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Page 1: Advanced Heroes Unlimited Book II: Classesbeyondheroes2.altervista.org/Beyond Heroes...Rifts®, The Rifter®, RECON®, Splicers®, Palladium Books®, Phase World®, The Palladium Fantasy

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Page 2: Advanced Heroes Unlimited Book II: Classesbeyondheroes2.altervista.org/Beyond Heroes...Rifts®, The Rifter®, RECON®, Splicers®, Palladium Books®, Phase World®, The Palladium Fantasy

Advanced Heroes Unlimited Book II: Classes

Writing and Design: Marco Ferraro

Copyright © 2018 Marco FerraroAll Rights Reserved

Copyright © 1990, 2005 and 2018 Palladium Books Inc. & Kevin Siembieda; all rights reserved world wide. No part of this work may be sold, distributed or reproduced in part or whole, in any form or by any means, without written permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental.

Rifts®, The Rifter®, RECON®, Splicers®, Palladium Books®, Phase World®, The Palladium Fantasy Role-Playing Game®, Megaverse®, Nightbane®, The Mechanoids®, The Mechanoid Invasion®, Coalition Wars® and After the Bomb® are Registered Trademarks of Palladium Books Inc. Heroes Unlimited, Beyond the Supernatural, and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc. and Kevin Siembieda.

Nightlands™, Heroes Unlimited™, Villains Unlimited™, Powers Unlimited™, Aliens Unlimited™, Beyond the Supernatural™, Boxed Nightmares™, Dead Reign™, Warpath:Urban Jungle™, Ninjas & Superspies™, Mystic China™, Triax™, Arzno™, MercTown™, Mindwerks™, Vampire Kingdoms™, Federation of Magic™, Juicer Uprising™, Phase World™, Wormwood™, Psyscape™, Cyber-Knight™, Glitter Boy™,Juicer™, Mind Melter™, Psi-Stalker™, Coalition States™, Northern Gun™, Dog Boy™, SAMAS™, Wilk’s™, Erin Tarn™, Emperor Prosek™, Naruni™, Naruni Enterprises™, Splugorth™, Mega-Damage™, M.D.C., S.D.C.™, I.S.P.™, P.P.E.™, O.C.C., R.C.C., is a trademark owned and licensed by Palladium Books, Inc. and Kevin Siembieda.

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ContentsForeword 3Emergency Services Classes 4Military Classes 12Superhero Classes 18

ForewordUnlike Rifts, Heroes Unlimited, contrary to its name, seems all about hemming the heroes (i.e., players) in for the sake of a more suspenseful and challenging game, not to mention avoiding “game imbalance”. Given that the characters of Palladium Fantasy and Ninjas & Superspies are supposed to be exceptionally human level, superheroes should be... well, actually superhuman. That being the case, Heroes Unlimited doesn't really reflect a generically “universal” superhero system so much as Kevin Siembieda's concept of what a superhero universe should look like. Which is fine if you're on board with that, but if you're not, here are some revisions to fix that.

All the classes in this book were rewritten and revised by myself.

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Emergency Services

Firefighter - Fire Forensics - Fire Police - Smokejumper - Smoke Eater Paramedic Police Officer - Bomb Squad - K9 - C.S.I. - Negotiator - Patrol - S.W.A.T. - Undercover F.B.I.

FirefighterA firefighter, fireman, or firewoman is a person who is trained and equipped to put out fires, rescue people, pets, aid and assist during natural disasters and, increasingly, provideemergency medical services. The three main goals in firefighting are (in order) life safety, incident stabilization, and property conservation. Every country has its own fire service though organisational structures may vary.Step 1: Attributes+1 to PS and PE, 35 SDC.Step 2: SkillsGain the following skills at +30%;ClimbBasic ElectronicsFirst AidEngineer IndustrialInvestigativeOffensive DrivingPilot TruckRadio BasicRunningSCBA Sign LanguageWP AxeChoose 1 POS and 8 secondary skills with any additional Espionage gaining +15%.Step 3: Starting EquipmentTools are generally carried at all times and are important for not only forcible entry but also for self rescue. A Self Contained Breathing Apparatus (SCBA) delivers air to the firefighter through a full face mask and is worn to protect against smoke inhalation, toxic fumes, and super heated gasses. A special device called a Personal Alert Safety System (PASS) is commonly worn independently or as a part of the SCBA to alert others when a firefighter stops moving for a specified period of time or manually operates the device.

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The PASS device sounds an alarm that can assist another fighterfighter (Firefighter Assistand Search Team) in locating the firefighter in distress.Firefighters often carry personal self rescue ropes. The ropes are generally 30 feet long and can provide a firefighter (that has enough time to deploy the rope) a partially controlled exit out an elevated window.D10 x $100 in savings.Available Firefighter Occupational SpecialtiesChoose from one of the following FOS's for his area of specialty;

Fire ForensicsThis form of forensics deals with arson, accelerants and pyrotechnics.Gain the following skills at +30%;CarpentryChemistryEngineer CivilForensicsInvestigativePhysics

Fire PoliceFire Police are utilised to assist in ensuring that the scene of an incident is safe for those working in the vicinity. They are often the first point of contact and as such must have good public relations skills. Fire Police may be asked to guard an area in order to prevent looting or theft. They receive special police training and are are responsible for traffic control, crowd control, fire and incident scene security, apparatus security, and station security during calls for service. They also assist regular Police when needed, performingroad closures, traffic control, crowd control at public events, missing persons searches, parade details, salvage, security, etc. Gain the following skills at +30%;HTH Expert3 other LanguagesLawSociology

