot. Cost 12 points.
Common Sense Cost: 3 points
A character with common sense has extraordinarily good sense or sound practical judgment. Anytime a player decides to do
something that would not be a good idea, such as insult a crime boss or army general, then the game master may warn the
player that the action they are about to take would not be a good idea. The player may still choose to take the action, but they
have been warned.
Contacts Cost: 1-5 points
The character begins the game with a number of contacts. These are not like allies and may betray the character if the price is
right. They can provide information, be the middleman for the character by setting up meetings and obtaining items. Contacts
are not friends; they are just associates, nothing more. When the Contacts background is purchased the character gets 3 points
to spend on contacts for each background point spent in this background. There are two types of contacts that may be
purchased: minor and major. Minor contacts are low-level people with very little power. A major contact will be more
powerful. A minor contact costs one to three contact points and a major contact costs four or more contact points.
• 3 contact points. Cost: 1 point.
• 6 contact points. Cost: 2 points.
• 9 contact points. Cost: 3 points.
• 12 contact points. Cost: 4 points.
• 15 contact points. Cost: 5 points.
Cybernetic Implant Cost: 1-5 points
The Cybernetic Implant background provides the character with cybernetic augmentation. This background does not provide
bionic conversion, just minor cybernetic augmentation.
• Headjack, gyrocompass, clock calendar, sound filtration system. Cost: 1 point.
• Cybernetic eye, amplified hearing, ultra-ear, headjack with special augmentation, motion detector. Cost: 2 points.
• Cybernetic weapon such as retractable finger blades or knuckle spikes, cyber-armor. Cost: 3 points.
• Bionic hand or foot with maximum attributes or a Psi-implant. Cost: 4 points.
• Bionic arm and hand or leg and foot with maximum attributes. Cost: 5 points.
22
Domicile Cost: 1-7 points
The character has a home in a city somewhere. This home has all the basic necessities including utilities, bathroom, kitchen,
etc. The character should have to spend at least some time in their home, if not the building will fall into disrepair.
• Small one bedroom house. Cost: 1 point.
• Small two-bedroom medium or one bedroom house. Cost: 2 points.
• Medium two-bedroom or small three-bedroom house. Cost: 3 points.
• Medium three-bedroom house or small four-bedroom house. Cost: 4 points.
• Large four-bedroom house or medium 6-bedroom house. Cost: 5 points.
• Small mansion with about 10-15 rooms. Cost: 6 points.
• Large Mansion with about 30 rooms. Cost: 7 points.
Estate Cost: 1-5 points
The character owns a small estate that consists of average land. This background provides only land and the natural resources
therein, not a house or any other form of structure. If the player wishes, the character may also have the Domicile background
or purchase a house with starting funds. The land is usually nice and may have some valuable resources, such as lumber,
mineral ores, or a lake with a good supply of fish. The resources of the land are up to game master's discretion, but the land is
not a wasteland. The character will have to manage this land. It cannot be left to itself. The estate will not need constant
maintenance, but will require about three months each year of attention.
• 5 acres of land. Cost: 1 point.
• 15 acres of land. Cost: 2 points.
• 50 acres of land. Cost: 3 points.
• 120 acres of land. Cost: 4 points.
• 300 acres of land. Cost: 5 point
Extra Skills Cost: 2 points
This background allows a player to select a skill program in addition to the skills provided by RCC/OCC. Each of these skills
receives a +5% bonus when purchased. The player must purchase each skill program separately. See the skill programs list in
the appendix.
Fast Learner Cost: 3 points
A character with this background learns new skills at a faster rate than most people. The character can pick up skills from the
people around more easily than most people and gains more out of their experiences. Any character that has this background
automatically gains one additional skill each level of experience (beginning at first level). These skills are limited to the skills
which are normally available to a character through O.C.C. related skills.
Gestalt OCC Cost: 10 points
This background means you have trained in more than one OCC! See the Gestalt rules for how this works.

23
Investments Cost: 5-10 points
The character begins the game with substantial credit investment in some form of business or property that continually makes
money. This will provide the character with money each month, which is a random roll to reflect the success of the company
that month. In tight situations the investment may be liquidated for hard currency. Liquidating the investment takes 2D4
months or the character can make a quick sale and liquidate the investment in 3D6 +1 days, but only gets about 10-40% (1D4
x 10%) of its net worth. The player must specify what the character has the money invested in. Perhaps the character has
money invested in a corporation, rental properties, a manufacturing facility, a mine or black-market investments. The
character may have the investments divided up among multiple companies and properties. Unfortunately, these investments
can have problems that may include any multitude of events depending on the nature of the investment. This may include
intense competition (violent or otherwise), police crackdown for underworld investments, or even outright attack. The
character must maintain the investment. It cannot be left to its own devices and be expected to survive.
• cr.= 1 million. Generates 2D6 x 1,000 per month. Cost: 5 points.
• cr.= 5 million. Generates 1D6 x 10,000 per month. Cost: 6 points.
• cr.= 10 million. Generates 2D6, x 10,000 per month. Cost: 7 points.
• cr.= 20 million. Generates 4D6 x 10,000 per month. Cost: 8 points.
• cr.= 40 million. Generates 1D6 x 100,000 per month. Cost: 9 points.
• cr.= 100 million. Generates 2D6 x 100,000 per month. Cost: 10 points
Jack of All Trades Cost: 5 points
This character is a dabbler in all skills and fields but is a master of none. A character with the Jack of All Trades background
may select any skill he or she chooses regardless of background, without having to pay extra, but does not get OCC skill
bonuses to any of his or her skills within those outside his normal areas.
Large Cost: 4 points
A character with this background is unusually large, minimum height if 6' 5" and a weight of 300 lbs. The disadvantage of
this background is finding clothing, shoes, and other similar items that fit will usually have to be specially made. The
character will often find vehicles cramped or too small. Bonuses: +1D4 to P.S., +2 to P.E., and +25 to damage capacity.
Natural Navigator Cost: 1 point
This background allows a character to know exactly what cardinal direction (north, south, east, west, etc.) he or she is facing
or traveling. Even if the character is sealed in a container or blinded he still knows what direction he is traveling.
Other Dimensional Equipment Cost: 1-15 points
The character begins the game with an item from another dimension. Where this item came from is up to the player. Perhaps
the character stole the item from a d-bee or traveled to another dimension. Wherever the item came from it is not from Rifts
Earth..
• HI-30 and HI-10 laser pistol, CAF Jumpsuit, GR-10P pistol, telepathic communicator. Cost: 5 points.
• Crystal Bolt pistol, Crystal Paralyzer, Death Disk and Slicer Gun (see Rifts Dimension Book Three). Cost: 6 points.
• KM-700 Uni-Motorcycle, GR-15AR Assault Rifle, Psionic Augmentation Helmet (see Dimension Book Three). Cost:
7 points.
• Kittani weapons from Rifts Atlantis, K-1000 Spider Defense System, Naruni weapons from Phase World or Phase
World Soucebook, CAF Battle Armor, Space Suit. Cost: 8 points.
• Kittani Serpent power armor, Kittani Equestrian power armor, Weapons of Bushido Industries and similar weapon
manufacturers from Dimension Book Three. Cost: 9 points.
• Heavy CAF Body Armor, Psionic Crystal Armor, Robot High Speed Skimmer (see Rifts Atlantis). Cost: 10 points.
• Contra-gravity Pack, Phase weapons and phase fields, Naruni Enforcer power armor. Cost: 11 points.
• Psionic Power Armor, Robotech Cyclone power armor, Silver Hawk and Ground Pounder power armor, Warlock
Combat Armor, Kittani Transformable Robot Fighter. Cost: 12 points.
• A-1 "Avenger" Power Armor, Protector-Class fighter, Naruni Delta-Wing Multi-Environmental fighter, Shadow Bolt
Ship, Battleram Attack Robot. Cost: 15 points.

24
Photographic Memory Cost: 7 points
A photographic memory allows a person to remember almost anything that he or she has seen. A character with this
background has such a memory. The character automatically receives the equivalent of the psionic power Total Recall. The
power costs no I.S.P. to use. The character is not actually psionic, but the background operates in a similar manner.
Poison Resistant Cost: 1-3 points
The character is naturally resistant to poison. Poison is less likely to affect the character and when it does, will not affect the
character as severely.
• +1 versus lethal poison and +2 versus non-lethal poison. Cost: 1 point.
• +2 versus lethal poison, +3 versus non-lethal poison, and all poisons have its effects reduced by 1/2. Cost: 2 points.
• +3 versus lethal poison, +4 versus non-lethal poison, and all poisons have its effect reduce to 1/4. Cost: 3 points.
Power Enhancement (GM call on availability) Cost: Varies
Some aspect of the character's power is unique when compared to the typical power. A character may have multiple
enhancements, but only one can be used at a time.
• Armor Piercing: This advantage allows the power to piece armor. Anytime the attack is made with this power, the A.R.
of the target is reduced by 6 (i.e. a target with an A.R. of 16 would be considered to have an A.R. of 10). Cost: 6
points.
• Aura Effect: The player can bend his energy expulsion power into a field around him, causing 1/3 damage to anyone he
touches (including attackers). Punches and kicks with the aura do the same damage as the energy expulsion power plus
any damage bonuses. When the aura is on the player cannot use any ranged attack powers. In addition, the Aura Effect
protects the character with an A.R. of 11. Any roll under 11 does no damage. This advantage cannot be taken multiple
times. Cost: 5 points.
• Rapid Fire: This advantage allows a character to shoot multiple shots much like bursts from an automatic weapon. The
character can fire a burst which does the damage for one blast times three at the cost of one melee action, or the
character can fire a "long" burst which does the damage for one blast times seven at the cost of two actions. With a
"long" burst the character can alternatively spray an area doing the damage for one blast x2 to 1D4 +1 targets. Cost: 12
points.
• Cone Effect: The power spreads out in a fan-like surge that covers 15 feet. When the power is used there is a penalty of
-1 to strike and the range is halved. The fan can hit 1D4+1 targets that are close together, +1 target per level. This
advantage cannot be taken multiple times. Cost: 8 points.
• Continuous: The character needs only successful strike to hit with the power, and the victim suffers damage until a
successful dodge of the attack roll is made. The character cannot attack anything else while using this power. This
advantage cannot be taken multiple times or linked to other advantages. Cost: 10 points.
• Damage boost: Each time this advantage is taken the type of die that is rolled for damage is increased to the next
highest die. For example, if a character took this advantage twice, he would roll ten sided dice instead of the normal six
sided dice. This advantage can only be taken three times which makes the highest die possible a twelve-sided die.
Cost: 5 points per increase.
• Double Knockdown: Whenever a character is hit, he must save versus knockdown as if being hit by twice the damage
that he actually took. Cost: 3 points.
• Effects Intangible Characters/Objects: This advantage allows the energy expulsion power to effect insubstantial objects
and characters. Cost: 9 points.
• Extended Range: Increase the range of the power by 50% of the original range for each time that the advantage is
chosen. Range increases per level are not affected. Cost: 5 points.
• Extra Attack: Each time taken provides one extra melee attack with the ranged attack power only. This advantage can
only be taken two times. Cost: 13 points.
• Homing: The attack will arc around structures and non-targets on its way to the intended recipient. The strike roll never
fails; anything lower than an 8 after bonuses is treated as an eight. This can be used for called shots. An 18, 19, or 20
(with bonuses) allows a character to dodge a homing blast. Cost: 10 points.
• Intangible: Each time this is taken the power can pass through one object without damaging it. If used on a character
that is wearing armor, it passes through the armor and the character. This ability is useful in hostage situations, for
penetrating walls, and against vehicles. Cost: 10 points.

25
• Invisible: The effects of a power are invisible. Any character trying to dodge an invisible attack will have a -6 penalty
to dodge. Cost: 150 points.
• Ricochet: This advantage allows a character to ricochet or bounce shots off of objects to hit a target. For each ricochet,
there is a -1 to strike and a -1D6 to the damage. A ricochet shot can only be ricocheted the number of times as the
character has dice of damage (i.e. a character with 4D6 in Energy Expulsion: Fire could ricochet three times and still do
damage to the target). If a shot is ricocheted so that is hits an enemy from behind, then the enemy is at a -4 to dodge.
Each ricochet does 1D6 damage to the object that it was ricocheted off of. Shots can be ricocheted off of a person, but
the character must make a strike roll and it adds a -2 to strike instead of the normal -1. Cost: 15 points.
• Usable by Others: This advantage allows the power to be temporarily transferred and used by another person. When the
power is transferred the character that owns the power no longer has control or use of the power. Although the
character can retake control anytime he or she wishes. The transfer is automatic because the character is a willing
recipient. If the character is not a willing recipient, then use the appropriate opposed die check. Cost: 15 points.
• Usable on Others: This advantage allows a character to be able to use a power on a person when he normally wouldn’t
be able to. For example, a character could use his teleport power to teleport an enemy away from him. An unwilling
victim means use of the appropriate opposed die check. Cost: 15 points.
Quick Healer Cost: 4 points
A character with this background has a body that heals from wounds and diseases more quickly than most people. The
character heals from all wounds at twice the rate that a character would normally heal. In addition, the character has a bonus
of +10% to save versus Coma/Death.
Special Equipment Cost: 1-13 points
This background is similar to the Coalition Equipment background in that it provides the character with unique equipment
that he or she would not normally receive. This includes general equipment, weapons, vehicles, and robots and power armor.
This background does not provide a character with Coalition equipment. The costs of the equipment listed below does not
include all possible equipment, but examples for costs from which a game master may benchmark the cost of a certain item.
General Equipment
• Any of the equipment on pages 245-248, SE-Sonic Pulsar Unit, Electronic Flea and Tick Repellent, Bio-Palm Unit,
NG-S2 Basic Survival Kit. Cost: 1 point.
• Wilk's PC-2020 Field Identifier, sensor jammers, light mega-damage armor, 2-3 long e-clips, quick draw holsters.
Cost: 2 points.
• Medium mega-damage armor, Titan Juicer Body armor, Man-Killer EBA, rocket boots. Cost: 3 points.
• Heavy body armor, Triax Falcon 300 jet pack, NG-EX10 Gladius exoskeleton body armor, Triax mega-damage
clothing. Cost: 4 points.
• Equipment produced by Naruni Enterprises such as the Personal Force Field and NE-C20 Camouflage Variable Armor,
other rare or expensive equipment. Cost: 5 points.
• Any equipment unique to a specific area, such as a servo-harness rig from Rifts Russia, K-9 Companion/Robot Dog.
Cost: 6 points
Weaponry
• Average laser pistol such as the Wilk's 320, NG-56 ion blaster, or the NG-33 laser pistol, MP-23A caseless sub-
machine gun, 4-8 grenades. Cost: 1 point.
• Average laser rifle such as the NG-L5 and Wilk's 447 laser rifle, or a heavy laser pistol (NG-Super laser pistol.) Cost:
2 points.
• High quality laser rifle such as the JA-11 Juicer assassin's rifle or the JA-9 Juicer assassin's variable light laser rifle,
Wilk's 547 "Double Dealer", NG-LG6 laser rifle with grenade launcher. Cost: 3 points.
• Heavy weapons such as the NG-P7 particle beam rifle, Bandit 6000 grenade launcher, WI-G4 revolving grenade
launcher, WI-23 mini-missile launcher. Cost: 4 points.
• Very heavy weapons such as rail guns, 'borg rail guns, WI-GL20 automatic grenade launcher, WI-40M super heavy
missile launcher. Cost: 5 points.
• Any weapons from Naruni Enterprise, Triax Industries or other weapons manufacturer that is exclusive to a specific
area. Cost: 6 points.

