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Ri f t s

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

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

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

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

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

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

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

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

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

32-33 +11 +79 (+10 from previous level) 34-35 +12 +91 (+12 from previous level) 36-37 +13 +106 (+15 from previous level) 38-39 +14 +114 (+8 from previous level) 40-41 +15 +124 (+12 from previous level) 42-43 +16 +136 (+12 from previous level) 44-45 +17 +151 (+15 from previous level) etc +18 etc Go from +8 to +15, adding a 12-point interval each cycle. * Characters only get these bonus points at character creation and any bonus points from future ability score upgrades is not retroactive. ** Psychic characters do not have a P.P.E. rating, their P.P.E. converts into I.S.P. Unless they are both psychic and mystic. In that case, their Initial P.P.E. converts into I.S.P. and the characters P.P.E. is only equivalent to whatever they may gain through their class. For example, a Major Psychic with one level in Learner Sorcerer has 3 points of P.P.E. as any bonus P.P.E. from attributes is converted into I.S.P. They also only get these bonus points at character creation and any bonus points from future ability score upgrades is not retroactive. Note on P.P.E. and I.S.P.: These two statistics are intrinsic of the new magic and psionic system Ive incorporated into Rifts d20. If youd rather use the regular d20 spell and psionic systems, feel free. Id recommend using the Psionics Handbook for all things psychic and simply substituting the Sorcerer and Wizard classes for Natural Sorcerer and Learned Sorcerer (although with some minor modification to fit into the Rifts world).

2: Background
Background feats are for human characters or other characters that start with 2 feats (one of which must be a background feat, the other may be of the players choosing). As these are relatively minor, use feats like Toughness and Iron Will and Run as guides for this sort of a feat. Background skills are basically the same in concept and use as background feats. The skill a player chooses for their character as a background skill is always considered a class skill, even if that skill is not normally available for their character class(es). The background skill can be advanced the same as any class skill. All characters start with 2 ranks in their native language, but with no ranks in Literacy, which must be purchased separately. Characters start with one selection of equipment for their character. For example: a character from Tolkeen may start with a Hellfire Shotgun or a Magic Optic System, not with both (or everything under their equipment section). A character from the Northern Gun may start with either 25,000 credits cash or a Northern Gun weapon under 45,000 credits in value, but not both, and cannot combine or swap between the selections. Backgrounds: Tolkeen, Northern Gun, Manistique Imperium, Federation of Magic, Coalition States, Pecos Empire, Wastelands, New West, American Indian, Lazlo, and Wild Psi-Stalker (though psi-stalkers dont get a background feat, they may choose from them if they desire). You may skip giving your character a background feat if you wish to replace it with a psychic feat. You may also skip background feats and skills if you are applying an allowed template (consult with your G.M.). Only races that have background feats and skills available upon character creation may take background skills and feats. The only exception to this rule are Wild Psi-Stalkers. Wild Psi-Stalkers do not start with any background skills or feats, but may choose from them upon level up. Native Background Feats Skills Language Equipment
Tolkeen Blooded Bullheaded Cosmopolitan (Pre War) Silver Palm (Pre War) Street Smart (Pre War) Education (Pre War) Luck of Heroes (Post War) Nomad (Post War) Survivor (Post War) Bluff Craft Diplomacy Sense Motive American TW Shard Pistol or Shock Pistol TW Hellfire Shotgun TW Lightning Rod or Flaming Sword TW Energy Field Generator TW Magic Optic System Horse with Full Barding, saddle, and feed

Rifts d20 by Mehmet A. Hoops Page 5 of 91

Northern Gun

Cosmopolitan Mercantile Sea Legs Street Smart NONE------------------------Cosmopolitan Education Mercantile Silver Palm Street Smart NONE------------------------Artist Blooded Education Seductive Stealthy Blooded Cosmopolitan Demon Hunter Disciplined Street Smart Sea Legs (Free Quebec Only) NONE------------------------Blooded Bull Headed Demon Hunter Duelist Gambler Luck of Heroes Seductive Smooth Talk NONE------------------------Blooded Demon Hunter Living History Luck of Heroes Militia Nomad Stealthy Strong Soul Survivor NONE------------------------Bullheaded Demon Hunter Duelist Gambler Luck of Heroes Nomad Seductive Smooth Talk Survivor NONE------------------------Artist Blooded Living History Luck of Heroes Stealthy Strong Soul Survivor Blooded Demon Hunter Duelist Living History Nomad Stealthy Survivor

Appraise Diplomacy Gather Information Science (any one) NONE------------Appraise Diplomacy Innuendo Science (any one) NONE------------Concentration Craft (any) Knowledge (any) Profession (any) Bluff Drive Intimidate Spot NONE------------Balance Hide Intimidate Sense Motive

American

Manistique Imperium

AmericanAmerican

Federation of Magic

AmericanAmerican or Dragonese

Coalition States

American

1 Bionic or Cybernetic Implant (under 40,000 credits) 25,000 credits, cash 1 NG Weapon (under 45,000 credits) Hovercraft (under 45,000 credits) Juicer , Crazy or Borg Template (see below) 1 Bionic or Cybernetic Implant (under 40,000 credits) 25,000 credits, cash 1 MI Weapon (under 45,000 credits) 1 NG Weapon (under 40,000 credits) Hovercraft (under 45,000 credits) Juicer , Crazy or Borg Template (see below) TW Shard Pistol or Shock Pistol TW Hellfire Shotgun TW Lightning Rod or Flaming Sword TW Energy Field Generator TW Magic Optic System Horse with Full Barding, saddle, and feed 1 Bionic or Cybernetic Implant (under 45,000 credits) 30,000 credits, cash 1 CS Weapon (under 40,000 credits) Juicer , Crazy or Borg Template (see below) Horse and tack, Two bullet pistols (any) and 200 rounds of ammo, one energy pistol (under 25,000 credits) Low Quality Robot or Bionic horse (electric or gas powered) Hovercycle (under 40,000 credits) Juicer , Crazy or Borg Template (see below) Horse and tack, Two bullet pistols (any) and 200 rounds of ammo, one energy pistol (under 25,000 credits) Low Quality Robot or Bionic horse (electric or gas powered) Hovercycle (under 40,000 credits)

Pecos Empire

AmericanAmerican or Spanish

Wastelands

NONE------------Hide Intuit Direction Move Silently Spot

American or Spanish--American

New West

NONE------------Intimidate Profession Ride Wilderness Lore

AmericanAmerican

Juicer , Crazy or Borg Template (see below) Horse and tack, Two bullet pistols (any) and 200 rounds of ammo, one energy pistol (under 25,000 credits) Low Quality Robot or Bionic horse (electric or gas powered) Hovercycle (under 40,000 credits)

American Indian

NONE------------Animal Empathy Intuit Direction Listen Wilderness Lore

AmericanAppropriate Tribal Language

Wild Psi-Stalker

Not Applicable

American

Juicer , Crazy or Borg Template (see below) Any Tribal Fetish (consult G.M, keep around 40,000 credit value). Horse and tack TW Short Bow and Arrows TW Tomahawk Vibro Axe Short Bow & Vibro Arrows Not Applicable

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Lazlo

Artist Cosmopolitan Disciplined Education Militia Sea Legs Street Smart Strong Soul

Concentration Craft (any) Diplomacy Knowledge (any)

TW Shard Pistol or Shock Pistol TW Hellfire Shotgun TW Lightning Rod or Flaming Sword TW Energy Field Generator TW Magic Optic System Horse with Full Barding, saddle, and feed

If the Juicer or Crazy Template option is taken, the character has no background skills or feats available ever and still must spend one more feat (other than the background feat) to get the template. This means some characters will not be able to get these templates upon character creation. Templates: Some templates will be offered as background feats, but will usually require two feats, meaning races like Elves and Dwarves couldnt pick them, but humans could. Templates that may be included in this are: Juicers, Crazies, & Borgs (which will have a cheaper 1 feat requirement for partial conversion).

Templates
Templates are changes to the make up of a character. A human with a template applied is no longer a normal human. Templates dont necessarily have to costs feats (like using feats to buy the Juicer or Crazy Feat on Character Creation) and can be applied at any point within a game. Costs note: Some templates can be bought upon character creation. These costs are included for purposes of game balance. Your G.M. may choose to ignore these costs and directly apply the templates to new characters. The level adjustments are the only thing that is not optional. Juicers and Crazies adapt quickly after conversion (especially the latter), while Borgs take considerably longer (especially learning things like tying a rope when you have nearly no sense of touch anymore). If a template costs feats, these feats cannot be feats gained from leveling up in a class, but only character level feats and racial feats if those racial feats allow the race to choose a feat without restriction (like with a Human). If a template costs ability points, they must be after the player has spent them on abilities. The player may spread the costs among the abilities however he sees fit. Example: A player wants to create a Juicer but has not figured out his ability scores yet. First he must do so and, using the 25 point spread comes up with 16, 12, 12, 11, 10, and 10. He chooses to use option 3 for paying for the template upon character creation. So he loses his two initial feats and must spend 10 ability points. So after paying his 10 ability points he now has 11, 10, 10, 10, 10, and 10 as his remaining ability scores. It would have been less costly had he managed his points better, so he decides to try again and starts with 13, 12, 12, 12, 12, and 12 the second time around. After paying his 10 points this time, his totals are now 13, 10, 10, 10, 10, and 10. Being more satisfied with his point spending this time, he then continues with character creation.

The Juicer
Human Template (May be adaptable to other races, but tends to not convert to different physiologies exactly the same) Requirements: To survive the conversion process, the character must have a Strength of 6, minimum, and a Constitution of 8. Most military programs want their Juicers to have a Strength of 10, a Constitution of 8, and an Intelligence of 8, minimum. Cost: To create a Juicer upon character creation, there are a few options the player may choose from to pay for this template: Option 1: Spend 2 feats, your background skill and 5 ability points. Option 2: Spend 2 feats, 10 skill points and 5 ability points. Option 3:Spend 2 feats, and 10 ability points. The advantage of doing this upon character creation is that the character has no financial obligation for the Juicer conversion. Normally Juicer conversion costs around 350,000 credits (give or take), and can be paid in a number of ways, such as military or mercenary service for at least 2 years, with good pay. Hit Dice: Increase the base creatures Hit Dice to d12 (if applied at character creation, increase the initial Hit Die to d12). Also, the character receives double the initial Wound Points and three times the initial Hit Points. Example: If a character was created with the Juicer Template and had a Constitution of 18 (+4 Hit Points per level), he would have 36 Wound Points and 48 Hit Points. Speed: Add 20 to the base movement of the base creature and increase the run multiplier by 1. Defense: The Juicer gains a +2 stackable dodge bonus and is never considered flat-footed. Attacks: Same as the base creature. Rifts d20 by Mehmet A. Hoops Page 7 of 91

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

Depressed, despondent and wracked with chills, fever, and the shakes. Thinks of himself as a failure. Skill ranks and base attack bonus is reduced by half. 81-90 Wants to become a Juicer again, even if it means death. 91-00 Cannot bear to live and will repeatedly attempt suicide, until successful. Saves: +2 drug bonus to Ref saves. Abilities: Same as the base creature plus the following: Super Strength: Add 7 points to Strength. Can lift an carry as a creature two size levels larger. Super Dexterity: Add 5 points to Dexterity. Super Endurance: Add 7 points to Constitution and can last 10 times longer than the base creature before feeling the effects of fatigue. Can remain alert and operate at full efficiency for up to five days (120 hours), without sleep. Normally only requires three hours of sleep a day. Skills: Same as the base creature plus the Juicer gains a +10 drug bonus to all Jump checks. Feats: Same as the base creature. Climate/Terrain: Wherever the technology to create one exists and wherever they roam. Organization: Juicers typically operate individually or as part of Special Forces operations. Challenge Rating: Same as the base creature +5. Treasure: The Bio-Comp system and a full drug harness. Advancement: Same as the base creature.

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The Crazy
Human Template (May be adaptable to other races, but tends to not convert to different physiologies exactly the same) Requirements: To survive the conversion process, the character must have a Strength of 6, minimum, and a Constitution of 6. Most military programs want their Crazies to have a Strength of 10, a Constitution of 8, and an Intelligence of 8, minimum. Cost: To create a Crazy upon character creation, there are a few options the player may choose from to pay for this template: Option 1: Spend 2 feats, your background skill and 5 ability points. Option 2: Spend 2 feats, 10 skill points and 5 ability points. Option 3: Spend 2 feats, and 10 ability points. The advantage of doing this upon character creation is that the character has no financial obligation for the Crazy conversion. Normally, Crazy conversion costs around 350,000 credits, payable in a number of ways (military or mercenary service for at least two years, with good pay). Hit Dice: Increase base Hit Dice by one die level, with a maximum of d12. Also, the character begins with one and a half times the initial Wound Points, rounding down, and twice the initial amount of Hit Points. Example: If a Man at Arms was created with the Crazy Template and had a Constitution of 18 after applying the Crazy Constitution modifiers (+4 Hit Points per level), he would have 29 Wound Points and 24 Hit Points (because the Man at Arms starts with a d10 in Hit Points and that is increased by one die, to d12). Speed: Add 10 to the base movement of the base creature and increase the run multiplier by 1. Defense: The Crazy gains a +1 stackable dodge bonus. Attacks: Same as the base creature. Special Attacks: Same as the base creature plus the following: Speed Attack (Ex): The Crazy can perform a speed attack with any melee attack. The attack is slightly more difficult and is performed at 4 to the base attack of the character. The attack increases the velocity of the weapon so much that it gives it a Penetration Value bonus of 5. Extra Attacks (Ex): The Crazy is so fast that he gets an extra attack at one half the highest value of the characters base attack bonus, rounding down. Example: A character that has just become a Crazy has a base attack bonus of +7/+2. After applying the Crazy Template, the base attack of the character is now +7/+3/+2. Special Qualities: Enhanced Vision (Ex): The characters vision is now effectively 20/20 and has long rage vision the equivalent of a hawk that can read a sign or recognize a face from up to two miles away. This effectively double the range increment on any weapon used (but does not stack with scopes, use one or the other). Enhanced Smell (Ex): Can recognize odors with 65% accuracy and people with 25% accuracy. Gains a +5 natural bonus to any tracking checks. Enhanced Touch (Ex): Enhanced tactile abilities gives the character a +2 synergy bonus to any skill that would benefit from enhanced touch (demolitions, pick pocket, use rope, crafts etc). Rifts d20 by Mehmet A. Hoops Page 9 of 91

Enhanced Healing (Ex): Heals two times faster than base creature. Will automatically fall into a bio-regenerative trance at zero (0) Wound Points (see below). Toxin Resistance (Ex): The M.O.M. implants provide a +1 synergy bonus to Fort saving throws against toxins, gases, poisons and other drugs. Psychic Resistance (Ex): The M.O.M. implants provide a +1 electronic interference bonus versus psionic attacks and a +3 electronic interference bonus to mind control. Bio-Regeneration (Ex): The Crazy may stop everything he is doing and enter into a bio-regenerative trance. While in the trance (which lasts at least one hour), he regains 1 Hit Point per character level per hour and 1 Wound Point for every 3 hours. An extended trance that lasts for 12 hours will heal all Hit Points and 5 Wound Points. Minor Psionics (Su): Has 2 Ranks in either the Mind, Life or Forces Paths, and can perform a total of six effects with that Path. Also has double the normal amount of I.S.P. for a mundane human. Uses Charisma and Wisdom to determine any bonus I.S.P. While the Crazy has the Minor Psychic abilities, he cannot take any levels in Psychic classes, or any psychic feats. To determine I.S.P., determine the amount of P.P.E. a human would have (including Charisma and Wisdom bonuses) and double it. Psychosis: The Crazy goes insane. Its inevitable and not curable. M.O.M. implants cannot currently be removed without killing the Crazy. At character level 2, roll once on the phobia table. At character level 3 roll once on the affective disorder table. At character level 4 roll on the Crazy Hero Tables. At character level 7 roll on the obsession table. At character level 10 roll on the neurosis table. At character level 13 roll on the psychosis table. At character level 16 roll on the random insanity table. At character level 20, roll on the random insanity table. Magical Burn Out: The M.O.M. implants restrict the Crazy from taking any levels in Sorcerer classes. Saves: +2 dodge bonus to Ref saves. Abilities: Same as the base creature plus the following: Super Strength: Add 5 points to Strength. Can lift and carry equipment as a creature one size level larger. Super Dexterity: Add 4 points to Dexterity. Super Endurance: Add 4 points to Constitution and can last 10 times longer than the base creature before feeling the effects of fatigue. Can remain alert and operate at full efficiency for up to three days (72 hours), without sleep. Normally only requires four hours of sleep a day. Skills: Same as the base creature plus the Crazy gains a +7 synergy bonus to all Jump checks. Feats: Same as the base creature. Cannot take any psychic feats. Climate/Terrain: Wherever the technology to create one exists and wherever they roam. Organization: Crazies typically operate individually or as part of Special Forces operations. Challenge Rating: Same as the base creature +5. Treasure: M.O.M. Implants. Advancement: Same as the base creature.

Borgs
Human Template (May be adaptable to other races, but may not convert to different physiologies exactly the same) Borgs come in 2 basic varieties: Partial Reconstruction and Full Reconstruction. Each is a separate template. Partial Reconstruction Requirements: Partial Reconstruction Borgs must have a Strength of 6 and a Constitution of 8, minimum, to survive the surgery. They must also have a Dexterity of 8, minimum, to be able to adapt to the new physical construct they are about to become. Cost: To create a Partial Reconstruction Borg upon character creation, there are a few options the player may choose from to pay for this template: Option 1: Spend 2 feats, your background skill and 5 ability points. Option 2: Spend 2 feats, 10 skill points and 5 ability points. Option 3:Spend 2 feats and 10 ability points. Additional Cost: Because of the difficulties the body and mind have adjusting to the Borg conversion, the character takes a +1 level adjustment penalty in addition to paying for the Borg conversion (with cash or with the character creation options above). If a character becomes a Borg after character creation, the level adjustment is still applied. To do this, simply do not give any level up bonuses (taking another level in a class, more skill points etc) until the character has gone up two levels, then resume character growth as normal. Ability point costs cannot be taken from Strength or Constitution if they bring the characters ability scores below the minimum required. Rifts d20 by Mehmet A. Hoops Page 10 of 91

The advantage of doing this upon character creation is that the character has no financial obligation for the Borg conversion. Normally, Borg conversion costs around 550,000 credits, payable in a number of ways (military or mercenary service for at least three years, with good pay). Hit Dice: The character no longer has Hit Dice. All Hit Points are lost and do not increase, and the character has half the starting level of Wound Points. The character does, however have 180 Structural Integrity points and a Kinetic Resistance of 10 and an Energy Resistance of 10. Structural Integrity, K.R. and E.R. can all be changed if the character undergoes a massive upgrade from Molecular Bonded Steel to Molecular Bonded Titanium (or Adamant, if any can be found). If the character wears armor on top of his bionic body, use the armor attributes and deduct damage from the armor first (unless it is penetrated, see A.R.) before deducting from the Borgs Structural Integrity. Borgs are also immune to taking Wound Points from critical hits, sneak attacks, and being caught flat-footed. Speed: Same as base creature, unless upgraded. Defense: Due to the newfound bulk of Partial Reconstruction, there is a 1 Defense penalty. Attacks: Same as base creature, unless upgraded. Special Attacks: None, unless upgraded. Special Qualities: Reduced tactile senses: Sense of touch is reduced by half of what the base creature is normally capable of. This gives a 10 synergy penalty to any skills that would benefit from an improved sense of touch (demolitions, pick pocket, use rope, crafts etc). Reduced move silently capabilities: The base creature generates noise from moving and suffers a 4 synergy penalty to the Move Silently skill. Increased height and weight: The base creature is now about 5 inches taller and weighs about 300 pounds more. The characters size level does not increase. A human Partial Reconstruction Borg is about 65 and 450 pounds on average. Magic & Psychic Burn Out: The character now has 10% of the P.P.E. or I.S.P. he once had and cannot take any further levels in any Sorcerer or Psychic. Borg Armor Compatibility: Partial Reconstruction Borgs can use Light and Medium Borg armor without penalty. They suffer a 4 Defense Penalty from wearing Heavy Borg armor. They do, however, suffer a Defense Penalty for wearing armor that is not custom bolted on like Borg armor. Saves: None, unless upgraded. Abilities: Same as the base creature, with the following changes: Bionic Strength: The base creatures Strength is now considered Bionic and cannot be upgraded by any means other than further bionic augmentation (not even through level up ability score increases). The base creatures Strength is now 20 and can be upgraded to a maximum of 25. Bionic Dexterity: The base creatures Dexterity is now considered Bionic and cannot be upgraded by any means other than further bionic augmentation (not even through level up ability score increases). The base creatures Dexterity is now 12 and can be upgraded to a maximum of 18. Bionic Constitution: The base creature no longer gets physically tired, but still wears out mentally after a sixteen-hour day (less if it hasnt been getting enough sleep). There is no change to the base creatures Constitution score. All major internal organs are replaced by cybernetic equivalents, eliminating any such penalties, faulty organs may have given. Bionic Upgradeable: The base creature can now take a nearly unlimited number of Bionic Implants, limited only by availability and physical space. Skills: Same as the base creature Feats: Same as the base creature. Climate/Terrain: Wherever the technology to create one exists and wherever they roam. Organization: Borgs typically operate as part of Special Forces operations. Challenge Rating: Same as the base creature +5. Treasure: Bionic Implants. Advancement: Same as the base creature. Full Reconstruction Requirements: Full Reconstruction Borgs must have a Strength of 8 and a Constitution of 10, minimum, to survive the surgery. They must also have a Dexterity of 8, minimum, to be able to adapt to the new physical construct they are about to become. Cost: To create a Full Reconstruction Borg upon character creation, there are a few options the player may choose from to pay for this template: Rifts d20 by Mehmet A. Hoops Page 11 of 91

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

Challenge Rating: Same as the base creature +8. Treasure: Bionic Implants. Advancement: Same as the base creature. Borg upgrade costs: cannot be upgraded at character creation, but use the following formula as a guideline for normal costs to purchase upgrades: (4,000 x desired ability score) = total cost. Note that abilities can only be increased one point at a time. Going in for an upgrade takes about 2 hours for every 1-point increase.

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

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

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Recovering Damage: Characters recover 1 Hit Point per level, per hour of rest. Additionally, they recover 1 Wound per day of rest. Magical healing affects Hit Points as normal, but Wounds are treated differently. Any magical healing restores the normal number of Hit Points, but also heals 1 Wound for every 5 Hit Points.

Character Classes
Special Note for Female Practitioners of Magic (optional) Women are more attuned to magic just as men are more attuned to psionics (at least for humans, it could be switched in other races or only one way for both sexes). Bonus P.P.E.: Women Practitioners of Magic gain P.P.E. upon reaching certain class levels. See the chart below. Level Bonus P.P.E. 1 1 3 2 5 3 7 4 9 5 Special Note for Male Psychics (optional) Men are more attuned to psionics just as women are more attuned to magic (at least for humans, it could be switched in other races or only one way for both sexes). Bonus I.S.P.: Male psychics gain I.S.P. upon reaching certain character levels. This bonus applies to any male with psychic ability, not just the Psychic and Cyber-Knight character classes. See the chart below. Level Bonus I.S.P. 1 1 3 2 5 3 7 4 9 5 Notes on Cross classing Natural and Learned Sorcerers If a player cross classes these two classes, there is one special circumstance to this, the Base P.P.E. total. Instead of adding them together, add the total levels of Natural Sorcerer to the total levels of Learned Sorcerer and compare that result to the Base P.P.E. level the class the character chose second to get the new total. Yes, it is possible to lose Base P.P.E. this way. Such are the penalties of switching disciplines. Once a character takes a level in a new Sorcerer class after already having levels in a previous Sorcerer class, he cannot gain levels in the prior class anymore. If he wishes to improve his magical ability, he must do so in his new discipline. Prestige classes are exempt from this rule as they are a continuation or alteration of studies, not an entirely new method of spellcasting. Example: Benny the Level 2 Natural Sorcerer wants to be more proficient with spell casting feats. He doesnt have access to any prestige classes that would really get him what he wants, so he chooses to take a level in Learned Sorcerer. All the level up bonuses stack as always (except the defense bonus, which is a 2 per additional class, no counting prestige classes) but to determine P.P.E. we must add his total spellcasting levels together. 2 (Natural Sorcerer) + 1 (Learned Sorcerer) = 3 spellcasting levels. Since the second class chosen was Learned Sorcerer Bennys new Base P.P.E. is 6. So hes 2 points lower than if he had gone up again in Natural Sorcerer. He does, however, immediately gain a bonus spellcasting feat and the spellcast feature, accomplishing what he wanted in the first place. He cannot, however, ever gain levels in Natural Sorcerer again. If he had gone from Learned to Natural Sorcerer, he wouldnt be able to go up in Learned Sorcerer again (and his Base P.P.E. would equal 6).