SmokejumperA smokejumper is a firefighter who parachutes into a remote area to combat wildfires. Smokejumpers are most often deployed to fires that are extremely remote. The extra risk and trouble associated with this method is justified by reaching a wildfire shortly after ignition when it is still relatively small. Another argument for delivering wildland firefighters by parachute is the fact that the fixed-wing aircraft that carry smokejumpers are cheaper to operate over long distances, carry more personnel and equipment and havehigher top speeds than the helicopters often used for other fire deployments. Once on the ground, smokejumpers normally use hand tools such as pulaskis (a combination axe and mattock), shovels, chainsaws and portable pumps to attack the fire. Often the first action is to attempt to cut a firebreak to contain the spread of a wildfire. Explosives are sometimes used in this role.

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Gain the following skills at +30%;DemolitionsLand NavigationMeteorologyRadio SystemsSkydiveSurvival

Smoke EaterThis is the standard firefighter. Take this FOS if no other category is chosen.Gain the following skills at +30%;AcrobaticsBasic MechanicsBodybuildDetect ConcealmentPilot AutoSwim ParamedicThe goal of paramedics is to provide early treatment to those in need of urgent medical care, and ultimately rapid transportation to an Emergency department. Stabilizing patientsearly (within the golden hour) significantly increases their chances of survival, particularly in the event of a heart attack, diabetic emergency, or severe physical trauma. This can also require him to extricate the patient from where they are whether it is in a tight location in a home, or from a vehicle using the jaws of life. A paramedic is an Emergency medical technician certified to the highest level of training and responds to medical and trauma emergencies in the pre-hospital setting for the purpose of stabilizing a patient's condition before and during transportation to an appropriate medical facility, usually by ambulance. Paramedics also work in the inter-facility transport environment where a paramedic will continue or upgrade medical care to a higher level while transporting a patient from one healthcare facility to another. They perform many more duties than in the past, and responds to many types of emergency calls, including medicalemergencies, hazardous materials exposure, childbirth, child abuse, fires, rescues, injuries, trauma and psychiatric crises. Every country has its own ambulance service though organisational structures may vary.Step 1: Attributes+1 to PP and PE, 30 SDC.Step 2: SkillsGain the following skills at +30%;BiologyBureaucracyClimbDrugsInvestigativeLand Navigation2 other Languages

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Offensive DrivingParamedicPilot AutoPilot TruckPsychologyRead Sensory InstrumentsToxicologyChoose 11 secondary skills with any additional Medical gaining +15%.Step 3: Starting EquipmentD10 x $100 in savings. Police OfficerPolice forces are government organizations charged with the responsibility of maintaining law and order (law enforcement), and protecting the general public from harm. Police may also be known as a constabulary, trooper, sheriff, marshal and ranger.Every country has its own police force though organisational structures may vary.Step 1: Attributes+1 to PS and PE, 30 SDC.Step 2: SkillsGain the following skills at +30%;BureaucracyDetect AmbushesDrugsFirst AidHTH ExpertInterrogationInvestigativeLawOffensive DrivingPilot AutoSurvival, UrbanWP BluntWP PistolChoose 1 POS and 7 secondary skills with any additional Espionage gaining +15%.Step 3: Starting EquipmentUniform, utility belt, pistol, nightstick, handcuffs and radio. D10 x $100 in savings.Available Police Occupational SpecialtiesChoose from one of the following POS's for his area of specialty;

The Bomb SquadBomb disposal is the process by which hazardous devices are rendered safe. "Bomb disposal" is an all encompassing term to describe the separate but interrelated fields of military (IEDD, Explosive Ordnance Disposal, EOD), public safety (Public Safety Bomb Disposal, PSBT, Bomb Squad) and civilian (Unexploded Ordnance, UXO) operations.Contrary to Hollywood lore, the role of the Bomb Technician is to accomplish their task as remotely as possible. Actually laying hands on a bomb is only done in an extremely

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life-threatening situation, where the hazards to people and critical structures can't be lessened. The Bomb Squad also disposes of old or unstable explosives, such as ones used in quarrying or mining, as well as old or unstable fireworks and ammunition. They escort VIP's and dignitaries. They assist SWAT, raid and entry teams with boobytrap detection and avoidance. And finally they conduct post blast investigations. Gain the following skills at +30%; Basic ElectronicsConcealmentDemolitionsDetect ConcealmentEngineer IndustrialRadio Basic

Canine /K9Police dogs have been trained to guard their handler and to find, chase, intimidate, and hold suspects who are attempting to elude the police. Modern police dogs are not vicious animals and are trained to enjoy their work, with chasing and grabbing introduced to them as tricks or games that can be played only when the handler (a police officer) gives the appropriate command. The dog's goal is not to bite; it is to grab and hold on at all costs until the handler gives the release command. This means that the dog grabs hard, and a fleeing suspect can be bitten when attempting to avoid or fight off a dog and the dog is attempting with full speed and energy to grab the suspect. Law enforcement also use dogs for tracking suspects or finding missing persons or objects, or for detecting drugs or explosives. Bloodhounds are often used for the former, although most breeds have an outstanding sense of smell and can be trained to follow scent trails or to detect certain kinds of odours.Some dogs, called cadaver dogs, are trained in detecting the odour of decomposing bodies. Dogs' noses are so sensitive that they are even capable of detecting bodies that areunder running water.For some sniffer dogs in environments where it is perceived that a criminal may attempt to kill the dog to prevent detection, a bodyguard dog is assigned with the sniffer to intimidate and if necessary attack anyone who would attack the sniffer.Gain the following skills at +30%; Animal Husbandry DogClimbDetect ConcealmentProwlRunningSwim