26
Vehicle (Not robots or power armor.)
• Light single person vehicles such as Speedster, MI-3000 "Firefly", MI-1010 Desert Fox hovercycle or Wastelander or
Highlander motorcycles. Cost: 4 points.
• Combat hovercycles such as the NG-220 Rocket, NG-230 Prowler, NG-400 Stinger, and Assault Hover Bike (see
Juicer Uprising). Cost: 5 points.
• Specialty vehicles such as the Tarantula Jump Bike, Road Boss Chopper and vehicles such as the Big Boss and
Mountaineer ATV's. Cost: 6 points.
• Any of the above vehicles with a nuclear engine, Black Eel torpedo boat, Naruni Combat Drones. Cost: 7 points.
• Liquid fuel Iron Eagle attack helicopter, APC-10 Iron Maiden, Iron Bolt missile vehicle, Iron Fist and Iron Hammer,
Northern Gun Sky King, Icarus Flight System, UB-300 Mini-Sub. Cost: 8 points.
• Any of the above with a nuclear engine, Naruni Boomerang Attack Aerodyne, Grey Falcon attack jet. Cost: 9 points.
• Carnivore Mark I Light Hover Tank, NE-300 OMAV Combat Pod, Naruni Juggernaut Hover Tank, Crescent Moon
Delta-Wing Spaceplane. Cost: 10 points.
• Triton Patrol Boat, Air Castle Bomber. Cost: 11 points.
• Any vehicle from another continent such as Germany, South America, or Russia. Cost: 12 points.
• Sea King Missile Carrier. Cost: 13 points.
Power Armor and Robot Vehicles
• CAI-100 Warmonger Combat Suit. Titan Flying Power Armor, Defender (J.A.P.E. II), X-10 Predator. Cost: 6 points.
• NG-Samson Power Armor, Terrain Hopper. Cost: 7 points.
• Sidewinder and Wild Weasel SAMAS. Cost: 8 points.
• X-1000 Ulti-Max, X-500 Forager, NG-M56 Multi-Bot, NG-V10 Super Robot Vehicle, Titan Combat Robot, Titan
Exploration Robot, Nomad Scout Robot, Mecha-Knight power armor. Cost: 9 points.
• Glitter Boy power armor, NG-V7 Hunter Mobile Gun. Cost: 10 points.
• Death Knight Assault Robot, Behemoth Explorer. Cost 11 points.
• Power armor from another continent/world book such as Russia or Germany. Cost: 12 points.
• Behemoth Super Explorer, large Robot vehicle from another continent. Cost: 13 points.
Time Sense Cost: 1 point
Time Sense allows a character to naturally know what time it is down to the minute. No roll is required. For some reason the
character just knows what time it is.

27
Tycoon Cost: Special
The character has enormous wealth, which grants the cash, assets and resources to not only give the character the freedom to
pursue a career as a vigilante crime fighter, but also provides the potential to raise him above the common super-powered
hero. The character can afford high-priced lawyers for his mistakes; Public Relations & Image Consultants; Costume
Designers; Vehicle, Weapons and Gear Designers; and Repair Facilities/Mechanics. Those who prefer a little more secrecy
(and have the right skills) can afford the right tools (labs, computers, manufacturing shop, etc.) to make their own gear.
SPECIAL: This Merit cannot be purchased by itself, in order to purchase it a player must also select the following other
Merits at the indicated levels (or greater, where possible): (at least 27 points, possibly as many as 47points)
• Business: a major business. (Cost: 4 points.)
• Cache: cr.= 200,000. (Cost: 5 points.)
• Domicile: a 4 to 6 bedroom house. (Cost 5 points.)
• Estate: 5 acres of land. (Cost 1 point)
• Investments: cr.= 10 million. (Cost 7 points)
• Special Equipment: cr.= 60,000 in Item(s). (Cost 5 points.)
Each level of Tycoon lists three multipliers, they are applied as follows:
1. The first is background wealth (B); this modifies the values generated by the three prerequisite finance merits
(Business, Cache, and Investments); as well as, cash-on-hand and life savings.
2. The second is equipment wealth (E); this modifies the Special Equipment merit and also applies to the equipment
budget of Hardware & Special Training characters.
3. The third is creation wealth (C); this modifies the creation budget of Bionics, Eugenics, and Robotics characters.
The levels of Tycoon, their multipliers, and costs are as follows:
• Minor: The character barely qualifies as a tycoon but is wealthy. B = 10, E = 5, C = 2. Cost: 3 points.
• Moderate: The character is a tycoon, and truly wealthy. B = 20, E = 10, C = 3. Cost: 6 points.
• Major: The character’s wealth is great enough to make him a minor celebrity, think Bill Gates, Elon Musk, Donald
Trump, or Jeff Bezos. B = 30, E = 15, C = 4. Cost: 9 points.
Unique Steed Cost: 5 or 7 points
The character has some kind of steed other than a typical horse. This may be a fury beetle, bionic horse, robot horse, or any
other of the number of riding animals from the various Rifts world books. If the player wishes to have a flying steed then
there is an additional cost of two points.

28
Supernatural, Magic, & Psionic Merits
Additional Area of Magical Knowledge Cost: 8 points
The character knows an additional area of magical knowledge. The character has studied a form of magic outside of his
training. For example, a Ley Line Walker may know the magical knowledge of a summoner or diabolist from the Palladium
Fantasy RPG in addition to the knowledge that a standard Ley Line Walker would normally know. This area of knowledge
makes it harder for the character to gain levels of experience; the character requires an additional 10% per level of experience
rounded up.
Additional Spells Cost: 1-15 points
The character begins the game with additional spells or magical knowledge beyond the O.C.C.'s beginning spells. The cost of
spells is equal to the level of spell that the character wishes to purchase, however he gets two additional spells with each
purchase. First level spells costs 1 point while fifteenth level spells cost 15 points.
Familiar Cost: 4 points
The character begins the game with a familiar as per the rules for the Familiar Link spell.
Immune to Vampire Slow Kill Cost: 3 points
A character with this background cannot be turned into a vampire. The character can still be a pawn and be affected by the
powers of a vampire, but any attempt to turn the character into vampire will automatically fail, instead the character simply
dies.
Lucky Cost: 3, 6, or 9 points
For some reason, the character is simple lucky. The lucky background allows the player to automatically succeed at any one
roll automatically per level of luck each adventure. The character whose luck happens to help him to succeed only succeeds
by the minimum requirements. If the Luck background is used on a strike roll, then attack automatically hits its target unless
the target can roll a natural 20 on a dodge or parry roll.
• Automatically succeed on one roll per adventure. Cost: 3 points.
• Automatically succeed on two rolls per adventure. Cost: 6 points.
• Automatically succeed on three rolls per adventure. Cost: 9 points.
Magic Item Cost: 5-40 points
The character begins the game with a magical item. This can range from a collection of magical arrows to a greatest rune
weapon. Techno-wizard items are purchased separately.
• An insignificant magic item. Examples: a collection of magical arrows, a simple amulet, or a magic weapon that
provides only one or two simple bonuses. Cost: 5 points.
• A minor magic item. Examples: an amulet that provides a low level spell a few times per day, a powerful magic
weapon such as a flaming sword or similar weapon. Cost: 9 points.
• A major magic item. Examples: an amulet which provides a mid-level spell a few times a day or a low level spell an
unlimited number of times per day. Cost: 12 points.
• A lesser rune weapon or item. Cost: 20 points.
• A greater rune weapon or item. Cost: 30 points.
• A greatest rune weapon. Cost: 40 points.

29
Nine Lives Cost: 9 points
The character has a strong spirit and fate on his side this allows him to skirt death. Whenever a character would normally be
killed by something, the character will survive. He will be unconscious and near death with one hit point. The character
cannot do anything until fully healed. It must be understood that the character may be severely deformed or crippled by what
has pushed the character near death.
For example, a character has been hit by a C-18 laser pistol, the character would normally be killed, but since he has the Nine
Lives background, he is knocked unconscious and reduced to one hit point. The character will be severely wounded and may
lose an arm, leg, or have an eye destroyed. It is up to the discretion of the game master.
The character may only use this ability nine times.
P.P.E. Amulet Cost: 3-8 points
The character begins the game with an amulet or other item that stores P.P.E. This P.P.E. reservoir may be drawn upon to cast
spells. The amulet does not regenerate its P.P.E., the mage must put his own P.P.E. into it to refill it with fresh P.P.E. If the
amulet is destroyed it will supply the character with double the P.P.E. that it contains.
• 25 P.P.E. Cost: 3 points.
• 50 P.P.E. Cost: 4 points.
• 100 P.P.E. Cost: 5 points.
• 200 P.P.E. Cost: 6 points.
• 400 P.P.E. Cost: 7 points.
• 800 P.P.E. Cost: 8 points.
Psionic Ability Cost: 2-8 points
The character has some form of psionic ability. The character may have insignificant, minor, major, or master psionic powers.
See the Rifts Main Book for base I.S.P. and other information. This ability does NOT affect skills and education.
• Insignificant psionic ability. Select one ability from healer, sensitive, or physical abilities. Base I.S.P. is equal to M.E.
plus one
• I.S.P. per level. Cost: 2 points.
• Minor psionic ability. Cost: 4 points.
• Major psionic ability. Cost: 6 points.
• Master psionic ability. Cost: 8 points.
Psionic Resistance Cost: 2, 4, or 6 points
A character with the Psionic Resistance background is exceptionally resistant to all forms of psionic attack. The character is
not psionic in any way; he or she is either naturally or has been trained to be resistant to psychic attack.
• +2 to save against psionic attack. Cost: 2 points.
• The character saves versus psionic attack as if he were a major psionic. The character also has the equivalent of the
psychic power of Mind Block. The power costs no I.S.P. to use and is always in effect. The character is not psionic.
Cost: 4 points.
• The character saves versus psionic attack as if he were a master psionic. The character also has the equivalent of the
psychic power of Mind Block. The power costs no I.S.P. to use and is always in effect. The character is not psionic.
Cost: 6 points.
Resilient Mind Cost: 6 points
A character with the Resilient Mind background has an exceptionally strong mind and force of will. In any battle of wills
between a shifter/summoner and the summoned being, the summoner receives his or her regular bonuses while the summoned
being receives no bonuses in the battle no matter the power of the being. Gods and alien intelligences receive their bonuses as
usual.

30
Supernatural Ally Cost: 6-15 points
This background allows a character to have an ally similar to a general Ally background. These are friends that are
supernatural creatures. If available/nearby, they will help the character when he or she is in time of need.
• Minor supernatural creature. Examples: a Brodkil demon, Drakin luck bird, werebeast. Cost: 6 points.
• Multiple supernatural beings or an average being. Examples: a small band of Brodkil (2-4), a gurgoyle, a dragon
hatchling. Cost: 7 points.
• Powerful supernatural being or a collection of average beings. Examples: a faerie, 1-3 gurgoyles, a gargoyle, 4-8
Brodkil. Cost: 8 points.
• A small collection of powerful beings or a being of great power. Examples: 1-3 gargoyles, a gargoyle lord, a small tribe
of faeries (6-12), lizard mage, 5-8 Brodkil. Cost: 9 points.
• A small collection of beings of great power. Examples: 3-6 gargoyles, 1-3 lizard mages or gargoyle lords, 12-20
Brodkil, a small tribe of Simvan monster riders, a weak adult dragon. Cost: 10 points
• A minor demi-God or minor demon. Examples: adult dragon, a small tribe of gargoyles, 50-60 Brodkil, an average tribe
of lizard men lead by a lizard mage, a Baal-rog, an average sized tribe of faeries (20-30). Cost: 12 points.
• A major demi-god or demon. Examples: Jinn, Raksasha, Gorgon. Cost: 13 points.
• A god's avatar. Examples: Krishna the Avatar (page 125 of Rifts Conversion Book Two), Veruna. Cost: 14 points
• A minor god. Examples: Magni; God of Strength (see page 152 of Rifts Conversion Books Two). Cost: 15 points.
Techno-Wizard Item Cost: 2-7 points
The character begins the game with a TW item. This may be any of the TW items in any book throughout the all of the Rifts
book.
• Battery, storm flare, squirt gun, wing board, tree trimmers, two-person sky boat. Cost: 3 points.
• TW laser, ion, or plasma weapon. Cost: 4 points.
• Lightning blaster, TK-machine gun, electric conversion engine, combustion conversion engine, small mystic generator,
large sky boat, energy field generator, TW armor modification costing 70,000 credits or less. Cost: 5 points.
• Medium mystic generator, TK-flyer, armor modification costing 120,000 credits or less. Cost: 6 points.
• Armor modification costing 500,000 credits or less, large mystic generator. Cost: 7 points.
• TW-power armor. Cost: 8 points.

31
General Flaws
Addicted Gain: 5 points
The character is addicted to drugs. This drug may be alcohol, conventional drugs, or other dimensional drugs. The character
must have the drug in order for the character to function normally as per the addiction rules in the Main Rifts book. If the
character does not get the drug, then the character will suffer the penalties of addiction. The game master may choose to raise
or lower the cost of the addiction if the drug is extremely rare or exceptionally common.
Brash Gain: 2 points
A brash character will often take the most reckless solution to a situation even if there is a less risky solution. Anytime the
character has the option of a reckless or a cautious solution he or she must make a saving throw and roll over a 16 on a
twenty-sided die and add any bonuses from an exceptional M.E. to the roll. If the roll is successful, then the character may
take the cautious option. If the roll is failed then the character must take the most reckless and hasty solution available.
Broad Mutation 1 Gain: 4 points
The character has 3 or more mutations. One can be selected by the player, two others are randomly determined, the rolls may
result in more than 2 additional mutations.
Broad Mutation 2 Gain: 6 points
The character has 3 or more mutations, all randomly determined. One will be cosmetic and the others are randomly
determined, the rolls may result in more than 2 additional mutations.
Cosmetic Mutation Gain: 1 point per mutation roll
The character has one or more cosmetic mutations. Mutations are randomly determined, when you select this declare how
many points worth of mutations you want. For every point, one roll will be made on the cosmetic mutation table.
Cowardly Gain: 3, 5, or 8 points
The character is a coward. The character is vulnerable to the effects of horror factor and fear.
• -3 to save versus horror factor. Gain: 3 points.
• -5 to save versus horror factor. Gain: 5 points.
• Automatically fails any roll against horror factor or fear causing spell. If the character rolls a one (1) on the roll then the
character will run in terror from the source of fear. Gain: 8 points.
Debt Gain: 1-10 points
A character with a debt owns someone money. The person may be patient with the character's attempts to pay the money back
or they may be quite aggressive in their moves to make the character repay the money. The nature of the debt collection is
based on the nature of the loan. The game master and/or the player can determine the nature of debt collection. A debt may
not be only. The debt may be a piece of equipment, damage to property, or even caused by an insult or fine. The credit
amount given is only a benchmark for the value of the debt not necessarily the actual debt.
• cr.= 10,000. Gain: 1 point.
• cr.= 20,000. Gain: 2 point.
• cr.= 40,000. Gain: 3 points.
• cr.= 80,000. Gain: 4 points.
• cr.= 160,000. Gain: 5 points.
• cr.= 320,000. Gain: 6 points.
• cr.= 640,000. Gain: 7 points.
• cr.= 1 million. Gain: 8 points.
• cr.= 2 million. Gain: 9 points.
• cr.= 3 million. Gain: 10 points.