City Rat
The City Rat is the inhabitant of city who knows the ins and outs of the streets. They lean more towards the technically oriented side of the standard urban residents and are quite often involved in underworld dealings. That being said, many are also involved in community organizations and many are lone wolves, on the lookout for #1. They know how to use weapons to defend themselves, but dont stand a chance in a stand up fight, which is probably why most of them fight dirty. City Rats are generally uneducated but pick up many skills as they go. Many of the skills that they pick up tend to vary in just how legal they are too.

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Game Rule Information


Abilities: Intelligence and Dexterity are important to the city rat. Intelligence is important because you cant survive on the streets for long without using your head. It also helps give the city rate more skill points per level. Dexterity is great for the extra defense and ranged combat. Most city rats dont like to go hand to hand. Charisma is also very important in that many situations can be talked out of rather than fought out of, which is definitely what a city rat prefers. Hit Points per level: 1d6

Class Skills: Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Drive (Dex),
Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Jump (Str), Knowledge: Juicer Culture (Int), Knowledge: Local (Int), Knowledge: Politics (Int), Language (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis). Cross Class Skills: Balance (Dex), Climb (Str), Computer Use (Int), Craft (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Electronic Countermeasures (Int), Forgery (Int), Handle Animal (Cha), Heal (Wis), Knowledge: The Time Before Rifts (Int), Literacy (Int), Open Lock (Dex), Pick Pocket (Dex), Profession (Wis), Repair (Int), Ride (Dex), Science (Int), Swim (Str), Tumble (Dex), Use Rope (Dex), Wilderness Lore (Wis). Skill Points at 1st Level: (8 + Int modifier) x 4. Skill Points at Each Additional Level: 8 + Int modifier.

Class Features: All of the following are class features of the city rat. Weapon and armor Proficiency: City Rats are proficient with all ancient simple weapons as well as light armor. At 1st level, city rats may also choose three (3) group proficiencies (proficient in all weapons of that type, not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons, Armor Proficiency (Medium), Exotic Weapon Proficiency (specific weapon only), Martial Arts (any, but must have the prerequisite), or Modern Weaponry (Small Arms). Bonus Class Skill: The city rat may designate any one cross-class skill as a class skill. This represents an area of illicit knowledge. At 1st level, the City Rat may pick two. If, at a later level the character picks a skill he already has points in, the skill rank does not change, the skill simply is treated as a class skill from that point on. Bonus Feat: The city rat may pick any one of the following feats as a bonus feat (prerequisites still apply): Alertness, Cautious, Dodge, Gearhead, Heroic Surge, Improved Initiative, Lightning Reflexes, Mobility, Nimble, Persuasive, Quick Draw, Quickness, Sharp-Eyed, Stealthy, Trustworthy, Weapon Finesse, or Weapon Focus. Skill Focus: The city rat gains the bonus feat Skill Focus. This feat may be applied to any class skill (even ones that were designated as bonus class skills). The city rat may not select the same skill twice. Skill Mastery: The city rat selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, the city rat may take 10 even if stress and distraction would normally prevent him from doing so. Sneak Attack: The city rat may perform sneak attacks at the designated levels for the designated total amount of bonus damage.
Starting Equipment: Two sets of working colors (usually gang clothes or a fashion statement) plus six other fashionable outfits (good quality, but not too expensive). One ancient simple weapon (usually a knife), and one weapon for each weapon proficiency the character has (up to 25,000 credits maximum value, each). One suit of armor matching one of the city rats armor proficiencies. Pocket Digital Disc player & recorder. 3d4x1000 credits in additional gear (does not keep the cash if the money is not spent). Vehicle will be a standard motorcycle or car (if the character took any points in drive, otherwise, hes walking). starts with 6d6 x 100 credits cash. Base Attack Bonus +0 +1 +2 +3 Fort Save +0 +0 +1 +1 Ref Save +2 +3 +3 +4 Will Save +1 +2 +2 +2 City Rat Def Bonus Special +3 Bonus Class Skill (2) +4 Sneak attack +1d6 +4 Bonus Feat, Skill Focus +4

Level 1 2 3 4

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5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

+1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

+5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11

Sneak attack +2d6 Bonus Class Skill Bonus Feat Sneak attack +2d6 Skill Mastery Bonus Class Skill Sneak attack +3d6 Skill Focus Bonus Feat Skill Focus Sneak attack +4d6 Skill Focus Bonus Feat

Combat Pilot
Combat pilots are warriors of a different breed. Though they are rigorously trained in personal combat, they are also trained in the use of combat craft of many different kinds. Robots, Power Armor, Armored Personnel Carriers, Tanks, Amphibious Assault Craft, Combat Bikes, Fighter Aircraft, Bombers are all driven by different combat pilots. Combat pilots rarely learn how to use more than two or three of these combat vehicles, choosing to specialize with their chosen craft. Combat pilots serve the front lines of mechanized armies and their talents are highly valued.

Game Rule Information


Abilities: Dexterity and Intelligence are important to combat pilots. Dexterity for handling the vehicles they constantly use and Intelligence to round out their abilities and help with quick decisions, which are crucial to any pilots survival. Strength is also important when theyre not in their vehicles, and most combat pilots keep in shape as well as they can. Hit Points per Level: 1d8 Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Drive (Dex), Jump (Str), Knowledge: Tactics (Int), Spot (Wis), Swim (Str). Cross Class Skills: Appraise (Int), Bluff (Cha), Computer Use (Int), Craft (Int), Diplomacy (Cha), Demolitions (Int), Disguise (Cha), Electronic Systems (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Language (Int), Listen (Wis), Literacy (Int), Move Silently (Dex), Parachuting (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Use Rope (Dex), Wilderness Lore (Wis) Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int Modifier

Class Features: All of the following are class features of the Combat Pilot.
Weapon and Armor Proficiency: Combat pilots are proficient with all ancient simple weapons as well as light, and medium armors. At 1st level, combat pilots may also choose three (3) group proficiencies (proficient in all weapons of that type, not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons, Combat Pilot (Specific Vehicle), Exotic Weapon Proficiency (specific weapon only), Improved Pilot (Specific Vehicle), Martial Arts (any, but must have the prerequisite), Modern Weaponry (Any Group), Pilot (Vehicle Type), Shield Proficiency, Weapon Focus. Bonus Feats: The combat pilot gets bonus feats at 1st, 3rd, 4th, 6th, 8th, 12th, 14th, 16th, 18th, and 20th levels. These feats must be from the following list: Armor Compatibility, Blind Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Improved Critical*, Improved Initiative, Martial Arts (Defensive, Improved, Advanced, Deflect Arrows, Stunning Fist), Modern Weaponry: Any Group, Mounted Combat (Mounted Archery, Trample, RideBy Attack, Spirited Charge), Pilot (Improved Pilot*, Combat Pilot*), Point Blank Shot (Far Shot, Precise Shot, Rapid

Rifts d20 by Mehmet A. Hoops Page 17 of 91

Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Skill Focus: Drive*, Weapon Finesse*, Weapon Focus. Some of the bonus feats available to a combat pilot cannot be acquired until the combat pilot has gained one or more prerequisites. If these prerequisites are feats, they are listed in parentheses after the prerequisite feat. A combat pilot may select a feat marked with an asterisk (*) more than once, but it must be for a different weapon (or applicable vehicle, depending on the feat) each time. A combat pilot must still meet all prerequisites for a feat, including ability scores and base attack bonus minimums. Ace Pilot: At 10th and 20th levels the combat pilot becomes an Ace Pilot in one type of vehicle (probably the one hes piloted the most or trained the most in). When the combat pilot becomes an Ace Pilot, he may apply his half defense bonus to the vehicle he is piloting (rounded down). This bonus stacks with any other bonus the Ace may have from other feats or superior craft design. Starting Equipment: Several sets of standard clothing. If the character leads a military life, he has uniforms etc as well. Pocket Digital Disc player & recorder. One ancient simple weapon (usually a knife), and one weapon for each weapon proficiency the character has (up to 25,000 credits maximum value, each). One suit of armor matching one of the characters armor proficiencies. 2d4x1000 credits in other gear (does not keep the cash if the money is not spent). Vehicle will be any ground based vehicle the character can drive that costs under 25,000 credits. Does not own his own robot or power armor without serious kissing up to the G.M. Starts with 3d6x100 credits in cash. Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Combat Pilot Def Bonus Special +3 Bonus Feat +3 +3 Bonus Feat +4 Bonus Feat +4 +4 Bonus Feat +5 +5 Bonus Feat +5 +6 Ace Pilot +6 +6 Bonus Feat +7 +7 Bonus Feat +7 +8 Bonus Feat +8 +8 Bonus Feat +9 +9 Ace Pilot

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Cyber-Knight
The Cyber-Knight is an honorable warrior trained in the Rocky Mountains. They follow a code of honor and wander the wastelands attempting to help those that they can. Even if their abilities alone cannot help a people, they will make every effort to do what they can. Their mysterious abilities give them an edge over many opponents and their ethics make them a threat to despot kings and tyrants everywhere. Cyber-Knights have powerful Dream Visions that help to guide them on their path (see page 28 of Siege on Tolkeen book 4: Cyber-Knights). Cyber-Knights also have a few different factions they may belong to, but all have the same abilities (see Siege on Tolkeen 4: Cyber-Knights for more information).

Game Rule Information


Abilities: Strength, Wisdom and Charisma are important to a Cyber-Knight. Strength to battle the evils they face on a constant basis, Wisdom to guide them through the darkness the step boldly into and Charisma for the presence and Rifts d20 by Mehmet A. Hoops Page 18 of 91

strength of personality to exert their will. Wisdom and Charisma are both useful in that give bonus I.S.P. as indicated by the Ability Modifiers and Bonus P.P.E. or I.S.P. chart in Chapter 1: Abilities. Hit Points per Level: 1d8.

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge: Demons & Monsters (Int), Knowledge: Tactics (Int), Language (Int), Literacy (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex).
Cross Class Skills: Appraise (Int), Bluff (Cha), Computer Use (Int), Craft (Int), Demolitions (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Knowledge: any (Int), Listen (Wis), Perform (Cha), Search (Int), Wilderness Lore (Wis) Skill Points at 1st Level: (2 + Int modifier) x 4 Skill Points at Each Additional Level: 2 + Int Modifier

Class Features: All of the following are class features of the Cyber-Knight.
Weapon and Armor Proficiency: Cyber-Knights are proficient with all ancient simple and martial weapons as well as light, medium, and heavy armors and shields. At 1st level, Men at Arms may also choose one (1) group proficiency (proficient in all weapons of that type, not just specific ones) from the following list (prerequisites still apply): Armor Proficiency (Exoskeleton), Exotic Weapon Proficiency (specific weapon only), Martial Arts (any, but must have the prerequisite), Modern Weaponry (Any), Pilot (Vehicle Type), or Weapon Focus. Advanced Combat Awareness: At 16th level the cyber-knight is so innately aware of the energies around him that he gains a Defense bonus against all attackers. Disregard the Defense bonuses from being fired upon by modern weapons and the +2 bonus from being attack by automated attackers in combat awareness as the total bonus is applied directly to the Cyber-Knights Defense bonus per level. Cloud Sensors: At 12th level the cyber-knights innate understanding of the energies around him give him the ability to appear invisible to all technological sensors, should he choose to appear invisible. This includes cybernetic and bionic eyes (but not bio-system eyes), digital recording (analog records them fine though), microwave fences and so on. Cloud Targeting Systems: At 19th level, the cyber-knight is so aware of the energies around him that he can detect when they are attempting to target him and cause harm. He can then redirect those energies and throw off the calibration, effectively negating any targeting system bonus and imposes a 1 penalty to hit the knight with that weapon. This ability happens automatically and uses no action as it is always on unless the cyber-knight should choose to turn it off. Combat Awareness: At 9th level cyber-knight gains an innate understanding of energies around him. This especially gives him an edge over machines and mechanical systems. Any strike or damage bonus provided by a targeting system is negated. The knight gains a +1 stackable Defense bonus when fired on by modern weapons and gains a +2 stackable defense bonus when attack by an automated attacker (like an autonomous robot or artificial intelligence). Cyber Armor: Cyber-Knights are implanted with cyber armor upon completion of their training. It is psionically attuned to them on an individual level and does not count as a normal cybernetic implant (provides no interference with psychic abilities). The armor has an A.R. of 16, an S.I. of 50, a K.R. of 8 and an E.R. of 8. Cyber Armor Integration: At 8th level the cyber-knights cyber armor melds with the knight and grows with him. It gains 3 S.I. and regenerates 1d6 S.I. per hour. At 11th, 14th, 17th, and 20th, the cyber armor gains another 3 S.I. Cyber-Armor Growth: At 11th level the cyber-knights cyber armor attenuates itself to the knight even more, growing stronger and more resilient and sculpting itself to the knights body better than any surgeon could ever manage. The cyber-armors A.R. is now 17 and its K.R. and E.R. are now 10. Psi-Sword: Cyber-Knights can create a sword out of psychic energy at no I.S.P. cost and as a free action. At first level the sword does 1d6 damage and has a P.V. of 8. At 4th level the sword does 2d6 damage. At 5th level the Cyber-Knight can create two psi-swords. If he needs to create both in the same round, it costs a move action. If one sword is already in existence, it is simply another free action to create the second sword. At 7th level the sword does 3d6 damage and has a P.V. of 9. At 10th level the sword does 4d6 damage. At 13th level the sword does 5d6 damage and has a P.V. of 10. At 17th level the sword does 6d6 damage. At 20th level the sword does 7d6 damage and has a P.V. of 11. Getting cybernetic or bionic implants destroys this ability. Psi-Shield: Cyber-Knights can create a shield out of psychic energy for 3 I.S.P. as a standard action. Cyber-Knights also start with 3 I.S.P. plus any bonus I.S.P. from Wisdom and Charisma (and for being male, if applicable) to fuel this Rifts d20 by Mehmet A. Hoops Page 19 of 91

ability. The shield can provide coverage up to large shield size (40%) but doesnt weigh anything and imposes no defense or armor check penalty as it is a psychic extension of the knight. The Shield has an S.I. of 30, a K.R. of 8 and an E.R. of 8. Getting cybernetic or bionic implants destroys this ability. Psionic Powers: Cyber-Knights develop two Mind 2 powers and are considered Minor Psychics as far as feat progression goes, and gain 2 I.S.P. Getting cybernetic or bionic implants destroys this ability. Two-Weapon Fighting: At 5th level, the cyber-knight gains this feat for free. Zen Balance: At 6th level, the cyber-knight is one with his surroundings and gains a +2 competency bonus to all balance checks. Ex-Knights: Characters that severely veer away from the Cyber-Knight code (described on page 64 of the Rifts RPG), gets Juicer, Crazy, or Bionic conversion, or takes any levels in a class other than Cyber-Knight lose many of their abilities. He cannot take any more levels in Cyber-Knight. He can only create his psi-sword at half his class level (rounded down) and it now takes a standard action to create one (he can still create two, if he got that far). The psishield costs twice as much I.S.P. to create. His Zen Balance is lost, as are Combat Awareness, Cloud Sensors, Advanced Combat Awareness, and his cyber armor does not grow with him anymore or regenerate. These knights are usually considered Fallen Cyber-Knights. Starting Equipment: Several sets of standard clothing. One set of dress clothing. One ancient simple weapon (usually a knife), and one weapon for each weapon proficiency the character has (up to 25,000 credits maximum value, each). One suit of armor matching one of the characters armor proficiencies. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). Vehicle will be any ground based vehicle the character can drive that costs under 25,000 credits. May prefer to start with a horse (since fuel is hard to find in the wastelands). Starts with 1d6x100 credits in cash. Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Cyber-Knight Def Bonus Special +2 Psi-Sword 1d6, Psi-Shield, Cyber Armor +2 Psionic Powers +3 +3 Psi-Sword 2d6 +3 Second Psi-Sword, Two-Weapon Fighting +4 Zen Balance +4 Psi-Sword 3d6 +4 Cyber Armor Integration +3 S.I. +5 Combat Awareness +5 Psi-Sword 4d6 +5 Cyber Armor Growth, +3 S.I. +6 Cloud Sensors +6 Psi-Sword 5d6 +6 +3 S.I. +7 +9 Advanced Combat Awareness +10 Psi-Sword 6d6, +3 S.I. +10 +10 Cloud Targeting Systems +11 Psi-Sword 7d6, +3 S.I.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Doctor
Doctors are educated healers. They are trained in advanced medicinal and surgical techniques that other healers would not be able to fix. They are the only class with access to the medicine skill and the only class with cybernetic medicine as a class skill. For many people, a doctor is their only chance of surviving severe injury or illness. Many doctors learn cybernetic medicine to replace what they could not fix, or to improve a natural system. Doctors that have no prejudices against other races often attempt to learn alien biology (Xenology) to help and heal D-Bees and alien

Rifts d20 by Mehmet A. Hoops Page 20 of 91

creatures. While magic healing may be quicker and, arguably, easier, medicine is much more available as many sorcerers do not study healing magics.

Game Rule Information


Abilities: Intelligence and Wisdom are important to a Doctor. Intelligence helps them learn faster and acquire more skills while Wisdom gives them the patience to work through long procedures. Charisma is also important for doctors that like to have a good bedside manner, or repeat business. Hit Points per Level: 1d6 Class Skills: Animal Empathy (Cha), Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (Int), Cybernetic Medicine (Int), Drive (Dex), Handle Animal (Cha), Heal (Wis), Innuendo (Wis), Knowledge: D-Bees (Int), Language (Int), Literacy (Int), Medicine (Int), Ride (Dex), Science (Int), Search (Int). Cross Class Skills: Appraise (Int), Balance (Dex), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Electronic Systems (Int), Knowledge: varies (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis). Skills Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifier

Class Features: All of the following are class features of the doctor.

Weapon and armor Proficiency: Doctors are proficient with all ancient simple weapons as well as light armor. At 1st level, doctors may also choose two (2) group proficiencies (proficient in all weapons of that type, not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons, Armor Proficiency (Medium), Exotic Weapon Proficiency (specific weapon only), Martial Arts (any, but must have the prerequisite), or Modern Weaponry (Small Arms). Bonus Feat: The doctor gains bonus feats at 3rd, 7th, 11th, 14th, 17th, 19th levels. These bonus feats must be selected from the following list: Advanced Science, Alertness, Animal Affinity, Cautious, Doctorate of Science, Dodge, Endurance, Expertise, Heroic Surge, Improved Initiative, Mimic, Persuasive, Sharp-Eyed, Trustworthy, Track, or Weapon Focus. Prerequisites still apply to these feats. Instant Mastery: The doctor gains 4 ranks in any Intelligence-based skill in which he currently has no ranks. Research: You get to add your class level in scientist as a circumstance bonus to any Knowledge check whenever you can utilize your ability to search through libraries encyclopedias, databases or other sources of information. If you have any levels in another class with the research feat, you may add that classs levels to your doctor levels. Resident Doctor: At 9th level, the doctor is very experienced with all sorts of medical techniques and sciences to such a degree that any check with the medicine or heal skill or feat has its DC lowered by 5. Skill Emphasis: The doctor gains the bonus feat Skill Emphasis at 4th, 8th, 12th, 16th, and 20th levels. With Skill Emphasis choose a skill you possess. You get a +3 bonus on all skill checks with that skill. The effects of Skill Emphasis do not stack. Each time you receive this skill, it applies to a new skill. Skill Mastery: The doctor selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, the city rat may take 10 even if stress and distraction would normally prevent him from doing so. Starting Equipment: Several sets of standard clothing. Two surgical gowns, one dozen disposable surgical gloves, surgical kits (includes scalpels, clamps, suture etc), medical kit (first aid kit, bandages, antiseptics, protein healing salve, aspirin, painkillers, antibiotics, hypodermic gun, stethoscope, small flashlight). Hand held blood pressure machine, thermometer. Pocket Digital Disc player & recorder. One ancient simple weapon (usually a knife), and one weapon for one of the characters weapon proficiencies (up to 25,000 credits maximum value). One suit of light suit of armor. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). Vehicle will be any ground based vehicle the character can drive that costs under 25,000 credits. Starts with 4d6x100 credits in cash. Base Attack Bonus Fort Save Ref Save Will Save Doctor Def Bonus Special

Level

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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

+1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

+2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8

Research Instant mastery Bonus Feat Skill Emphasis Instant Mastery Bonus Feat Skill Emphasis Resident Doctor Skill Mastery Bonus Feat Skill Emphasis Bonus Feat Skill Emphasis Bonus Feat Bonus Feat Skill Emphasis

Engineer
The engineer is a master of construction. Many engineers focus in different areas: Building construction, robot design, microchips, computers, irrigation and much more. They tend to have a great desire to build anything. Many like building things that interact with people and things while others prefer to leave monolithic towers and arcologies as their legacy. Engineers are highly sought after in many developing areas where people lack the technical expertise to build things themselves. They are hired as teachers as often as they are hired as designers and repairmen. Their skills are invaluable to anyone who needs them.

Game Rule Information


Abilities: Intelligence and Wisdom are important to an engineer. Intelligence helps them learn faster and acquire more skills while Wisdom is a great benefit to many of their skills. Dexterity is often quite helpful when engineers travel through dangerous frontier regions as it helps in defense and ranged combat. Hit Points per Level: 1d6 Class Skills: Advanced Mechanics (Int), Computer Use (Int), Concentration (Con), Craft (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Electronic Countermeasures (Int), Electronic Systems (Int), Knowledge: Architecture & Engineering (Int), Language (Int), Literacy (Int), Open Lock (Dex), Profession (Int), Ride (Dex), Science (Int), Search (Int). Cross Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge: varies (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis) Skills Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifier

Class Features: All of the following are class features of the engineer. Weapon and armor Proficiency: Engineers are proficient with all ancient simple weapons as well as light armor. At 1st level, engineers may also choose two (2) group proficiencies (proficient in all weapons of that type, not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons, Armor Proficiency (Medium), Exotic Weapon Proficiency (specific weapon only), Martial Arts (any, but must have the prerequisite), or Modern Weaponry (Small Arms).
Rifts d20 by Mehmet A. Hoops Page 22 of 91

Bonus Feat: The engineer gains bonus feats at 3rd, 4th, 7th, 11th, 14th, 17th, 20th levels. These bonus feats must be selected from the following list: Advanced Science, Alertness, Cautious, Dodge, Endurance, Expertise, Gearhead, Heroic Surge, Improved Initiative, Modern Weaponry (any), Mimic, Persuasive, Pilot (vehicle type), Sharp-Eyed, Trustworthy, Track, or Weapon Focus. Prerequisites still apply to these feats. Instant Mastery: The engineer gains 4 ranks in any Intelligence-based skill in which he currently has no ranks. Machinehead: At level 9, the engineer understands the complexities of engineering to a degree that any check with any engineering related skill (including demolitions and disable device) or feat has its DC lowered by 5. Skill Emphasis: The engineer gains the bonus feat Skill Emphasis at 2nd, 8th, 12th, 16th, and 19th levels. With Skill emphasis choose a skill you possess. You get a +3 bonus on all skill checks with that skill. The effects of Skill Emphasis do not stack. Each time you receive this skill, it applies to a new skill. Skill Mastery: The engineer selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, the city rat may take 10 even if stress and distraction would normally prevent him from doing so. Starting Equipment: Several sets of standard clothing. Two sets of coveralls. Portable tool kit (with screw drivers, wrenches, hammers, soldering iron, laser torch etc) & tool belt. Protective goggles, work gloves. Pocket Digital Disc player & recorder. One ancient simple weapon (usually a knife), and one weapon for each weapon proficiency the character has (up to 25,000 credits maximum value, each). One suit of armor matching one of the characters armor proficiencies. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). Vehicle will be any ground based vehicle the character can drive that costs under 25,000 credits. May prefer to start with a horse (since fuel is hard to find in the wastelands). Starts with 3d6x100 credits in cash. Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Engineer Def Bonus Special +2 Instant Mastery +2 Skill Emphasis +3 Bonus Feat +3 Bonus Feat +3 +4 Instant Mastery +4 Bonus Feat +4 Skill Emphasis +5 Machinehead +5 Skill Mastery +5 Bonus Feat +6 Skill Emphasis +6 +6 Bonus Feat +7 +7 Skill Emphasis +7 Bonus Feat +8 +8 Skill Emphasis +8 Bonus Feat

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Learned Sorcerer
This class is the initial class of all practitioners of magic who learn magic through schooling and/or education as opposed to more natural schooling. Examples are Ley Line Walkers, Shifters, Techno-Wizards, Temporal Wizards, etc.