Crime Scene InvestigationForensic science (often shortened to forensics) is the application of a broad spectrum of sciences to answer questions of interest to the legal system. This may be in relation to a crime or to a civil action. It is used to answer questions relating to examination and comparison of biological evidence, trace evidence, impression evidence (such as fingerprints, shoeprints and tire tracks), controlled substances, firearms, and other

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evidence in criminal investigations. Typically evidence is processed in a crime lab. Some of the forensic science disciplines are:Forensic accounting is the study and interpretation of accounting evidence.Forensic anthropology is the application of physical anthropology in a legal setting, usually for the recovery and identification of skeletonised human remains.Forensic economics is the study and interpretation of economic damage evidence to include present day calculations of lost earnings and benefits, the lost value of a business,lost business profits, lost value of household service, replacement labour costs and future medical care costs.Forensic engineering studies the causes of failure of devices and structures.Forensic entomology deals with the examination of insects in, on, and around human remains to assist in determination of time or location of death. It is also possible to determine if the body was moved after death.Forensic evidence deals with scientific evidence from a crime scene.Forensic epistemology deals with philosophical knowledge in a legal setting, typically forunderstanding behaviour of states.Forensic odontology is the study of the uniqueness of dentition. (study of teeth)Forensic psychology and forensic psychiatry deal with the legal aspects of human behaviour.Forensic toxicology is the study of the effect of drugs and poisons on the human body.Forensic Ballistics is the science dealing with the investigation of use of firearms and ammunition.Questioned document examination is the study and interpretation of evidence that takes the form of documents.Gain the following skills at +30%;Chemistry PharmaceuticalDetect ConcealmentForensicsMicrobiologyPathologyPhysics

NegotiatorThe purpose of the Police Negotiator is to safely resolve critical incidents, hostage and/orcrisis situations, sieges, suicidal people and terrorist acts.Gain the following skills at +30%;Brainwash3 additional LanguagesPsychologySociology

Patrol This is the standard beat cop. Take this POS if no other category is chosen.Gain the following skills at +30%;ClimbDetect Concealment

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ProwlResearchRunningSurveillance

Special Weapons And TacticsSWAT (originally Special Weapons Assault Team) is a specialized unit in many United States police departments, which is trained to perform dangerous operations. These can include serving high-risk arrest warrants, performing hostage rescue, preventing terrorist attacks, and engaging heavily-armed criminals. SWAT teams are equipped with specialized firearms including submachine guns, shotguns, carbines, tear gas, stun grenades, and high-powered rifles for marksmen (snipers). They often have specialized equipment including heavy body armour, entry tools, steel reinforced boots and night vision optics.Other countries have similar units; in Australia its the Star Force, in England CO19, in Canada ERT, in Israel Yamam, in Germany SEK and in France GIGN.Gain the following skills at +30%;Clay ShotDemolitionsProwlSharpshoot ModernSniperWP Rifle

UndercoverUndercover officers disguise their own identity or use an assumed identity for the purposes of gaining the trust of an individual or organization to learn secret information or evidence. A separate technique is wearing plainclothes. Many countries allow the use of undercover law enforcement officers solely or primarily for the enforcement of laws against the use of certain drugs. Many of these officers are allowed to commit crimes if it is necessary to maintain the secrecy of the investigation, orin order to collect adequate evidence for a conviction. Gain the following skills at +30%;DisguiseForgeryImitate VoiceImpersonationInvestigativePick Locks Federal Bureau of InvestigationThe mission of the FBI is to protect and defend the United States against terrorist and foreign threats, to uphold and enforce the criminal laws of the United States, and to provide leadership and criminal justice services to federal, state, municipal, and international agencies and partners. Other countries have similar agencies; in Australia itsthe AFP, in England Scotland Yard, in Russia the GRU and in France the DST.

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Step 1: Attributes+1 to PS and PE, 30 SDC.Step 2: SkillsGain the following skills at +30%;BureaucracyCryptographyForensicsHTH ExpertIntelligenceInterrogationInvestigative1 extra Language of choiceLawOptic SystemsPhotographyResearchSurveillanceTelegraphyTV/VideoWP PistolChoose 10 secondary skills with any additional Communication gaining +15%.Step 3: Starting EquipmentPistol and D10 x $300 in savings.

Military Classes

Available Classes;Combat PilotInfantryNaval SeamanSpecial OperationsTank Crew

Available MOS;ChaplainCommunicationsElectrician Engineer Hand to HandInfiltrationIntelligenceMechanicMedic ReconSapperSniper

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C.I.A. or international equivalent Combat PilotPilots are part of the military or armed service that primarily conducts aerial warfare. They typically fly a combination of fighters, bombers, helicopters, transport planes and other aircraft. Every country has its own air force though organisational structures may vary.Step 1: Attributes+1 to PP and PE, 30 SDC.Step 2: SkillsGain the following skills at +30%;Detect AmbushesDetect ConcealmentFirst AidHTH BasicLand NavigationNavigationPilot Combat Helicopter or Combat JetRadio BasicRead Sensory InstrumentsSurvivalWP PistolWeapon SystemsChoose 1 MOS and 6 secondary skills with any additional Pilot gaining +15%.Step 3: Starting EquipmentD10 x $200 in savings. InfantryInfantry are soldiers who fight primarily on foot with small arms in organized military units, though they may be transported to the battlefield by horses, ships, automobiles, skis, or other means. Infantry serve in a wide manner including being involved in attacks,pursuit, escort, defense, patrol and even construction. Every country has its own army though organisational structures may vary.Step 1: Attributes+1 to PS and PE, 30 SDC.Step 2: SkillsGain the following skills at +30%;DemolitionsDetect AmbushesDetect ConcealmentFirst AidHTH BasicLand NavigationProwlRadio BasicSurvival