32
Dependent Gain: 6 points
The character has a person who depends upon the character for their livelihood. This may be a child who is the character's son
or daughter, the character's elderly grandparent, or someone whom the character has decided to adopt. Whoever this
dependent may be, the character must spend a substantial amount of time and money in taking care of their dependent.
Enemy Gain: Level or Enemy
A character with an enemy has made just one too many people upset. The character's enemy not only wants to humiliate the
character (as with the rival background) but wants the character dead. This person hates the character with a passion beyond
human understanding.
The cost for this background is equal to the level of the enemy.
Extreme Mutation Gain: 12 points
The character has multiple mutations. Make 1D4+3 rolls on the Random Mutation Table, this can result in more than seven
mutations.
Feeble Senses Gain: 2 points
One of the character's senses is poor. This flaw provides the character with a feeble sense of hearing, taste, smell, sight, or
touch. Each feeble sense must be purchased separately.
• Feeble sense of hearing. Bonuses: -2 to any perception check involving hearing and -1 to initiative.
• Feeble sense of taste. Bonuses: The character cannot taste even the most basic things. Any attempts to identify
something by taste automatically fail.
• Feeble sense of smell. Bonuses: The character receives a -2 to all perception checks involving the sense of smell.
• Feeble sense of sight. Bonuses: -2 to any perception check involving sight, -1 to initiative, -3 to strike on any long
range attack.
• Feeble sense of touch. Bonuses: -15% to any skill that involves a delicate touch such as mechanical skills.
Hunted Gain: 2-10 points
Someone is hunting the character for an offense. The offense that the character committed is up to the player. The character
may have stolen something, offend the leader of a Simvan monster rider tribe, had lecherous feels towards the wrong person,
or some other crime/offense. The enemy wants to punish the character for his or he offenses. The degree to which the
character is being hunted is representative of the point cost. The point cost is based on the severity of the crime and the power
of the people hunting the character.
• Insignificant offense. Theft of an inexpensive item, insulting someone. Gain: 1 points.
• Minor offense. Theft of a minor item such as a laser pistol or computer, insulting the mayor of a minor city, punching a
CS soldier. Gain: 2 points.
• Major offense. Theft of a major item such as a car or vehicle, insulting an important official, beating a police officer.
Gain: 3 points.
• Severe offense. Theft of an important item such as power armor, rape, attempted murder, kidnapping, shooting but not
killing an officer. Gain: 4 points.
• Capital Punishment offense. Theft of an important artifact of a tribe or large city, 1st and 2nd degree murder, killing a
CS officer. Gain: 5 points.
Power/Determination of the Hunter:
• Little power such as the leader of a small wilderness town. Gain: 1 point.
• Minor power such as a low ranking officer in a large city. Gain: 2 points.
• Average power such as a Military officer or the mayor of a medium city. Gain: 3 points.
• Major power such as the mayor of a large city. Gain: 4 points.
• Massive power such as a Military General, Mayor of a major city. Gain: 5 points.

33
Insanity Gain: 5 points
The character has some form of psychological condition. It may be a simple phobia or may be as severe as multiple
personality disorder. The player rolls or selects an insanity from the Heroes Unlimited RPG. The player should confer with
his game master to be sure this insanity would not disrupt game.
Monstrous Mutation Gain: 3 points per mutation roll
The character has one or more monstrous mutations, these tend to dramatic and come with penalties to one or more attributes.
Mutations are randomly determined, when you select this declare how many points worth of mutations you want. For every
three points, one roll will be made on the monstrous mutation table.
Physical Mutation Gain: 2 points per mutation roll
The character has one or more physical mutations, these range from minor beneficial mutations to physical deformities.
Mutations are randomly determined, when you select this declare how many points worth of mutations you want. For every
two points, one roll will be made on the physical mutation table.
Public Identity Gain: 5 points
The character has a public identity. Unlike the secret identity, the public knows the character's true name, who his family is,
and where he lives. If the character's enemies want to harm the character, they know where to go. On the plus side, the
character does not have to maintain any additional aspects of the life of a superhuman with a secret identity.
Power Compensation Gain: Varies
• Always On: This compensation causes a power to always be in use. This can be used on any power that normally is
activated for short duration, which would provide a strong inconvenience if always on. Gain: 10 points.
• Costs PPE to Use: The power takes its toll on the character. Each time the power is used the character uses 1D6 P.P.E.
(roll each time the power is used). If the character does not have enough P.P.E. to use the power, then the power fails to
work. The character regains P.P.E. at the same rate as a man of magic. The character has a base P.P.E. of 5D6 plus P.E.
The P.P.E may be spent for additional Power Advantages, but that reduces the character’s P.P.E. base. Gain: 10
points.
• Diminishing: For each 50 feet that a power must travel to hit its target subtract one die from the total damage roll.
Gain: 10 points.
• Does Not Cause Knockdown: This compensation causes the power to not be able to knock a person down when it hits.
When a character is hit by the power, he or she does not need to make a saving throw versus knockdown. Gain: 10
points.
• Power Burnout: This compensation causes a power to become unusable if the character fails his power burnout roll.
Each time the power is used the character must make Saving Throw vs. Burnout and roll a check (14 + SPP cost of
power). If the character fails, the saving throw then the character cannot use the power for 2D4 hours. This
compensation can only be used on powers that must be activated. If it is a power that lasts as long as the character
wishes after it is activated, then the character must make a power burnout roll when it is activated, at least once per
day. Gain: 15 points.
• Reduced Penetration: Treated as if it is being used against armor that has an A.R. of 10 or four (4) points higher than
the target’s actual AR. Gain: 12 points.
Rival Gain: Level of the Enemy
The character has someone who is his rival. This person is in constant competition with the character. Anytime the character
succeeds it is an insult to this rival. The rival wants to see the character humiliated and disgraced, but the rival does not want
to see the character dead.
Secret Identity Gain: 5 points
The character has an alternate identity other than his hero identity. This other identity is usually a life that allows the character
to live like a normal person, protects his loved ones, and himself. The disadvantage of this flaw is the character must maintain
this identity which may include going to work, school, picking up kids after school, or any other number of things a normal
person may have to do in an average day.

34
Slow Healer Gain: 4 points
The character's body heals at an extremely slow rate. All damage to the character heals at half the rate most characters heal
and the damage due to blood loss is doubled. The character is also -10% to save versus Coma/Death.

Supernatural, Magic, & Psionic Flaws


==============================================================================
Dark Fate Gain: 10 points
The character is doomed to a dark and unpleasant end. No matter what the character tries to do, he or she will meet the worst
possible fate. The character has something that fate has decided that he or she must do before they die. What the character
must accomplish is unknown to the player. All the player knows is that the steps that the character will go through to
accomplish it will be painful and arduous. When the character finally accomplishes this fated mission, it will likely be the
death of the character. If the character does not die then the character risks being horribly crippled or mutilated.
Haunted Gain: 5 points
The character is haunted by one of the entities from Rifts Conversion Book One, Beyond the Supernatural, or Monsters and
Animals. This entity for some reason has decided that the character has something to offer it. The character will be harassed
by the entity when the GM feels it would be appropriate. The entity may be a poltergeist, syphon entity, haunting entity,
tectonic entity, or possessing entity. The player or GM may choose the type of entity and its attitude.
Magical Ineptitude Gain: 10 points
A mage with the magical ineptitude is incapable of casting certain types of magical spells. The reason for this may be a
problem within training, personal or teacher moral beliefs, or an aspect of the character's spirit. The character must select a
certain type of magic these can include temporal magic, nature magic, offensive magic, ritual magic, defensive magic,
summoning magic, etc. The player must select one type of magic that his character may not cast. The game master may
choose to increase or reduce the cost of the flaw depending on the rarity of the magic type the character may not cast.
Additionally, the character suffers a permanent -2 to his spell strength.
Missing Spells Gain: Level of spell
The character is missing some of his or her beginning spells. This may be due to a lack of training. The cost of the flaw is
equal to the level of the spell or the P.P.E. cost to cast the spell; whichever is higher. The missing spell is selected after the
player has selected the character's beginning spells. For example, the player gives up a first level spell with a casting cost 3
P.P.E. The cost of the flaw is 3 points, the casting cost of the spell.
P.P.E. Vampire Gain: 6 or 8 points
The mage does not regain P.P.E. as most mages would; he must steal P.P.E. from another living creature (or be at a Ley Line)
in order to replenish his P.P.E. base. The character drains the P.P.E. of a target by touch. The target must make a saving throw
versus ritual magic if he or she is an unwilling victim. The mage can do nothing but drain P.P.E. from the target, he cannot
dodge or attack but may parry attacks from the P.P.E. source only.
• For six points the character does no harm to the target when draining P.P.E. The mage may drain the number of P.P.E.
points from a target equal to his P.E. per attack. When the mage is finished, the target is very weak and woozy. The
target will be -2 to strike, -3 to parry and dodge, and -10% to all skills for 1D4 hours.
• For 8 points the background forces the mage to harm or even kill his target in order to get the needed P.P.E. The
character does 2D6 damage directly to hit points each attack and drains the P.P.E. equal to his P.E. If the character
drains all of the victim's hit points, killing the victim; the mage will gain double the victims P.P.E. as with all creatures
when they die.
The advantage of this background is the character can sense a target's approximate number of P.P.E. points when within five
feet. Also the character can sense anyone with a large P.P.E. base (50 or more) within 50 feet plus 4 feet per level of
experience.

35
Psychically Vulnerable Gain: 2, 4, or 6 points
The character is exceptionally vulnerable to psionic attack. The character receives a penalty to any save versus psionic attack.
• -2 to save versus psionic attack. Gain: 2 points.
• -3 to save versus psionic attack. The character may never have the psionic power Mind Block unless the character is a
major psychic. Gain: 4 points.
• -5 to save versus psionic attack. The character may never have the psionic power Mind Block not matter how powerful
a psychic the character may be. Gain: 6 points.
Supernatural Enemy Gain: 6-15 points
Somewhere in the character's life he made some supernatural power angry. This supernatural power has decided that he must
pay for his offenses. The supernatural enemy background is the opposite of supernatural ally.
• Minor supernatural creature. Examples: a Brodkil demon, Drakin luck bird, and werebeast. Gain: 6 points.
• Multiple supernatural beings or an average being. Examples: a small band of Brodkil (2-4), a gurgoyle, a dragon
hatchling. Gain: 7 points.
• Powerful supernatural being or a collection of average beings. Examples: faerie 1-3 gurgoyles, a gargoyle, 4-8 Brodkil.
Gain: 8 points.
• A collection of powerful beings or a being of great power. Examples: 1-3 gargoyles, a gargoyle lord, a small tribe of
faerie (6- 12), lizard mage, 8-12 Brodkil. Gain: 9 points.
• A collection of beings of great power. Examples: 3-6 gargoyles, 1-3 lizard mages or gargoyle lords, 12-20 Brodkil, a
small tribe of Simvan monster riders, a weak adult dragon. Gain: 10 points
• A minor demi-God or minor demon. Examples: adult dragon, a small tribe of gargoyles, 50-60 Brodkil, an average tribe
of lizard men lead by a lizard mage, a Baal-rog, an average sized tribe of faeries (20-30). Gain: 11 points.
• A major demi-god or demon. Examples: Jinn, Raksasha, and Gorgon. Gain: 12 points.
• A god's avatar. Examples: Krishna the Avatar (page 125 of Rifts Conversion Book Two), Veruna. Gain: 13 points.
• A minor god. Examples: Magni; God of Strength (see page 152 of Rifts Conversion Books Two). Gain: 14 points.
• A major god. Examples: Odin the All-Father, Zeus; God of the Skies. Gain: 15 points.
Unlucky Gain: 3, 6, & 9 points
For some reason, be negative karma or fate's spite, the character has bouts of poor luck. The unlucky background causes a
character to automatically fail any action. The game master may declare any action a failure. This action fails in the worst
possible way. For example, a character fires his laser pistol at a CS soldier while standing in the doorway of a small house;
the GM decides to activate the characters Unlucky background. The laser blast misses the CS soldier hitting a nearby tree,
cutting it down. That tree then falls on the house if the character is inside. The house then collapses on top of character and
pins him under the rubble. A game master cannot activate the Unlucky flaw if the player has used the Luck merit to succeed
in an action.
• Automatically fail on one action per adventure. Gain: 3 points.
• Automatically fail on two actions per adventure. Gain: 6 points.
• Automatically fail on three actions per adventure. Gain: 9 points.

36
OCCs/RCCs
Any OCC/RCC choice is subject to GM approval! Most OCCs are unchanged in general, though other areas may list specific
modifications (Cyber-knights, Psychics, and Magic Users in particular).

New Experience Charts


If for whatever reason you are a KDC-class creature, Super
If you're a mortal entity, i.e. you are SDC-class, we’ll use
Crazy, Cyborg, Mutant, Dragon Hatchling, or D-Bee then
Stick as the example, Human Crazy, you use this
you use this chart.
experience chart.
1: 0-2,999
1: 0-999
2: 3,000-5,999
2: 1,000-2,999
3: 6,000-9,999
3: 3,000-5,999
4: 10,000-14,999
4: 6,000-9,999
5: 15,000-20,999
5: 10,000-14,999
6: 21,000-27,999
6: 15,000-20,999
7: 28,000-35,999
7: 21,000-27,999
8: 36,000-44,999
8: 28,000-35,999
9: 45,000-54,999
9: 36,000-44,999
10: 55,000-65,999
10: 45,000-54,999
11: 66,000-77,999
11: 55,000-65,999
12: 78,000-90,999
12: 66,000-77,999
13: 91,000-104,999
13: 78,000-90,999
14: 105,000-119,999
14: 91,000-104,999
15: 120,000-134,999
15: 105,000-128,999
16+: (Level*1000) + previous
16+: (Level -1)*1000 + previous

If for whatever reason you become a KDC-class creature during game play or you get enough magic tattoos to make you
KDC-class then you start to use the KDC-class chart from the point that you become an KDC-class creature.
If you were 3rd level person who gets changed into a KDC-class creature then you start to use the KDC-class EXP chart from
the amount of experience you already have.
Example: Stick drinks a magic potion and turns himself into a super crazy….. he was crazy to drink that potion to begin with.
Stick had 5,842 experience and was L3 and needed a mere 158 to reach L4.
Now stick is still L3, but now he needs 4,158 to reach L4.
The main reason behind this is that KDC-class beings tend to take a little more in life lessons to get a lesson that weaker races
would get right away.:
Hey look an energy rifle…. Hmm that stings, as opposed to SDC-class oh look a plasma rifle, let’s read the user manual
first because if this thing blows, I will die!
It may not be completely fair, but…. it's better than using a dozen experience charts with 10’s of thousands of experience
points needed to level. Quick, easy and it all fits on a single page.

37
Racial Character Classes (RCCs)
There exist in the many books of the Palladium systems contradictory information regarding many of the RCCs in regard to
the ability to select an OCC. I treat the following RCCs typically written as complete classes as having the option to select an
OCC as an alternative : Brodkil, Centaurs, Coyles, Dog-boys (and other similar Mutant animals), Dragon Hatchlings,
Godlings, Gromek, Kankoran, Kittani, Neo- Humans, Psi-Stalkers, Sea-Titans, Simvan, Tengu, and Wolfen. Other RCCs may
be given approval for use in this manner on a case-by- case, if they are approved, they will be added to this list.
General rules for using RCC as Race:
• Keeps common racial abilities and powers.
• Does not receive conventional RCC Skills, Related Skills, or Secondary Skills. Does receive those of the OCC.
• If the RCC has racial psychic powers and selects a Psychic Character Class (PCC), receives the PCC psionic abilities in
addition to Racial, but any duplicated powers only apply once. Receives starting ISP & ISP per level of whichever is
greater.
• If the RCC has racial psychic powers and selects a magic using class, retains racial abilities, but loses 1/2 of ISP, unless
the Class also provides Psionics. Uses whichever PPE base & PPE progression is greater.
• If the RCC has racial magical abilities and selects a Psychic Character Class, retains racial abilities, but loses 1/2 of
PPE, unless the Class also provides magical abilities.
• If the RCC has racial magical abilities and selects a magic using Character Class, retains racial abilities, gains all OCC
abilities and spells of the OCC, but spell acquisition is chosen from either the RCC or the OCC at creation and cannot
be changed thereafter.
• Damage Capacity/Hit Points are whichever grants the greater base and/or progression.
You may alternatively use the Gestalt Rules to add an OCC to any approved RCC.