Game Rule Information


Abilities: Intelligence determines how powerful a spell a Learned Sorcerer can cast. Wisdom determines how are his spells are to resist. Intelligence and Wisdom both determine any bonus P.P.E. a character may receive. To cast a spell, the Learned Sorcerer must have an Intelligence score of 10 + the spells level (I usually treat this as an optional rule, Rifts d20 by Mehmet A. Hoops Page 23 of 91

you may as well). A Learned Sorcerer gets bonus P.P.E. based on both high Intelligence and Wisdom (the bonus P.P.E. stacks). The Difficulty Class of a saving throw against a Learned Sorcerers spell is 10 + the spell level + the Learned Sorcerer Wisdom modifier. A Learned Sorcerer also benefits from high Dexterity and Constitution scores. Hit Points per level: 1d4.

Class Skills: Concentration (Wis), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis),
Intimidate (Cha), Invert (Int), Knowledge (varies) (Int), Language (Int), Literacy (Int), Sense Motive (Wis), and Spellcast (Int). Cross class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis) Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int Modifier

Class Features: All of the following are class features of the Learned Sorcerer.
Weapon and Armor Proficiency: Learned Sorcerers are proficient with the club and dagger and light armor and may select one weapon or armor feat of choice whether it be modern or ancient as long as the prerequisites for that feat are met. Magic: Learned Sorcerers are skilled in the use of magic. The Learned Sorcerers P.P.E. level depends on his class level plus any ability score bonuses (from Int and Wis). Paths of Magic: Learned Sorcerers must pick a Primary path and a Secondary path and starts with 2 ranks in the primary path and 1 rank in the secondary path. The path that is chosen as the primary path is the path that the character is considered proficient with (which makes learning more in that path easier). The Learned Sorcerer must also pick a deficient Path. The Learned Sorcerer may then distribute 2 path ranks (up to rank 4 in primary path, rank 3 in secondary path, rank 1 in deficient path, and rank 2 in other paths to start). Remember to keep in mind any future prestige classes you may be interested in as they will have requirements that depend heavily on a characters Primary and Secondary paths. Overcasting: A Learned Sorcerer can overcast when running low or out of P.P.E. Learned Sorcerers are not as good at overcasting magic through their bodies as a medium as Natural Sorcerers are and receive no bonuses to do so. Foci: The Learned Sorcerer must choose a focus for each path he is proficient in. Each focus must be different from another focus used in a different path. A focus is an item or technique that can be physically manifested. Examples include: electricity, touch, a knife, granite, sand, a holy symbol, a gun, blood, bones, runes, cards, prayer, and so on. When casting magic, if all foci from every path used in a spell can be appropriately used, the character receives a 1 spell level bonus for that spell (making the spell 1 level easier to cast and requiring slightly less P.P.E.). See the section on magic for more information. This feature is optional if you are not using magic as presented in this conversion. Bonus Spellcasting Feats: At 1st level the Learned Sorcerer gets a bonus spellcasting feat in addition to the feat any 1st level character gets and any bonus feat a character may get from race or background. The Learned Sorcerer gets an additional bonus spellcasting feat at 2nd level, and every 2 levels thereafter (4th, 6th, 8th, etc.). The Learned Sorcerer may choose any spellcasting feat as long as he meets the requirements to do so. Spellcast: The methodical training a Learned Sorcerer gets give a +4 competency bonus so any Spellcast check. Starting Equipment: Several sets of standard clothing. One set of dress clothing. One ancient simple weapon (usually a knife), and one weapon matching one weapon proficiency the character has (up to 20,000 credits maximum value, each). One suit of armor matching one of the characters armor proficiencies. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). Starts with 2d6x100 credits in cash. The Learned Sorcerer Level 1 Base Attack Bonus +0 Fort Save +0 Ref Save +1 Will Save +2 Def Bonus +2 Base P.P.E. 3 Special Bonus spellcasting feat, Spellcast

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2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

+0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

+3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8

4 6 9 12 17 21 28 34 43 51 62 72 85 97 117 132 141 165 182

Bonus spellcasting feat, +4 tokens +4 tokens Bonus spellcasting feat +4 tokens +4 tokens Bonus spellcasting feat, +4 tokens +4 tokens Bonus spellcasting feat, +4 tokens +4 tokens Bonus spellcasting feat, +4 tokens +4 tokens Bonus spellcasting feat, +4 tokens +4 tokens Bonus spellcasting feat, +4 tokens +4 tokens Bonus spellcasting feat, +4 tokens +4 tokens Bonus spellcasting feat, +4 tokens +4 tokens Bonus spellcasting feat, +4 tokens

Man at Arms
This class is your standard highly trained warrior. Despite the name, there are many Women at Arms as well. Theyre the best trained of the non-military or mercenary personnel. Most are trained by a mentor in the way of the sword, the gun, and the robot (or whatever was passed down to them). Many gunfighters and gunslingers start off getting trained by a man at arms. A lot headhunters start off getting trained as a man at arms before switching over to the mercenary or military life.

Game Rule Information


Abilities: Strength and Dexterity are important to a man at arms. Strength for all the heavy equipment they carry and for hand to hand combat and Dexterity for the extra Defense and finesse with weapons, although heavy armors can reduce the effectiveness of the Dexterity rating. Constitution is important to give them the stamina to last through heavy combat (and increase Wound Points). Intelligence is also very important to give them an extra edge in their skills. Hit Points per level: 1d10.

Class Skills: Balance (Dex), Climb (Str), Drive (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Tactics (Int), Move Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str).
Cross Class Skills: Appraise (Int), Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (Int), Demolitions (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge D-Bees, Demons & Monsters, Geography, History, Local, Nature, Navigation, Politics, Religion (Int), Language (Int), Listen (Wis), Literacy (Int), Parachuting (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Use Rope (Dex), Wilderness Lore (Wis). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int Modifier

Class Features: All of the following are class features of the Man at Arms.
Weapon and Armor Proficiency: Men at Arms are proficient with all archaic simple weapons as well as light, medium, and heavy armors. At 1st level, Men at Arms may also choose three (3) group proficiencies (proficient in all weapons of that type, not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons, Armor Proficiency (Exoskeleton), Exotic Weapon Proficiency (specific weapon only), Martial Arts (any, but must have the prerequisite), Modern Weaponry (Any), Pilot (Vehicle Type), Shield Proficiency, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Focus.

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

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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Natural Sorcerer
This class is the initial class of all practitioners of magic who learn magic through nature and the primal elements within themselves. Examples include Conjurers, Mystics, and Shamans.

Game Rule Information


Abilities: Wisdom determines how powerful a spell a Natural Sorcerer can cast, and how hard her weaves are to resist. Wisdom and Charisma both determine any bonus P.P.E. a Natural Sorcerer may receive. To cast a spell, the Natural Sorcerer must have a Wisdom score of 10 + the spells level (I usually treat this as an optional rule, you may as well). A Natural Sorcerer receives bonus P.P.E. based on both Wisdom and Charisma (the bonuses stack). The Difficulty Class of a saving throw against a Natural Sorcerers spell is 10 + the spells level + the Natural Sorcerers Wisdom modifier. Like the Learned Sorcerer the Natural Sorcerer benefits from a high Dexterity and Constitution. Hit Points per level: 1d6. Class Skills: Concentration (Wis) Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Invert (Int), Knowledge (varies) (Int), Language (Int), Profession (Wis), Sense Motive (Wis), Spellcast (Int), and Swim (Str). Cross class Skills: Animal Empathy (Cha), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Spot (Wis), Use Rope (Dex), Wilderness Lore (Wis) Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int Modifier

Class Features: All of the following are class features of the Natural Sorcerer.
Weapon and Armor Proficiency: Natural Sorcerers are proficient with all ancient simple weapons and with light armor and may select one weapon or feat of choice whether it be modern or ancient as long as the prerequisites for that feat are met. Spellcasting: The Natural Sorcerer is skilled in the use of magic. The Natural Sorcerers P.P.E. level depends on his class level plus any ability score bonuses (from Wis and Cha). Paths of Magic: Natural Sorcerers must pick a Primary path and a Secondary path and starts with 2 ranks in the primary path and 1 rank in the secondary path. The path that is chosen as the primary path is the path that the character is considered proficient with (which makes learning more in that path easier). The Natural Sorcerer must also pick a deficient Path. The Natural Sorcerer may then distribute 2 path ranks (up to rank 4 in primary path, rank 3 in secondary path, rank 1 in deficient path, and rank 2 in other paths to start). Remember to keep in mind any future prestige classes you may be interested in as they will have requirements that depend heavily on a characters Primary and Secondary paths. The Learned Sorcerer receives 3 path tokens per level to advance in magic paths. Overcasting: A Natural Sorcerer can overcast when running low or out of P.P.E. Natural Sorcerers are more used to opening themselves up completely to the primal elements of magic and therefore get a +5 competency bonus on Concentration checks when attempting to overcast. They also get a +5 competence bonus on Fortitude saves when they fail at overcasting attempts. Foci: The Natural Sorcerer must choose a focus for each path he is proficient in, but does not need to have one for his primary path. Any effect cast with the Natural Sorcerers primary path is considered one level lower for purposes of spell level and P.P.E. use, with a minimum of 1 P.P.E. point. Each focus must be different from another focus used in a different path. A focus is an item or technique that can be physically manifested. Examples include: electricity, touch, a knife, granite, sand, a holy symbol, a gun, blood, bones, runes, cards, prayer, and so on. When casting magic, if all foci from every path used in a spell can be appropriately used, the character receives a 1 spell level bonus for that spell (making the spell 1 level easier to cast and requiring slightly less P.P.E.). See the section on magic for more information. This feature is optional if you are not using magic as presented in this conversion. Bonus Spellcasting Feats: At seconds level and every three levels thereafter (5th, 8th, 11th, and so on) the Natural Sorcerer gets a bonus Spellcasting feat. The Natural Sorcerer can choose any spellcasting feat, so long as he or she meets all the usual prerequisites for it. Spellcast: The natural sorcerer has the ability to cast spells.

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Starting Equipment: 2 pairs of standard clothing. One ancient simple weapon (usually a knife), and one weapon matching one weapon proficiency the character has (up to 15,000 credits maximum value, each). One suit of armor matching one of the characters armor proficiencies. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). Starts with 1d6x100 credits in cash. The Natural Sorcerer Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Def Bonus +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9 Base P.P.E. 2 4 8 11 15 19 26 31 41 48 52 62 74 80 93 109 119 131 146 154 Special Spellcast Bonus Spellcasting feat, +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat, +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat, +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat, +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat, +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat, +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat, +4 tokens

Psychic
The psychic is a master of mental powers. Psychics usually start with this class and develop into different prestige classes like Bursters, Mind Melters, Zappers, Psi-Warriors, Psychic Nullifiers, and Mind Bleeders. Psychics in and of themselves are very powerful and a force to be reckoned with.

Game Rule Information


Abilities: Wisdom and Charisma are important to a psychic. Both increase their I.S.P. and are useful in skills the psychic uses. Intelligence is also important to a psychic as it helps them they gain more skill points. Hit Points per Level: 1d8. Class Skills: Animal Empathy (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge: The Spirit Planes (Int), Language (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str). Cross Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge: varies (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Use Rope (Dex), Wilderness Lore (Wis). Skill Points at 1st level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int Modifier

Class Features: All of the following are class features of the Psychic.

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Weapon and Armor Proficiency: Psychics are proficient with all ancient simple weapons and with light armor and may select one weapon or feat of choice whether it be modern or ancient as long as the prerequisites for that feat are met. Psychic Powers: The psychic has natural psychic powers. The psychics I.S.P. total depends on his class level plus any ability score bonuses (from Wis and Cha). Psychic Paths: Psychics start with 4 path ranks that they may distribute however they see fit among Energy, Life, or Mind. Remember to keep in mind any future prestige classes you may be interested in as they will have requirements that depend on what paths you are proficient with. The Psychic receives 3 path tokens per level to advance in psychic paths. Psychic Feats: The psychic cannot take any the following psychic feats: Latent Psychic, Minor Psychic, or Major Psychic. They dont need them anyway as they can perform any power with their Paths, and are not limited to a specific number of powers. Bonus Psychic Feats: At seconds level and every three levels thereafter (5th, 8th, 11th, and so on) the psychic gets a bonus psychic feat. The psychic can choose any psychic feat, so long as he or she meets all the usual prerequisites for it. Master Psychic: At 6th level the psychic is now considered a Master Psychic and can advance in the Mana path. Starting Equipment: Several sets of standard clothing. One pair of dress clothes. One ancient simple weapon (usually a knife), and one weapon matching one weapon proficiency the character has (up to 20,000 credits maximum value, each). One suit of armor matching one of the characters armor proficiencies. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). Starts with 3d6x100 credits in cash. Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Psychic Def Base Bonus I.S.P. +3 2 +4 4 +4 8 +4 11 +5 15 +5 19 +6 26 +6 31 +6 41 +7 48 +7 52 +8 62 +8 74 +8 85 +9 97 +9 117 +10 132 +10 141 +10 165 +11 182

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Special Psionic Powers Bonus Psychic feat, +3 tokens +3 tokens +3 tokens Bonus Psychic feat, +3 tokens Master Psychic,+3 tokens +3 tokens Bonus Psychic feat, +3 tokens +3 tokens +3 tokens Bonus Psychic feat, +3 tokens +3 tokens +3 tokens Bonus Psychic feat, +3 tokens +3 tokens +3 tokens Bonus Psychic feat, +3 tokens +3 tokens +3 tokens Bonus Psychic feat, +3 tokens

Scholar
The scholar is an intellectual devoted to learning about people and things and how they relate and interact with the world around them. They seek knowledge in a philosophical sense, searching for meaning. They seek truth as well, but not ultimate truth, like scientists. Scholars try to understand that there are many truths and seek to learn about them and perhaps integrate them into something greater than what they are by themselves. They often try to share their knowledge with others should other wish to learn. Many of them seek to educate the uneducated even in areas where nonsanctioned education is illegal. These scholars would like nothing better than to see people learn and understand whats happening in the world around them on their own, and not rely on hearsay or government propaganda.

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Game Rule Information


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

Class Features: All of the following are class features of the scholar.

Level 1 2

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3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

+1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

+3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9

Skill Emphasis Bonus Feat Instant Mastery Skill Emphasis Bonus Feat Bonus Class Skill Skill Mastery Skill Emphasis Bonus Feat Skill Emphasis Skill Mastery Bonus Feat Skill Emphasis Skill Emphasis Bonus Feat

Scientist
The scientist is an intellectual devoted to learning the ultimate truth of the universe. They believe science will unlock these goals when combined with hard work, patience, and ingenuity. Scientists study many different areas but usually specialize in one particular branch of science. As they progress in their studies, they understand the need to expand their knowledge into other areas of science to understand the greater whole of reality. Many scientists are enamored with unlocking the secrets of the Golden Age of mankind and believe science will return mankind to another Golden Age. They very well could be right.

Game Rule Information


Abilities: Intelligence and Wisdom are important to a scientist. Intelligence helps them learn faster and acquire more skills while Wisdom gives them the patience and willpower to continue their studies. Charisma is also important to a scientist in that it helps them interact with people and is also a great benefit when their endeavors need funding and they must convince their sponsors for more money. Hit Points per Level: 1d6 Class Skills: Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Drive (Dex), Heal (Wis), Innuendo (Wis), Knowledge: any (Int), Language (Int), Literacy (Int), Profession (Wis), Ride (Dex), Science (Int), Search (Int). Cross Class Skills: Advanced Mechanics (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Cybernetic Medicine (Int), Demolitions (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis). Skills Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifier

Class Features: All of the following are class features of the scientist. Weapon and armor Proficiency: Scientists are proficient with all ancient simple weapons as well as light armor. At 1st level, scientists may also choose two (2) group proficiencies (proficient in all weapons of that type, not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons, Armor Proficiency (Medium), Exotic Weapon Proficiency (specific weapon only), Martial Arts (any, but must have the prerequisite), or Modern Weaponry (Small Arms).

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

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Street Tough
The street tough is the cousin of the city rat in that they both grew up on and live in urban environments. They are also quite often involved in underworld activities, more often than not, gangs. While the City Rat relies on cunning and quickness to get himself out of situations, the street tough relies on intimidation and brute strength. They hardly ever back down from any conflict and quite often consider their reputation as important as their life. They fight dirty and Rifts d20 by Mehmet A. Hoops Page 32 of 91

give no quarter. Theyre usually uneducated and relatively unskilled. They also tend to augment themselves cybernetically and bionically to give them even more of an edge.

Game Rule Information


Abilities: Strength is by far the most important ability for a Street Tough. They rely on it almost exclusively to get themselves out of whatever situation theyre in. Charisma can come in handy, especially when theyre forcing their will on others. Constitution is also important in that if raw strength isnt enough to get them out of a jam, they may need to go the distance. Hit Points per level: 1d10

Class Skills: Bluff (Cha), Climb (Str), Drive (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Juicer
Culture (Int), Knowledge: Local (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex). Cross Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Demolitions (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Language (Int), Listen (Wis), Literacy (Int), Move Silently (Dex), Perform (Cha), Ride (Dex), Wilderness Lore (Wis). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Class Features: All of the following are class features of the Street Tough Weapon and Armor Proficiency: Street Toughs are proficient with all ancient simple weapons as well as light and medium armor. At 1st level, Street Toughs may also choose three (3) group proficiencies (proficient in all weapons of that type, not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons, Armor Proficiency (Heavy), Exotic Weapon Proficiency (specific weapon only), Martial Arts (any, but must have the prerequisite), Modern Weaponry (Any), Shield Proficiency, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Focus. +1 Wound Point: At the designated levels, the street tough gains an additional Wound Point to his total. Bonus Feat: The street tough gains bonus feats at the designated levels. These bonus feats must be selected from the following list: Acrobatic, Archaic Weapon Proficiency, Armor Compatibility, Armor Proficiency (Heavy), Athletic, Endurance, Combat Reflexes, Great Fortitude, Heroic Surge, Martial Arts (any, but must have the prerequisite), Modern Weaponry (any), Power Attack, Toughness, Two-Weapon Fighting, or Weapon Focus. Damage Reduction: At the designated levels, the street tough gains the ability to shrug off damage. Treat the damage reduction rating as Kinetic Resistance & Energy Resistance versus all attacks (see Chapter 8: Equipment for details on KR & ER). Power Strike: Every round that the street though has at least 1 Hit Point, the street tough can add the designated bonus to either one attack roll or one damage roll with a melee weapon, but not to both. You must declare where the bonus applies, to either attack or damage, at the start of your action. Sneak Attack: The street tough may perform sneak attacks at the designated levels for the designated total amount of bonus damage. Starting Equipment: Two sets of working colors (usually gang clothes or a fashion statement) plus six other fashionable outfits (good quality, but not too expensive). Pocket Digital Disc player & recorder. One ancient simple weapon (usually a knife), and one weapon matching each weapon proficiency the character has (up to 25,000 credits maximum value, each). One suit of armor matching one of the characters armor proficiencies. 2d4x1000 credits in other gear (does not keep the cash if the money is not spent). Vehicle will be any ground based vehicle the character can drive that costs under 25,000 credits. Starts with 5d6x100 credits in cash. Base Attack Bonus +1 +2 +3 +4 Fort Save +2 +3 +3 +4 Ref Save +0 +0 +1 +1 Will Save +1 +2 +2 +2 Street Tough Def Bonus Special +3 Bonus Feat +3 +1 Wound Point +3 Power Strike +1 +4 Sneak attack +1d6

Level 1 2 3 4

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5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

+5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5

+4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

+1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9

+4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9

Sneak attack +2d6 Bonus Feat +1 Wound Point Sneak attack +3d6 Damage reduction 1 Bonus Feat Power Strike +2 +1 Wound Point Damage reduction 2 Power Strike +3 Sneak attack +4d6 Damage reduction 3

Wilderness Scout
Wilderness scouts are the rugged and cunning hunters and stalkers of beasts of the wilderness. Wilderness scouts know the wild places better than any and they know how to survive with minimal equipment. Theyre also adept at setting traps and moving unseen through the wilderness, striking at their prey with surprising ferocity. Hunters, trappers, and scouts of all kinds fit into this character class with ease. Many military organizations have special training program that cross classes wilderness scouts with men of arms or focuses entirely on wilderness combat.

Game Rule Information


Abilities: Strength and Dexterity are important to wilderness scouts. Strength aids them in combat and Dexterity aids in defense and many skills that they rely on. Wisdom is also important to wilderness scouts because of sever of the skills they use are based on Wisdom. Hit Points per Level: 1d8

Class Skills: Animal Empathy (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge: Nature (Int), Language (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis). Cross Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Perform (Cha), Sense Motive (Wis). Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifier

Class Features: All of the following are class features of the Wilderness Scout.
Weapon and Armor Proficiency: Wilderness scouts are proficient with all ancient simple weapons as well as light armor. At 1st level, wilderness scouts may also choose three (3) group proficiencies (proficient in all weapons of that type, not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons, Armor Proficiency (Any), Exotic Weapon Proficiency (specific weapon only), Martial Arts (any, but must have the prerequisite), Modern Weaponry (Any), Shield Proficiency, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Focus. Bonus Feat: The wilderness scout gets a bonus feat at 5th, 7th, 12th, 14th, 18th, and 20th levels. These feats must be from the following list: Ambidexterity, Armor Compatibility, Armor Proficiency: Any, Blind Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Exotic Weapon Proficiency*, Improved Critical*, Improved Initiative, Martial Arts (Defensive, Improved, Advanced, Deflect Arrows, Stunning Fist), Modern Weaponry: Any, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rifts d20 by Mehmet A. Hoops Page 34 of 91

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

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Prestige Classes
Two Prestige classes are included in this document to serve as a guide. The core classes are very well set up for a wide variety of character types. You may wish to design your own prestige classes or adapt them from other games for a more personified character. Rifts d20 by Mehmet A. Hoops Page 35 of 91

The two sorcerer classes and the psychic class are meant to be starting points and have characters graduate into prestige classes. This helps keep in line with the Rifts RPG better but is certainly not necessary. However, here are a few suggestions for designing your own prestige classes: Sorcerer Classes: Each order has (compared to other prestige classes) low entrance requirements. Each order would have a Primary path and a Secondary path (thus defining their order). Each order usually requires a feat for its primary path as well (usually Spell Focus, but it varies). Examples- Ley Line Walker: Spellcast 6+, Mana 3, Energy 2, Space 2. Required Proficient Path: Mana. Required Deficient Path: Fate. Conjurer: Spellcast 6+, Matter 3, Mana 3, Space 3. Required Proficient Path: Space. Required Useless Path (the path automatically becomes Useless when the class is taken): Time. Matter becomes a proficient Path. Shifter: Spellcast 6+, Spirit 3, Dimension 3. Required Proficient Path: Dimension. Required Useless Path: Life & Death. Spirit becomes a proficient Path. Temporal Wizard: Spellcast 8+, Time 3, Dimension 3. Required Proficient Path: Time. Required Deficient Path: Mind. Techno Wizard: Spellcast 6+, Mana 4, Energy 2. Required Proficient Path: Mana. Required Deficient Path: Pick 1. Range, duration, and damage of all spells is half of what it normally would be unless it is enchanted into an item. Matter becomes a proficient Path. Prestige classes may require a sorcerer to become deficient or useless in more than 1 path. Examples- Ley Line Walker: Fate, Conjurer: Time, Mystic: Dimension, Shifter: Life, Temporal Wizard: Mind, Techno-Wizard: May choose 1, Dragons: Choose 1. Warlocks and similar classes: Useless in Dimension, Fate, Life & Death, Space, and Time. Proficient in Energy, Mana, and Spirit. Deficient in Mind. Must pick an element (Fire, Wind, Earth, or Water) that all spells must have some relation to, or the spell cannot be cast. Gain in spell levels every level & gain extra summoning abilities as well. Most Sorcerer Prestige Classes gain powers as they go up in levels. Ley Line Walkers learn how to Ley Line Phase and create observation balls etc. These powers are not acquired at first level, but are learned as they level up through the class. It is generally a bad idea to give more than one power or feat to a class at first level, but getting 2 powers or feats at a level up every now and then is acceptable. Most sorcerer prestige classes should have at least 15 levels mapped out because the entrance requirements are so low. Psychic Classes: Are basically the same in orientation as Sorcerer Prestige classes but lean much more heavily towards developing powers. This is especially true for characters like Bursters. Psychic classes tend not to develop their Paths as much either, but their powers tend to improve as they level up.