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TrackingWP PistolWP RifleChoose 1 MOS and 6 secondary skills with any additional Military gaining +15%.Step 3: Starting EquipmentRifle and D10 x $100 in savings. Naval SeamanThe navy is the branch of a country's military forces principally designated for naval warfare and amphibious warfare (marines) namely lake or ocean borne combat operationsand related functions. It includes operations conducted by surface ships, amphibious ships, submarines, and seaborne aviation,as well as ancillary support, communications, training, and other fields. The strategic offensive role of a Navy is projection of force intoareas beyond a country's shores (for example, to protect sea-lanes, ferry troops, or attack other navies, ports, or shore installations). The strategic defensive purpose of a Navy is tofrustrate sea-borne projection-of-force by enemies. Every country has its own navy though organizational structures may vary.Step 1: Attributes+1 to PS and PE, 30 SDC.Step 2: SkillsGain the following skills at +30%;First AidHTH BasicNavigationPilot Combat Submersible or WarshipRadio BasicRead Sensory InstrumentsSeacraft Mechanics SurvivalSwimWP ArtilleryWP RifleWeapon SystemsChoose 1 MOS and 6 secondary skills with any additional Military gaining +15%.Step 3: Starting EquipmentD10 x $100 in savings. Special Operations ForcesSpecial forces are military units formed and trained to conduct missions of unconventional warfare, counter-terrorism, reconnaissance, direct action, and foreign internal defense. They typically comprise relatively small groups of highly-trained soldiers who are armed and supplied with specialised equipment, and operate upon the principles of self-sufficiency, stealth, speed and close teamwork. Examples of special forces include the U.S. Army Rangers, Navy SEALs and Delta Force, UK and Australian SAS, and Russian Spetsnaz. Step 1: Attributes

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+1 to PP and PE, 40 SDC.Step 2: SkillsGain the following skills at +30%;DemolitionsDetect AmbushFirst AidHALO ParachutingHTH AssassinLand NavigationProwlRadio, BasicSCUBASniperSurvivalSwimWP RifleWP Submachine gunChoose 1 MOS and 4 secondary skills with any additional Physical gaining +15%.Step 3: Starting EquipmentD10 x $300 in savings.

Tank CrewTank crews pilot a tracked armoured fighting vehicle, designed to engage enemy forces by the use of direct fire. A tank is characterized by heavy weapons and armour, as well asby a high degree of mobility that allows it to cross rough terrain at relatively high speeds. While tanks are expensive to operate and logistically demanding, they are among the most formidable and versatile weapons of the modern battlefield, both for their ability to engage other ground targets and their shock value against infantry. However they seldom operate alone being vulnerable to infantry, mines, artillery, and air power. Tanks are also at a disadvantage in wooded terrain and urban environments, which cancel the dvantages of the tank's long-range firepower, limit the crew's ability to detect potential threats, and can even limit the turret's ability to traverse. Every country has its own armoured divisions though organisational structures may vary.Step 1: Attributes+1 to PS and PE, 30 SDC.Step 2: SkillsGain the following skills at +30%;Detect AmbushesDetect ConcealmentFirst AidHTH ExpertLand NavigationPilot TankPilot TruckRadio BasicRead Sensory Instruments

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SurvivalWP RifleWeapon SystemsChoose 1 MOS and 6 secondary skills with any additional Military gaining +15%.Step 3: Starting EquipmentD10 x $100 in savings.

Available Military Occupational SpecialtiesEach military class may choose one of the following MOS's as his are of specialty;Chaplain Bureaucracy, Lore Religion, Meditation, Psychology, Sociology

and Writing.Communications Cryptography, Laser/Microwave, Optic Systems, Radio Satellite,

Radio Scramblers and Surveillance Systems. Electrician Basic Electronics, Computer Hacking, Computer Programming,

Computer Repair, Hotwiring and Electrical Engineer.Engineer Architecture, Carpentry, Civil Engineer, Industrial Engineer,

Masonry and Mining Engineer.Hand to Hand Off Hand Weapon Use, Reflex Mastery, WP Blade, WP Blunt, WP

Garrotte and WP Target.Infiltration Disguise, Forgery, Imitate Voice, Impersonation, Investigative and

Pick Locks.Intelligence Brainwash, Detect Concealment, Intelligence, Interrogation,

Investigative and Politics.Mechanic Basic Mechanics, Aircraft Mechanics, Auto Mechanics,

Locksmith, Mechanical Engineer and Seacraft Mechanics. Medic Forensics, Holistic, MD, Paramedic, Pathology and Toxicology.Recon Concealment, Detect Concealment, Photography, Tracking, WP

Blade and WP Target.Sapper Basic Electronics, Concealment, Demolitions, Detect

Concealment, Engineer Industrial and Radio Basic.Sniper Sharpshoot Modern, Sniper, WP Heavy Gun, WP Pistol, WP Rifle

and WP Submachine Gun. Central Intelligence AgencyThe Central Intelligence Agency's primary function is obtaining and analyzing information about foreign governments, corporations, and persons, and reporting such information to the branches of the Government. Its secondary function is propaganda or public relations, overt and covert information dissemination, both true and false, influencing others decide in favour of the United States Government. The third function of the CIA is as the hidden hand of the U.S. Government, by engaging in covert operations at the direction of the President. Other countries have similar agencies; in Australia its ASIO and ASIS, in England MI5 and MI6, in Russia the KGB, in Israel Mossad, and in France SDECE.Step 1: Attributes+1 to PS and PE, 30 SDC.