Gestalt OCCs
It is possible to have more than one OCC; however, there are restrictions upon the combinations: You cannot have two
Psychic OCCs, other combinations may be restricted if they simply don’t work well or contradict one another, for example:
Gypsy Healer & any Man-At-Arms OR Magic User & Full Conversion Borg. You can use Gestalt to have both an RCC & an
OCC.
The rules for handling gestalt OCCs are as follows:
• You must choose the Gestalt Merit from the Background Options Rules, paying the appropriate cost in merit points.
• If you have two classes, to make up for being better off (potentially more powerful) than regular characters, you must
earn 33% more experience to advance in level. If everyone in the group is doing this, then the reduction will be
basically invisible as everyone will be paying the same cost.
• You get the abilities of both classes. So if you were a shifter / ley line walker, you would get all the abilities of both.
• If you have two classes, you get the OCC skills and OCC-related categories for both, but only get the number of OCC-
related and secondary skills of the class that gives you the most. (Does not have to be the same class) However, if an
OCC states you receive a number of OCC-related skills from x category, you do receive those skills even if the other
OCC is the one with the higher number in general.
• If both classes give you a skill as an OCC Skill, then you receive one IMP skill credit for that skill, if one provides a
bonus to the skill then you get the bonus, if they both provide a bonus: you receive the higher bonus and are credited an
additional IMP skill credit for that skill.
• Combat Training skills do not use the above rules you only receive one or the other.
• DC/PPE/ISP/CHI/save bonuses, etc: you receive whichever is the higher bonus/base, judging each individually. This
includes the improvements per level; whichever is the better, even if that is not the same as the higher base.
• The GM must approve all combinations to ensure they make sense.

38
Changing/Adding OCCs
Every once in a while, a character may want to change professions. Thus, new rules are created to allow for characters
changing classes. Much like Gestalt some combinations simply do not work: Cyborgs adding a Magic User OCC, non-
psychics would require a means of gaining psychic powers.
1) Characters can declare the intent to change classes at any time after gaining level 2.
2) Most OCC specific special abilities (Ley Line Walker skills and powers, Operator’s special abilities, Psi-Druid special
psychic abilities) are recorded as Skills at the level the class was stopped at. These abilities/skills may continue to develop
but will require SXP to do so like any normal skill.
a) Some that are tied to specific other requirements (Cyber-Knights' abilities and their relation to a Code of Chivalry |
Crazies' development of insanities | Magus' ties to the Lords or Magic, etc.) still retain those requirements, consult the
GM.
3) The character must find a trainer and allocate time to training in the new class. This will be 1 year as a base.
a) Each OCC skill of the new class already known will reduce the training time by one week.
b) OCC special skills/abilities already possessed similarly reduces training time by 3 weeks.
c) After accounting for skills and Abilities, Psychics with Telepathy (trainer or trainee) can reduce the remaining time
required by 1/3 (2/3 if both are telepathic) by linking minds during training sessions.
d) Alternatively, those with Mind Bond (trainer or trainee) can reduce remaining time required by 90%!
4) At the conclusion of the training time, the character becomes level 0 in the new class. EXP is -3000 XP
a) At level 0, gain 6 new OCC Skills and/or special abilities/skills of the new OCC at BASE level. They do not gain any
OCC Bonuses until they earn level 1 character.
i) Spell casters treat starting spells of the new spell caster class as special abilities.
ii) Psychic Classes treat base psychic abilities of the new class as special abilities.
5) For every 500 XP gained in the process of advancing to level 1, the character may add one additional OCC Skill or
Special Ability.
6) When they become level 1, they gain all missing OCC features / additions to ISP, PPE, and OCC bonuses.
a) Bonuses offered by both the Original and the New OCC are not duplicated, the character receives only the higher
bonus.
7) Combat Training skills require special consideration.
a) If the new OCC has a different less advanced/restrictive Combat Training skill, raise the original skill by one level.
b) If the new OCC has a different more advanced/restrictive Combat Training skill, the character may switch to the new
skill, but same named bonuses are not cumulative, they keep the old skill bonuses and begin the new skill at level 1,
ignoring any bonuses less than or equal to those granted by the original skill.
c) Alternatively, the player may just continue with the old skill and receive a bonus OCC related skill of choice in
exchange.

39
Psionics
Psionic power is based on the Mental Endurance attribute. Base psi strength is listed on the attribute table under ME, plus psi
strength bonuses for being a major or master psi. Minor psychics get a +0 to their psi strength, major psychics get a 1 to their
psi strength and master psychics get a +3 to their psi strength. Note that non-psychics still get the ME bonus to save vs.
psionics; similarly, if an OCC/RCC grants a bonus to save vs. psionics and the character is psychic then the bonus to save still
applies when resisting psionics. Note that psi strength is different from psi level.
Psychic Combat is slightly different than core Palladium, in that we will be using opposed rolls rather than saving throws. The
attacker rolls a d20 and adds his psi strength, the defender rolls a d20 and adds his ME bonus plus any OCC/RCC psionic save
bonus, if the attacker’s total is higher, the psychic power affects the defender.
Psychics also need some amount of time between psionic power uses; every psi starts out with a maximum number of psionic
power uses per round based on their psi level as indicated in the following chart. In Psionic combat, each psionic power use
requires concentration this is expressed by the use of one of the character’s melee attacks; hence no matter how many powers
per round the psychic has as a maximum, the number of psionic attacks a psychic can make is limited to the number of attacks
per melee the character can make. Minor psychics start out on level one, Major psychics start out on level two; Master
psychics, including all psychic OCC's and RCC's start out on psi level three.
PSIONIC LEVEL TABLE
LEVEL BONUSES
1 2 powers per round
2 +1 to psi strength
3 3 powers per round, +1 to psi strength
4 +1 to psi strength
5 +1 to psi strength
6 4 powers per round, +1 to psi strength
7 +1 to psi strength
8 5 powers per round, +1 to psi strength
9 +1 to psi strength
10 6 powers per round, +1 to psi strength
11 +1 to psi strength
12 7 powers per round, +1 to psi strength
13 +1 to psi strength
14 8 powers per round, +1 to psi strength
15 +1 to psi strength
16 +1 to psi strength
17 9 powers per round, +1 to psi strength
18 +1 to psi strength
19 +1 to psi strength
20 10 powers per round, +1 to psi strength
etc. +1/psi strength per level, +1 power per round every 3 levels

40
Constant-On Psionics
In looking over the various psychic character classes and comparing them with naturally psionic races, one notices that
several races have a natural or constantly on psionic (telepathy, empathy, etc.) at no I.S.P. cost. By slightly revising the
system (using mind-block auto- defense as a guideline), players can choose to make some of their psionics always on by
paying 3.5 times the normal ISP cost in permanent ISP. In the case of powers with variable I.S.P. costs (such as telekinesis,
mind bolt, astral golem, etc.), the player buys at the setting they want, and can use that setting or any lower setting of the same
power for free! If there is a higher setting of the power that the player wants to use, then they need only expend the difference
between the two settings in normal (non-permanent) I.S.P.
Master psychics can elect to make up to six psionic abilities (or three super psychic powers) Constant-On Psionics. At levels
4, 8, and 12 the master psionic can make two more psionics (or one super psionic) Constant-On. Major psychics can choose to
make up to two of their powers Constant-On Psionics, while minor psychics can choose only one.
Psychic Powers in Combat
Generally speaking, many psychic powers require eye contact with the victim. Environmental armor will *NOT* protect
someone against psychic attack, but power armor or robots *WILL* protect them from those powers that require eye contact.
Psionics can be used from within environmental body armor. They cannot be used from within power armor or mecha/robots.
Certain suits of psionic power armor are an exception as are cases where there is some form of melding with PA, robots, and
machines.
Shooting someone who is doing a psychic attack is not as serious as shooting a spellcaster since psychic powers tend to be a
fairly open and shut thing, but if caught mid-psychic assault or just previous to it (i.e.. one initiative level above the psychic) a
shot may disrupt it. Psychics can mix physical and psychic assaults with relative ease. All psychic abilities used in combat for
attack or defense (such as psi sword or intuitive combat) happen instantly, at the speed of thought as befitting a truly mental
power. So no more summoning one's psi-sword “with a thought” that happens to take an entire melee round... This does not
include non-combat abilities such as psychic diagnosis or surgery, only those that can be used to attack or defend against an
attack.
Changes for Specific Powers
Psi-Shield
What's the point? OK, if all you’re going to be doing is hand to hand, but who in Rifts doesn't have a gun of some kind? The
book says it can't parry projectile and energy attacks. If it can't parry projectiles or energy attacks, what's the point of having
it? My official ruling is that you can use the shield to attempt to parry any attack you can see or hear coming. If you can't see
it, or hear it, how can you parry it?
Also, Psi-Shield can be used offensively if the character has WP: Shield. Damage is 2D4. at first level, plus an additional 1D4
is gained at levels four, eight and twelve.
Psi-Sword (general)
Per the “Official Rules”, the Psi-Sword and other melee energy weapons do not receive PS damage bonuses. While this
makes sense for a stream of pure plasma or a laser (think Wilk’s Laser Scalpel, or Laser Knife), the Psi-Sword is an
expression of the character’s will and psychic power that has at least some properties in common with a force field after all it
can be used to parry, unlike the laser knife. Due to this Psi-Swords do receive appropriate PS bonuses.
Cyber-Knight's Psi-Sword
These guys are supposed to be the protectors of the innocent, slayers of monsters, etc., right? I imagine them as probably the
closest thing that Rifts America has to Knights in Shining Armor. They are one of the few classes that honestly aren’t in the
adventuring game for anything but to do Good. After reading the Coalition Wars: Cyber-Knights sourcebook, I feel that
Palladium has finally fixed the Cyber- Knights into a class that is very impressive now. Getting paired Psi-Swords and the
Psi-Shield are an awesome fit, and their Zen Combat is nothing to laugh at either. Despite this, I still think they dropped the
ball on the Psi-Sword damage. I will grant that it shouldn't be as powerful as the Super Psi-Sword, but it shouldn't be as
laughable as Palladium has it.
41
Here are my official changes (these already take into account my damage capacity rules, do not convert):
Start it out doing 4D6, with a PV of 14. Add 2D6 (and +7 PV) at levels: three, five, seven, nine, eleven, thirteen, and fifteen.
That way, at mid-levels, it is pretty formidable, and even at low levels it isn't something to laugh at. IF the character is a
Master Psychic: add an additional 2D6 (and +7 PV) at levels: two, four, eight, and ten.
Super Pyrokinesis (or those poor Bursters)
The Burster isn't too bad. His fire bolts basically suck, but fire-eruption can do some damage, if he can actually HIT. Well, I
say that their fire attacks need a revamp, the changes are as follows (these already take into account my damage capacity rules,
do not convert):
Flame Burst (self): The psychic can seemingly cause himself to burst into flames and become completely engulfed in fire. In
reality, this is a psychically charged fiery aura around him. Nothing on the Burster's person is actually on fire, so nothing he
carries is damaged. Furthermore, the character can move around without difficulty. However, the fire will ignite anything he
touches, such as carpeting, drapes, furniture, paper, wood, etc.
• Range: Self.
• Duration: Two minutes per level of experience.
• I.S.P. Cost: 4
• P.V.: 21. Damage: 6D6 damage per strike to anyone or thing that he touches. Damage is accumulative. Plus, all
combustible articles such as clothing will catch on fire, doing an additional 6D6 D.C. damage per melee round until
extinguished.
Fiery Body Protection (Special): The aura of fire also provides a limited field of protection equal to 60 D.C. +12 per level of
experience (double at a Ley Line or Nexus) and which renews itself at a rate of 20 D.C. per melee round (never more than the
normal maximum). Note: There is no extra I.S.P. cost for this aura of protection.
Plasma Shift (self): The psychic can expend additional ISP to intensify the heat of his Flame Burst to such an extent that the
air around him actually phase shifts into psychically charged true plasma.
• Range: Self.
• Duration: Two melee rounds per level of experience.
• I.S.P. Cost: 4 (in addition to the Flame burst cost)
• P.V.: 36. Damage: 1D6 x10 damage per strike to anyone or thing that he touches. Damage is accumulative. Plus, all
combustible articles such as clothing will catch on fire, doing additional damage per melee round until extinguished.
2D6x10 | P.V. 24 can be inflicted at ley lines (4D6x10 | P.V. 48 at a nexus) if the Burster concentrates intensely;
sacrificing 2 attacks per round to maintain the concentration. This damage can be added to damage from the Burster’s
punches, kicks, or simply by being touched!
Plasma Body Protection (Special): The aura of plasma is even more protective than a fire aura, providing a field of
protection equal to 150 D.C. +20 per level of experience (double at a Ley Line or Nexus) and which continues to renew itself
at a rate of 20 D.C. per melee round (never more than the normal maximum). Note: There is no extra I.S.P. cost for this aura
of protection.
Fire Bolt: A fiery psychic energy bolt can be hurled or fired from the forehead or hands (even if the latter is an artificial
appendage).
• Range: 200 feet (61 m) +20 feet (6 m) per level of experience. Duration: Instant; counts as one melee action/attack.
• Bonus to strike: +4; line of sight.
• I.S.P. Cost: Two (2) for fire bolts. four (4) points for plasma bolts.
o Fire bolts PV: 21. Damage: Mini bolt 2D6, medium bolt 4D6, heavy bolt 6D6.
o Plasma bolt: PV: 36. Damage: 1D6x10
o Add 1D6 to damages at levels 3, 6, 9, 12, and 15 (both fire and plasma bolts).

42
See Aura
This power reveals all the following:
• Supernatural nature - Yes/No
• General Level of Experience - Low ( 1 -3), Medium (4-7), High (8th and up).
• Presence of active Magic - Yes/No
• Presence of Psychic Abilities - Yes/No
• Base P.P.E. - high (80 or more) or low (24 or less)
• Presence of Possessing Entity - Yes/No
• Presence of Racial Aberration - Yes/No (could be mutant/augmented/, but does not specify which.)
• Insanities? - Yes/no
• Injured - Yes/No
• Sickness - yes/no
• General Alignment - Good/Selfish/Evil
Telemechanics
Admittedly I feel that this was a bit overpowered, no matter how useful it should be. I have not diminished its power, but I
have added some commonsense pieces that make it more balanced. Instead of automatically understanding everything as it
stands now, it is on a time delay as the character scans/studies the device: more complex devices require longer in attaining
understanding.
Minimum Time
Tech Level Base chance
Required
20th Century Earth 1d6 seconds 100%
Rifts Earth, human (average) 3d6 seconds 90%
Rifts Earth, D-Bee (average) 6d6 seconds 80%
Naruni / Phase World (advanced), Psi-tech 1d6 minutes 70%
Techno-wizard / Other Alien Tech (advanced) 3d6 minutes 60%
Organic / Solid Energy 6d6 hours 35%
Time required refers to the initial amount of study time required before a check can be made. Base chance is the basic chance
someone with the power has of understanding the object in question. If that roll is failed, they require another time period to
study it further.
Operators get +5% per level to their base chance due to their almost disgustingly single-minded love of machines. For each
time period past the first, the check is made at +5%. Hey, it only took Jeff Goldblum's character in ID4 about a day to figure
out that alien ship and he didn’t have this power, I think he got off easy. :)
Identification Coding
*ALL* civilian psychics within Coalition jurisdiction are given an IC. They are expected to present this at all Coalition points
of security without hesitation. An unidentified psychic is treated quite harshly if found within Coalition territory as all
psychics are supposed to report to the Psi-Bureau for IC. Latent psychics are monitored but not coded, but as soon as they
demonstrate more than three separate powers, they are coded too. Generally, the more you use your powers, the more you will
be harassed about them.