Burster
The Burster is a powerful psychic who specializes in pyrokinesis. See page 102 of the Rifts RPG or page 48 of Rifts World Book 12: Psyscape. Hit Die: 1d6.

Requirements: To become a Burster, the character must fulfill the following criteria.
Concentration: Must have Concentration at rank 6 or higher. Paths: Must have at least Energy 3. Feats: Must have the Psychic Focus (Energy) and Sustain Psychomancy feats. Stuck: The character cannot take any levels in any other class if he takes one level or more in the Burster Prestige Class. Class Skills: Concentration (Con), Craft (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Language (Int), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str). Cross Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge: varies (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Use Rope (Dex), Wilderness Lore (Wis). Skill Points at Each Additional Level: 4 + Int Modifier

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

I.S.P.: 1 Burster Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 +8 +9 +9 +10 +11 +12 +12 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 Def Bonus +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 Base I.S.P. +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level Special Path Stasis, Extinguish Fires, Fire Bolt Impervious to Fire & Heat, Flame Burst Sense Fire Super Fuel Flame Bonus Psychic feat, +2 tokens Master Psychic, Fire Eruption +3 tokens Bonus Psychic feat, +2 tokens +3 tokens Stasis Removal Bonus Psychic feat, +3 tokens +3 tokens +3 tokens Bonus Psychic feat, +3 tokens +3 tokens +3 tokens +3 tokens

Ley Line Walker


The Ley Line Walker is a skilled practitioner of magic who is adept at utilizing ley lines and ley line energies. See page 83 of the Rifts RPG for more details. Hit Die: 1d4.

Requirements: To become a ley line walker, the character must fulfill the following criteria.
Spellcasting: Must have Spellcast at rank 6 or higher Paths: Must have at least Mana 3, Energy 2,and Space 2. Required Proficient Path: Mana. Required Deficient Path: Fate. Feats: Must have the Spell Focus (Mana) spellcasting feat.

Class Skills: Concentration (Wis), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis),
Intimidate (Cha), Invert (Int), Knowledge (varies) (Int), Language (Int), Literacy (Int), Sense Motive (Wis), and Spellcast (Int). Cross class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis) Skill Points at Each Additional Level: 4 + Int Modifier

Class Features: All of the following are class features of the Ley Line Walker prestige class.
Weapon and Armor Proficiency: The Ley Line Walker gains no proficiency in any weapon or armor. Base P.P.E.: The Ley Line Walker advances his P.P.E. total as if her were one level higher in his former sorcerer class every level.

Rifts d20 by Mehmet A. Hoops Page 38 of 91

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

at level 1, 6 at 2 etc...). The only other limitations are: 1) That the ley line walker can only teleport himself and his possessions. 2) The locations one can teleport to must be on the same ley line and must stop at a nexus if he wishes to redirect himself along that different ley line. Ley Line Walker Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 Def Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 Base P.P.E. +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level Special
Sense ley line and magic energy, +3 tokens +4 tokens Read Ley Lines, Ley Line Transmission, +1 token +3 tokens Ley Line Drifting, +4 tokens +3 tokens Ley Line Observation Ball, +3 tokens Bonus spellcasting feat, +4 tokens Ley Line Rejuvenation, +3 tokens Bonus spellcasting feat, +4 tokens Ley Line Phasing,+1 token Bonus spellcasting feat, +4 tokens +3 tokens Bonus spellcasting feat, +4 tokens +3 tokens Bonus spellcasting feat, +4 tokens

4: Skills
Skills will use the d20 system. Advanced Science and Combat Piloting are feats. Nearly every other skill equivalent in Palladium will use a d20 equivalent with the obvious exceptions of Weapon and Armor Proficiencies, Combat Proficiencies, and Advanced Robots & Power Armor Proficiencies. The Following Skills are skills that can generally be used by all character classes, in some form or another. Use this list if you are designing character classes of your own or modifying existing ones. Basic cross class skill list: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), Wilderness Lore (Wis)

Skill List
This list has the skill name, the key ability that corresponds with that skill, whether or not its Zero Rank Capable, whether or not the skill can be learned with or without training, and whether or not any armor check penalty applies. To clarify, a skill thats Zero Rank Capable is a skill that can be performed whether or not a person has any skill ranks in it or not. A Trained Only skill is a skill that can only be learned if the character has a teacher (or suitable instructions from another source, like texts or videos). Literacy and Language skills only have 2 ranks. Rank one means a character can read or speak only a smattering of the language. Rank two means the character is fluent in the language. At the G.M.s discretion, some Trained Only skills may be learned without a teacher by way of extreme effort by a character (either through role-playing or acquiring a feat). Key Ability Int Cha Int Rifts d20 by Mehmet A. Hoops Page 40 of 91 Zero Rank Capable? No No Yes Trained Only? Yes Yes No Armor Check? No No No

Skill Name Advanced Mechanics0 Animal Empathy Appraise

Balance Bluff Climb Computer Use Concentration Craft1 Cybernetic Medicine Decipher Script Demolitions Diplomacy Disable Device Disguise Drive6 Electronic Countermeasures Electronic Systems2 Escape Artist Forgery Gather Information Handle Animal Heal Hide Innuendo Intimidate Intuit Direction Invert Jump Knowledge: Arcana Knowledge: Architecture & Engineering Knowledge: Dimensional Theory Knowledge: D-Bees Knowledge: Demons & Monsters Knowledge: Faerie Knowledge: Geography Knowledge: History Knowledge: Juicer Culture Knowledge: Local Knowledge: Mythology Knowledge: Nature Knowledge: Navigation Knowledge: Politics Knowledge: Religion Knowledge: The Spirit Planes Knowledge: Tactics Knowledge: The Time Before Rifts Language (varies)3 Listen Literacy (varies)4 Medicine (a.k.a. Medical Doctor) Move Silently Open Lock Parachuting Perform5 Pick Pocket

Dex Cha Str Int Con Int Int Int Int Cha Int Cha Dex Int Int Dex Int Cha Cha Wis Dex Wis Cha Wis Int Str Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Wis Int Int Dex Dex Wis Cha Dex Rifts d20 by Mehmet A. Hoops Page 41 of 91

Yes Yes Yes No Yes Yes No No No Yes No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes No No Yes No No No No No No No No No No No No No No No No No No No Yes No No Yes No No Yes No

No No No Yes No No Yes Yes Yes No Yes No No Yes Yes No No No No No No Yes No Yes Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No Yes

Yes No Yes No No No No No No No No No No No No Yes No No No No Yes No No No No Yes No No No No No No No No No No No No No No No No No No No No No No Yes No No No Yes

Wis No Yes No Profession6 Read Lips Int No Yes No Ride7 Dex Yes No No Science8 Int No Yes No Search Int Yes No No Sense Motive Wis Yes No No Spellcast Int No Yes No Spot Wis Yes No No Swim9 Str Yes No No7 Tumble Dex No Yes Yes Use Rope Dex Yes No No Wilderness Lore Wis Yes No No 0 Advanced Mechanics includes areas such as Aircraft, Armored Vehicles, Automobiles, Power Armor, Robot, and Submersible. See Profession for basic mechanics. 1 Craft includes crafts, trades, or arts such as armor-smithing, basketweaving, bonsai, bookbinding, bowmaking, blacksmithing, calligraphy, carpentry, cobbling, gemcutting, leatherworking, locksmithing, painting, pottery sculpting, sewing, shipmaking, stonemasonry, trapmaking, weaponsmithing, and weaving. 2 Electronic systems includes areas such as General, Aircraft, Power Armor, Robot, and Electrical Generation. 3 All characters start with 2 ranks in their native language. Any bonus languages from intelligence modifiers enable the character to speak in rank 2, but do not include literacy. The character can split the bonus language for one rank in Literacy and one rank in Language or must spend a bonus language point in Literacy instead. 4 It may be possible to learn one rank in a literacy after extended Decipher Script rolls. Consult your G.M. Characters do not start with any ranks in Literacy, but Literacy may be chosen in place of a bonus language at rank 2 (or rank 1 if splitting one bonus language for rank 1 in literacy and language). 5 Perform includes artistic expression like ballads, chant, comedy, dance, drama, drums, epics, flute, harp, juggling, lute, mime, ode, poetry, singing, storytelling, and the horn. 6 Profession includes livelihoods such as apothecary, boater, bookkeeper, brewer, cook, cowboy, crane operator, driver, farmer, fisher, gambler, guide, herbalist, herdsman, innkeeper, lumberjack, mechanic, miller, miner, porter, rancher, sailor, scribe, siege engineer, stable hand, tanner, teamster, and woodcutter. 7 Drive and Ride apply to only one type of animal or vehicle. If a character wants to learn how to ride a different animal or vehicle(even Robots and Power armor, but without the Pilot Feat, there is still a penalty for driving it), she must take the Ride skill again for that animal or vehicle. Drive allows you to use everything but Fighter Aircraft (excluding Jet Packs), Combat Power Armor, Combat Robots, or Fighter Space Vehicles without penalty. Without the appropriate feat, these piloting checks suffer a 8 competency penalty. 8 Science includes the ability to perform rudimentary scientific tests and use scientific method in fields such as Anthropology, Archaeology, Astronomy, Biology, Ecology, Forensics, Genetics, Mathematics, Oceanography, Pathology, Physics, and Xenology, but does not include Advanced Scientific abilities (see the Feats section). The Advance Science feat allows manipulation in said sciences, the skill is knowledge and know-how. 9 There is a 1 cumulative penalty per every 5 pounds of encumbrance. Clothing does not count as encumbrance, though footwear does.

Advanced Mechanics (Int)


Using this skill allows you to conduct complicated repairs and modifications on advanced mechanical objects such as Aircraft, Armored Vehicles, Automobiles, Power Armor, Robot, and Submersible. See Profession for basic mechanics as you cannot do more than basic repairs or modifications on advanced mechanical objects without Advanced Mechanics. Check: Most Advanced Mechanics checks are made to fix of modify complex mechanical devices. The G.M. sets the DC, using the guidelines suggested below. There is also a suggested monetary cost shown on the table below. Simple repairs and modifications require no more than a few minutes. Complex repairs can take multiple hours or more to complete. Working without the proper tools gives you a 5 penalty to the check. You can make temporary (jury-rigged) repairs and modifications. This reduced the DC by 5 and allows you to make the check as a full-round action. However, a jury-rigged repair or modification can only fix or modify a single thing and the jury-rigged item only lasts until the end of the current encounter and then the item needs to be completely repaired or it stops functioning properly. Rifts d20 by Mehmet A. Hoops Page 42 of 91

Task DC Suggested Cost Simple (simple weapons, a toaster) 10 1/5th Base price Moderate (a normal vehicle or a room sized generator) 15 1/5th Base price Complex (vehicle components and integrated systems) 20 1/5th Base price Very Complex (jet engines and other difficult components) 25 1/10th Base Price Retry: You can try again, but only if you are aware that the repairs or modifications didnt work. The GM may decide that a failed Advanced Mechanics check has negative ramifications that prevent repeated checks.

Computer Use (Int)


Use this skill to operate computers and write or modify programs. Check: Most normal computer operations (such as running a program) dont require a skill check. However, conducting a complex search through numerous databases, writing computer programs to make precise calculations or manipulate data in specific ways, altering existing programs so that they perform better or malfunction, and breaking through computer security are all relatively difficult and require skill checks. Conduct Complex Search: Researching a topic on a network with a combination of search engines and sifting through the date takes a lot of time, skill, and some luck, depending on the size of the network. The GM determines how obscure a particular topic is (the more obscure the higher the DC) and what kind of information might be available. In some cases, the GM might require that the character must break into a secure site before conducting a search to obtain certain kinds of information. Information ranges from general to protected. For example, locating general information about a politician is easier than gathering specific information (such as the politicians birthday), which is easier than finding restricted information (such as the politicians apartment address), which is easier than uncovering protected information (such as the politicians credit history). Type of Information DC General 10 Specific 15 Restricted* 20 Protected* 25 * Usually requires a check to break into (hack) before a search can be made. Write Program: The DC depends on the nature of the program and its purpose, ranging from 15 for simple database programs to 30 for complex analysis or security programs. Alter Program: Its generally easier to alter an existing program than to create a new one from scratch. The DC depends on what the alteration sets out to accomplish and whether or not the user wants his tampering to be readily obvious, ranging from 10 to 20, with additional +5 or +10 to hide evidence of the alteration. Breaking Computer Security: Also called hacking, this application of Computer Use cant be used untrained and the character cant take 20 to accomplish this kind of task. Sometimes a hacker has to beat an opposing computer programmers check result, but in general the DC is determined by the quality of the security defending it. Note that separate rolls may be required for different parts of a network. Level of Security DC Minimum 15 Decent 20 Average 25 Exceptional 30 Maximum 35 Computer use requires a full-round action. The GM may determine that some tasks require several rounds, a few minutes, or even longer to accomplish. You can take 10 when using the Computer Use skill. In cases where there is no penalty for failure, you can take 20.

Cybernetic Medicine (Int)


Using this skill allows you to perform basic cybernetic diagnosis as well as cybernetic procedures. Check: Roll every time the character wants to diagnose a problem with a cybernetic device or implant or perform a cybernetic procedure. It is possible to take 20 or take 10 if not under combat conditions. Having sufficient facilities and assistants as well as skill synergy is of great help in these procedures.

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Task DC Basic Diagnosis 15 Basic Repair 20 Field Repair 25 Body or Limb Implantation 25 Limb Replacement 25 Organ Replacement 30 Head Implantation 30 Brain Implantation 35 Partial Conversion 30 Full Conversion (not including brain implants) 35 Cybernetic Medicine takes a very long time. Basic Diagnosis takes about ten to twenty minutes (less if assisted by tools or others). Limb replacement or implantations usually take about four hours. While Full Conversion can take up to twenty hours (and is nearly impossible without the proper facilities).

Demolitions (Int)
Use this skill to create and set explosive devices for maximum impact. Check: Setting a simple explosion to blow up at a certain spot doesnt require a check, but any attempt to build or device or set an explosive to cause a specific damage effect does. Defusing an explosive also requires a check. Set Explosive Device: Placing an explosive in the optimum location for maximum blast efficiency takes skill and patience. The GM makes the check and compares it to the DC in the chart below. (The GM makes the check so that you dont know exactly how well youve done.) The DC indicates changes in base damage, as well as sets penalties to those caught in the blast radius. A failed check reduces the explosive power by half, provides a +4 circumstance bonus to Reflex saves to avoid damage, and has a chance of causing the device to explode prematurely (15%). This skill is used to set an explosive device that includes a timer or detonator. DC Damage Increase Penalty to Save 10 None 0 15 x2 -2 20 x3 -4 30 x4 -6 Build Explosive Device from Scratch: Creating a scratch built explosive device requires the appropriate materials and time. In combat, the best that could be accomplished, regardless of the materials of skill check result, would be an improvised explosive device thats the equivalent of a Molotov cocktail (damage 1d6). In general, building explosive devices happens outside of combat or other dramatic situations. Basic size is 3x3x8 inches. Building Explosive Devices from Scratch Type (and damage) of Scratch-Built Explosive Blast Radius DC Base Cost Improvised (1d6) 6 feet 5 10 Simple (2d6) 6 feet 10 100 Moderate (4d6+1) 12 feet 15 175 Complex (5d6+2) 18 feet 20 250 Powerful (6d6+4) 18 feet 25 500 Devastating (8d6+6) 24 feet 30 750 Cataclysmic (10d6 +8) 24 feet 35 1,000 Add trap to disable attempts +5, +10, or +15 to DC. Disabling DC is same as building DC +5. Must have demolitions as well as Disable Device. When building explosive devices, the character decides what kind of result he or she is after and tries to achieve the required DC. Adding a trap increased the complexity but doesnt affect the cost. If the check fails, the device is ruined and the materials are wasted. There is a25% chance detonates during construction, dealing one-half of its intended damage (and may set off anything near it!). Special: You can take 10 when building an explosive device, but you cant take 20. Setting an explosive device for maximum blast efficiency takes one minute or more, depending on the scope of the job. You can set a simple explosive device as a full-round action.

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Building an explosive from scratch, which includes fashioning raw materials and combining chemicals and combustibles inside a housing of some kind, requires a check that takes the following amount of time: improvised: one full-round action; simple: one hour; moderate: 12 hours; complex: one day; powerful 3 days; devastating: one week; cataclysmic: 12 days.

Drive (Dex)
Drive applies to only one type of vehicle. If a character wants to learn how to ride a different vehicle (even Robots and Power armor, but without the Pilot Feat, there is still a penalty for driving it), she must take the Drive skill again for that vehicle. Drive allows you to use everything but Fighter Aircraft (excluding Jet Packs), Combat Power Armor, Combat Robots, or Fighter Space Vehicles without penalty. Without the appropriate feat, these piloting checks suffer a 8 competency penalty. Otherwise treat this skill the same as the Ride skill.

Electronic Countermeasures (Int)


Use this skill to disrupt radio or other technological communications. All you need is a high power radio (basically one with greater range than the opponent). Check: Roll whenever attempting to use this skill. If your transmission is being jammed and you have this skill, you may attempt to override the disrupting signal by rolling a counter roll and the highest roll wins. Use the chart below for checking if you were successful. Task DC Jamming an inferior radio 10 Jamming a relatively equivalent radio 15 Jamming a superior radio 20 Jamming a highly superior radio 25 or more

Electronic Systems (Int)


Use this skill for repair, design implementation and construction of electronic systems in areas such as general electronics, Aircraft, Power Armor, Robot, and Electrical Generation. Check: Roll any time the character is using this skill. If not under a stressful situation, the character may take 10 or take 20. Difficulty is based off how highly advanced the electronics are compared to what the character normally works with. Difficulty may also increase based upon working conditions, tools, and extent of damage at the G.M.s discretion. Technology Difference DC Technology Difference DC Very close, less than 15 years 10 Very Foreign, 101-150 years 25 Sort of close, 15-30 years 15 Alien, 151-250 years 30 Foreign, 31-100 years 20 Very Alien, 251-500 years 35

Invert (Int)
Using this skill, a sorcerer can conceal from the sight of other Practitioners of Magic a spell that he or she has cast. Check: The sorcerer may only use the Invert skill on his or her own spells. The Invert check must be made immediately after the spell is cast. by succeeding at a skill check (DC 10 + the spells level), the spell is successfully hidden from most other sorcerers. Only the spell itself is hidden all of its effects continue to occur as they normally would, and are visible as usual. For example, a Ley Line Walker uses Energy 3 Mana 2 to create a fireball. Sorcerers and everyone else in the same area would see the fireball but if the skill was used successfully, the Sorcerers couldnt see which Paths were used or how they were used in creating the fireball, as they normally would. A more useful way to do this is to set the fireball to trigger if a life form moves through a certain doorway (by adding Fate 3 to set it at the doorway and Life 1 to detect life) or similar effects. In this case, the spell would be invisible if properly inverted, until its effects manifested when a life form moved through the doorway. Sorcerers with the Sense Spell Residue feat have a chance of seeing the an inverted spell. Your invert check is opposed by the Spellcast check of any such person who might see your spell. Retry: You may only attempt to invert a spell once, just as it is being cast. If the Invert check is failed, that casting cannot be inverted. Your only option is to release the spell and cast it again, or to leave it uninverted.

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Language (Int)
This skill represents the ability to coherently communicate via verbal communication. It may also include visual means of communication such as types of sign language, but does not include literacy (see Literacy, below). Special: The Language skill does not need a skill roll at any time. Talent in the language is represented by the total number of skill ranks in the language. One rank is the equivalent of being passable in the language, but the speech patterns are rudimentary and the character may be somewhat difficult to understand and it is obvious they are not native to the language. Two ranks in a Language is the equivalent of being fluent. The accent may or may not be correct, depending on where and how the character learned the language, but may improve over time. All characters start with 2 ranks in their native language (but with no ranks in Literacy). Any bonus languages from intelligence modifiers enable the character to speak in rank 2, but do not include literacy. The character can split the bonus language for one rank in Literacy and one rank in Language or must spend a bonus language point in Literacy instead.

Literacy (Int)
This skill represents the ability to coherently communicate via written communication. This may be in any form or written communications, from arabic characters to hieroglyphs to pictograms and beyond. A character does not have to be capable of speaking the language they are writing in, but it does tend to help (though not in any game terms). Special: The Literacy skill does not need a skill roll at any time. Level of Literacy is represented by the total number of skill ranks in the language. One rank is the equivalent of being passable in the language, but the speech patterns are rudimentary and the does not use very many large or complex words if he can help it. Two ranks in Literacy is the equivalent of being fluent. All characters start with 2 ranks in their native language (but with no ranks in Literacy). Any bonus languages from intelligence modifiers enable the character to speak in rank 2, but do not include literacy. The character can split the bonus language for one rank in Literacy and one rank in Language or must spend a bonus language point in Literacy instead.

Medicine (Int)
Use this skill for practicing medicine. This includes: identifying illnesses, prescribing medication, surgical techniques (setting bones, removing organs, transplants, skin grafts), first aid and other medical techniques. It is different from the Heal skill in that it requires training to learn and includes more advanced healing methods. Check: The DC and effect depend on the task you attempt. Includes everything under the Heal skill and the following (may include more, if your GM wishes to add to the list, using the listed DCs as guidelines): Task DC Identify Illness & prescribe medication 15 Setting Bones 15 Organ Removal 20 Organ Transplantation 25 Skin Grafts 25 Delivering babies 20 Cesarean Section 25 Heart Bypass & other major operations 30 The DC may be modified +5 to +10 by factors such as alien physiology (where knowledge about alien anatomy Xenology - may help), working conditions, fitness of the patient, and available diagnosis and operating equipment. The severity of the penalty simply depends on the severity of the condition (rusty tools as opposed to slightly inadequate tools).

Parachuting (Wis)
Use this skill when parachuting. This skill includes methods, procedures, and techniques of parachuting, packing the chute, skydiving techniques, precision landing, landing without injury, and parachuting in secrecy. Parachuting is rare but is still used as it is still the best technological means of undetected military personnel insertion. Check: The DC depends on the type of drop being attempted. Task DC High Altitude Opening (HAHO) 10 High Altitude Low Opening (HALO) 15 Low Altitude Low Opening (LALO) 20 Unfavorable weather conditions +5 Rifts d20 by Mehmet A. Hoops Page 46 of 91

Failure on a roll indicates there are complications on the jump and the character must retry. However, the character only gets to automatically retry on HAHO and HALO drops. LALO drops require a Ref save of 20 to retry in time. Retry: If the character succeeds his retry, he lands safely. If not, there are additional complications and the character hits the ground without his chute opening. This most likely means the character is dead unless there is some sort of divine intervention.

Science (Int)
Use this skill to perform scientific analysis and limited replication. You must pick a specific science to go with this skill and you can only perform accurate analysis in the field you are knowledgeable in unless you have the Advanced Science feat (see Feats in the next chapter). Examples of specific sciences include, but are not limited to: Anthropology, Archaeology, Astronomy, Biology, Ecology, Forensics, Genetics, Mathematics, Oceanography, Pathology, Physics, and Xenology. Note that some of these areas are not very applicable to use unless the Advanced Science feat is taken to unlock their full potential (like with Genetics, you cannot perform any manipulations without the feat). Check: Always perform a skill check when conducting scientific analysis or attempting to replicate or synthesize a result or compound. Synthesizing of compounds is limited to standard grade compounds that are relatively simple in their composition like rubber, steel, tar, basic plastics, glues and the like. Replicating results are things like breeding of plants and cross-pollination for specific results as well as animal breeding and behavioral studies. Use the following table for base DCs: Task DC Basic Procedures 10 Moderate Procedures 15 Difficult Procedures 20 Very Difficult Procedures 25 The DC may be modified +5 to +10 by factors such as working conditions and available equipment. The severity of the penalty simply depends on the severity of the factor (like having no microscope or a microscope with a cracked lens). The basic to very difficult format is kept abstract to represent to difficulty of the desired result or the overall difficulty of the analysis (due to factors such as complexity or subject resistance). Special: The character may take 10 or 20 when performing analysis but must roll when performing procedures.