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Step 2: SkillsBrainwashBureaucracyComputer HackingComputer ProgrammingCryptographyHTH ExpertIntelligenceInterrogationInvestigative3 extra Languages of choiceLawRadio SatelliteRadio ScramblersSurveillanceTV/VideoWP PistolChoose 8 secondary skills with any additional Espionage gaining +15%.Step 3: Starting EquipmentPistol and D10 x $400 in savings.

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Superhero Classes

AliensAliens are beings from other planets who possess unusual and sometimes extraordinary powers. Some look very much like humans while others are clearly inhuman. Their motives for coming to Earth will vary, as will their attitudes. Not all aliens will be peaceful and wise, others aggressive even savage.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 20 SDC plus any gained through race and physical training.Step 2: RaceThe universe is teeming with other life forms the number of which is incalculable. Choose a race or create a new one using the Cosmic Creation Netbook.Step 3: Reason for being on earthThis section may either be randomly rolled or chosen. The GM may wish a specific reason if it pertains to the direction of his campaign.D100 Result01-20 Banished; usually for political reasons or upsetting someone important. The character has been dumped on earth or in our era and is not allowed to return. No knowledge of earth or its culture, and no currency.21-40 Fugitive; the character is on the run and has fled to earth where he is currently hiding. GM's choice of whether is wanted dead or alive. He is hunted at extreme level41-60 Sentenced; the character is a criminal whether the conviction is valid or not. No knowledge of earth or its culture, and no currency.61-80 Accidental; the character has wound up on earth either through an anomaly, timestorm or some other form of accidental displacement. No knowledge of earth or its culture, and no currency.81-00 Mission; the character is on earth to either spy, act as an advance scout or be hunting someone. He cannot return until his mission is complete. He is watched at extreme level by his superiors.Step 4: EducationChoose or roll below to determine the character's main training background.D100 Result01-11 Sent to earth as a last survivour or for other reasons. Raised with earth based skills, choose as normal.12-22 This guy is just your average Joe within his alien society. No military or scientificskills, just an alien plumber or mechanic. Choose skills as normal with an alien emphasis.23-33 This character's skills centre around thievery, hacking or some other form of criminality. Criminal Skill Program (+20%), Professional Thief Program (+20%), 5 moreRogue skills (+15%), 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.34-44 This character is fighting against the authorities from his world. His skills revolve around the military and infiltration. 1 Military Skill Program (+20%), plus 1 additional Military or Espionage Skill Program (+20%), 1 Espionage Skill Program (+15%), 1 WP

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Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.45-55 This character is tracking someone or a group on earth. He is either being paid as a bounty hunter or seeking revenge. His skills revolve around hunting and tracking, and possibly some detective abilities. 1 Survival Skill Program (+20%), Thief Skill Program (+20%), 1 WP Ancient Skill Program, 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.56-66 This character has been sent to earth to recapture a criminal or break a crime ring from his world. His skills revolve around the law, tracking, weapon and detective abilities. Law Enforcement Skill Program (+20%), Investigation Skill Program (+20%), Criminal Skill Program (+15%), 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.67-77 This character has been sent to earth to either soften it up for an invasion or to aid it against invasion from another race. 1 Military Skill Program (+20%), plus 1 additional Military or Espionage Skill Program (+20%), 1 Espionage Skill Program (+15%), 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.78-88 The character is a scout for an impending invasion force. His skills revolve around infiltration, espionage, and research abilities. 1 Military Skill Program (+20%), Survival Skill Program (+20%), 1 Espionage Skill Program (+15%), 1 WP Modern Skill Program and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.89-00 The character is a researcher from some alien university, sent to earth to study ourculture or possibly some long buried alien tech. His skills revolve around exploration, research, and deduction. 2 Language Skill Programs (+20%), Science Skill Program (+15%), 1 Medical Skill Program (+15%), and 1 other Skill Program (+10%) of choice, as well as 10 Secondary skills.Step 5: Other AbilitiesRoll to determine if the character has any other special abilities;D100 Result01-25 Nope26-31 1 Mutant type32-37 Bionics38-43 1 Experiment type44-49 1 Hardware type50-55 Mega Hero56-61 Natural Genius62-67 1 Immortal type68-73 1 Magic type74-79 1 Physical Training type80-86 1 Robotics type87-91 1 Special Training type94-00 SymbioticStep 6: EquipmentDetermine this in conjunction with your GM. The type of equipment will vary with the reason why the character is on earth.