Meditation and Psionics


See the Meditation entry under skills for details.

43
Magic
Magic is based on the MI attribute, which gives bonuses to spell strength. Use the following table to determine the number of
spell bonus selections the character gains in addition to those listed in their specific OCC, as well as bonuses to spell strength
for higher levels that practitioners of magic get. DO NOT use the spell strength bonuses from OCC descriptions in the books.
Magic combat is similar to Psionic Combat with the attacker rolling a d20 and adding his magic strength, and the defender
rolling a d20 and adding his save bonuses. If the attacker’s total is higher, then the spell succeeds, if the defender’s total is
higher, the spell doesn't affect him.
PPE is determined using the rules as published in RUE and PPE recovery remains the same. Some OCC/RCCs may receive a bonus to
PPE if they were published prior to the RUE and not subsequently updated.

MAGIC LEVEL TABLE


LEVEL BONUSES
1 3 spell selections
2 +1 to magic strength
3 +1 to magic strength
4 2 spell selections
5 +1 to magic strength
6 +1 to magic strength
7 2 spell selections
8 +1 to magic strength
9 +1 to magic strength
10 2 spell selections
11 +1 to magic strength
12 +1 to magic strength
13 2 spell selections
14 +1 to magic strength
15 +1 to magic strength
16 2 spell selections
17 +1 to magic strength
18 +1 to magic strength
19 2 spell selections
20 +1 to magic strength
etc. +1 magic strength per additional level

Meditation and Magic


See the Meditation entry under skills for details.

44
Casting multiple spells per round
A magic user is limited in regard to how many spells he can cast per round by a combination of his APM, the PPE cost of the
spell, and the level of the spell to be cast. Casting a spell requires at least one available action. The actual time it takes to cast
a spell is based upon spell level. This means that regardless of the number of APM the magic user has he must spend the
entire casting time listed below to cast a spell. If the caster does not have enough APM remaining this round to complete the
casting the spell will not “go off” until the following round.
Spell Casting times:
Spell Level Minimum Actions to Cast
1–5 1
6 – 10 2
11 – 15 3
Spells of Legend 4
PPE usage by Level
A caster when casting a spell within his specialty may use a maximum of 5 PPE per character level per action; when working
outside his specialty he is limited to 3 PPE per character level per action. Thus a Ley Line Walker of third level can use at
most 15 PPE in a single action when casting an invocation; thus casting the level 5 spell “Travel Through Walls” with its 20
point PPE cost requires 2 actions to cast even though a 4th level Ley Line Walker could cast the same spell in a single action.
Verbal Component of Spells
Spells can be whispered while being cast; however, doing so results in a -2 to spell strength.
Environmental Armor & Magic
Wearing environmental armor does not interfere with casting magic as written in the published rules! Instead, the wearing of
environmental armor reduces the magic user’s spell strength by 2 and prohibits PPE channeling, meaning that the caster must
power his spells with his own PPE. This allows the caster to still use his spells but does allow for some degree of negative
when wearing environmental armor.
Drawing PPE from Other Sources
Most practitioners of magic can also draw P.P.E. from sources other than themselves. The ley lines are the obvious one, but
also from magic artifacts and other living beings. When drawing PPE from an external source a practitioner of magic can hold
up to three times their inherent PPE for no longer than their PE x3 minutes. The countdown of this time only begins once the
practitioner stops drawing from the external source(s) or has reached his capacity, whichever comes first. Any drawn PPE not
used by the time limit is lost.

45
Ley Lines, Nexus Points & Places of Power
General Comments
The inclusion of ley lines in Palladium's games adds a lot of flavor to the settings, and I've always been intrigued by the
concept. Unfortunately, in my opinion, there are a lot of inconsistencies and omissions in the rules. The part of my attempt to
consolidate the rules and provide some extra detail that is most relevant to players is included below. Generally, I have added
some clearer details about how many ley lines and nexus points are in a given area and included the concept of transitional
places of power (from Beyond the Supernatural). I've also divided the rifts that form naturally at nexus points into two
categories, large and small, so that a minor rift is a more common occurrence than a full-blown rift. And, why do that if you
don't know what will come through them anyway, so I put together some random encounter charts for beasties coming out of
a rift.
Ley Lines
These rivers of power permeate the Earth, often running well below, but occasionally rising to, the surface. In any given
10,000 square mile area (100 x 100 miles), there will be a random number of ley line segments running along the surface.
When a ley line surfaces, it will generally run for an average of several dozen miles before disappearing again into the earth.
Assume that each ley line has a 10% chance of being much longer and a 10% chance of being much shorter. All mages,
mystics and psionic sensitives can sense when they are within 100 yards of a ley line because of a vague feeling of energy
flowing around them (requires an average difficulty perception roll).
Nexus Points
The number of nexus points per 100x100 mile area is listed as a percentage of the number of ley lines. For example, if there
are 10 ley line segments and a rating of 20% for nexus points, there would be 2 places where ley lines cross in that region.
Depending on the whim of the GM, the nexus could be where 2 ley lines meet, meaning 8 ley lines in that region never
intersect (on the surface of the world), or the nexus point could be formed by more than 2 ley lines meeting at the same place.
On Rifts Earth, all mages, mystics and psionic sensitives can sense when they are within a mile of a nexus because of a vague
feeling of raw energy flowing around them (requires an average difficulty perception roll). When within 100 yards, the feeling
of energy flowing around becomes obvious (no perception roll needed), and the sensitive can begin to feel a mild natural
euphoria.

46
Ley Line/Nexus table

Rifts Earth Ley Lines/Nexuses


Frequency of Ley Lines 2d4 / 10,000 sq. miles
1-10% : 1d10 miles;
Avg. Length on Surface 11-90%: 3d6 x10 miles; 91+%: 1d20 x150 miles
Frequency of Nexus Points 1d8-1 x5%
Effects within 2 miles of a ley line +50% range and duration
x2 damage, range, and duration
Effects when on a ley line or when within 1 mile of a nexus +1 spell strength
Channel 10 PPE once per each round Automatically
recover 10 PPE per half hour
Effects when on a nexus x3 damage, range, and duration
+2 spell strength
Channel 20 PPE once per each round Automatically
recover 20 PPE per half hour
Additional/Heightened Effects on a Nexus at special times.
Increased Energy at Dawn, Midday, Sunset, and x2 per-round channel for 1d4 minutes on both ley lines and
Midnight nexus
5% chance of a small Rift
x3 per-round channel during day
Increased Energy at Vernal Equinox x4 per-round channel for 1d4 minutes at dawn, noon,
sunset
50% / 30% of small/full Rift per hour
x3 per-round channel during night
Increased Energy at Autumnal Equinox x4 per-round channel for 1d4 minutes at sunset, midnight,
dawn
50% / 30% of small/full Rift/hr
x10 per-round channel from dawn to dusk 40% / 20% of
Increased Energy at Summer and Winter Solstice small/full Rift midday
50% / 35% of small / full Rift at dawn and again at
sunset
Increased Energy during Lunar Eclipses x12 per-round channel for 90 min
(1/year) +3 spell strength
78% / 39% of small / full Rift
x30 per-round channel x10 range and duration
Increased Energy during Solar Eclipses +5 spell strength
Effects last 2d4 minutes Automatically recover 7 PPE per minute
(1/10 years) 88% / 44% of small / full Rift
x10 per-round channel x5 range and duration
Minor Planetary Alignment +3 spell strength
3 or 4 planets Effects last 2d6+3 minutes from start of Automatically recover 3 PPE per minute
alignment 50% / 35% of small / full Rift at dawn and again at sunset
(1/8 years)
Major Planetary Alignment x30 per-round channel x10 range and duration
5 or more planets Effects last 4d4 minutes from start of +5 spell strength
alignment Automatically recover 7 PPE per minute 88% / 44% of
(1/22 years) small / full Rift

47
Cybernetics
Cybernetics Effects on Psionics and Magic
In general, minor cybernetics and bionics do not interfere with a character's psionic abilities, assuming the augmentation
interfaces only with the peripheral nervous system. Augmentation of the central nervous system (CNS) has the potential of
damaging a character's psionic abilities irreparably. The MOM cybernetic and Psynetic implants are an exception to this, as
are a few other devices designed specifically for psionic individuals. Similarly, magic potential is hampered by the addition of
cybernetics/bionics implants that interface with the CNS, though the effects on magic are somewhat more pronounced.
Characters gain 1 cyberpoint for every cybersystem they have that interfaces with the CNS, two for every bionic system they
have whether or not it is interfaced with the CNS. Below is a chart showing the effects accumulation of cyberpoints have
upon psionics and magic. The categories of PPE and ISP show the multiplier used to determine the character's actual PPE and
ISP, while the Psi and Magic strength modifiers show the modifiers to spell and psi strength, but this does not affect saves.
Finally, the category magic save gives the bonus to saving throws against magic. Partial Conversion is defined as the
replacement of 40-60% of the physical body with cybernetics/bionics. Simply replacing a limb or two does not automatically
qualify as partial conversion, though replacement of 3 limbs with additional implants will for a human-like being.
CyberPoints PPE ISP PsiStrength Spell Strength Magic Saves
1 1.0 1.0 -0 -0 0
2 1.0 1.0 -0 -1 0
3 .95 1.0 -0 -1 0
4 .95 1.0 -0 -2 0
5 .90 1.0 -0 -2 0
6 .90 1.0 -1 -3 0
7 .85 .95 -1 -3 0
8 .85 .95 -1 -4 0
9 .80 .90 -2 -4 0
10 .80 .90 -2 -5 0
11 .75 .85 -2 -6 +1
12 .75 .85 -3 -7 +1
13 .70 .80 -3 -8 +1
14 .60 .80 -4 -9 +2
Partial Conversion .50 .75 -5 -10 +2
Full Conversion .10 .50 -8 -20 +3
Powering Cybernetics/Bionics
Isolated bionic augmentation is usually powered by a short e-clip. A section of the arm or leg ejects which provides a slot
for the clip to be inserted. When the port closes it is hidden within the limb. The e-clip provides the limb with a month of
power. Note: if these systems are part of a partial or full conversion Borg then they are connected to the Borg’s main power
supply.
Partial or full bionic reconstruction requires a nuclear power source. These miniature reactors are the same as those used in
bots. For partial reconstruction, the power supply lasts twice as long. Thus a ten-year supply would last twenty years. For full
conversion Borgs the life of the reactor is as listed. Techno-wizard reactors are also available, though they are extremely rare.
Full Conversion Slave Borgs typically use 10-year power supplies, and sometimes even less. Military Borgs always use a 20-
year power supply.
If the power supply in a Borg runs out of power s/he will be immobilized. Partial conversion Borgs will simply lose the use of
their cybernetic limbs. Full conversion Borgs will be in trouble, as their life support system will begin to fail. The Borg’s
organic tissues receive oxygen through cybernetic lungs and is fed by a protein and mineral compound contained in a
specialized container within the Borg. All of these systems require power to operate. Although military Borgs have an
emergency battery backup that will provide eight hours of power, many slave Borgs do not. This means that if the nuclear
power supply is damaged, the Borg has approximately 4 minutes to be connected to a power supply before s/he dies from
asphyxiation. Those with an Oxygen Storage Cell do not require functioning lungs to use the stored oxygen (though once that
supply runs out the above rule applies).

48
Quality Cybernetics
Rant: Cybernetics never seems to improve in Palladium games. The same cybernetic devices are in Ninjas and Superspies.
So here is a quick fix.
Cybernetics in Rifts have either twice the capability (range, bonuses, etc), cost 20% of the book value, or are Slick i.e. they
will appear as real as Bio-systems. All three styles will be on the market to cater to different niches.

Skills
Humans
Humans (including Cyborgs, Partial Conversion Cyborgs, Crazies and Juicers) get 2 extra starting OCC Related skills at first
level.
Non-(earth normal) humans such as Dog Boys; Psi-Stalkers; D-Bees; non-human versions of the Cyborg, Crazies, or Juicer;
super humans (aka Hero’s Unlimited style characters); and True Atlanteans don’t get this bonus because they have inherent
bonuses, such as attribute bonuses, extra senses and/or powers that a normal human just doesn’t have.
Restricted Skills
If it says ‘None’ or lists specific skills from a group you can take, you may take other skills from those groups, but they cost
double. So instead of spending 1 skill slot on Electrical Engineer Stick the Crazy must spend two.
Perception Bonuses
Any OCC that does not list a perception bonus gained with level improvement will receive one based on the type of OCC, as
follows:
• Men at Arms OCCs: +1 at levels 3, 6, 9, 12, 15
• Practitioners of Magic: +1 at levels 2, 5, 8, 11, 14
• Racial OCCs: +1 at levels 3, 6, 9, 12, 15
• Psychic OCCs: +1 at levels 2, 5, 8, 11, 14
• All Other OCCs: +1 at levels 4, 7, 10, 13
OCC Related Skills
All characters get 1 extra skill at even number levels, in addition to what the OCC gives. I.E.: +1 skill at levels 2, 4, 6, 8, 10,
12, 14, all skills start at Level 1 proficiency.
Meditation Skill
The word meditation carries different meanings in different contexts. Meditation has been practiced since antiquity as a
component of numerous religious traditions and beliefs. Meditation has a calming effect and directs awareness inward until
pure awareness is achieved, described as "being awake inside without being aware of anything except awareness itself."
Generally speaking, meditation is a practice in which an individual trains his mind or induces a mode of consciousness, either
to realize some benefit or as an end in itself. The term refers to a broad variety of practices (much like the term sports) that
includes techniques designed to promote relaxation, build internal energy or life force (Chi, ISP, PPE etc.) and develop
desired traits. A particularly ambitious form of meditation aims at effortlessly sustained single-pointed concentration meant to
enable its practitioner to enjoy an indestructible sense of well-being while engaging in any life activity.
Meditation often involves an internal effort to self-regulate the mind in some way. Meditation is often used to clear the mind
and ease many health issues, such as high blood pressure, depression, and anxiety. It is generally done sitting, but advanced
practitioners (skill at 85%+) may perform meditation in an active way—for instance, many Buddhist monks involve
awareness in their day-to-day activities as a form of mind-training. In brief, there are dozens of specific styles of meditation
practice, and many different types of activity commonly referred to as meditative practices.
Note One: This skill is automatic to all magic, psychic, and most martial arts character classes.
Note Two: Characters not of the above classes can acquire this skill at the cost of one skill selection.
Note Three: I know it may seem strange to complicate something as simple as meditation, but it should be considered a
learned skill just like Prowl or Pick Locks. Don't roll for it unless it becomes critical.
49
Meditation is a Technical skill that any character can select.
Unlike most other skills Meditation receives a bonus for high attributes from two Primary attributes: IQ & ME to calculate the
actual bonus awarded you combine the two scores (ONLY for meditation purposes) and look up the skill bonus as if this total
was the character’s IQ. Base Skill: 45% + 5% per level.
• Add a +1 to save vs. psionic attack.
• Add a +1 to save vs. possession.
• Anyone who gets the skill automatically does not receive these bonuses.
Duration: One hour at first level, plus +15 minutes per each additional skill level. At sixth level, the meditation time changes
to three hours of meditation plus a half hour per each additional level of experience. Add one half hour to the base time (one
hour at 1st level and three hours at 6th level) for every two M.E. points beyond 20 (a 22 gets you 30 minutes, 24 gets you an
extra hour, etc.)
For multiple hours of meditation, one skill roll is required per attempt. This can be attempted once per half hour. If successful,
the character manages to meditate to the full duration. Failure means that another try must be made in another half hour.
All the recovery rates for when a person is active/ resting/ sleeping/ meditating are listed to make things easier. The duration
comes into play with the skill roll. If the skill roll fails, the character wastes an hour of time (only has normal recovery) but
can easily try again.
Success means the character meditates to full duration - and to be fair within the constraints of the skill, GMs should allow
partial recovery of energy in fractions of an hour. So for 15 minutes, you would have to take 25% of the values given for
recovery of point totals during meditation.
Meditation Recovery Rates
PPE Recovery
Active: 2 per hour; resting/ sleeping: 5 per hour; meditation: 10 per hour. Some races and classes of magicians might have a
higher meditation rate as a natural ability or unique skill.
ISP Recovery
Active: 2 per hour; resting/ sleeping: 5 per hour; meditation: minor psychic: 7 per hour; meditation: major psychic: 10 per
hour; meditation: master psychic: 12 per hour. Some psychics might have a faster recovery rate, but it is rare.
Chi Recovery
Active: 1 per hour; resting/ sleeping: 2 per hour; meditation (non- martial artist character): 3 per hour; meditation (character
with standard HTH skills): 4 per hour; meditation (martial artist with primary or secondary art forms): 5 per hour; meditation
(martial artist with exclusive art form), Antiquarians, all Martial Arts O.C.C.s, all oriental spirits and demons, and all oriental
magic/ psychic/ Chi based O.C.C.s: 6 per hour.
Sleep/ Fatigue Recovery
One hour of meditation is equivalent to one hour of sleep for the purposes of rest, but all normal human beings and probably
most denizens of the Megaversetm require at least an hour of solid REM sleep per 24 hour period. Experienced meditating
characters (5th level and higher) can combine sleep in short bursts with extended meditation - allowing them to meditate for a
few hours and get necessary minimum sleep, further reducing the time they are in a recovery phase.
Magic Enhancement Skills
New skills are available exclusively for those with magical abilities, they may be chosen as OCC related skills or through
special conditions. See the Magic Philosophies & Proficiencies document.
Psychic Enhancement Skills
New skills are available exclusively for those with psychic abilities, they may be chosen as either OCC related or Secondary
skills. See the Psychic Skills document.