Spellcast (Int)
Use this skill to identify spells as they are cast of that are held or sustained. Check: You can identify a spell and its effects, and learn what Paths were used in its casting. DC Task 10 Identify which Paths are used in the spell. 15 Identify the spell. If you are familiar with the spell, you know its name and effects, if not, you sense its general effect. 20 You could replicate the spell, if you have enough ranks in the appropriate Paths and were high enough level to cast the spell. You could demonstrate this to someone with the appropriate Paths for them to learn if you roll a 20 on a Spellcast check and spend at least an hour teaching. 25 You could replicate the spell, if you have enough ranks in the appropriate Paths, even if its overcasting for you. 30 Understand a strange or unique magical effect, like what type of a ley line storm is occurring. If your check is less than 10, you can see the casting, but cant find anything out about it. Retry: You can try to retry if the caster recasts the spell. If the caster is holding or has sustained the weave, you may retry after studying it for 15 minutes. Spell residues are harder to see; if retrying when using the Sense Spell Residue feat, each retry not only requires 15 minutes of study, but also increases the DC by 5. Special: You suffer a cumulative 5 penalty to attempt to learn a spell if it uses Paths you have no ranks in. If you have the Sense Spell Residue feat, you may attempt to use Spellcast on a spell that was recently cast but is no longer held or sustained. Make the check with a 2 penalty if the spell was released within the past 2 hours, a 5 penalty if released more than 2 hours ago but within 24 hours, a 10 penalty if released more than one day ago, but within one week, and a 15 penalty if released more than a week ago but within one month. You cannot use Spellcast on spells released more than one month ago. If you have the Sense Spell Residue feat, you may also attempt to recognize inverted spells. If you do not succeed at a DC of at least 10, you do not spot the spell at all. Attempts to spot inverted spells cannot be retried. Rifts d20 by Mehmet A. Hoops Page 47 of 91

5: Feats
Feats will be the same as in the D&D Players Guide except that this document will not use D&Ds magic feats or system, but will have many new additions for the advanced science and weaponry of the Rifts world. I will do my best to keep it balanced. There will also be totally new Feats for the optional magic system I have proposed. Note that you can totally disregard the magic system and use the D&D magic system or even try to convert Palladiums magic system. Feats will be presented by section so omitting will not be a problem. For those of you confused with the difference between Feats and Skills, feats generally give the character abilities while skills allow the character to do something (a skill) in a more steadily progressive manner. This is why feats are generally either more difficult to attain (skills rarely have prerequisites) or broader in scope, or more specifically powerful than skills.

Feat List
General Feats Acrobatic Advanced Science1 (specific science) Doctorate of Science1 (specific science) Alertness Animal Affinity Ambidexterity Archaic Martial Weapon Proficiency1 Archaic Simple Weapon Proficiency Armor Compatibility Armor Proficiency (Light) Armor Proficiency (Medium) Armor Proficiency (Heavy) Armor Proficiency (Exoskeleton) Athletic Blind Fight Cautious Combat Reflexes Dodge Mobility Spring Attack Endurance Exotic Weapon Proficiency1 Expertise Improved Disarm Improved Trip Whirlwind Attack Frightful Presence Gearhead Great Fortitude Heroic Surge Improved Critical (Specific Weapon) Improved Initiative Iron Will Leadership Lightning Reflexes Martial Arts Prerequisite Int 13+, Specific Science skill rank 6+ Int 15+, Specific Science skill rank 12+, Advanced Science (specific science) Dex 15+ Character Level 3rd+ Armor Proficiency (Light) Armor Proficiency (Medium) Armor Proficiency (Heavy) Dex 13+ Dex 13+, Dodge Dex 13+, Dodge, Mobility, Base Attack Bonus of +4 or higher Base Attack Bonus of +1 or higher Int 13+ Int 13+, Expertise Int 13+, Expertise Int 13+, Expertise, Dex 13+, Dodge, Mobility, Base Attack Bonus +4 or higher, Spring Attack Cha 15+, Intimidate 9+ Ranks Proficient with weapon, Base attack bonus +8 or higher Character Level 6th+ -

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Defensive Martial Arts Improved Martial Arts Advanced Martial Arts Deflect Arrows Stunning Fist Mimic Modern Weaponry (Small Arms)3 Modern Weaponry (Medium Arms)3 Modern Weaponry (Heavy Arms)3 Modern Weaponry (Plasma and Particle Beams)3 Modern Weaponry (Launchers)3 Modern Weaponry (Automatic Fire) Mounted Combat Mounted Archery Trample Ride-by Attack Spirited Charge Pilot (Vehicle Type)1 Improved Pilot (Specific Vehicle)1 Combat Pilot (Specific Vehicle)1 Nimble Persuasive Point Blank Shot Far Shot Precise Shot Rapid Shot Shot on the Run Power Attack Cleave Improved Bull Rush Sunder Great Cleave Quick Draw Quickness2 Run Sharp-Eyed Shield Proficiency Skill Focus1 Stealthy Toughness2 Track Trustworthy Two-Weapon Fighting Improved Two-Weapon Fighting Weapon Finesse1 Weapon Focus1 Weapon Specialization1 Spellcasting Feats Combat Casting Multicast2 Sense Spell Residue Spell Focus1

Martial Arts Martial Arts, Base attack bonus +4 or higher Improved Martial Arts, Base attack bonus of +6 or higher Dex 13+, Advanced Martial Arts Dex 13+, Advanced Martial Arts, Wis 13+, Base attack bonus of +8 or higher Modern Weaponry (Small, Medium, or Heavy Arms ) Wis 10+ Modern Weaponry (Small, Medium, or Heavy Arms) Ride Skill Ride Skill, Mounted Combat Ride Skill, Mounted Combat Ride Skill, Mounted Combat Ride Skill, Mounted Combat, Ride-by attack Dex 13+ Dex 13+, Pilot (Vehicle Type) Dex 13+, Improved Pilot (Specific Vehicle) Point Blank Shot Point Blank Shot Point Blank Shot, Dex 13+ Point Blank Shot, Dex 13+, Dodge, Mobility Str 13+ Str 13+, Power Attack Str 13+, Power Attack Str 13+, Power Attack Str 13+, Power Attack, Cleave, Base Attack Bonus +4 or higher Base Attack Bonus +1 or higher Two-Weapon Fighting, Ambidexterity Proficient with weapon, Base attack bonus +1 or higher Proficient with weapon, Base attack bonus +1 or higher Applicable Character classes only Prerequisites Wis13+ Rifts d20 by Mehmet A. Hoops Page 49 of 91

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

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

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

General Feats Acrobatic [General]


You are agile. Benefit: You get a +2 synergy bonus on all Jump checks and Tumble checks.

Advanced Martial Arts [General]


You are a master at unarmed attacks due to your improved training. Rifts d20 by Mehmet A. Hoops Page 50 of 91

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

Advanced Science (specific science) [General]


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

Animal Affinity [General]


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

Armor Compatibility [General]


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

Armor Proficiency (Light) [General]


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

Armor Proficiency (Medium) [General]


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

Armor Proficiency (Heavy) [General]


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

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Armor Proficiency (Exoskeleton) [General]


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

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

Combat Pilot (Specific Vehicle) [General]


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

Defensive Martial Arts [General]


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

Deflect Arrows [General]


You are able to deflect arrows with your limbs. Prerequisite: Dexterity 13+, Advanced Martial Arts. See page 81 of the D&D Players handbook for more details.

Doctorate of Science (specific science) [General]


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

Frightful Presence [General]


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

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

Heroic Surge [General]


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

Improved Martial Arts [General]


You are more skilled at unarmed attacks due to your improved training. Prerequisite: Martial Arts, base attack bonus of +4 or higher. Benefit: You deal 2d4 damage with an unarmed attack. You also threaten on a natural 19 or 20 when making an unarmed attack.

Improved Pilot (Specific Vehicle) [General]


You can pilot a specific highly responsive combat vehicle. Choose the specific combat vehicle such as a Deaths Head, Super SAMAS, Samson, or Glitter Boy. Prerequisite: Dex 13+, Pilot (Vehicle Type) Benefit: You gain a +3 competency bonus for any checks with that specific vehicle. Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new specific vehicle.

Martial Arts [General]


You are skilled at unarmed combat, dealing more damage and capable of inflicting critical hits with unarmed attacks. Benefit: You deal 1d6 damage with an unarmed attack. Also you threaten on a natural 20 when making an unarmed attack. In addition, you no longer provoke attacks of opportunity when attacking an armed opponent while unarmed. Normal: Without this feat, a character deals 1d3 damage and cant inflict a critical hit with an unarmed attack. They also provoke attacks of opportunity when attacking an armed opponent while unarmed.

Mimic [General]
You have a gift for impersonation. Benefit: You get a +2 synergy bonus on all Disguise checks and Perform (acting) checks.

Modern Weaponry (Small Arms) [General]


Choose a type of small arms, such as a revolver, semi-automatic pistol, or energy pistols. You understand how to use that type of weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic lists included with your class description. Benefit: You make attack rolls with the weapon normally. Normal: A character that uses a weapon without being proficient with it suffers a 4 competency penalty on attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

Modern Weaponry (Medium Arms) [General]


Choose a type of medium arms, such as a rifle, shotgun, or energy rifle. You understand how to use that type of weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic lists included with your class description. Benefit: You make attack rolls with the weapon normally. Normal: A character that uses a weapon without being proficient with it suffers a 4 competency penalty on attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

Modern Weaponry (Heavy Arms) [General]


Choose a type of heavy arms, such as a machinegun, sub-machinegun, or flame-thrower. You understand how to use that type of weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic lists included with your class description. Benefit: You make attack rolls with the weapon normally. Normal: A character that uses a weapon without being proficient with it suffers a 4 competency penalty on attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

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Modern Weaponry (Plasma and Particle Beams) [General]


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

Modern Weaponry (Launchers) [General]


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

Modern Weaponry (Automatic Fire) [General]


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

Pilot (Vehicle Type) [General]


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

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

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

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

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

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

Stunning Fist [General]


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

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

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

Spellcasting Feats Combat Casting


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

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

Sense Spell Residue


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

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

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

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

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

Psychic Feats Latent Psychic


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

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

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

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

Sense Psychic Residue


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

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

Special: You can take this feat multiple times. Each time you do, it applies to a new Psychic Path.

Psychic Penetration
Your powers are more potent than normal, breaking through psychic resistance more readily than normal. Benefit: Add +2 to bonus to psychic level checks (1d20 + psychic level) to beat a creatures psychic resistance.

Sustain Psychomancy
You can sustain a power, leaving it in effect indefinitely, without having to hold it. Prerequisite: Wisdom 13+ Benefit: With this feat, you can keep a power that you have unleashed with a duration of concentration in effect indefinitely without having to hold it. The power simply continues to function until you release it, regardless of what you do or where you are. To release the power, you must be able to see it. A sustained power will eventually lose cohesiveness and end. The duration of a sustained power is equal to your psychic level in days, minus 4 times the power level of the power, in hours. You can circumvent normal duration requirements with this feat. Sustaining a power is an attack or move action.

Background Feats Artist


You come from a culture in which the arts, philosophy, and music have a prominent place in society. Benefit: You gain a +2 bonus on all Perform checks and to checks for one Craft skill that involves art (your choice), such as calligraphy, panting, sculpture, or embroidery.

Blooded
You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades and guns are bared and magic ignites the air. Enemies find it difficult to catch you off guard. Benefit: You get a +2 bonus on initiative checks and a +2 bonus on Spot checks.

Bullheaded
The stubbornness and determination of your kind is legendary. You are exceptionally headstrong and difficult to sway from your intended course. Benefit: You receive a +1 bonus on Will saves and a +2 bonus on Intimidate checks.

Cosmopolitan
Your exposure to the thousand forking paths of the city has taught you things you never would have uncovered. Benefit: Choose a nonexclusive skill you do not have as a class skill. You gain a +2 bonus on all checks with that skill, and that skill is always considered a class skill for you. Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new skill.

Demon Hunter
In the Magic Zone and other areas of high magic energy, demons thrive. Youve fought them before, and you are capable of sending them back to whatever pit they crawled out of. Benefit: When fighting a specific race of Demon, you gain a +1 competence bonus on damage rolls for melee attacks and for ranged attacks of up to 30 feet. In addition, you act as if you had the Improved Critical feat for the weapon you are using. This benefit does not stack with the Improved Critical feat. Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new specific race of demon.

Disciplined
Your people are admired for their single-minded determination and clarity of purpose. You are difficult to distract. Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Concentration checks.

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Duelist
Among your people, bloody duels are a common way of settling disputes or avenging insults. You have had to develop a quick wit, a quick knife, or both, to survive. Benefit: You gain a +2 bonus on Diplomacy checks and a +2 bonus on initiative checks.

Education
Some lands hold the pen in higher regard than the sword. In your youth, you received the benefit of several years of more or less formal education. Benefit: All Knowledge skills except for two (your choice) are class skills for you. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing.

Gambler
Dice, cards, or slot machines whatever the game of chance, your people have a love for it. Benefit: Profession (gambler) is a class skill for you. You gain a +2 bonus on Profession (gambler) checks and a +2 bonus on Sense Motive checks.

Living History
The past is not merely a collection of stories to your people. It is part of the present, a lesson you carry with you in everything you do. Benefit: You receive a +2 bonus on all Knowledge checks.

Luck of Heroes
Your land is known for producing heroes. Through resilience, determination, and pluck, your people survive when no one expects them to come through. Benefit: You receive a +1 luck bonus on all saving throws.

Mercantile
Powerful capitalists control the wealth and commerce of your lands. You come from a family or organization that excels at a particular trade and knows well the value of any kind of trade good or commodity. Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on checks for the Craft or Profession skill of your choice.

Militia
Youve served in some militia unit and trained with weapons suitable for use on the battlefield. Benefit: You gain two specific weapon proficiencies of choice as long as they are a standard battlefield weapon for where you trained.

Nomad (a.k.a. Saddleback)


Your people are comfortable driving or riding as their method of transportation. Benefit: You receive a +3 bonus on drive or ride checks (either or, not both).

Sea Legs
The heaving decks of a ship are like home to you, and you are as comfortable on or in the water as others are on land. Benefit: You gain a +2 bonus on Balance and Swim checks.

Seductive
The people of your land are skilled at applying sensual suggestion to turn negotiations to their favor. Benefit: You gain a +3 bonus on Bluff and Diplomacy checks when dealing with members of the opposite sex.

Silver Palm
Your culture is based on haggling and the art of the deal (not to mention bribes). Benefit: You get a +2 bonus on appraise and Bluff checks.

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Smooth Talk
Your people are accustomed to dealing with strangers and foreigners without needing to draw weapons to make their point. Benefit: You gain a +2 bonus on Diplomacy and Sense Motive checks.

Stealthy
Your people are known for their stealthyness. Benefit: You gain a +2 bonus on Hide and Move Silently checks.

Street Smart
You have learned how to keep informed, ask questions, and interact with the underworld without raising questions. Benefit: You gain a +2 bonus on Bluff and Gather Information checks.

Strong Soul
The souls of your people are hard to separate from their bodies. Benefit: You get a +1 bonus on Fortitude and Will saves and an additional +1 bonus on saving throws against energy draining and death effects.

Survivor
Your people thrive in a region that others find uninhabitable. This gives you a savvy and strength of will that you can take to any difficult environment. Benefit: You get a +1 bonus on Fortitude saves and a +2 bonus on Wilderness Lore checks.

6: Combat and Movement


Combat is the same as in any d20 game, as is movement. Special notes for using modern combat weapons are below, or you can treat reloading of energy weapons and other guns like a repeating crossbow (for weapons with clips) or regular crossbow (for single shot breach weapons), depending on the weapon. Burst fire and suppression fire rules will be included later, until then, I recommend allowing two shots per action, each a partial action, with the first shot at a 2 and the second shot at a 4 to hit. Burst fire will more than likely be treated as more of a fire mode with the ability to do suppression bursts than an attack option.

Modern Weapons
Rates of Fire Modern Weapons have six distinct fire modes: Single Shot (SS), Semi-Automatic (SA), Burst Fire (BF), Pulse (P), Controlled Burst (CB), and Fully Automatic (FA). A Weapon that has more than one type of fire mode listed is capable of firing in all of those modes (though not at the same time, the player must choose which mode his character is firing in). Switching fire modes counts as a free action. Single Shot: A character may only fire one round per barrel of the weapons per standard action. Weapons with multiple barrels may have a switch where you can fire more than one barrel at a time, this may result in a penalty to strike depending on the recoil of the weapon. See the weapons description. The weapon cannot fire more than one shot which may be any number of rounds, depending on the weapon - per round. Semi-Automatic: A character may fire one round as a standard action or, if the character has multiple attacks, the character may fire as many rounds as is equal to his total number of attacks by using the full attack option. Each shot counts as one attack. The Rapid Shot feat can be used with these weapons as normal. Burst Fire: These weapons fire in short, automatic bursts of 5 rounds. A 5 round burst counts as a standard action (and as one attack). Roll for per burst and not the individual bullets for purposes of determining whether a target is hit. Damage is equal to the standard damage of one round multiplied by the weapons Critical multiplier. If a critical hit is Rifts d20 by Mehmet A. Hoops Page 59 of 91

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

Breach Barrel: These weapons must have the barrel opened somehow (usually with a hinge of some sort, and most have automatic casing or cartridge ejection) and counts as a full round action if untrained in use of the weapon or a partial action if trained in its use. Reloading a breach barrel weapon does not provoke an attack of opportunity unless the weapon does not have automatic ejection of spent casings or cartridges. Internal Magazine: Ammo must be loaded one at a time manually. Some weapons have special speed loaders for that specific weapon. Speed loaders have their own rules (usually a partial action, never a free action). A character may load as many rounds in a weapon with an internal magazine per round as equal to half their dexterity attribute rounded down. This counts as a full action regardless of weapon training. Half that number (rounded down) may only take a partial action. Reloading a weapon with an internal magazine provokes an attack of opportunity. Cylinder: Actually a specialized type of internal magazine, Cylinder loaded weapons are slightly different nonetheless. Reloading takes a full round action to reload regardless of weapons feats. A speed loader may reload a cylinder with only a partial action. If not using a speed loader or untrained (or both), reloading provokes an attack of opportunity. If trained and using a speed loader, reloading does not provoke an attack of opportunity. Removable Clip: Reloading generally takes a full round action if untrained (lacking the appropriate feat) in the weapon, or a partial action if trained with the weapon. If untrained, reloading provokes an attack of opportunity. If trained in the weapon, it does not provoke an attack of opportunity. Belt Feed: Reloading a belt feed takes a full minute if untrained or simply a full action if trained in the use of the weapon. Someone who is shown the rudiments of reloading (takes about 10 minutes by example) can shorten this time to 2 full actions instead of a minute. Reloading a belt fed weapon provokes an attack of opportunity. Muzzle Loaded: An archaic design, muzzle loaded weapons take a great deal of time to reload. If untrained, it takes a full minute to reload one round (which it usually the weapons capacity). If trained, it takes two full actions to reload one round. Reloading a muzzle loaded weapon provokes an attack of opportunity. Power Pack: Power packs are ammo for energy weapons. Generally its like plugging your toaster to a power supply (except usually with a safety or water-tight catch or guard). Takes a full action if untrained and a partial action if trained in the weapon. Power Packs generally provide six times the standard capacity of an energy weapon (thats per standard E-Clip, no Long E-Clip). They also regenerate four energy blasts per hour until the weapon is fully recharged. Each power pack can regenerate a full payload six times before needing a factory recharge and overhaul or it will no longer regenerate or hold a charge after the full payload has been expended. Recharging and overhauling takes one day and costs one-third of the original power pack price. Each power pack can be overhauled four times before it needs to be completely replaced.

7: Magic & Psionics


I prefer a much more versatile magic system than the fire-and-forget systems of Palladium and D20 so Im going to derive heavily from Mage: the Ascension and attempt to balance it for Rifts d20. You may choose to use the regular d20 magic and psionics systems if you so choose and they should work fabulously as Im making very few rules changes to the rest of the system.

Magic:
In Rifts d20, you may create your own spells using the rules in this section. Several example spells are included at the end of the magic section for your convenience and to serve as guidelines for spell construction. See the magic section on page 161 of the Rifts RPG for information on what magic is and page 162 for the three steps to mastering magic. Do not use the magic Feats from the D&D Players guide in Rifts d20. Use the feats in this document instead (or create your own). Bionics and Cybernetic Implants: Cause great interference in casting magic (and psionics) as these foreign objects are not only made of metal but are actually trying to be a part of the living system. Thats a big no-no in magic & psionics. The only exception are (the horridly expensive) cybernetic bio-systems which are actually flesh and blood mechanisms. Rifts d20 by Mehmet A. Hoops Page 61 of 91

Getting a bionic or cybernetic implant (even something as small as a pinky finger or similar appendage) will reduce the characters caster and psychic level (and his P.P.E. and I.S.P. level will be reduced to that level as well) by half. No exceptions (except for the very rare techno-wizard bionic implant). Armor & Metal: In keeping with the Palladium system of armor and magic, the Palladium rules for armor and magic will apply as opposed to Casting Failure percentages. There will be a slight variation in difficulty to account for the new level based magic system I propose instead of the 20% more P.P.E. requirement (round up). A Sorcerer cannot wear metal that covers more than 50% of his body, or the effect becomes 2 levels more difficult. This difficulty goes up 1 level for every additional 10% of the body covered by metal. At 90% coverage, it is no longer possible to cast magic through your body. This makes casting magic from inside a suit of power armor impossible unless its magically enchanted to do so (i.e. not made of metal). Its also obviously difficult to cast magic from inside a robot vehicle as you normally need direct line of sight to cast a spell. You could conceivably sit in a turret on top of a robot vehicle or similar object and cast magic, though the ride could be rather bumpy and make it hard to focus (most likely requiring a Concentration check). Carrying shields only counts for the characters arm unless it is carried on the back (and it only matters if the shield is made from metal). The G.M. has the final decision on the actual percentage of the body covered in any given situation or for any apparel. In addition a percentile roll must be made on the following table to determine any possible interference on the spell (always round up). 01-20 Reduce the spells damage or effects (weigh allowance, defense, etc) by 1d4 x10% 21-40 Reduce spell duration by 1d4 x10% 41-60 Reduce the spells range by 1d4 x10% 61-80 Reduce both range and duration by 20% 81-00 Got lucky, no additional problems (other than the level increase). Optional Rule: Mithral is a mystically imbued metal (some say it is made from silver & titanium, others say it is refined natural Orichalcum - which could only be found in South America in the 20th century) and does not cause the above penalties. It is up to the G.M. to decide.

Sources of P.P.E.
Ones Self: Practitioners have their own P.P.E. reservoir and recover at the rate of 1 point for every hour of rest or sleep. Meditation allows P.P.E recovery to happen at a rate of 2 points per hour and is equal to an hour of sleep as well. Magic Artifacts: See specific item Other living beings: Drawing P.P.E. without ones knowledge: The target gets an automatic Will save at a 12 or better. Success = the practitioner was unable to draw any energy. Failure = the practitioner was able to draw half the targets P.P.E. Note that most creatures with high P.P.E. levels are constantly monitoring themselves and have mental shields in place to stop this sort of thing from ever happening to them (at least while theyre awake). if point of P.P.E. is gathered, it wont count towards anything unless the character can absorb another point from another target within five minutes. Drawing P.P.E. with a persons knowledge and consent: Automatic success and able to draw 70% of their P.P.E. reserve. This may work on several people if they are linked or holding hands. No limit to the number of people. Drawing P.P.E from an unwilling subject: It just wont work. Sacrifice: The P.P.E. level of a living creature doubles at the moment of death. A practitioner can absorb all of the victims doubled P.P.E. by killing it/him/her. Base P.P.E. levels in living creatures: (basically one-tenth of what is average in Rifts, but it does vary) Mundane Races at adult age (Humans, Halfings, Wolfen): 1 P.P.E. Mundane Races while still young children (7 or younger): 2 P.P.E. Fey Races at adult age (Elves, Cobblers, Coyles): 2 P.P.E Fey Races while still young children (human equivalent of 7 or younger): 5 P.P.E.