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BionicsBionics can be special implants placed "in" the body or mechanical replacement limbs. These mechanized limbs are far more than cosmetic prostheses. They are super-sophisticated, mechanical limbs that look and respond like real, flesh and blood appendages. A delicate system of sensors is implanted to react and interact with the body's nervous system. The result is an artificial limb that functions exactly like a real, flesh and blood arm or leg. A true medical miracle. High technology makes it possible to create replacement limbs that far exceed the capabilities of the ordinary body part. Super strength, energy blasters, secret compartments, optics and sensors, can be combined to create a super-man - part flesh, part machine.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. Although a cyborg is still human, if only a partial cyborg (40% or more is a human body), he gets a base SDC of 30, which can be increased through physical training. Mechanical body parts, exoskeletons and bionic body armour are artificial means of adding more SDC protection to cyborgs. The typical bionic limb has an individual SDC of 40 and each additional point of PS that is purchasedadds 2 SDC to the limb.Step 2: EducationRoll to determine the character's educational level and select skills as usual. The charactercan have any level of education, from high school to doctorate, without significantly affecting his role as a bionic superhuman.Step 3: BudgetAutomatically receive $10 million and roll on the table below for additional funds. Not all the money need be spent straight away as repairs will be necessary at some point. The money cannot be spent on non bionic equipment, only cybernetics and related bionics. First decide on which body parts are being replaced with synthetic ones, and second, buy the most important and basic items first, then buy up the gimmicks.D100 Result01-30 +$5 million31-55 +$10 million56-75 +$15 million76-90 +$20 million91-00 +$30 millionStep 4a: Background Conditions for Bionic ReconstructionI've deleted the Healthy Specimen option from this table because no one psychologically stable would ever agree to lose a healthy limb.D100 Result01-25 Lost D4 limbs to disease or injury26-50 Permanent paraplegic51-75 Some form of wasting disease with no cure76-00 QuadriplegicStep 4b: Sponsoring OrganizationWho paid for everything?D100 Result

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01-12 Medical Research Centre13-24 Private Corporation25-36 Non Profit Organization37-48 Government Department49-60 Gifted scientist working on his own61-72 Superhero group73-84 Supervillain group85-00 Military (but which country?)Step 4c: Current status with sponsoring organizationIs the character still with his sponsor and how do they feel about each other?D100 Result01-08 Still with sponsor and very well treated. Receives favours and a high wage from them of D10 x100 dollars per week.09-16 Still with sponsor and well treated. Receives a moderate wage from them of D6 x100 dollars per week.17-24 Still with sponsor and dissatisfied. Treated with disdain by them and receives a minor wage from them of D10 x20 dollars per week. 25-32 Still with sponsor and treated like a slave. No wage and is constantly watched. Escape will take some planning.33-44 Sponsor closed down and dumped the character in the wild. 45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped the character in the wild with all ties broken. 53-60 Left sponsor on very good terms. May receive favours and freelance work from them.61-68 Left sponsor on good terms. May receive freelance work from them.69-76 Left sponsor after fight and is no longer welcome. 77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult level. Want him recaptured. 85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at Severe level. Want him recaptured. 93-00 Left sponsor after destroying the facility he was kept at with multiple deaths resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt himat Severe or even Difficult level. They want him dead.

Bionic Equipment1. Basic Bionic BodyArm and Shoulder joint PP 10, PS 10, 40 SDC, Cost $45,000. A

punch does D8 damage.Audial Sensor An electronic mike array which cannot pass

as a normal ear. $2,000 each.Both arms, shoulders and collarbones Cost $90,000.Both legs, hips and pelvis Cost $170,000Chest and/or Partial Ribs Cost: S600,000.Ear (basic) Simulates normal ear hearing. Stereo

surround sound speaker system with full

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range radio frequencies including VHF, UHF, CB and ultrasound. Hearing can be amplified to x10 that of a normal human. Due to satellite link range is effectively unlimited. Cost: $100,000.

Ear (fake) $20,000 each. These look like real ears but are artificial.

Eye (basic) Simulates colour optical system which functions identical to human eyes. Cost: $80,000.

Eye (fake) $20,000 each. These look like real eyes but are artificial.

Heart functions like the real thing. Cost: $1 million.

Kidney functions like the real organ. Cost: $1.5 million

Larynx Includes single-voice synthesizer. $18,000.Leg and hip PS 10, SPD 10, 70 SDC, Cost $85,000. A

kick does D8 damage.Lungs simulate normal respiratory system. Cost:

$95,000.Mouth and Throat with voice synthesizer to simulate a normal

human voice. Cost: $250,000.Neck and skull 40 SDC, Cost $250,000.Nose $15,000, 50% normal sense of smell.One Hand P.S. 10. P.P. 10. Cost: S3OO.000.One Arm P.S. 10, P.P. 10, Cost: $700,000.One Leg P.S. 10, SPD 10, Cost: $1 million.Ribcage Cost $290,000.Skull and/or Face Cost: $500,000.Spine 30 SDC, Cost $30,000.Tongue $15,000, full dexterity, 50% normal sense of

taste Torso Casing +150 SDC, Cost $100,000.Wi-fi Satellite internet link. Cost: $2000Full Body ConversionBoth arms & shoulders, both legs & hips, collarbones, spine, ribcage, pelvis, torso casing, neck and skull. Torso 180 SDC. $900,000.

2. Bionic AudioAmplified Audio Adds +6 to initiative, +1 parry, +2 dodge. Can hear quiet

speech at 100 metres, stealthy movement at 50 metres, heartbeats at 10 metres. $10,000. Requires at least one Ear or Audio Sensor.

Audio Recording Implant This is for female characters. Implanted in the breast is a digital recording device and the nipple is a microphone. The range of the microphone is quite good as it can hear a

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small whisper 6 metres away. The character can have the Implant tied into other on-body computer (OBC) implants or the built-in telephone to allow others to hear the conversation happening. This is dangerous however as the signal can be tracked. Cost: $180,000 as a standalone unit; $210,000 to tie it into the OBC and built-in telephone.