50
Physical Skills
Physical skills may be chosen as Secondary Skills, in contrast to the rules as written in the books. In my opinion there is no
reason someone who practices boxing and athletics wouldn’t be able to do so in their spare time, while putting their major
focus on other pursuits. This might change how you decide to place skills on your character, which is fine.
By the rules as written, attribute bonuses from physical skills do not apply to characters with supernatural attributes (PS &
PE, primarily). This modification/revision is that such bonuses do apply; it is assumed that the character learning these skills
works that much harder at the skill. i.e.: lifting heavier weights, working for longer periods of time, etc.
Jumping
Unless the character has an OCC bonus or power that specifies a greater jump ability; all normal jumps are calculated using
the following formulas:
Standard Jump Formulas
Distance = 1/3 PS in feet standing
Distance = 1/3 PS + 1/2 Spd in feet running
High = PS in inches standing
High = PS + 2/3 Spd in inches running
Extremely fast characters face the law of diminishing returns; great speed does not continue to provide the same overall
increase in jumping distance, though these characters will still jump phenomenal distances. For characters with Speed scores
above a 50 use the following modified formulas:
High Speed Jump Formulas
Distance = 1/3 PS in feet standing
Distance = 25 + 1/3 PS + ((Spd/20) in feet running High = PS in inches standing
High = 45 + PS + ((Spd/5) in inches running
The Acrobatics and/or Gymnastics skill provides a bonus to this jump distance equal to 6 inches vertical and 2 feet horizontal.
Having both of these skills does not provide a further base bonus; however, such trained characters receive an increase in their
jumping distances as they progress in levels. This increase is 2 inches per skill level vertically, and 8 inches per skill level
horizontally, a character with both skills will use the combined levels (Acrobatics level + Gymnastics level).
Acrobatics & Gymnastics sub-abilities
Both of these skills list a variety of sub-abilities. These sub-abilities improve with use of the skill providing them, so for any
sub-ability listed as a base percentage +x% per level, the level used is that of the skill itself. Since both skills list the sub-
abilities Sense of Balance and Climb Rope; a character with both skills will utilize the bases for Acrobatics (the higher ones)
and when calculating their total for these abilities will add their Gymnastics skill level when calculating the total.
Example 1: Tom has Acrobatics and Gymnastics both at level 1, this provides him a base of 80% to climb rope (+2% per
level) and a base of 60% to sense of balance (+5% per level). Since he has gymnastics as well as acrobatics; he treats his
acrobatics as level 2 to determine his effective level for these skills resulting in a Climb Rope ability of 84% (before attribute
modifier) and a Sense of Balance ability of 70% (before attribute modifier).
Example 2: John has Acrobatics at level 2 and Gymnastics at level 3, this provides him a base of 80% to climb rope (+2% per
level) and a base of 60% to sense of balance (+5% per level). Since he has gymnastics as well as acrobatics; he treats his
acrobatics as level 5 to determine his effective level for these skills resulting in a Climb Rope ability of 90% (before attribute
modifier) and a Sense of Balance ability of 85% (before attribute modifier).
Advanced Physical Skills
These are a new classification for physical skills that provide additional abilities and bonuses, but generally have
prerequisites.
51
Multiple Martial Arts Styles
It is possible to have more than one Martial Art Style; however, there are rules regarding how they are handled, which
requires some effort on the part of the player & GM:
• All combinations are subject to GM approval.
• You must pay the full skill cost for each of the forms.
• Character bonuses (to attributes) are additive but not cumulative: If more than one provides a bonus you get the
greater one, if only one provides a bonus to an attribute you get that bonus.
• Gain all Attacks, Defenses, WP Katas, and Modifiers to attack from each.
• Gain each set of MA Powers, if any.
• Gain Skills included for each.
• Select one Level Advancement to follow as Primary, if only one of the forms is indicated as Exclusive, that
must be the Primary. (but see below)
• Gain additional Attacks (not APM), defenses, MA Powers, and Special abilities of the Secondary Form(s) but
not bonuses (strike, parry, dodge, Critical, entangle, pull, roll, etc); UNLESS the Primary form does not at
ANY level provide a bonus of that type.
• The GM must review the composite level progression before approval, meaning the full 15 level progression
must be written up in advance.
• Within these rules the combination of the forms is now considered one Style.
Projection Accuracy
This is the skill for spell casters, psionics, and others who use powers / spells that create projectiles requiring a roll to strike in
combat. This skill is automatically gained in addition to the normal skill selections. It provides the user’s bonus to strike.
Unlike weapon proficiencies it does not receive a bonus from a high P.P.; instead the M.E. score determines the bonus, use
the save bonus to determine the effect of a high M.E. Bonus: +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
High Tech Skills/Proficiencies
Certain High-Tech skills have been changed to facilitate the creation of a more well-rounded high tech mech and vehicle
combat system; mostly with regards to the mech piloting skills and the weapon systems skill. For example, instead of just
being a skill, weapon systems is also a weapon proficiency, W.P. Weapon Systems.
For each different mech or power armor, there is a different W.P. Weapon Systems. Each W.P. Weapon Systems gives
bonuses to strike when using the weapon systems of that particular type of mech/robot/vehicle. These bonuses only apply to
ranged weapons used; hand to hand combat bonuses are given from the elite or basic charts as given.
For a character who doesn't want to specialize and take the weapon systems proficiency for each vehicle separately, there is
the weapon systems skill. The weapon systems skill simply gives the character the ability to use the weapon systems mounted
on the mech, he gains only the basic bonus to hit from taking the weapon systems skill.
Pilot: Robots & Power Armor is a rudimentary knowledge of Mech operation. No bonuses are gained from this skill. A skill
roll must be made in certain pressure circumstances when serious maneuvers must be made; this is the most rudimentary form
of Mech piloting.
Robot/PA Combat: Basic combat is the next level up; the pilot knows the basic operation of mechs; thus, no operations rolls
must be made under pressure circumstances. He is still a little unfamiliar with using that particular mech to the full extent of
its capabilities, though.
Robot/PA Combat: Elite pilots know every single aspect of their mech. They know their mech as well as they know their own
bodies.
Vehicle mounted weapons are normally fired like normal weapons are, by aiming the weapon and firing. In this case, use the
weapon proficiency for the weapon (heavy energy, etc). However, if the weapon is fired from a control console or by means
of a computer targeting system or similar, then use the weapons systems proficiency for that vehicle OR the basic weapons
system skill bonus, even if held in the robot’s hand. Weapons that are held in hand when wearing power armor are fired using

52
the skill for their weapon.
IMP Skill Selections
In order to provide specialization, "imp" or improvement skill selections have been introduced. Using imp skills, a character
may spend skill selections on improving existing skills. At character creation, multiple levels of skills may be bought by
spending "improvement" skill selections. One may exchange one ordinary skill selection for 5 "improvement" or imp skill
selections. An imp skill can only be used to increase the levels of existing skills, not to buy new ones and any leftover imp
skills not spent are lost. Imp skill selections which are gained by sacrificing an OCC related skill may only be used to improve
OCC skills or OCC related skills, likewise for secondary skills. For example, a character who takes the Rogue skill, First aid,
which has a base percentage of 45% plus 5% per level, could spend one regular skill selection (5 imp skill selections) and
raise his first aid skill 5 levels, bringing it to 70% (45% base +(5x5%) for imp skill selections). For tracking purposes, the
skill is recorded as being at the newly raised level.
Skill percentages may be over 98% to allow room for penalties to skill rolls. However, a natural 99 or 00 always fails. All
attribute requirements are still in place (as listed in the books), all bonuses gained from special abilities are in place, though
DC bonuses should be modified according to the High DC table above.
A note on IMP skill selections. It is quite possible for a character, through imp skill selections, to have skill levels of well
over 100%, while leaving the other skills at their starting values of around 50%. While the imp system is designed for
"specialization" in certain areas, this practice of pouring all imp selections into one skill should be discouraged. Accordingly,
the level of any OCC related, or secondary skill may never exceed that of the highest OCC skill.
Weapon Proficiencies & HtH Levels
These are improved in much the same way as skills, using imp skill selections to increase the levels, but it costs two imp skill
selections to improve a weapon proficiency by one level: three for Combat Training!
Skill Advancement
I think if you are reading this file, you probably agree that the idea that all your skills raise equally each level is mind-
boggling, as if you are standing around after killing your 18th Xiticix and suddenly you go, "Ohhh, so THAT'S how I wire
that electronic circuit!" Palladium's canon system basically doesn't acknowledge things like learning from individual skill use.
So, I again am introducing a modification to the rules.
Essentially, the GM hands out skill experience points (SXP). Each time a skill is used successfully, the character gains a skill
experience point in that skill. GM's may decide to give an SXP point to a character that tries a Difficult task and just barely
fails. A character gains two skill points if an outstanding success was achieved. However, a character gains NO SXP for using
a skill level over 33% for a Very Easy or 50% for an Easy task, outstanding success or not. The reward should fit the task, and
the task should genuinely need doing, not just be frivolously using a skill. Generally, only one SXP can be gained per
encounter per skill, unless an outstanding success.
If a character - with the consent of the other character - observes someone performing a skill, they can gain a skill experience
point. This assumes that the character performing the skill is taking time to explain what is going on and such, and generally
extends the normal length of time the task takes by anywhere from 50% to 100% longer. This obviously cannot be done if
under some sort of time pressure or if the character performing the task refuses to explain it.
Each player keeps track of the SXP for their individual skills and references the chart for advancement.
Skill Advancement Chart
Current Skill Level SXP for increase
1-3 5
4-6 7
7-9 10
10-12 15
13-15 20
16+ 25
At each level up you receive 30 Skill XP to assign as desired these represent practice in downtime, study, etc. These SXP
53
cannot be assigned to a skill with a Skill Level above your character level, unlike normal SXP earned from use of the skill.
Task Difficulty and Resolution
Task Difficulty
A successful use of a percentile skill is determined by rolling D100 + any applicable skill bonuses against a G.M. specified
target number. A total roll over the difficulty target indicates the use of the skill was successful.
Difficulty Target Number
Very Easy 33
Easy 66
Average 100
Difficult 150
Very Difficult 200
Challenging 250
Improbable 300
How does someone fail to add two single digit numbers together? Ask the Palladium Books skill system. Using the rules as
presented in the book, any time a character wants to add 1+1 together, that character would have to roll a Math: Basic skill
check. This, of course, makes no sense and I highly doubt anyone actually plays Math: Basic in that way. Pilot: Automobile
has similar problems. In fact, it has been stated by official Palladium Books employees that most skills should only be rolled
when doing something extraordinary and does not always reflect what a character can and cannot do.
Generally speaking, under normal circumstances, a person should not "fail" to drive a car down the street. This particular
issue is addressed in some places by stating that skills should be rolled only under extreme circumstances. Using Pilot:
Automobile as an example; the skill would only be rolled when the car was being used for extreme conditions, not everyday
ones. However, this rule is not specifically stated at the start of most skill sections and while it makes sense, it is not clearly
stated which skills should always be rolled and which should be rolled only under extreme conditions. Luckily the Task
Difficulties can be used to correct much of this: if the character’s skill bonus equals or exceeds the target number don’t bother
to roll, nice and simple.
Doubles Rule:
When rolling percentile skill checks, if the result is an even numbered doubles (22, 44, 66, 88, 00), you get to roll again and add
the two rolls. This can only happen once per skill check.
Additional Rules for Skills
Non-Skilled Rolls
There are going to be times when a PC needs to see if he can perform a task without the proper skill. It makes sense, you want
to try to break into the computer lab, but you don't have any Espionage or Rogue skills. What do you do? If you try to attack
the door, a major MONDO security system will trip, and Emperor Prozek gets to watch you die slowly from his new
"Gooifier" weapon. What do you do?
Well, under the RAW, you are S.O.L. But now, you can simply roll a percentile, as if you had the skill. Simply look-up the
skill you wish to use, take the base percentile (without the +x% per level), subtract 30% and roll using either the result or 0 as
your bonus, whichever is lower! So, you have a high chance of failure (typically 95% or better) but hey, you are unskilled in
this. If you have any bonuses for high attribute you can add that bonus.
HOWEVER, this only works for skills that don’t rely upon very specific knowledge, i.e. no computer hacking if you don’t
have computer use skills. The key to remember is this; you don't have the skill, so you only have a slight chance of
performing the skill. For easy reference, this process is outlined below:
Step 1: Look up the skill and find the base percentile.
Step 2: Subtract (-30%) from the percentile.
Step 3: Use either the result of the subtraction or ZERO, whichever is lower, plus applicable Attribute modifier as
your bonus.