Ley Lines & Nexus Points


Within 2 miles (3.2) of a ley line: increases range and duration of spells by 50% At or on a ley line or one mile (1.6 km) from a nexus point: double range, duration, and damage of spells. Practitioners can also draw 1 P.P.E., per level of experience, every 12 hours The Practitioners own P.P.E. regenerates at the increased rate of 2 P.P.E. every half-hour without meditation. Being at a ley line nexus point or within 200 feet (61 m) of a nexus point: Triples the range, duration, and damage of magic incantations. The practitioner also enjoys a +2 Will bonus for any saving throws. Opponents are at a 1 to save

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vs. the Practitioners spells. The practitioner can draw an additional 6 P.P.E. per level of experience every 6 hours. The Practitioners own P.P.E. regenerates at the increased rate of 4 points per half-hour without meditation. Periods of increased energy at nexus points: Noon and Midnight: Add 1 P.P.E. per level of the practitioner. Vernal (daylight hours) and Autumnal (nighttime hours) Equinox: add 2 P.P.E. per level of experience. There is a 30% chance of a rift opening up though. Summer and Winter solstice: add 3 P.P.E. per level of experience. There is a 40% chance of a rift opening. At dawn of solstice, the nexus erupts for a 5 minute period with up to 5 P.P.E. per level. There is a 70% chance a rift will open and remain open for 3d4 hours. At sunset, another 5 minute flare occurs, but weaker. Add 4 P.P.E. per level with a 55% chance of a rift opening. Lunar Eclipse: During the 90 minute period, practitioners can tap into an additional 6 P.P.E. per level. 77% chance of a rift opening. Partial Solar Eclipse: About once every 10 years and lasts from 2 to 8 minutes. Practitioners can tap 12 P.P.E. per level. All spell duration range, and damage is increased by 10 times. Practitioners are +6 to all Will saves and recover P.P.E. at the rate of 5 P.P.E. per minute with no need for meditation. 88% chance of a rift opening up. Note: the same thing happens about once every 20 years when 3 or more of the planets come into alignment. Super Nexus Points: The usual P.P.E. is doubled at Super Nexus Points but the chance of a rift opening is 94% at all peak periods (including noon and midnight). North American Super Nexus points are 1) Calgary 2) Mexico City 3) The Devils Gate (St. Louis) 4) East St. Louis 5) Adams County Ohio

Magic Paths
Magic spells are constructed using the 10 Paths of Mystic Understanding. These paths not only represent the fundamental energies of the megaverse but the very nature of how magic is understood by Practitioners of Magic. (Note that these paths are primarily designed to represent Invocation magic and different prestige classes of Practitioners of Magic have their own interpretations which alter the properties of the Paths in sometimes subtle and sometimes drastic ways). The 10 Paths of Mystic Understanding: Dimension, Energy, Fate, Life & Death, Mana, Matter, Mind, Space, Spirit, and Time. Life and Death are one path, but are divided by their polarity to one another. Like two sides to a coin. See the Path description for more information. Different Status among the Paths There are varying degrees of proficiency or natural inclination among Practitioners of Magic in relation to the Paths. Some are very proficient with one Path while deficient with another. Others are useless in more than one but proficient in multiple others. This depends on the characters class and can change as the character advances in levels. More importantly, this determines how quickly and/or easily a character may learn different paths. There are four levels of status one may attain for the paths: Proficient, Normal, Deficient & Useless. Note: Normally, people cannot control what they are naturally good at, this is a benefit of being a PC. Path Status Max Rank Path Tokens Cost to Progress Proficient No max 2 x next rank Normal 5 3 x next rank Deficient 2 4 x next rank Useless Cannot use All point put into it are lost Most classes get 3-4 Path Tokens per level. Foci: Each path must have a specific foci. Being able to use all foci for every path used in a spell, lowers the spell level by 1 point (and, subsequently, the amount of P.P.E. necessary).

Casting Spells
Casting spells in Rifts d20 is the same as in other d20 games in that it provokes an attack of opportunity if the character is not casting defensively. If spell is being held (that hasnt been sustained by the Sustain Spell feat) by a practitioner, he cannot cast another spell until he releases his hold on the current spell (by using Sustain spell or releasing it permanently). One major difference when using the spell construction rules in Rifts d20 is that a character Rifts d20 by Mehmet A. Hoops Page 63 of 91

must know the spell already (have cast it, exactly as presented, sometime in the past) in order to decide on the casting time of the spell. If a character has not cast the spell before, it takes two time levels higher on the casting time table (see below) in order to cast the spell. If the caster has used a variant of the spell before, but is adjusting something within the spell (more damage, longer duration, etc), the casting time is only increased by one level greater. The character can attempt to avoid this penalty by making a successful spellcast check at DC 15 + Level of the spell being cast (a failure means the spell is ruined, P.P.E. burned and the spell does nothing unless recast, but takes as much time as the casting time of the spell being attempted, i.e., the character doesnt know if it will work until the spell is completed). Example: Teresa the Shifter is casting a variation of Eldritch Bolt with an extra d6 of damage than shes ever cast before. This makes the spells level go from 5 to 6, the P.P.E. cost from 6 to 7 and takes a full round action instead of a standard action unless she chooses to attempt a Spellcast check at DC 21. If she had never cast Eldritch Bolt before and was attempting to cast this version of it for the first time, it would take one minute to cast, instead of merely a full round unless the Spellcast check was made and successful. A Sorcerer is overcasting when he or she tries to cast a spell higher than (1+caster level). See the Overcasting section (below) for details.

Overcasting
Sometimes a practitioner of magic needs to cast a spell that is above their ability to cast. And sometimes practitioners run out of P.P.E. There is one way to get around both of these problems: overcasting. Overcasting is dangerous and does not guarantee success. To overcast, make a Concentration check. The DC depends on what you are attempting to do (see the table below). If you succeed in the check, the overcast spell works just as you intended. If you fail the check, the spell does not work and you must make a Fortitude saving throw (see the table below for the DC). A character may cast spells beyond the limits imposed on the table below, just extrapolate from the consistency of the table (+5 Concentration DC each step, +10 Fortitude DC etc). Concentration Check Overcasting Attempt Fortitude Save DC DC 15 Cast a 0-level spell with no P.P.E. left. 15 20 Cast a 1st-level spell with no P.P.E. left. 25 25 Cast a 2nd-level spell with no P.P.E. left. 35 20 Cast a spell 1 level higher than youre capable of.* 15 + spell level 25 Cast a spell 2 levels higher than youre capable of.* 25 + spell level 30 Cast a spell 3 levels higher than youre capable of.* 35 + spell level * A Sorcerer is overcasting when he or she tries to cast a spell higher than (1+caster level). If you succeed at the Fortitude check, you are unharmed by your attempt to overcast. If you fail, the result depends on how badly you failed the roll. Subtract your saving throw result from the DC and consult the following table: DC missed by Result 1-5 The caster suffers body pain and fatigue (headache, slight nausea etc). As a result, he suffers a 1 penalty on all skill and ability checks, attack rolls, and saves. He recovers when he is able to rest for at least six continuous hours. 6-10 The caster suffers severe body pain and fatigue (headache, nausea etc). As a result, he suffers a 2 penalty on all skill and ability checks, attack rolls, and saves. He also takes 1d6 points of damage and cannot overcast again until he gets to rest for at least six continuous hours. 11-15 The caster suffers severe body pain and fatigue (headache, nausea etc). As a result, he suffers a 3 penalty on all skill and ability checks, attack rolls, and saves. He also takes 2d6 points of damage and cannot cast spells at all for 24 hours. 16-20 The caster suffers severe body pain and fatigue (headache, nausea etc). As a result, he suffers a 4 penalty on all skill and ability checks, attack rolls, and saves. He also takes 3d6 points of damage and cannot cast spells at all for 48 hours. 21-25 The caster suffers severe body pain and fatigue (headache, nausea etc). As a result, he suffers a 5 penalty on all skill and ability checks, attack rolls, and saves. He also takes 4d6 points of damage and cannot cast spells at all for two weeks. 25-30 The caster suffers severe body pain and fatigue (headache, nausea etc). As a result, he suffers a 6 penalty on all skill and ability checks, attack rolls, and saves. He also takes 5d6 points of damage and cannot cast spells at all for two months. 31+ The caster suffers severe body pain and fatigue (headache, nausea etc). As a result, he suffers a 7 penalty on all skill and ability checks, attack rolls, and saves. He also takes 6d6 points of damage and cannot cast Rifts d20 by Mehmet A. Hoops Page 64 of 91

spells at all for 5 + 1d6 months. If you dont wish to use the custom magic system in this document you need go no further. Using regular 3rd edition spells with the classes presented in this book is easy. The P.P.E. cost of each spell is equal to the spells level. In fact, thats how the base P.P.E. totals for each class were constructed (1/2 point for level 0 spell slots, 1 point for level one spell slots, 2 points for level 2 spell slots etc). Protective spells will need S.I., E.R. and K.R., but I suggest you compare the defensive bonus of the spell with what an equivalent piece of armor would do and take it from there. Offensive spells have a base P.V. of 10.

Which Magic System?

Anti-Magic
It is possible to cast a spell to counter a spell. To perform anti-magic, you must select an opponent as the target of the anti-magic. You do this by choosing the ready action (page 134 D&D Players Guide). By doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, as ready is a standard action). If the target of your anti-magic tries to cast a spell, make a Spellcast check (DC 15 + the spells level, but does not include any spell level modifiers the antagonist received from using a focus). This check is a free action. If the check succeeds, you correctly recognize what paths are being used in the casting of the spell and can attempt to counter it if the character has at least one rank in every path that is used in the spell. To complete the action, you must cast the anti-magic (which is always the same level as the spell being countered). Then the spell and the anti-magic negate each other with no further effect. You may negate spells that are cast and sustained without the offending spellcaster (who cast the sustained spell) present in this manner. Alternately, after identifying the offending spell, if you have at least two ranks in Mana, and you make an opposed spellcasting roll (both roll Spellcast checks and the highest wins) against the other practitioner of magic, you can redirect the spell towards the other practitioner. You can only redirect a spell if the other practitioner is still casting it.

Spell Construction
Constructing a spell involves many different factors, all of which must be considered when creating a spell. These factors include Paths, Spell level, Saving Throws, Casting Time, Duration, Range, Strength, Damage, Penetration Value, Targeting, Area Effect, Status Effect, and Protection. Not all of these factors will be included in every spell. Every spell does have Paths (at least one), Level, Casting Time, Duration and Range though, so dont neglect to include those. The Spell level is the Base P.P.E. cost of casting the spell plus or minus any extra costs from other spell factors or from the Paths themselves used in the spell. Paths: Spells are created by using the spellcasters ability with a Path of magic. If the spellcaster does not have enough ranks in the Path he is using to perform the desired effect, he cannot cast the spell in the first place. Spell level: Equal to the total number of path ranks used plus any modifiers for casting time, duration, range, strength, damage, penetration value, targeting, status effects, and/or protection. Minimum spell level is 1. There is a 1 bonus if using all appropriate path foci. A sorcerer may raise the spell level up to current caster level + concentration rank to fluctuate a spells effects (more damage, less duration, etc) though the Sorcerer should be aware of the possibility of overcasting. A Sorcerer is overcasting when he or she tries to cast a spell higher than (1+caster level). See the Overcasting section (above) for details. The Spells level is also the P.P.E. cost of casting the spell. Example: A Shifter with 8 caster levels and 6 ranks in concentration is casting an eldritch bolt using Mana 2. Shes using her focus to fire the bolt from (a little weasel skull, -1 spell level), using a standard action, an instantaneous duration, medium range (+1 spell level), +1d6 damage (5d6 total, 2 path ranks +2d6 for mana, +1d6 adjustment, equals +1 spell level), penetration value of 10 (base from Mana, no adjustment) and an automatic hit (+1 level adjustment). The total spell level for this spell is (2-1+1+1+1)=4. So, its a rank 2, level 4 spell that uses 4 P.P.E. (see the entry for Eldritch Bolt below). If the Shifter had increased damage to 10d6, the spell level would be 9, and the Shifter would be overcasting, but could still cast the spell with a successful concentration check because she has 6 ranks in concentration (she can conceivable cast spells of up to level 14, though that would be difficult and dangerous).

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

6 1,500 7 3,000 8 6,000 9 12,000 10 25,000 11 50,000 12 100,00 13+ Double from here on (i.e. 200,000 for 13) If a spell does not need this factor, you do not need to include it. Damage: Is equal to the total Path ranks used in the spell in d6 damage. Energy adds 1d6 for every 3 levels of the caster. Mana adds 2d6 total and increases the penetration value by 10. The spellcaster may add and extra 1d6 damage for every +1 level adjustment. Penetration Value: Use the following table. Level Dimension Energy Fate Adjustment +0 0 5 0 +1 2 8 3 +2 5 11 5 +3 7 15 7 +4 9 18 9 +5 11 21 11 +6 13 24 13 Life & Death 0 2 5 8 11 14 17 Mana 10 12 14 18 22 26 28 Matter 0 3 6 9 12 15 18 Mind 0 1 3 5 7 9 11 Space 0 2 5 7 9 11 13 Spirit 0 5 7 9 11 13 15 Time 0 1 3 5 7 9 11

Targeting: This is only applicable if the target of the spell is an unwilling recipient, otherwise the spell is an automatic hit with no level adjustment. Automatic Hit: +1 spell level. Ranged Touch Attack: +0 spell levels. Ranged attack or Melee Attack: -1 spell level. Touch Attack: -1 spell level. Area Effect: Depends on the area. Automatic hit with no level adjustment to anything in the area, but damage or effects can be reduced by successful saving throws. Cubic and Spherical Areas of effect can be adjusted to fill the same volume or area (or a close approximate). Note that the full area or volume does not have to be filled, the maximums for the spell levels are listed. Flat areas of effect must be flat, like a carpet. Things may protrude or project out of them (no more than 1 foot), but it is not an automatic hit if it is intended to damage an opponent. Detection spells use the flat area of effect for a radius, even though that radius is treated spherical. Spells that have a duration are not moveable unless the spell takes a +2 level adjustment. Spell Level Area of Effect (cubic) Area of Effect (spherical) Flat Area of Effect (square or circle) +0 None (or self) None (or self) 15 foot radius (detection spells only) +1 15ft x 15ft x 15ft 10 foot radius 65ft x 65 ft or 35 foot radius +2 30ft x 30ft x 30ft 20 foot radius 185ft x 185ft or 100 foot radius +3 50ft x 50ft x 50ft 30 foot radius 335ft x 335ft or 190 foot radius +4 65ft x 65ft x 65ft 40 foot radius 520ft x 520ft or 290 foot radius +5 75ft x 75ft x 75ft 45 foot radius 620 feet x 620 feet or 350 foot radius Note: Area and Volume formulas are based off of Spherical Volume. The Areas and Volumes are not completely equal, but are roughly the same when compared to the Spell Level adjustment. Status Effects: Several Status effects are possible, but are defined through the descriptions in the Path. There is no level adjustment as this is based off of the Paths themselves except in the area of attribute enhancement (see below). Example: both Matter 3 and Energy 3 can cause Orcs to slow down or become paralyzed. Matter by transmuting the ground into mud and Energy by increasing the strength of gravity. Successful saving throws by the Orcs simply means they either are able to keep their footing in the mud or are able to resist the strength of the magic altering gravity in that area. Rifts d20 by Mehmet A. Hoops Page 67 of 91

Attribute Enhancement: If a character is trying to raise or lower an attribute with a spell, there is a +1 level adjustment per statistic for every 4 points modified down and a +1 level adjustment for every 3 points modified up. If a character is creating something and assigning statistics to it, the level adjustment is based off of the ability score modifier for the ability at a 2:1 ratio, rounded up (i.e. a +1 or +2 statistic is equal to a + level modifier). Example 1: A Biomancer is trying to lower the Strength of a Headhunter hes toying with using the Life Path. The Headhunter has a Strength of 17 (a +3 modifier) and, surprisingly, no bionic limbs. The Biomancer wants to lower the Headhunters Strength to 9 (a 1 modifier) which makes this effect a +3 level adjustment. In the converse of this, the Biomancer is trying to raise the Constitution of his Headhunter buddy from a 10 (a plus 0 modifier) to a 19 (a plus 4 modifier) which makes this effect a +2 level adjustment. Example 2: A Conjurer is summoning an ethereal horse with Mana 3. A light horse has a Str 13, Dex 13, Con 15, Int 2, Wis 12, and Cha 6. The Constitution is irrelevant in this case because the horse is powered by Mana (though it would still matter in Life magic). The mental and sociable attributes are also irrelevant because you cannot emulate them with Mana magic. The total attribute bonuses for this creature (minus the Constitution and mental attributes) is +2, making this a +1 level adjustment. Protection: Usually counts as armor, though most spells are fully protective fields, which is treated as fully environmental armor (and does not have an A.R.). Walls and barriers give cover, as do shields (see the description of shields, using area effect for shield or wall size). Use this also to determine the strength of a summoned wall or similar effect. Use the following formula to assign SI, ER, & KR. SI = total path ranks used x 10. +1 spell level for every additional 10 points. ER & KR= total path ranks used x 4. The caster then spreads the total among the 2 ratings he or she caster sees fit. +1 spell level for every additional 4 points.

Descriptions of the Paths of Magic


Dimension: The Dimension Path is the most difficult path and costs twice as much to advance in as other paths. The P.P.E. cost is also tripled and the spell level doubled for any Dimension path spell. The Dimension Path is the mystic understanding of the fundamental workings and manipulations of what dimensions are, how they are separated, how to travel between them and how to manipulate dimensional energies. It is not easily learned and uses vast quantities of P.P.E. as most magic uses energy from the base dimension and world theyre on while Dimension magic tries to counter those energies (to a degree) and must come completely from the Spellcaster. This is also why magic is more difficult or impossible to use on some dimensions or worlds due to the ambient P.P.E. levels. (So all P.P.E. levels listed in this document are representative of a magical saturation level equivalent of Rifts Earth). The following are the different levels of the Dimension Path. 1. Sense Dimensional Disturbance. The most basic level of understanding the Dimension path allows the Practitioner to sense dimensional disturbances of any kind. This includes but is not limited to: Gates (Rifts) being opened or closed, minor pocket dimensions, fadetowns, and the general use of Dimension magic. 2. Warp Dimensional Weave. The Practitioner may Warp the dimension they are on to create minor pocket dimensions that are either stationary or exist in a specific location (such as in the Practitioners belt pouch), no bigger in square feet than the practitioners level, though you still use the Area Effect factor to determine Spell Level etc. This pocket dimensions are miniature dimensions directly attached to the current dimension the Practitioner is on and, as a result, to the Practitioner himself. If the practitioner should go to a different dimensions, these pocket dimensions will either detach from the practitioner and remain on the former dimension until their duration has elapsed or they will travel with the Practitioner and attach to the new dimension if he spends one-tenth the amount of P.P.E. it cost to cast them (the Practitioner may select which dimensions to take) with a minimum cost of one P.P.E. point. 3. Find Dimension, Dimensional Step. The Practitioner is able to search through dimensions to find a dimensional signature or a specific dimension. This does not allow seeing into the dimensions unless combined with the Space Path (scrying). The Practitioner may also step out of the current dimension momentarily and possibly repeatedly (if a sustained effect). Stepping out provides the equivalent of half cover (cannot draw attack of opportunity, 50% miss chance, etc). It is possible to walk through solid matter or energy fields when Stepping out, though it requires a Concentration check against a DC of 25 to be certain that the practitioner doesnt Step in on the matter or energy. 4. Create Dimensional Rift.

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

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

The Practitioner can also sense who is most likely to think of something sooner or later or influence an event to occur at a later time. 3. Affect Matter and Energy At this moderate level of understanding, the Practitioner can determine how materials and energies function and fall apart. The Practitioner is now able to directly influence randomness and chance in physical objects and energy as well as cause chaos and accelerate decay. In the occurrence of self-replicating matter or energy (that is not alive or pure mana or possessing of thought), the Practitioner can accelerate its growth or retard it. Unstable matter or energy may be stabilized and given order to its patterns (though its unstable nature is not altered, it merely becomes locked in a stable pattern until disturbed). The natural course of Matter and/or Energy cannot be permanently altered as Fate will always happen and all things must meet their fate; although the Practitioner does exercise a great deal of control over the course of that fate. The structures within Matter and Energy are not directly touched themselves, but the random events surrounding it are altered and shaped into a direction that leads to the desired result. The Practitioner cannot cause anything to occur that there is not some element of already, meaning he cannot cause coal to turn into lead, but can cause it to turn into a diamond. The effect must be something that can occur in the course of its fate, like a rock crumbling into dust or splintering into sharp fragments. Life and thought cannot be affected at this level of understanding. Neither can Mana, though it may always be read, just never altered. As described above, the Practitioner can alter matter and energies. So, he can cause technological objects to degrade, break or otherwise fall apart, or increase their resistance to degradation and decay. He can also cause items that are naturally about to fail to hold out a little longer or cease functioning immediately. As stated above, this cannot last forever, as Fate has a way of catching up, but it can be very beneficial Combined with other Paths, the Practitioner can control how matter or energy interacts with other matter or energy. For example, a flashlight may be enhanced to run off a certain battery for a much longer period of time than it normally would, or the battery could overload it and burn out the bulb in an instant. The Practitioner can now bestow curses and place wards on Matter and Energy either directly or set upon certain instances and/or conditions (such as magical traps). 4. Affect Life & Death At this higher level of understanding, the Practitioner understands Fates role in how living creatures grow, change and adapt. Because they have the essence of Life flowing through them (P.P.E., a.k.a. Mana), they are more difficult to affect than base Matter or Energy, but the Practitioner now understands how Life interacts with Matter and Energy and contributes to the cycle of existence. The Practitioner can change the course of any point in this cycle and direct it in a new direction, or simply correct any bumps in its path. The Practitioner is also familiar with the pattern of Death and can affect that in a like manner. The Practitioner can use now Fate to influence Life in such a way that it may bestow longer life, better health, or a quick death and disease. The Practitioner cannot cause anything to occur that there is not some element of already, meaning he cannot give life to dead flesh unless there is still a spark of life there or cause blood cells to fail without reason, he must affect the course of their fate, which may have the same result through a different method. Life itself is not directly touched, but the random events surrounding it are altered and shaped into a direction that leads to the desired result. Combined with other Paths, the Practitioner can directly affect living creatures, causing them to rot or heal quickly or slowly through means other than a natural course. The Practitioner can now bestow curses and place wards on life forms and death either directly or set upon certain instances and/or conditions. 5. Affect Thought, Space, Time, Mana, Spirit and Dimension At this high level of understanding, the Practitioner understands how thought, space and time are affected by the nature of change and destiny. He now understands how to affect universal concepts with the power of Fate. He can now influence the interaction of any Path of magic with the flows of destiny, chance, chaos, order and everything else Fate represents. The Practitioner may or may not have extensive knowledge of how the other Paths themselves work, but is now the master of destiny as it relates to every other path of mystic understanding. The Practitioner can now affect how random chance takes its course and bring together or take apart these factors at his very whim as well as tear down concepts of the universe (even thoughts and ideas) and replace them altogether. Beliefs, ideas, places and time itself go through lengths of emptiness, misuse, and stasis and then are suddenly and rapidly changed. The Practitioner can see and affect all of this. Coincidence can be all set aside for a certain time or can occur all the time or even be smoothed to normalcy. The Practitioner can place wards, or curses on locations (not tied to any physical item), thoughts, and times. The Practitioner can open the floodgates of probability to thoughts, ideas, concepts, dimensions, spirits, and mana itself. 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of occurring through the currents of destiny (like making the Coalition wake up one day and love Practitioners of Magic). Combined with other Paths, Fate can manifest directly upon every aspect of reality. Even such things as the maturation of ideas and imagination can be slowed, accelerated, enlivened or torn apart. Life & Death: The Path of Life and Death is the mystic understanding of Life and its cycle into Death. It is the understanding of how Life begins and how it ends in Death and how what is dead is not truly dead as it once had life. The Path of Life and Death is interesting in that those that practice it understand the nature of how Life and Death work, but can only practice one side of it, and not both. Those that practice Life utilize the Mana flowing through the living and the tissue itself to realize their goals. Those that practice Death utilize the imprint that Mana left upon the tissue and unlock its secrets. Sometimes Practitioners of Death unlock its secrets by attempting to return the energies of Life to Death. The Practitioners of Life often see this as a perversion. Life and Death affects all creatures. Life can heal and alter flesh of themselves and others where Death can become one with flesh. As long as some remnant of the flow of Mana that existed through the creature to the universe and back again exists, Life holds sway. After that flow has ceased, Death enters and begins its process of fully returning that remnant of Life that remains with the dead flesh to the universe. The process is complete when bones crumble to dust and decay has ceased, only to bring about Life again. When Life is healed through Life magic, it is not a temporary thing as the essence of Life within the creature is revitalized and the flow of Mana through the subject capitalizes on this, rendering the effect permanent without any extra energy from the Practitioner. The same is true of altering structures of Death, and it absorbs the new cycle of decay into itself. The rank descriptions provided below are separate entries for life and death as only one can be used by any practitioner. 1. Sense Life. At this most basic level of understanding, the Practitioner can feel the flow of Life as it exists in creatures. The Practitioner can sense the state of Life (healthy or sick). The Practitioner may also determine smaller details like sex & age as well. He may also detect any weaknesses in his own life force as well (though not with Death magic, unless the Practitioner is a dead or Undead construct). Combined with other Paths, Life allows a Practitioner to tell more about what the life nearby has on them, whats affecting them and possibly what energies they carry. With Mana, the Practitioner can see the link of Mana flowing through the life form and connecting it to the rest of the world. 1. Sense Death At this most basic level of understanding, the Practitioner can sense the cycle of Death as it returns the dead to a state capable of supporting the living again. The Practitioner can sense the state of Life or Death (recent death or nearly decomposed). The Practitioner may also determine smaller details like sex & age as well. He may also detect any weaknesses in his own death force as well if the Practitioner is a dead or Undead construct. Combined with other Paths, Death allows a Practitioner to tell more about what any dead nearby has on them, whats affecting them and possibly what energies theyre interacting with. With Mana, the Practitioner can see the imprint of Mana that flowed through the formerly living creature and examine to what end it existed. 2. Alter Simple Life, Heal Self At this level of understanding, the Practitioner can manipulate the most rudimentary of life forms and heal the life she is most familiar with: herself. The Practitioner can perform healing magic on herself and affect simple life forms like plants, invertebrates, bacteria, and fungus. The Practitioner can shape them or snuff out their life force. 1234Sense Life* or Death** Alter Simple Life* or Death**, Heal/Wound Self Alter Self*, Transform Simple Patterns (& Heal* on others, improve physical attributes), Merge with Dead** Alter Complex Patterns (Heal* anything), Transform Self* (metamorphosis), Merge with UnDeath**, Death Metamorphosis** 5- Transform Complex Patterns, Perfect Metamorphosis*, UnDeath Metamorphosis** Dimension 1- Sense Dimensional Disturbance 2- Warp Dimensional Weave 3- Find Dimension, Dimensional Step Rifts d20 by Mehmet A. Hoops Page 72 of 91