Bug Detector Detects any listening devices within a 20 metre radius. Cost: $2000

Directional Audio Treble the range of Amplified Audio, but must be pointed accurately at the sound source. $20,000.

Ears, Animal-like Typically feline or canine ears mounted on the top of the head like an animal. The ears can usually move like a cat ordog, but have no actual audio capabilities unless a radio or other listening or sensor implant is concealed within. Cost:$25,000.

Ears, Pointed May be large or small, cost double for large. Cost: $15,000.

Language Translator A miniaturized language translator placed right inside the body to facilitate easy communication with the multitude ofnonhuman life forms on Rifts Earth. Characters who already have a Headjack or some other type of audio ear implant can have the cyber-translator implant installed at half cost because it is integrated into that pre-existing system. Starts with 10 different languages to begin with, and eight additional languages can be added. Level of accuracy is 98.7%. Cost: $200,000

Laser Parabolic Pickup Simply focus the laser on any window of your target's home, office, etc. and hear what's going on. Once the laser hits the window, it instantly reflects back at the unit, which receives the returning laser signal, and gives you the audiofrom inside. Range of 400 metres. Cost: $600

Noise Filter System Doubles amplified audio and directional audio ranges. $25,000.

Radio Chip (advanced) Usually implanted in the ear or at the base of the skull. The chip is a radio receiver that enables the character to listen topublic radio and television bands of transmission. Superior quality and depth of sound. Channels are typically changed using a tiny, hand-held remote control unit or via a computer or monitor jacked into the cybernetic individual.Most people have it installed for recreational purposes. Cost: $30,000. The chip can be converted to pickup wideband and broadband transmissions, including most police and military bands, for the Cost of +$30,000.

Radio Ear (Basic) A cybernetic ear or implant that enables the character to getall commercial radio stations. Channels are typically changed using a tiny, hand-held remote control channel

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changer or portable computer jacked into the character. Canonly receive and listen, not transmit. Cost: $10,000

Radio Bandit's Ear This version using broadband, enables the character to receive (listen to) 1000 radio channels and frequencies, including the police band, emergency bands and most common military bands, in addition to most commercial television (can both hear and view TV signals provided a monitor or bionic eyes are available). In addition, the bandit ear can intercept and unscramble coded messages (01-59% success ratio). Channels are changed using a tiny, hand-held remote control channel changer or computer jacked into the character. Those who also have a bionic jawmay get a special jaw unit that can change channels by grinding the jaw a particular way. Cost: $40,000

Radio & Scrambler Implant An implant with organic circuitry developed by the militarythat enables the user to interface with a specially modified radio through mental control. For most cyborgs, the short-wave radio will be housed in a compartment on the armoured back. It has a range of 160 kilometres, can broadcast on 800 frequencies and automatically scrambles and decodes all transmissions. It can also send scrambled and coded messages. This implant interferes with psionics, reducing range and duration by 75%. Cost: 80,000 for the implant and an additional 20,000 for the radio.

Sonic Protection Cuts out the audio system when sound exceeds 85 decibels.Blocks out sonic stunners, deafening explosions, etc. $3,000.

Sound Identifier An ear implant that can be programmed to recognize as many as a dozen specific sounds or voices. Used to identify, track and pinpoint a specific vehicle, device or individual by its distinctive sound. An exact sample must be available for programming. This can be done via any audio recording, or by "listening" and recording the sound, live. Cost: 30,000

Surveillance Ear This is an ear accessory that can be combined with a Headjack, Amplified or most bionic and cybernetic ear implants. The Surveillance Ear can be tuned to listen to a specific, hidden listening device ("bug") as well as work something like a stethoscope or parabolic dish in which the character can press his ear to a wall or door to hear a muffled but relatively clear conversation on the other side. The eavesdropping character can hear the conversation clearly, tell how many people are speaking, etc. However, if listening intently the individual is not likely to hear or notice somebody sneaking up on him (the listener is -2 on initiative and anyone prowling toward him is +10% to do

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so).Telephone Jack Can "jack" into telephone lines to use them for free or to

eavesdrop on the conversations of others. To do the latter, the eavesdropper must tap into the specific line. A surprising number of local telephone and local internet (regional) services are available at high-tech cities and atleast half of the 'Burbs. The other parties, however, hear adouble clicking sound every 4D6 seconds, or a slight buzz throughout the conversation while the unseen listener is tapped into the line. Those in the know, may suspect their call is being monitored when they hear these sounds. Cost: 800; must be added to an existing ear implant.

Ultrasonic Audio Permits the detection of very high-frequency sounds such as stealthy footsteps, some machinery, moving clothes & equipment, and ultrasonic transmissions up to 100m distant. $11,000.

3. Bionic VisualCamera Eyeball The character uses the muscles around the eyesocket to

focus, adjust, and “snap” pictures with this tiny eyeball digital camera. It’s a good imitation of a normal eye. passing even a close inspection 95% of the time. Cost: $10,000.

Container System Eyeball This is a general purpose hiding place with only one "control” it can open up the iris to release its contents. Can be used to hold powders, liquids, gas. or any relatively small object. Removed from the socket, it can be opened byunscrewing along the orb’s equator. It’s fairly realistic, fooling people about 75% of the time. Cost: $5,000.

Eye Cat Almond, feline shape, look and colour, otherwise ordinary 20/20 vision. Cost: 15,000 for each lifelike cybernetic eye, $25,000 for each Bio-System eye.