54
Developing Natural Talents
Characters may exhibit aptitudes that go beyond those of others. Exactly what those aptitudes, if any, are left to the player.
Acquisition of these natural talents is done in game mechanics by permanently expending PPE or CHI during character creation.
The character may not reduce either PPE or CHI to zero in this manner.
Talent for Skills
• 10 PPE OR CHI: for a +20% bonus on three Occupational Skills. This is in addition to any occupational skill bonus
and any attribute bonus. Note: This bonus can only be purchased one time.
• 5 PPE OR CHI: for a +20% bonus on any two OCC Related Skills. This is in addition to any other applicable
bonuses for OCC Related Skills, including any attribute bonus. Note: This bonus can be purchased as many as three
times for a total of six separate skill bonuses.
• 5 PPE OR CHI: for a +5% bonus on Skills within a single skill category. This is in addition to any already existing
occupational skill bonus and any attribute bonus. Note: This bonus can only be purchased twice.
• 2 PPE OR CHI: for a +10% bonus on any four Secondary Skills. This is in addition to any other applicable bonuses
for Secondary Skills, including attribute bonus. Note: This bonus can only be purchased twice for bonuses to 8 skills.
Attribute Bonuses
A character can also focus their energies to realizes a variety of bonuses to their attributes.
• 3 PPE OR CHI: for a +1 bonus to a primary attribute. Note: This bonus may be purchased repeatedly as desired, but
no primary attribute can be raised beyond a 30 in this manner.
• 4 PPE OR CHI: for a +1 bonus to a secondary attribute. Note: This bonus may be purchased repeatedly as desired,
but no secondary attribute can be raised beyond a 20 in this manner.
• 4 PPE OR CHI: for a miscellaneous bonus of +1D4+3 additional Hit Points. Note: This bonus can only be
purchased twice.
• 3 PPE OR CHI: for a miscellaneous bonus of +1D6+6 additional Damage Capacity. Note: This bonus can only be
purchased twice.
• 12 PPE OR CHI: for a bonus of +1 to all saving throws. Note: This bonus can only be purchased twice.

55
Rules for Saving Throws
Introduction
Saving Throws are very static in Palladium Books, where every lethal poison requires the same base roll as every other lethal
poison, except for those that have penalties. Even worse though, is that bonuses and penalties to Saving Throws are actually
reversed. For example, the base save vs. insanity is 12, but a character with a high M.E. attribute receives a bonus to this save,
which actually decreases the number needed to save vs. insanity. For example, a +1 bonus to save vs. insanity results in the
base value decreasing to 11.
It is true that the bonus could be viewed as not modifying the base value needed but modifying the character's roll instead,
which makes more sense, but there are other modifiers that are also inconsistent. As wizards gain levels, they gain a bonus to
their spell strength, which increases the save needed by people affected by their spells, effectively provided a penalty to their
rolls, even though it is listed as a bonus for the wizard. Another inconsistency can be viewed with Horror Factor, where
characters can have a bonus or a penalty depending on their race or class or abilities, but the base save they are rolling against
varies widely depending on the creature. Some have a horror factor of 10, while others have a horror factor of 18.
In order to combine all of these together, I am revising the basic Saving Throws system in Palladium Books to resemble the
system used in the d20 system. In the revised system, there are three things to remember, the first is the difficulty rating of a
saving throw, the second is the modifier to the difficulty rating, and the third is the modifier on the character's roll.
Psionics and Magic
Generally, Psionics and Magic no longer use saving throws, being instead opposed checks.
Illusionary Magic
Since the magic works at fooling the senses, and not directly influencing them, a standard save would not be appropriate.
Instead, use ME bonuses, for the character's mental ability to see through the illusion. This makes illusionary magic quite
potent, but then again, shouldn't it be?
Revised Saving Throw Rules
Whenever a character needs to make a saving throw, the GM must calculate the difficulty rating of the roll, which represents
the number that the player needs to roll equal to or above in order to make the save. In most circumstances, the standard base
save listed below is sufficient, but in the case of horror factor, it will be listed on the creature's statistics. The modifiers on the
difficulty rating are a means to allow modification to the difficulty rating and to allow published material to remain useful. For
example, a disease's description may include a penalty that a character has to make to save vs. a disease; this penalty is
instead added to the base difficulty rating of the disease. The third component of these rules is the modifiers on the roll
against the difficulty rating of the saving throw. These mostly come from the player, which may possess a bonus to save vs.
horror factor or have an attribute bonus to save vs. all types of magic. These bonuses are added to the die roll of the player
and if the modified die roll is equal to or greater than the difficulty rating of the saving throw, then the save was made,
otherwise it was failed.
One of the principles of this system is that the players do not know what the difficulty rating of the challenge is when they
make a saving throw. The players know their own modifiers to the roll, such as attribute bonuses, but they do not know what
value they are trying to defeat, the GM only has to tell them whether they passed or failed the savings throw. This provides a
level of dramatic tension that does not currently exist as the players can always try to calculate what value is needed based on
what their bonus is with the base value that they know exists. Heavy use of the base difficulty ratings below creates a similar
problem, so GMs are recommended to alter or change the difficulty rating depending on their own perception of the problem.
For example, the players do not know how horrific a monster is; only that they have passed or failed their saving throw,
eventually they may be able to figure it out, but it could take several rolls.

56
Standard Difficulty Ratings
The following is a list of saving throw values that are present in nearly all books published by Palladium Books. While some
variations do exist, they are mostly cosmetic, such as not including a saving throw for magic in Robotech. A natural 20
always saves and a natural 1 always fails.
Awe Factor: See individual creature's description
Disease: 16
Electrocution: 14
Extreme Temperature: 14
Horror Factor: See individual creature's description
Insanity: 14
KO/Stun: Attacker’s Strike Total
Magic:
Spells: Caster’s Spell Strength
Rituals: Caster’s Spell Strength +4
Circles: Caster’s Spell Strength +4
Fumes: Caster’s Spell Strength +2
Wards: Caster’s Spell Strength +1
Pain: 16 base
Psionics: Psionic Character’s Psi-Strength
Shock:
Minor: 16
Medium: 18
Heavy: 20
Superior: 22
Explosives: 20
Soul Drinking: 14+
Toxins:
Lethal Poison: 14 base + poison strength (typically between 1 - 20)
Non-Lethal Poison: 16 base + poison strength (typically between 1 - 20)
Harmful Drugs: 15 base + poison strength(typically between 1 - 20)
Attribute Bonuses to Saving Throws
Although saving throws can be difficult to make, all is not lost. Characters with high attributes have bonuses towards one or
more saving throws. The following list relates each saving throw to the attribute that provides a bonus to it for that particular
saving throw.
Awe Factor: ME attribute
Disease: PE attribute
Electrocution: PE attribute
Extreme Temperature: PE attribute
Horror Factor: ME attribute
Insanity: ME attribute
KO/Stun: PE attribute
Magic: PE attribute & Spell Strength
Pain: Average of PE & ME attribute bonuses
Psionics: ME attribute
Shock: PE attribute
Soul Drinking: Average of PE & SS bonuses
Toxins: PE attribute

57
Saving Throw Descriptions
Awe Factor: Related to Horror Factor, Awe Factor is used when encountering a creature of immense power or beauty. Often
mislabeled as Horror Factor, Awe Factor is just as dangerous and can often produce similar results, but in slightly
different ways. For example, instead of quivering in terror after failing a horror factor saving throw, a character may be
paralyzed by beauty after failing an awe factor saving throw. It is important to note that it is up to the GM to determine
whether a creature's Horror Factor has been mislabeled. A character's bonus to save vs. horror factor applies vs. Awe
Factor. In addition, as characters gains experience, they are less susceptible to Awe.
Disease: This category of saving throws covers all types of diseases, from the common cold to magical diseases. The saving
throw can be used to determine whether a character is infected with a disease, how badly they are infected, and even how
quickly they get over the disease. Since diseases cover a wide range of virility and infectiousness, the difficulty rating for
diseases should be wildly different.
Electrocution: This saving throw is only useful in special circumstances. Because there is no general saving throw for how tough
a character's body is to withstand various stresses, each one basically needs its own saving throw. If a character is
electrocuted by any means, they have to make this save or they will fall unconscious. If they fail their save roll by more
than 10 then their heart has stopped.
Extreme Temperature: This saving throw is appropriate for both cold and hot temperatures and the effects are similar. In
extreme heat, the body overheats and there is a good chance that the character will lose consciousness, a save vs. extreme
heat is the only thing that prevents the character from falling unconscious and mostly likely dying from the heat. Extreme
cold is similar but instead of overheating, the body begins to shut down from the cold. If the character fails the save vs.
extreme cold, they will fall unconscious and die from hypothermia.
Horror Factor: Closely related to insanity, some creatures are incredibly horrific to look at and thus have a horror factory. There
mere sight of such a creature could cause normal people screaming or render them paralyzed with fear. The exact value of
a creature's horror factor is listed in the creature's description, but if it is not, then it doesn't have a horror factor. Some
situations may also be horrific or terrible for the characters to handle and the GM should feel free to apply a horror factor
to that as well. An example of such as horrific scene could be the aftermath of a demon attack. After constant exposure to
the same horrific creature or experience, the character should either adapt better to it, which would cause its horror factor
to decrease and eventually disappear entirely, or the character should begin to develop insanities and phobias based on the
bad experiences. In addition, as characters gains experience, they are less susceptible to Horror Factor. All character gains
a bonus of +1 to save vs. horror factor at levels 3, 6, 9, 12, and 15.Insanity:
Some things are too hard for the mind to handle and insanities may result. A traumatic experience can cause a character to
develop mental problems and constant exposure to something horrific may cause a phobia to develop. The saving throw
for this category is often used to determine whether a character can develop a given insanity based on the situation. The
difficulty rating should reflect how horrific the situation is given the circumstances. A minor horrific experience should
have a correspondingly low chance of developing a phobia by having a low difficulty rating, whereas a major traumatic
experience should have a much higher chance of developing insanities by having a much higher difficulty rating.
KO/Stun: Standard KO saves are versus when the attacker has a skill that grants him/her a KO on a specific natural die roll.
Additionally, any attack to the head (a called shot) also must make a standard KO save. If the saving throw is failed,
additional saving throw rolls are made each melee round (with a cumulative +1 to the roll) to recover and regain
consciousness. Special Stun saves are made in two circumstances: 1) After any attack that inflicts over PE points in
damage. This save has a Difficulty Rating of 20 + 1 per 5 points in excess of P.E. Again, note that if a character has large
amounts of DC because of his race/class, PE should be multiplied by the appropriate number in the High DC table, for the
purposes of determining how much damage must be taken before a Stun roll is required. 2) If all DC points are lost, save
vs. Stun must be made (using PE bonuses) at a difficulty rating of 10 + 1 per point under zero DC.

58
Magic: Magic is a broad category of supernatural occurrences and covers spells, rituals, wards, magic tattoos, and a host of other
magical categories. The most common two types of magic saving throws are spells and rituals, and almost all magic falls
within those two categories and some spells can be cast as either spells or rituals. Higher level wizards cast more
powerful spells increase the difficulty rating needed to save vs. spells cast by them.
There are some races, creatures, and classes that provide bonuses to magic or certain types of magic, such as just on saves
vs. wards, but any bonus to save vs. magic from a high P.E. attribute is applied to saves vs. all types of magic. Magical
fumes are usually enchanted gases and powders. Circles represent powerful magic and are much harder to save against
then regular magical spells. Wards, while a strong type of magic, are not as powerful as rituals or circles. Wards are
exclusively used by the Diabolist OCC from Palladium Fantasy, and although some spells may use the word "ward" in
their title, they do not count as true wards.
Pain: Some things hurt. Some things hurt really bad. For things that hurt a lot, such as certain martial art holds, a character may
need to make a save vs. pain. If the character fails the save vs. pain, then the pain is too great and they lose consciousness,
although they can be revived almost immediately by an outside source. In most circumstances, this roll is not necessary,
and its effects are so great (instant loss of consciousness), that the GM should use caution when using it.
Psionics: The untrained mind is easier to manipulate then a training mind. Unlike magic, where all creatures have a certain level
of natural resistance, those that have never trained their mind in the use of psionics are virtually defenseless against it
when compared to even the least powerful psychics. All minor and major psychics receive a bonus of +3 to save vs.
psionics and all master psychics receive a bonus of +5 to save vs. psionics.
Shock: Getting hit by a bullet anywhere hurts and traumatizes the body. The initial hit will cause at least momentary shock. This
means the character who is shot by a bullet, arrow or even stabbed by a knife, inevitably looks at and clutches the area
that is hurt. He is likely to stagger and probably fall down, even if the damage is not all that bad. Large caliber rifle
wounds may knock the character off his feet.
Being in shock means that the character is dazed/stunned for some period of time: seconds, minutes or hours depending
on the severity of the injury. His or her full attention is on the wound and pain — the character is oblivious to everything
else around him. He/she may clutch or just stare at the wound, writhe and groan in pain, try to stop the bleeding, or even
pass out! The loss of consciousness is more typical from large caliber bullets, damage to the head or multiple gunshot
wounds. After the initial shock, the character recovers his wits and can respond or react to his situation, whether that
reaction is to counterattack, stop the bleeding, retreat, or surrender.
Also note that characters under the influence of drugs (including alcohol) may react differently. In some instances, the
shock duration might be half or virtually nonexistent. This can happen because the drug influences the person's mind and
body. Thus, he or she might not feel or recognize the full extent of the damage they are suffering. This disconnection
from reality can give such individuals seemingly superhuman strength, endurance and resistance to pain, but the damage
and blood loss is real and continuing; when reality strikes, it will hit hard and often with lethal results.
Soul Drinking: Soul Drinking is a terrible power that is often only found in rune weapons, although some other powerful magic
items have this ability. The weapon or item with this ability is capable of draining the very life force of the target. Failing
this save means the target has been absorbed by the weapon or item and is forever trapped in the weapon or item.
Toxins: There are a large number of toxins and this category included lethal poisons, such as arsenic, non-lethal poisons, such as
poisons that incapacitate, but do not kill, and harmful drugs, such as addictive drugs. Being exposed to a toxin, such as by
injecting a drug or by ingesting a poison, causes a save vs. toxin to determine how effective the toxin was.
Non-lethal poisons tend to induce effects rather than damage: sleep, paralysis, hallucinations, etc. The poison description
will detail the specific effects. Sometimes a successful save still has effect but at a reduced potency.
Harmful drugs inflict damage typically direct to Hit Points and are similar to non-lethal poisons in that a successful save
may still have a lesser effect, typically ½ damage.
Lethal poisons are especially nasty. Not only do they deal damage direct to Hit Points, but they can be especially virulent,
dealing extra damage on a failed save, and they may linger in the system causing ongoing damage. If the save is failed
suffer extra damage equal to double the amount of the failure. Repeat once per minute dealing the extra damage (but not
the base damage) until the save is passed, the poison is countered, or the victim dies. On a successful initial save, suffer
only ½ the base damage.