4- Create Dimensional Rift 5- Create Dimension Energy: 1- Perceive Energy (darksight, UV sight etc) 2- Control Energy in Motion by Scale. 3- Transmute Energy by Scale (Telekinesis is easy here, can transform any minor energy into any other minor energy, and create energy from nothing [requiring 1 P.P.E.]) 4- Control Energy 5- Transmute Energy Fate: 12345Sense Fate Control Probability Affect Matter Affect Life & Death Affect Thought, Space, Time, Mana, Spirit and Dimension

Life* & Death**: p168 (Must choose either one or none of them very few can use both ends of the spectrum, those marked with * are Life only those with ** are Death only) 1- Sense Life* or Death** 2- Alter Simple Patterns, Heal/Wound Self 3- Alter Self*, Transform Simple Patterns (& Heal* on others, improve physical attributes), Merge with Dead** 4- Alter Complex Patterns (Heal* anything), Transform Self* (metamorphosis), Merge with UnDeath**, Death Metamorphosis** 5- Transform Complex Patterns, Perfect Metamorphosis*, UnDeath Metamorphosis** Mana: p179 (Sublimate: temporarily enchant, Activate: enchant for 1 temporary effect, Tass: P.P.E. in physical form, Periapt: rechargeable P.P.E. reservoir) Mana spells that manifest mana physically (like an energy bolt, sword or shield) automatically cost 1 more P.P.E. point but do not raise the spell level. 1- Etheric Senses (Mana Energy/Magic including Resonance), Effuse Personal P.P.E.(Absorb P.P.E.) 2- Weave Odyllic (Mana) Energy (can use as a ranged weapon or shield, but not an area of effect weapon), Fuel Pattern (use P.P.E. to create something), Enchant Patterns, Summon Mana Weapon, Activate P.P.E. in Matter & Forces 3- Channel Quintessence, Sublimate P.P.E. in Matter & Forces, Activate in P.P.E. Life, Enchant Life 4- Expel Base Energy From Matter & Energy (unweave Pattern), Sublimate P.P.E. in Life, Permanently Enchant Matter & Energy, Suffuse Matter & Energy (create Tass), Create Soulgem (Periapt resonating with the practitioners Avatar), Tap Wellspring (create temporary Minor Node) 5- Expel Base Energy From Life, Alter Quintessential Flow (increase Quintessence in a being), Nullify Paradox, Permanently Enchant Life, Suffuse Life (create living Tass), Create Soulflower (a Periapt resonating with the Practitioners Avatar), Create Node, Fountains of Paradise Matter: p171Matter Perceptions (but cant see through yet) 1- Basic Transmutation (cannot change liquid to gas etc) 2- Alter Form 3- Complex Transformation 4- Alter Properties Mind: p174 1- Sense Thoughts and Emotions, Multitask 2- Read Surface Thoughts, Mental Impulse 3- Mental Link, Dreamwalk 4- Control Conscious Mind, Astral projection 5- Control Subconscious, Untether, Forge Psyche

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Space: p156 1- Immediate Spatial Perceptions. 2- Sense Space, Touch Space 3- Pierce Space (can touch or step through), Seal Gate, Co-Locate Perception 4- Rend Space, Co-Locate Self 5- Mutate Localities, Co-Location Spirit: p185 (Spirit can be used to access the Spirit World by passing through the barrier. The Spirit world is still the same world, just the opposite side of it. It is not another dimension.) 1- Spirit Senses 2- Touch Spirit, Call Spirit (nonspecific) 3- Pierce Barrier (can cross or pull spirit across or through), Awaken the Inanimate (awakening spirits that reside in inanimate items) 4- Rend and Repair Barrier, Bind Spirits 5- Forge (heal, create, destroy etc ) Epherma (spirit matter), Outward Journeys (journey beyond the edge of the Spirit World) Spirit is for summoning spirits, damaging spirits, accessing the astral plane, astral projection (at rank 3) etc. Time: p189 1- Time Sense (perfect internal clock, stopwatch, even calendar) 2- Time Sight (backwards, or possible futures) 3- Time Manipulation (either around the Practitioner or the Practitioners actions) 4- Time Determinism (stop or loop) 5- Time Travel, Time Immunity

Sample Spells
Level: P.P.E. Casting Time: Targeting: Range: Area: Damage/ Protection: P.V./ E.R. & K.R.: Duration: Saving Throw: Eldritch Sword (or knife or mace etc) Mana 2 Level: 1 P.P.E.: 1 Casting Time: 1 standard action Targeting: Melee attack Range: Touch (sword is standard sword size) Area: 1 target Damage: 5d6 P.V.: 10 Duration: Sustained Saving Throw: Reflexive A sword (or any other weapon that is all one firm piece, no ball & chain type weapons) is formed out of blue magical energy. This spell is extremely popular because it is easy to cast, does wonderful damage and has good penetration for its level. There are many variations of this spell. Most Practitioners of magic prefer to be able to use the sustain spell feat after theyve cast this spell so they can cast other spells without difficulty.

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Eldritch Bolt Mana 2 Level: 5 P.P.E.: 6 Casting Time: 1 standard action Targeting: Automatic Range: Medium Area: 1 target Damage: 5d6 P.V.: 10 Duration: Instantaneous Saving Throw: Reflexive A bolt of lightning blue magical energy streaks through the space between the caster and the target, doing impressive damage. This spell is a favorite offensive spell of many sorcerers because of its good damage and penetration value. There are many variations of this spell. Eldritch Armor Mana 2 Level: 5 P.P.E.: 6 Casting Time: 1 standard action Targeting: N/A Range: self Area: self, movable Protection: 20 E.R. & K.R.: 6, 6 Duration: held or sustained Saving Throw: N/A This spell summons forth a body field of magic energy, protecting the spellcaster from harm. This armor moves with the caster and does not impede his or her movement. There are many variations of this spell. Eldritch Shield Mana 2 Level: 5 P.P.E.: 6 Casting Time: 1 standard action Targeting: N/A Range: self Area: self, not movable Protection: 30 E.R. & K.R.: 8, 8 Duration: held or sustained Saving Throw: N/A This spell summons forth a protective field of magic energy, protecting the spellcaster from harm. This armor does not move with the caster but does not impede his or her movement (unless he or she tries to walk through it). The shield is as hard as its Kinetic Rating. There are many variations of this spell (especially area of effect versions).

Psionics:
Psionics are very similar to magic (in regards to rules), with a few exceptions: 1) Using Psychic abilities does not provoke an attack of opportunity, unless the Casting Time is more than a full round action. 2) Psychic abilities use I.S.P. and not P.P.E. 3) Psychic abilities and magic are completely separate, but use the same system (Spell Construction) for determining their effects.

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4) Psychics cannot draw I.S.P. or P.P.E. from people, ley lines and/or nexus points unless they are also Sorcerers (have at least one level in a sorcerer class), in which case they can draw P.P.E. from people and ley lines and nexus points. 5) Psychics: Use Energy, Life, Mind and Time. Psychics can only progress to rank 2 in Time. If they can become a Super Psychic, then they gain access to Mana as well. (Future types of Psychics may gain access to other Paths, but will most likely suffer some sort of penalty for doing so). 6) Psychics do not have different status among their Paths. They either can use the Path or havent yet learned it. Use the Normal Status for determining how quickly the character progresses in any path. 7) Psychic characters do not have a P.P.E. rating, their P.P.E. converts into I.S.P. They technically still have trace amounts of P.P.E., but not enough to be represented in game terms as theyve burned most of it in developing their potential as a psychic. If they are both psychic and magic, their Initial P.P.E. converts into I.S.P. and the characters P.P.E. is only equivalent to whatever they may gain through their magic class. For example, a Major Psychic with one level in Learned Sorcerer has 3 points of P.P.E. as any bonus P.P.E. from attributes is converted into I.S.P. 8) Psychics are not limited by the (1 + class level) limit that practitioners of magic have when casting spells. Psychics are not overcasting (which is actually called overchanneling for psychics) when they do this. Psychics can use any power at any path rank they are capable of. Psychics are only considered to be overchanneling when they run out of I.S.P. 9) Psychics cannot use anti-magic (or anti-psionics). The Psychic Nullifier is the only class capable of this ability. Psychics powers are not affected by anti-magic.

8: Equipment
Generally Speaking, Northern Gun Weapons are the standard. Old CS weaponry is the next step up, followed by Wilks Lasers and New CS equipment. Triax and Pre-Rifts equipment are another step up with the some Pre-Rifts equipment being even better than Triax. For weapons, this mainly affects P.V.s, range, Critical damage and threat range, and sometimes damage. For armor, it generally reflects in the weight, mobility, ER and KR and sometimes SI. For example a Northern Gun laser has a PV of 10 while an Old CS laser has a PV of 11 and a Wilks or new CS laser a PV of 12. The differences in maximum range and weight are fairly obvious as well.

Structures: Armor
Armors base attributes Armor, in Rifts d20, does not provide a Defense (or Armor Class, depending on your argot) bonus. It provides protection. It may also limit your defense as it can be difficult to move in. Cover Percentage: Shields provide cover, based on size. This does not apply to armor, though the Fully Environmental rating (see below) is similar. If you are not proficient with a shield, you receive half the listed cover bonus. If you have a shield and you use it and are hit, it means the enemy shot or swung around the shield with a superior angle. Shields may or may not have an Armor Check penalty. Generally, if a shield is 3 pounds or lighter, there is no check penalty. Shields also have a Structural Integrity, Energy Resistance, and Kinetic Resistance rating. Use of these ratings is optional however as the extra step can slow down combat. G.M.s may use their best judgement for the durability of said items and whether or not they wish to employ this element in their campaigns. If the shields Kinetic or Energy Resistance rating is exceeded, apply the excess damage to any armor as per standard. Defense Penalty: Some armor limits mobility to the point where it becomes difficult to move and defend oneself with full combat readiness. This penalty is applied to the wearers Defense rating. Typically ratings go from zero to 5 (but can go to 10 if its nearly impossible to move). Armor Check Penalty: This is also linked to the mobility allowed in the suit but also represents the tactile sensations that get muffled when covered in armor & padding. The more bulky the armor, the greater the difficulty to do certain skills in armor. This applies to the following skills (and may apply to more if your G.M has added more than the regular set of skills to her campaign): Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. The Armor check penalty is the number you apply when making checks using the listed skills. Swim faces a similar penalty based on the weight of the objects you are carrying, but isnt directly affected by the Armor Check penalty. Mobility: This number is the maximum Dexterity bonus to a Defense that this type of armor allows. Heavier armors and poorly made armor tend to limit your mobility more. This is a limitation that is hinted at by the Defense Penalty and Armor check penalty, but some heavy suits do allow good Mobility.

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Structural Integrity: damage capacity. If the Structural Integrity is exceeded, the armor is useless, though not necessarily destroyed. Armor Rating: number needed per die roll to circumvent the armor or cut through weak points (which makes sense since you add Strength to Hand to Hand Attacks and Dexterity to ranged attacks), doing full damage directly to the defender. If the AR is not exceeded, the armor takes damage equal to the total damage rolled, minus the Energy Resistance rating (or the Kinetic Resistance, if a Kinetic assault) and (optional rule) the wearer takes 1/5 that amount of damage, rounding down. (end optional rule) In the case of a critical hit, use the first number rolled to see if the AR is penetrated. In the case of 3 20s rolled well, instant death is instant death. There is a 0.0125% chance of this (5%x 5%x 5%=0.0125%). Energy Resistance: Energy Resistance represents the armors ability to absorb energy attacks. Energy Resistance is the amount of damage reduced from the attacks total damage before subtracting damage from the structures Structural Integrity. (optional rule) If the Energy Resistance rating is exceeded by twice or more of its total, the Energy Resistance rating is reduced by (signifying structural damage). Round all numbers down. If the Energy Resistance rating is reduced, the lower number applies to the next attack, not to the one that lowered it. (end optional rule) For simplicitys sake, structures are only damaged (or checked for damaged) when targeted directly, accidentally hit, or when the Armor Rating is exceeded. Kinetic Resistance: Kinetic Resistance represents the armors ability to withstand a Kinetic assault and its ability to absorb shock. Kinetic Resistance is checked when a kinetic assault (a rail gun, bullet, punches, kicks, explosions etc.) is directed against the wearer. In that case use the Kinetic Resistance rating instead of the Energy Resistance for purposes of damage reduction and damage to the armor for kinetic assaults. Some armor isnt firm enough to protect from a kinetic assault. Kinetic Attacks are notorious for causing knockdown. (see below). (optional rule) The KR can be reduced just like the Energy Resistance rating. (end optional rule) Fully Environmental: This is a yes or no attribute. Yes means that the wearer is never hurt by the attack unless the Energy Resistance or KR (when applicable) is exceeded. The Armor Rating listed is lower if the wearer isnt wearing 1 piece of armor (the helmet or gauntlets etc). Subtract 1 point from the AR for every additional piece not worn (thats per gauntlet or boot etc) and 2 points total for not wearing the helmet. You must be wearing the entirety of the armor (helmet, gloves, boots, everything) for the suit to be considered Fully Environmental. No means that you should treat this armor like all other armor. All touch attacks harm fully environmental armor before affecting the wearer (unless the attack specifically says it penetrates all armor) though youll still need to check the AR of the armor. Most Fully Environmental suits have a Battery Life of 72 hours while exoskeletons typically have 36-48 hours of life (sometimes less depending on the quality). Power Armor & Robot Vehicles are Fully Environmental unless stated otherwise and almost always have fusion or fission power supplies. Example #1: A regular human wearing Urban Warrior Fully Environmental Armor (a padded & plated suit of FE armor S.I.: 50 ER: 4. AR: 25. KR: 8. FE: Yes.) is attacked. The attacker attacks with a kinetic assault (a pistol, PV 5, 2d6 damage crit. x3) and rolls a total of 24 (an 20 +4 to hit). The defender has a total Defense of 18 and is hit. He rolls again to see if it is a critical hit and gets a total of 18, making it a critical hit, so the attack deals 18 points (3+3=6 x3=18) of damage. The AR was not exceeded, so it does damage to the Armor first (its fully environmental armor, so it would damage the armor first regardless, unless the defender wasnt wearing his helmet). Subtract the PV from the KR (KR of 8 PV of 5 = 3) and apply the damage to the total (18 - 3 = 15) for a total of 15 damage to the Armor itself and 3 damage to the defender (1/5 of the total, see AR, above). The defender also takes 3 W.P. of damage from the critical hit because some of the damage from the attack affected him (see Wound Points in Chapter 3: Classes). The defender has a Strength of 12 (giving him an attribute bonus of 1) and must roll for knockdown vs. a DC of 6 (15-8-1). Note that if the defender wasnt wearing armor, he would have taken 18 points of damage unless he had a natural KR or DR rating. Example #2: Same situation as #1 but the attacker is using a High Powered Wilks Precision Laser Pistol (PV 12, 2d6 damage crit. 17-20 x3 +1 to hit from fine balance). The attack roll (25, 24 as in #1 +1 from the weapons balance) exceeds the defenders Defense and matches the AR, but the armor is Fully Environmental, preventing the attack from directly damaging the defender. The attack is also a critical hit (the second roll was a 19, 18 as above +1 from the weapons balance). This time the damage is a 2d6. The attacker rolls a 7 for a total of 21 (7x3=21). The armor takes 21 points of damage (because the ER was exceeded by the PV) and (applying the optional rule) has its Energy Resistance reduced by 5 (1/4 of 21, the Energy Resistance rating, equals 5.25 rounded down equals 5. The wearer of the armor takes 4 points of damage as well (1/5 of the total damage, rounded down) and 3 W.P. of damage from the critical hit. Note that this is not a kinetic assault and the defended does not need to roll for knockdown.

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Example #3: The attack is using the Wilks as in #2. He rolls an 18 total, just hitting the defenders Defense, but the armor is Fully Environmental, preventing the attack from directly damaging the defender. So the attacker hits the target, but fails the critical hit roll, doing normal damage. The damage rolled is a 3. This is not enough damage to exceed the armors Energy Resistance rating (10), doing no damage to either the armor or the defender. Example #4: as #3 above, but the attacker is using a Northern Gun Assault Ion Rifle (PV 10, 4d6 damage crit. 19-20 x2). The attacker rolls an 18 and has a +8 to hit from targeting and skill for a total of 26. This total exceeds the Armors AR of 25 but the armor is fully environmental. The damage rolled is 15 (1+6+3+5). The ER is exceeded by the PV of the weapon and the attack 15 S.I. damage to the armor and 3 HP to the wearer. The ER of the armor is also reduced by 3 (15/4=3.75 rounded down). Note that ion weapons, though energy based, also have a kinetic kick, but do not compare to the Kinetic Resistance, they still use the Energy Resistance. They do cause knockdown though so the defender must roll for knockdown vs. a DC of 4. Example #5: As in #4 above, but the defender has his helmet off. The total bonuses render the hit above the defenders Armor Rating and the armor is no longer fully environmental with the helmet off. The attack therefore damages the defender directly (by hitting him in the head). Though the defender was hit in the head, it is not a critical hit, nor does it do any extra damage. The total represents a general hit to the head, the total damage related to the amount of damage the defender can take represents what type of hit it was (square in the head or a grazing shot). As the damage total is 15 and is directly applied to the defender, it was not a pleasant experience. The character must also roll for knockdown vs. a DC of 14 (because the armor didnt catch any of it). If the defender had been caught by flat-footed or by surprise, that damage would have been applied directly to wound points, most likely killing him. Armor & Structure Standards most #s are tentative AR usually depends on how much of the body is covered S.I. listed is generally about 50% of a suit, though it varies Energy Resistance and KR is for a portion or a full suit, generally ER is generally much lower than the KR for most materials. Characters must take the Armor Compatibility feat to eliminate and Defense Penalty rating. The following examples are representative for a piece of this material of standard quality (about 1 inch thick and 1 foot x 1 foot wide and tall) being shot or hit on the ground or on a wall. They are also roughly equivalent to a half a suit of armor. Material Cloth (padded) Leather Studded Leather Scale Mail Chain Mail (Kings) Ceramic or Iron Plate Steel Plate Kevlar Titanium & Mithral Ultra High Impact Plastics Molecular Bonded Ceramic Molecular Bonded Steel Molecular Bonded Titanium Adamant Structural Integrity 6 7 7 14 20 18 25 18 27 14 30 40 50 50 Energy Resistance 0 0 1 3 2 4 4 5 5 5 12 10 12 13 Kinetic Resistance 1 2 2 1 2 2 5 10 6 12 7 10 14 13 Weight 2 lb. 3 lb. 5 lb. 5.5 lb. 7 lb. 6 lb., 15 lb. for Iron 14 lb. 7 lb. 3.5 lb. 4 lb. 10 lb. 20 lb. 6 lb. 6.5 lb.

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Given this, someone wearing a steel plate who is shot by a pistol (average 2d6, 7 points, damage PV 5) the total damage (12 points total, on average) is subtracted by the Kinetic Resistance of the armor dealing 7 points of damage to the defender. This is realistic, because most Warrior classes have about 6 HP to start (except PCs, who are exceptional and start with max HP) and would cause them to go into shock as slowly bleed to death. Note that its equally likely that they will bleed to death faster (higher damage) or simply become incapacitated or survive the hit (lower damage) or be killed instantly (3 20s or a critical hit). An average critical hit from a pistol will do 14 points of damage to a target which is a little below instant death, but close enough (theyll be dead in about 12 seconds, which is still quite realistic for a shot to the head or neck or heart). The above statistics were based off of the Substance Hardness and Hit Points tables and information on page 136 of the D&D Players Guide and modified for use in Rifts d20. Compare the two to develop structures of your own in Rifts d20. Armor Examples All armor is considered a full suit, including helmet, unless stated otherwise (like a chain shirt or breastplate). Will use abbreviations in the table to save space & increase ease of listing. Armor Rating Standards: AR Leather Vest (no helmet) Studded Leather Vest (no helmet) Mail Shirt (no helmet) Brigandine (no helmet) Mail Shirt with helmet Brigandine with helmet or fully padded body suit Full body leather armor suit Fully body Hide Armor or Studded Leather Full Mail with no Helmet Banded Main or Full Brigandine without helmet Full Mail or Plate and Mail without helmet Full Plate without helmet and most high tech armor Item 10 11 12 13 14 15 16 17 18 19 20 21+ (30 is generally the max)

DP= Defensive Penalty, ACP= Armor Check Penalty, Mob= Mobility, SI= Structural Integrity, AR=Armor Rating, ER= Energy Resistance, KR= Kinetic Resistance, FE= Fully Environmental, Spd= Speed, Wght= Weight Mobility DP standards: Full= 0, Excellent= -1, Good= -2, Fair= -3, Poor= -4, Terrible or worse= -5 to -10. Name
Padded Leather Studded Leather Mail Shirt Hide Brigandine Shirt Full Mail Breastplate Full Brigandine Banded Mail Plate and Mail Full Plate Urban Warrior1 Plastic Man2 The Crusader Dead Boy, Old Light Dead Boy, Old Heavy

DP
0 0 -1 -2 -2 -2 -2 -3 -5 -4 -5 -5 -2 -3 0 -2 -3

ACP
0 0 -1 -2 -3 -4 -5 -4 -7 -6 -7 -6 -2 -2 -1 -3 -5

Mob
+8 +6 +5 +4 +4 +3 +2 +3 +0 +1 +0 +1 +5 +3 +4 +4 +1

SI
9 11 11 20 11 17 24 24 21 25 28 29 50 35 55 50 80

AR
15 16 17 14 17 15 20 16 21 21 22 23 25 26 25 26 28

ER
0 0 1 2 0 4 2 4 4 4 4 4 4 5 8 10 10

KR
1 2 2 2 2 2 2 5 2 2 4 5 8 10 6 10 10

FE
no no no no no no no no no no no no yes yes yes yes yes

Spd
full full full full -10 -10 -10 -10 -10 -10 1x running -10 1x running -10 1x running full -5 ft full -10 -10 1x running

Wght
10 lb. 15 lb. 20 lb. 25 lb. 25 lb. 30 lb. 40 lb. 35 lb. 45 lb. 35 lb. 50 lb. 50 lb. 11 lb. 13 lb. 11 lb. 9 lb. 18 lb.

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Dog Pack, Old Dog Pack, New Dead Boy, New Light Dead Boy, New Heavy Dead Boy, Juicer (Str 20 or use pen) Dead Boy, New Heavy EX Dead Boy, Special Forces Gladiator EBA Juicer Assassin Plate Bushman EBA Huntsman Patchwork, light Patchwork, medium/ heavy

0 0 -2 -3 -1 or -2 -2 -3 -1 -2 -3 -3 -2 -4

0 -1 -4 -6 -2 or -4 -4 -6 -4 -4 -6 -4 0 to -2 -3 to -5

+6 +5 +3 +1 +4 or +1 +0 +1 +2 +6 +2 +2 +1 to +3 +0 to +2

30 50 80 100 125 200 100 70 45 60 40 15 to 30 30 to 50

16 16 27 29 28 28 29 27 20 26 20 17 to 20 18 to 21

9 10 12 12 12 12 12 11 12 11 7 3 to 5 4 to 6

9 10 14 14 14 14 14 9 14 8 10 4 to 10 4 to 12

no no yes yes yes yes yes yes no yes no no no

full full -10 -10 1x running -10 or 10 1x running full! Exoskeleton -10 -10 1x running -5 -10 -5 full to 5 -5 to 10 to 1x running

8 lb. 10 lb. 12 lb. 20 lb. 30 lb. 60 lb. 20 lb. 21 lb. 18 lb. 17 lb. 16 lb. 10-20 lbs. 18-50 lbs.

1: Urban Warrior is made from plate & kevlar and is considered to be 50% metal. Removing some of the plates would, conceivably reduce the percentage but also the effectiveness of the armor. 2: Metal Free. Shield Examples Shield Cover Name Percentage Buckler Small Medium Large Tower** 10% 20% 30% 40% 50% Check Penalty* 0 -1 -2 -3 -7 Defense Penalty 0 0 -1 -3 -5 Structural Integrity* 5 8 14 16 25 Energy Resistance* 4 4 5 5 5 Kinetic Resistance* 10 11 12 12 12

Weight* 2 lb. 5 lb. 8 lb. 13 lb. 20 lb.

* All statistics marked with this are listed with the Ultra High Impact Plastic - standard for combat shields. Shields made from different substances will have different statistics based on the properties of that material. ** If an attacker is using a ranged weapon that has no arc (guns, lasers, crossbows etc) and is directly in front of the victim, the attack (if successful, roll as normal) always hits the tower shield before hitting the victim. If the shield is penetrated, then treat the excess damage as normal against the victim (or his armor, if any).

Weapons:
Base Attributes Type: Energy or Kinetic attack. Kinetic attacks will further be defined by Slashing, Piercing, or Bludgeoning. Energy Attacks may have a descriptor for its effect such as Heat or Vaporizing or Ionizing. Energy Attacks will use the Energy Resistance rating of the target (if applicable) for determining damage and Kinetic attack will use the Kinetic Resistance rating (again, if applicable). Some kinetic weapons (vibro-blades, rail guns) use the Energy Resistance rating instead of Kinetic Resistance and vise versa (particle beams). Penetration Value: When a weapons strikes a target, if that target has Energy Resistance or Kinetic resistance (whichever is applicable in the case of that weapons), first subtract the Penetration Value from the Resistance rating of that target (whether it be a creature, the creatures armor or shield or a protective field of some sort) before determining damage. This does not take away any value of the Resistance that is being subtracted from and the Resistance will remain its full value for determining the effects of any subsequent attacks (unless the resistance is damaged in some

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

Type: Energy Size: Small P.V.: 12 ROF: SA Range: 60 ft/ 1000 ft max Ammo Feed: RC Payload: 20 Bonus: +1 to quality bonus to strike from superb balance and light weight Cost: 11,000 credits Standard High Quality Laser Rifle (Wilks 447) Weight: 5 lbs. Damage: 3d6 Critical: 17-20/ x3 Type: Energy Size: Large P.V.: 12 ROF: SA Range: 120 ft/ 2000 ft max Ammo Feed: RC Payload: 20 Bonus: +1 quality bonus to strike from superb balance and light weight Cost: 18,000 Credits Standard Laser Pulse Rifle (L-20) Weight: 7 lbs. Damage: 2d6 per shot, 6d6 per pulse Critical: 17-20/ x3 Type: Energy Size: Large P.V.: 10 ROF: SA, P Range: 120 ft/ 1600 ft max Ammo Feed: RC Payload: 40 standard, 50 LE-Clip, each pulse consumes 3 shots Cost: 25,000 credits Standard High Quality Laser Rifle (C-12) Weight: 7 lbs. Damage: Setting 1: 4d6, Setting 2: 2d6, Setting 3: 3d6 Critical: 17-20/ x3 Type: Energy Size: Large P.V.: Setting 1 & 2: 11, Setting 3: 0 (zero) ROF: SA Range: 120 ft/ 2000 ft max Ammo Feed: RC & IM (E-Canister) Payload: RC: Standard 20, IM: E-Canister 30, Setting 3 blasts consume 1/6th as much energy as setting 1 & 2 shots. Bonus: +1 to strike from Laser Targeting Scope with Passive Nightvision. Cost: 20,000 credits. E-Canisters cost 10,000

Ion Weapons Standard Ion Pistol (NG-56) Weight: 3 lbs. Damage: 2d6 Critical: x2 Type: Energy, causes knockdown Size: Small P.V.: 8 ROF: SA Range: 60 ft/ 400 ft max Ammo Feed: RC Payload: 6 standard clip, 12 LE-Clip Cost: 5,000 credits Standard Heavy Ion Pistol (NG-57) Weight: 5 lbs. Damage: 3d6 Critical: 19-20/ x2 Type: Energy, causes knockdown Size: Medium P.V.: 8 ROF: SA Range: 60 ft/ 500 ft max Ammo Feed: RC Payload: 10 standard clip, 18 LE-Clip Cost: 8,000 credits Standard Ion Rifle (NG-I7 not in any Rifts book) Weight: 6.5 lbs. Damage: 3d6 Critical: x2 Type: Energy, causes knockdown Size: Large P.V.: 8 ROF: SA Range: 120 ft/ 1600 ft max Ammo Feed: RC Payload: 18 standard, 30 LE-Clip Cost: 16,500 credits Standard Ion Pulse Rifle (NG-IP7) Weight: 7 lbs. Damage: 3d6 per shot, 4d10 per pulse Critical: x2 Type: Energy, causes knockdown Size: Large P.V.: 8 ROF: SA, P Range: 120 ft/ 1600 ft max Ammo Feed: RC Payload: 18 standard, 30 LE-Clip each pulses consumes 3 shots Cost: 20,000 credits

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Plasma Weapons Standard Plasma Rifle (NG-E4) Weight: 20 lbs. Damage: 6d6 Critical: 17-20/ x3 Type: Energy Size: Large P.V.: 10 ROF: SA Range: 120 ft/ 1600 ft max Ammo Feed: RC Payload: 6 standard, 12 LE-Clip Cost: 30,000 credits Standard Heavy Plasma Rifle (NG-E12) Weight: 30 lbs. Damage: 10d6 Critical: 17-20/ x3 Type: Energy Size: Huge P.V.: 10 ROF: SA Range: 120 ft/ 2000 ft max Ammo Feed: RC Payload: 4 standard, 8 LE-Clip Cost: 80,000 credits Particle Beam Weapons Standard Particle Beam Pistol (NG-45LP) Weight: 5 lbs. Damage: 5d6 Critical: x4 Type: Energy but treat as Kinetic Size: Medium P.V.: 8 ROF: SS Range: 60 ft/ 1200 ft max Ammo Feed: RC Payload: 4 standard, 8 LE-Clip Cost: 15,000 credits Standard Particle Beam Rifle (NG-P7) Weight: 21 lbs. Damage: 4d10 Critical: 19-20/ x4 Type: Energy but treat as Kinetic Size: Large P.V.: 8 ROF: SA Range: 120 ft/ 1200 ft max Ammo Feed: RC Payload: 6 standard, 10 LE-Clip (from Rifts GMG) Cost: 22,000 credits

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

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Standard Realistic Light Rail Gun (Large Bore Rail Gun) Weight: 128 lbs. +80 for power pack, +25 per belt, +160 per case of 6 belts. Belts usually come in small mountable boxes or in loose belts, like machine gun ammo. Damage: 6d6 Critical: 17-20/ x3 Type: Kinetic, Piercing Size: Huge P.V.: 8 ROF: SS Range: 120 ft Ammo Feed: BF & can be loaded Breach barrel if belts are unavailable. Payload: 10 per belt Cost: 60,000 credits Standard Realistic Heavy Rail Gun (Large Bore Rail Gun) Weight: 198 lbs. + 100 for power pack, +35 per belt, +210 per case of 6 belts. Belts usually come in small mountable boxes or in loose belts, like machine gun ammo. Damage: 4d10 Critical: 17-20/ x3 Type: Kinetic, Piercing Size: Huge P.V.: 8 ROF: SS Range: 120 ft Ammo Feed: BF & can be loaded Breach barrel if belts are unavailable. Payload: 12 per belt Cost: 70,000 credits Standard Good Quality Rail Gun (CR-40) Weight: 92 lbs. +60 for power pack, +30 per belt, +190 per case of 6 belts. Belts usually come in small mountable boxes or in loose belts, like machine gun ammo. Damage: 1d4 standard or 4d10 controlled burst Critical: 17-20/ x3 Type: Kinetic, Piercing Size: Huge P.V.: 9 ROF: SA, BF, CB, FA Range: 120 ft Ammo Feed: BF Payload: 400 per belt. Controlled burst consumes 40 rounds. Cost: 110,000 credits Bullet Weapons Standard Light Pistol (.22 caliber) Weight: approximately 2 lbs. Damage: 1d6 Critical: x2 Type: Kinetic, Piercing

Size: Small P.V.: 3 ROF: SA (usually) Range: 60 ft Ammo Feed: RC (usually) Payload: 10 (usually) Cost: 200 credits Standard Pistol (9mm) Weight: approximately 2-3 lbs. Damage: 2d6 Critical: x2 Type: Kinetic, Piercing Size: Small P.V.: 4 ROF: SA (usually) Range: 60 ft Ammo Feed: RC (usually) Payload: 17 (usually) Cost: 250 credits Standard Heavy Pistol (.45 caliber) Weight: approximately 2-4 lbs. Damage: 3d6 Critical: x3 Type: Kinetic, Piercing Size: Medium P.V.: 5 ROF: SA (usually) Range: 60 ft Ammo Feed: RC (usually) Payload: 8 (usually) Cost: 400 credits Standard Light Rifle/Carbine (.22 caliber) Weight: 6 lbs. Damage: 1d8 Critical: x2 Type: Kinetic, Piercing Size: Medium P.V.: 5 ROF: SA (usually) Range: 120 ft Ammo Feed: RC (usually) Payload: 15 short clip, 30 long clip (usually) Cost: about 250 credits Standard Rifle (30-06) Weight: 8 lbs. Damage: 3d8 Critical: x3 Type: Kinetic, Piercing Size: Medium P.V.: 6 ROF: SA or SS (usually SS for Bolt Action) Range: 120 ft

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Ammo Feed: RC or IM (usually) Payload: 20 per clip or usually 5-10 per magazine Cost: 300 credits or higher Standard Automatic Rifle (5.56 mm) Weight: 7 lbs. Damage: 2d8 Critical: x3 Type: Kinetic, Piercing Size: Medium P.V.: 6 ROF: SA, BF, FA (usually, sometimes fewer options) Range: 120 ft Ammo Feed: RC (usually) Payload: 20-30 (usually) Cost: 700 credits or higher Vibro-Blades Vibro Knife Weight: 1 lb. Damage: 1d6 Critical: 19-20/ x2 Type: Kinetic, Piercing Size: Tiny P.V.: 11 Range: 10 ft Cost: 7,000 credits Vibro Saber Weight: 3 lbs. Damage: 1d8 Critical: 18-20/ x2 Type: Kinetic, Slashing Size: Medium P.V.: 10 Range: Cost: 9,000 credits Vibro Sword (Longsword) Weight: 4 lbs. Damage: 1d10 Critical: 19-20/ x2 Type: Kinetic, Slashing Size: Medium P.V.: 10

Range: Cost: 11,000 credits Vibro Claws (2 large claws) Weight: 2 lbs. Damage: 1d6 Critical: 19-20/ x2 Type: Kinetic, Piercing Size: Light P.V.: 11 Range: Cost: 11,000 credits Grenades & Explosives Standards for hand grenades and those launched from rifles Weight: 1/2 lb. Damage: Frag: 3d6, HE: 4d6, AP: 4d6, Plasma: 5d6, Micro-Fusion: 6d6 Critical: 19-20/ x4 Type: Frag & AP: Kinetic, Piercing; HE & Micro-Fusion: Kinetic, Bludgeoning; Plasma: Energy (plasma) Size: Tiny P.V.: Frag & HE: 8, Plasma & Micro-Fusion: 10, AP: 12 Range: 10 feet for thrown grenades. Armor Piercing grenades cannot be thrown. Launched grenades depend on the launcher, usually 60ft from short barrel weapons and 120 from long barrel weapons. Blast Radius: Frag: 20 feet, HE: 6 feet, AP: 1.5 feet, Plasma & Micro-Fusion: 12 feet. Ammo Feed: RC or IM (usually) Payload: Depends on weapon 4-12 usually Cost: Frag: 250 credits, HE: 200 credits, AP: 300 credits, Plasma: 350 credits, Micro-Fusion: 1,500-3,000 credits (rare) Fusion Blocks Weight: 5 lbs. Damage: Type 1: 4d8, Type 2: 10d6 x2, 10d6 x4 Type: Kinetic, Bludgeoning Size: Medium P.V.: 10 Range: 3 feet Blast Radius: 10 feet Cost: Type 1: 1,000 credits, Type 2: 3,000 credits, Type 3: 8,000 credits

Scopes & Targeting systems Scopes negate range increments on weapons. The number of range increments negated is equal to the scopes magnification multiplier. Even at 1x, a scope is a superior form of targeting and eliminates the first range increment. a 5x scope would ignore the first 5 range increments and so on. Kinetic weaponry has a slight disadvantage for long range shots as it can be affected by wind. If the wind is blowing at over 10 miles per hour, the GM may wish to impose a 1 to strike penalty for every thousand feet the bullet has to travel. With 20 mph winds, the penalty would be at a 2 to strike per one thousand feet and 3 to strike at 30 mph winds and so on.

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

and apply the size level). Reassess the Strength (use max lift for converting and convert from medium size creature whatever size level the unit may be- see the Creature Sizes table on page 5 of the D&D Monster Manual) to a d20 equivalent (and be sure to upgrade hand to hand damage for its size level using the table on page 14 of the D&D Monster Manual- Medium Size creatures do 1d3 damage in hand to hand combat by default), assign P.V.s to the weapons (based on weapon type) and assign Energy and Kinetic Resistance to the units. Most Robots, Power Armor and vehicles are made from either Molecularly Bonded Steel or Molecularly Bonded Titanium. If theyre from a lower power base market (i.e. 20th and early 21st century technology) then use steel and titanium (and maybe kevlar). Do not use the hand to hand combat damage listed for the robots. Figure out the damage theyd do from a punch or kick and adjust it to their size level and Strength ability score. Vibro-Blades typically have a P.V. of 10 plus or minus a point or two depending on what type of weapon it is (see Types of Hand to Hand Weapons above). Example: USA G-10 Glitter Boy. Defense: 9 (Large Power Armor) SI: Same as M.D.C. in Rifts RPG (770 main body). E.R. 12* K.R. 14. Strength: 28** Weapons: RG-14 Boom Gun. Damage 3d6x10 PV 20. Hand to Hand. Damage 1d4+9 (Large Power Armor plus Str modifier). Advanced Piloting Bonuses: +1 Defense +1 Initiative. Negate Defense bonus any round the Boom Gun is in use. Cannot achieve more than 50% max speed any round the boom gun was fired. *E.R. is 12, but double if against laser weapons due to the laser resistant plating. ** Rifts doesnt use size levels, so the medium size equivalent is 28, but be sure to still use the Large size level encumbrance chart!

9: Bionics & Cybernetics


Basically, bionics and cybernetics apply a template to a character. Cybernetics are built as strong as a character, so they wouldnt provide any Hit Point or Wound Point or Defense bonuses, this includes cybernetic limbs. Bionics are made for combat and often provide bonuses. Keep costs the same as in Rifts (or a close equivalent). Most bionics are made from high impact plastics and molecular bonded alloys (while skulls and chest reinforcements are often molecularly bonded ceramic), so use those for damage capacity and damage resistance (remember, Ive modeled the damage system so the SI values are the same as M.D.C. values in Rifts, just apply the Energy Resistance and Kinetic Resistance factors). For limbs that modify attributes, the maximum a limb may differ from the strength of the rest of the body is 6 points. The limb can still be stronger, but the body cant put up with the strain, so the rest of the body would need to be enhanced to match the strength of the limb. So, if the limb is more than 6 points stronger than the rest of the body and the character tries to use it, he risks severe muscle, tendon, and bone strain or ripping/tearing/breaking (this can be represented as a permanent WP penalty about 1-4 points per effort until surgery or strong magics are applied). This does not apply to partial or full conversion cyborgs. Strength bonuses apply to lifting weights if its in the arms. If its the legs, pushing, dragging and carrying weights are modified. Maximum attributes for Medium creature sized limbs is 30 +5 points of strength per size level up. 2 points of Dexterity per size level up. Use the conversion notes for each implant to convert directly. For the effect of Bionics and Cybernetics on psychics and practitioners of magic, see Chapter 7.

10: Beastiary
Im sticking with the format used in the D&D Monsters Compendium. Just leave out any requirements for +1 or greater weapons to hit (Im totally doing away with that for Rifts d20 since Palladium doesnt use anything close to that) and you should have a couple hundred critters to fight already. You might even be able to figure out a Dragon player character! Some creatures that have a higher AC due to armor you may want to assign a DR rating based on what portion of their AC derives from armor. Id suggest a 2:1 ratio from AC to DR. As far as converting MDC monsters into Rifts d20, MDC basically translates into a Damage Resistance rating of 8-12, depending on how tough the monster is, with 10 being the average. MDC translates straight across to Hit Points (if you want it to be powerful, otherwise reduce it to what you feel is appropriate). A quick and easy conversion of SDC creatures is as follows: Reduce their SDC by one-tenth (divide it by 10) and re-label it as hit points. Then assign their Wound Points to equal their constitution score (which should be relatively equal to the Physical Endurance score in Rifts, probably minus about 5 points). Dragons are probably going to cause problems as far as conversion goes. If you choose to convert Rifts dragons, heres what I suggest: If you allow hatchlings, roll up their M.D.C. and convert that to Hit Points and give them a K.R. & E.R. of 10 (default). Then figure out their ability scores as best as you can and give them W.P. equal to their Constitution. They also probably advance as natural sorcerers until they reach maturity (a prestige class is possible, but unlikely). Their breath weapons have a P.V. of about 10. Hatchlings are about a +8 to +10 level adjustment, depending on the dragon. Adults are about the same, convert straight across but increase the P.V., E.R., & K.R. to what

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you feel is best. I recommend a P.V. of 15 for the breathe weapons and an E.R. and K.R. of 15. If the Hatchling grows over a number of years, use the Size Increases table on page 12 of the D&D Monster Manual for guidelines.

X: Rifts RPG to Rifts d20 Conversion Notes


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

XX: Notes and FAQs.


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Notes
All numbers in this document are still tentative!!!!!!!! Ive not been able to thoroughly test any of them as much as Id like so please dont take them at face value. On top of that, not much else to report.

FAQs- Frequently Asked Questions


General Q. So whats the big difference between this and regular Rifts. A. Well, aside from the obvious rules differences, this takes an opposite stance from Palladiums in that Rifts d20 is designed so that all things ARE equal, on a relative scale. In other words, a dragon does not go up in levels nearly as fast as other characters and the PCs start with relatively the same amount of power (or potential power). Yes, some things do have more power to start out with, like a dragon, but take a hit (big time) when considering how quickly they go up in levels or may have to pay a skill point, feat or ability point cost. So, all in all, Rifts d20, is designed to have a certain amount of balance in it, or at least to be able to judge how well it is balanced. Q: Why is this so overly powerful compared to other d20 games? A: Its not that overpowered but to answer your question, its designed to balance Rifts for d20, not Rifts to the d20 universe as a whole. Q: Who are you? A. Just a guy that thought Rifts was too hard to play using Palladiums system and thought itd be better with a d20 system. Q. Are you affiliated in any way with Palladium Books or Wizards of the Coast? A. No. Im just a fan and Im doing this for the benefit of humanity. Or something like that. Q. When will you ever finish this or at least make it Version 1.0? A. I dont know. I go to college and work full time still and I run an RPG every other week. Maybe Ill try to learn how to write when I sleep (when I get any). That could help. Q. Do you have a character sheet ready for this system? A. Yes! Go to www.geocities.com/cldfury and go to the Rifts d20 page to get them. Q. Arent you going to get sued? A. I hope not. Im not trying to make any money off this (in fact, Im losing it in the form of time) or challenge any copyrights. Im also not copying any text (Ive typed it all myself!) so that sorta circumnavigates the copyright law. BUT, if Wizards or Palladium sends me a cease and desist letter or anything of the sort, I may have to stop posting it. I hope that doesnt happen, as Id like to share this with everyone whos interested. Q. I have a question, how can I ask you? A: You can email me at mehmet_hoops@yahoo.com. Ill get back to you as soon as I can. If youre question is helpful, I may even add it to the FAQ! If you want, Ill give you credit for the question too, just let me know. Q. I dont know the rules to Palladium (or D&D or d20 etc). How can I play this? A. Go buy the books. Im not even going to try to replace them. Im serious. Go, off with you, shoo! Q: I think I could do much better! A: Be my guest. Oh, and FYI, thats not a question. Characters & Classes Q: Arent the Scholar, Scientist and Engineer sort of tough for intellectual types? Shouldnt they be worse at combat?

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

A: No!!! Energy refers to every type of energy that exists through the manifestation of reality, not the very stuff of reality itself! Thats why Mana is separate. Mana is and isnt energy anyway, its spirit, form, power, life, essence and much more all rolled into one shebang. Templates Q. Why arent Juicers and Crazies character classes? A. Because theyre not. Theyre templates than can be applied to any character (though you may want to use the race restrictions as presented). Theyre also more appropriate for higher powered campaigns. Q: Arent the penalties for Borgs a little severe? A: Not really. Borgs are tough and have to pay the price to start with that power. Notice that if you start as a regular character and then somehow get conversion later, youll probably have a huge advantage over other characters. Plan accordingly. Races & Monsters Q. What about Dragons? A. Dragons are a toughie. Way later (like, in the future man), Ill present the hatchling player race but itll probably be way tough and be a level+5-10 class (which means it takes forever to level up). Q: Why dont you include the other races from the other source books. A: Because I dont have time. Hopefully people will be able to see how they convert through this document and be able to do so themselves as needed. Skills and Feats Q: Dont you think weapons and armor and combat piloting feats should be skills? A: No, and neither should you. Version Q: When will you reach version 1.0? A: When Ive included enough information so that you can play Rifts d20 as presented in the Rifts RPG (minus the Dragon R.C.C.). Heres the schedule I plan to follow: 0.96: Chapters 1, 4, 5, 6, 9, & 10 Finished 0.97: Player Races and Chapter 8: Equipment Finished 0.98: Character classes Finished. Game is playable but may need to substitute other magic & psychic classes until the Magic & Psychic section are finished. 0.99: Magic System Finished 1.00: Psionics System Finished. Game now completely playable without major rules gaps! 1.01: If I add any more prestige classes, Ill designate the updated documents by .01 .02 .03 etc. 1.10: If, after d20 Modern comes out, I make any rules adjustments (primarily to combat). a,b,c,d,e: letter designations indicate minor additions, tweaks, clarifications, or rewording from a previous version.

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