59
E-Clips
The basic physical truth is that you cannot create or destroy energy, only convert it, e-clips store energy as really glorified
high-capacity batteries. There are no 'plasma' clips for Plasma Rifles, or 'laser' clips for Laser Rifles or any such thing. Energy
is universal and can be converted into other forms. So the e-clip is basically only a repository of energy. The real action
happens in the weapon itself.
Palladium frequently tells us that high-tech weapons have complex electronics and delicate parts in them. The reason is that
the gun itself produces the type of emitted energy, not the clip. So the important thing here to realize is that the e-clip is the
source of the energy, but the gun converts that energy into whatever form it shoots.
The shots-per-clip listing in the Rifts books is not at all balanced. Certain weapons do more damage than others but use the
same amount of ammo as less powerful weapons. The table below more evenly distributes the number of shots from a clip by
using the amount of damage it does. This is achieved by assigning a maximum damage value to the type of clip and then
dividing the value by the maximum damage of a single shot. Since damage for weapons repeats but with a multiplier, this
table can be expanded by applying the multiplier: so a weapon dealing 1d4x10 has 1/10th the number of shots of a 1d4 weapon
using the same type of e-clip.
E-Clip Power

Standard Short E-Clip Triax FSE E-Clip Long E-Clip E-Canister E-Power pack
Damage (480 damage max) (720 damage max) (1440 damage max) (2880damage max) (5760 damage max)
1d4 120 180 360 720 1440
1d6 80 120 240 480 960
2d4 60 90 180 360 720
2d6 40 60 120 240 480
4d4 30 45 90 180 360
3d6 26 40 80 160 320
5d4 24 36 72 144 288
4d6 20 30 60 120 240
5d6 16 24 48 96 192
4d8 15 22 45 90 180
6d6 13 20 40 80 160
1d4x10 12 18 36 72 144
8d6 10 15 30 60 120
1d6x10 8 12 24 48 96

This number is then modified by range, since those weapons that feature specialized focusing arrays and containment fields to
allow greater range than standard require more energy to do so. Similarly, those weapons that utilize fewer such features and
therefore dissipate at shorter ranges see a commensurate increase in payload as they require less energy per shot. These
modifications are made according to the following table.

E-Clip Shots modified by Range

Range of Weapon Shot adjustment


300 feet or less +25% to # of shots
301 feet to 800 feet +10% to # of shots
801 feet to 1500 feet No Adjustment
1501 feet to 2500 feet -15% to # of shots
Over 2500 feet -30% to # of shots

Plasma Weapons
60
Plasma weapons have 50% more shots per clip/canister/pack then listed (round down). Their actual ammo is compressed air
sucked into the firing chamber through a vacuum port (typically on the front of the weapon just under the barrel, facing away
from the gunner). This air is super-heated to temperatures in excess of 20,000 degrees Fahrenheit, approximately the same
temperature as the gases (plasma) at the surface of the sun. The energy of the e-clip serves to heat up the air in the firing
chamber to create a pencil thin stream of plasma. This plasma stream is then fired through the barrel via electromagnets
(similar to a rail gun, though more efficiently since the plasma stream has very little mass). This makes plasma weapons very
efficient. Lasers and particle weapons (including ion weapons) have to use a tremendous amount of power just to equal the
damage created by a plasma weapon.
Weapon Energy Dissipation
Dissipation Description
One of the benefits of using energy weapons is their long range, usually higher payload compared to conventional weapons,
and their increased damage capacity. But these extra benefits come at a price. While energy weapons usually have longer
range, the amount of damage they will inflict decreases as the energy dissipates. This energy dissipation is caused by a wide
variety of factors, such as the energy bean hitting particles on its way to its target, energy wasted heating the air as the beam
passes through, or even loosing intensity and focus, which is very important with laser weapons. Even conventional projectile
weapons suffer from this effect, though largely from friction and gravity. The further the range the less energy
(force/impact/penetration) delivered to the target.
Energy dissipation occurs differently for different kinds of weapons. There are four categories of energy weapons discussed
below: lasers weapon, particle beam weapons, plasma weapons, and other energy weapons, which includes Ion weapons. It is
important to note that magical and psionic attacks, as well as attacks from special powers, are not affected by energy
dissipation. Damage inflicted by these attacks remains constant throughout their entire range.
• Laser weapons initially dissipate slowly, but this changes the further away the target is. Laser weapons cause 100%
damage at point blank range, 100% damage at short range, 75% at medium range, 25% at long range, and 10%
damage at extreme range. All fractions are rounded up. For example, a weapon with a listed damage of 4D6 M.D.
will cause 4D6 M.D. at point blank range, 4D6 M.D. at short range, 3D6 M.D. at medium range, 1D6 M.D. at long
range, and 4D6 / 10 M.D. (or 1D3 M.D.) at extreme range.
• Particle beam (and wave) weapons dissipate slowly overall and are more effective at most range categories because
of the nature of their energy beam. Particle weapons cause 100% damage at point blank range, 100% damage at
short range, 100% at medium range, 75% at long range, and 50% damage at extreme range. All fractions are
rounded up. For example, a weapon with a listed damage of 4D6 M.D. will cause 4D6 M.D. at point blank range,
4D6 M.D. at short range, 4D6 M.D. at medium range, 3D6 M.D. at long range, and 2D6 M.D. at extreme range.
• Plasma weapons dissipate quickly as the super-heated plasma quickly cools outside of the weapon. Plasma
weapons cause 100% damage at point blank range, 75% damage at short range, 50% at medium range, 10% at long
range, and 5% damage at extreme range. All fractions are rounded up. For example, a weapon with a listed damage
of 6D6 M.D. will cause 6D6 M.D. at point blank range, 4D6 M.D. at short range, 3D6 at medium range, 6D6 / 10
M.D. (or 1D4 M.D.) at long range, and 6D6 / 20 M.D. (or 1D2 M.D.) at extreme range.
o Plasma weapons used in space do not suffer such great dissipation, instead using the Other Energy Weapon
rate.
• Other energy weapons, which include ion weapons, Arkhon weapons, as well as any other not mentioned
previously, and projectile weapons, dissipate at a relatively constant rate. These weapons cause 100% damage at
point blank range, 100% damage at short range, 75% at medium range, 50% at long range, and 25% damage at
extreme range. All fractions are rounded up. For example, a weapon with a listed damage of 4D6 M.D. will cause
4D6 M.D. at point blank range, 4D6 M.D. at short range, 3D6 M.D. at medium range, 2D6 M.D. at long range, and
1D6 M.D. at extreme range.

61
Energy Dissipation Table
Point Medium Long Extreme
Weapon Type Blank Range Short Range Range Range Range
Laser Weapons 100% 100% 75% 25% 10%
Particle Beam Weapons 100% 100% 100% 75% 50%
Plasma Weapons 100% 75% 50% 10% 5%
Other Energy Weapons 100% 100% 75% 50% 25%

Energy Regulation Chips


E-clips vary payload by what gun they are in. For instance, an e-clip may give a specific Laser Rifle 20 shots, while it may
give a Plasma Rifle only 10 shots. At first this seems like an inconsistency, but the answer lies in what is called the Energy
Regulation Chip (ERC hereafter). The ERC is a small component near the clip feed that can be reached by sliding it out from
the upper inside of the port where the clip eventually goes. The ERC does exactly what its name says, it regulates the energy
that flows from the e-clip. Each gun when it is manufactured has an ERC programmed to its custom needs, and limits what
can be drawn from the e-clip safely. So a laser pistol needs less energy per shot and so can draw 20 shots from the clip,
whereas a laser rifle requires more energy per shot and can only draw 10 shots from it. These are pre-programmed into the
chips at creation, and no matter what energy source is fed into the gun, the ERC will make sure that only the correct amount
of energy is drawn.
The reason for this chip is that without it, there would be no regulation on the energy drawn. The true enemy of the high-tech
energy weapon is heat, and if there was little or no regulation then the gun would likely heat up extremely fast as the user
pulled the trigger. That's why even though a laser rifle may be plugged into a nuclear power plant; it cannot suddenly deal
more damage, because the ERC ensures that only the proper amount of energy per shot is pulled. It may have an effectively
unlimited pool of that energy to draw from, but it won't take more than it needs at one time. These settings are programmed in
at the factory that creates the ERCs and then ships them to be placed in the guns at the time of manufacture.
Over/Under Charging ERCs
To answer the question that you are now thinking, yes, you can fiddle with the chip or remove it entirely. In the latter case, as
soon as you pull the trigger the entire pool of energy is drawn from the e-clip in one happy torrent. Dealing damage equal to
1/2 the payload of the e- clip (x normal damage) to everything/everyone within 15' for the resulting explosion. If you have
ever attached a car battery to an electric toy car, you'll understand this result. With no regulation at all, the e-clip dumps its
whole energy payload into the gun at once, better duck.
In the case of merely fiddling with it, you can essentially "overclock" your gun (you can also "underclock" it if you wish).
This is not common knowledge, though the Operator OCC is familiar with the concept. Basically, it requires a Difficult
Weapons Engineer or Electrical Engineer roll. Operators can pretty much fine-tune any energy weapon with a few hours,
much like a mechanic tinkering with the timing belt on a car. The net result is an increase in the Damage per shot AND/OR
enabling pulse shots; with commensurate reduction in payload per e-clip. The pulse effect is calculated by adding the
overcharge percentage to 100 and then dividing by the desired pulse #.
If overcharged 100% it will fire double pulse shots at normal damage per pulse, at 200% it will fire triple pulse shots, etc. If
overcharged 150% it can fire double pulse shots each with a 25% boost in damage. Alternatively, it could be configured to
fire pulse shots even at lower overcharge levels, but will decrease the damage per shot accordingly: a 50% overcharge can be
made to fire double pulse shots at 75% normal damage each OR triple pulse shots at 50% each.
It is even possible to enable pulse shots without overcharging the weapon. Double pulses deal 50% normal damage per pulse,
triple deal 33%, quad deal 25% etc. However, doing this creates a net result of the damage being dealt per Pulse Blast being
the same as the weapon's original dealt per single shot. While on the surface this may seem silly it actually does serve a
purpose: Such a modification can include a "Selector" to switch back and forth between single shot and pulse modes if you
find a need for lower damage weapons with higher payloads.

62
The Price of Tinkering
Regardless, actually overcharging doesn't come free. The more you overclock the gun, the greater the chance of it
permanently frying is, proportional to the amount that you overclock it. This chance is the overclock percentage divided by 5.
So if you overclock the gun by 25%, then there is a 5% chance that it will fry on you on a natural 1 on the strike die.
Hey, no one ever said life was fair -- the ERC is programmed with the OPTIMAL energy consumption. If you were to
overclock it to 500% or more, it will eventually fry, period (100% chance on a natural 1). That would be six times the energy
per shot and the gun is not designed for that. If you do some math, even twice the energy still ends up with a 1% chance per
shot that it will fry. (20% per 1 rolled, itself a 1-in-20 chance) For this reason, MOST* Operators and Weapon-smiths will not
overclock a weapon for someone beyond 100%.
* Anyone with the Telemechanics Super Psionic Power, reduces the chance of frying on a natural 1 by -50%, BUT only if the power is
active at the time. Because of this many Psychic Operators will overcharge one or more of their personal weapons by as much as 250%
(normally a 50% chance of frying on a natural 1)

E-Clip Recharging
E-Clips *CAN* be recharged by hooking them into the power plants of power armor and robots, but the recharge process is
quite slow, far slower than by commercial means, and requires a special hookup, requiring a new port to be built into the
armor. No, this is not a standard modification, especially in the military where all E-Clips are issued and recharged for free,
assuming you are in the service.

63
APPENDIX - Skill Programs
You must have all prerequisites for the skills in a program to select that program, if the prerequisite skill is not listed as part of
the program.

Artist Cowboy
Appraise Goods Horsemanship: Cowboy
Select an artistic skill at professional quality Select any four (4) other Cowboy skills
Art (for the professional quality skill selected)
Criminal Program
Drawing (+ 10%, professional quality)
Streetwise
Forgery (+ 10%)
Pick Locks
Attorney Three Rogue skills of choice.
Computer Operation If a second Criminal Program is selected, a total of
Law (general) four skills can be chosen from the Rogue and/or
Public Speaking W.P. categories.
Research
Cultist
Creative Writing (+ 10%, professional quality)
Lore: Demons & Monsters (+10%)
Bounty Hunter Lore: Magic (+5%)
Detect Ambush Lore: Religion (+5%)
Detect Concealment Mythology
Intelligence Performance
Streetwise W.P. Knife
Law (General) Domestic Program
Choose one (1) W.P. Basic Mathematics
Select four domestic skills of choice.
Business Program
Basic Mathematics Electrical Program
Computer Operation Advanced Math
Law (general) Electrical Engineer
Research Basic Mechanics
Computer Operation
Civil Engineer
One Electronic skill of choice.
Advanced Math
Basic Electronics Espionage Basic
Chemistry Detect Concealment
Mechanical Engineer Fieldcraft
Civil Engineer Intelligence
General Repair & Maintenance (+10%) Streetwise
Tailing
Communications Program
Basic Electronics Espionage Deep Cover
Radio: Basic
Requires the Espionage Basic program or its equivalent.
Radio: Scrambler
T.V/Video Disguise
One communications skill of choice. Forgery
Impersonation
Computer Program
Pick Locks
Basic Electronics
Pick Pockets
Computer Operations
Undercover Ops
Computer Programming
Computer Repairs or one Radio skill of choice.

64
Explorer Medical Doctor Program
Climbing Advanced Mathematics
Land Navigation Biology
Outdoorsmanship Chemistry
Swimming Literacy
Wilderness Survival Pathology
Choose either Mountaineering or Spelunking Medical Doctor
Handyman Medical Investigation Program
Basic Electronics(+10%) Criminal Science/Forensics
Basic Mechanics(+10%) Biology
General Repair/Maintenance(+10%) Chemistry
Jury Rig(+10%) Pathology
Advanced Mathematics
Hunter
Hunting Military Program (Basic)
Land Navigation Hand to Hand: Basic
Outdoorsmanship Athletics
Track Animals (+10%) Land Navigation
Wilderness Survival Military Etiquette
Select one W.P. (for a hunting weapon) Radio: Basic
Running
Journalist/ Investigation Program
W.P. Rifle
Computer Operation
Research Military Demolitions Program
Photography or Surveillance Systems Basic Electronics
Writing (Journalistic Style) Basic Mechanics
If a second Investigation Program is selected, a total Demolitions
of four skills can be chosen from the following Demolitions Disposal
skill categories: Communications, Espionage, Underwater Demolitions
Rogue and/or Technical.
Pilot: Program
Language Program Navigation (Air, Land, Water)
Select Four of choice. Read Sensory Equipment
Weapon Systems or Pilot Related skill.
Mechanical Program (General)
Two Basic Piloting skills of choice
Mechanical Engineer
Two Advance Piloting skills of choice.
Basic Electronics
Locksmith Physical/Athletic Program
Athletics
Mechanics, Vehicles Program
Running
Automotive Mechanics
Select Four (except Combat Trainings/Styles)
Aircraft Mechanics
Basic Electronics Police/Law Enforcement Program
One mechanical skill of choice. Hand to Hand: Basic
W.P. Pistol or Revolver
Medical Assistant Program
Radio: Basic
Basic Mathematics
Criminal Science (no Forensic Medicine).
Business & Finance
Law (general), Intelligence, or Surveillance
Computer Operation
Systems, or Streetwise (pick one).
Biology
If a second Police Program is selected, a total of
Paramedic
four skills can be chosen from the Espionage
and/or Rogue, and/or W.P. categories.

65
Robot Fundamentals Program
Computer Operation
Computer Programming
Robot Electronics
Robot Mechanics
Science Program
Computer Operation
Advanced Mathematics
Chemistry
Three of choice.
Technical Program
Five Technical Skills of choice.
Thrill-Seeker
Select 5 of the following:
Athletics, Climbing, Mountaineering, Parachuting,
Pilot, basic, Skiing, Spelunking, Swimming,
Swimming: Competitive, Swimming: S.C.U.B.A.,
Professional Thief Program
Locksmith
Prowl
Climbing
Pick Pockets
Surveillance Systems
If a second Thief Program is selected, five skills can
be chosen from the Rogue and/or Espionage
Categories.
Weapon Proficiency: Ancient Weapons Program
Paired Weapons
Three ancient weapons of choice.
Weapon Proficiency: Modern Weapons Program
Select Four Modern W.P.s
Survival/Wilderness Program
Wilderness Survival
Select Four Wilderness Skills

66

You might also like