Eyes, Mood Eyes or Changing Eyes Lifelike cybernetic eye with 20/20 vision but no special powers other than the eyes can change 2-8 different colours to reflect the wearer's moods. Cost: 12,000 for lifelike cyber-eye and 400 per eachcolour it can change to.

Flare Protection Transmits no blinding light levels. $4,000.GPS Satellites orbiting the earth can track a person's

whereabouts anywhere on earth within 10 metres accuracy. Lightweight and portable, the GPS can bedetached and hidden in a jacket, briefcase, purse or backpack, to accompany you anywhere added personal protection is needed. The GPS receiver canbe easily installed and can be activated by the push of a button to send out an alarm at the first sign of

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danger. The signal immediately alerts a monitoring station where high resolution full colour maps can be viewed on a computer screen to pinpoint the victim's location in a matter of minutes. Receiving printed reports and data analysis is easy, as well as generating information to aid in the rescue. Cost: 5000

IR/UV Vision This is not seeing heat levels it appears as monochrome vision. Range 300 metres. Functions as night vision outside, or with the aid of an IR or UV illuminator. $6,000.

Laser Rangefinder Improves aiming, +1 strike. Range 2000 metres. $25,000.

Low Light Vision Monochrome night vision to 600 metres. $8,000.Military Multi-Optic System Flare protection, telescopic, low light, laser

rangefinder. $40,000.Radius Vision 4 additional eyes permit 360-degree radius vision.

Adds +2 initiative. $75,000.Retinal Image Eyeball Designed for one, and only one, purpose. To get

around retinal camera security devices. A"foolproofway of checking identities is to photograph a person's retina (the back of the eyeball, what a doctor is looking at when peering into a patient's eye). A person's retina is just as unique as a fingerprint and far more difficult to fake. Of course,with this eyeball attachment, fooling the retina camera is simple. In addition, the character can use the eyeball to photograph the retina of any other cooperative, captured, or unconscious character. Just pop out the eyeball, put it in front of the other character’s eye, “snap” the image, and pop it back in. The eye is set up to “remember" 24 different retina patterns. The eyeball looks real, fooling careful observers 96% of the time. $30,000.

Searchlight 6,000,000 Candlepower, Night Vision and Video Compatible. The Searchlight can be remotely connected and operated at distances up to 100' from the battery or other appropriate sources. Detectionof the light source is approximately fifteen degrees off the centre beam axis when viewed from a distance of 500' or more. It can be fixed to a body location and given a swivel rotation. Cost: $300

Sphere Vision 8 additional eyes permit vision in all directions, including up and down. Adds +6 initiative. $190,000.

Targeting Sight This is a feature that can be added to any of the

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mechanical eyes. Cross-hairs are superimposed overthe visual image to help focus on a specific target area. Adds a bonus of +1 to strike when using any weapon. Cost: $4,000

Telescopic Vision Enhancement Magnification up to 100x. $12,000.Thermal Imaging The unit is capable of detecting changes in

temperature radiated by objects over 500 feet away. While able to sense the infrared radiation emitted byobjects warmer than 0 degrees celsius, the instrument is particularly sensitive to the heat whichis radiated by humans and animals. The relative intensity of the infrared radiation coming from the object, as compared to the background, is indicated on the LED bargraph display in the rear panel. The number of red LEDs will change according to targetsize, temperature, and distance. Temperature changes of 1 degree centigrade can be detected. Thesensitivity is adjustable to allow for use indoors or outdoors. By scanning the walls or ceilings of a structure, the unit can monitor the temperatures to indicate concealed concentrations of heat. Excessiveheat in the electrical wiring or lighting fixtures can be found and voids in thermal insulation located. Cost: $3000

Underwater Eye The cornea is designed to automatically distort when submerged underwater, enabling it to compensate to the new watery environment without need of goggles or other eye protection. The character can see with crystal clarity underwater and in low light depths of up to 200 metres. The eyealso contains a self-replicating oil that is automatically released into the eye whenever the water is murky or bright with sunlight. The oil droplets are haze filters which reduce glare from sunlight and filter out reflections and haze from tinydebris particles floating in the water, allowing for quality vision. The oil droplets are also released above water when exposed to bright light, creating anatural and instant filter/sunglasses effect, reducing glare (not as good as polarized vision, but equal to acheap pair of sunglasses). 20/20 vision. Choice of eye colour. Cost: $35,000; $65,000 for a pair if purchased at the same time.

Video-Nerve Interface Eyeball Designed to send signals to the character's brain along the optic nerve. It does not replace sight, but instead provides a crude monochrome (black and

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white) picture of the world. However, it can be fitted with some of the special optics listed under eye augmentation options. The lens is fixed, the rest of the eyeball looks somewhat machine-like, and there’s a good chance (80%) that anyone looking closely at the character will spot the phoney eye. Getting this eyeball also involves surgically implanting a special nerve interface, so it’s impossible to use anyone else's Video-Nerve Interface Eyeball. Cost: $30,000

Video Recording Implant Implanted in the breast is a digital recording device and the nipple is a small camera lens. The range of the video is within normal eyeshot. Cost: $205,000.

4. Bionic Throat and NoseAnti-Toxin and Super Digestive System The character can eat any organic substance

without harm and can squeeze every ounce of nutrition out of it to boot. Bonuses: +4 to saves vs. ingested poison and only needs toeat about half as much food, and food for this cyborg can include grass, leaves, tree bark, roots, rotting garbage, spoiled meat, and so on. Cost: 50,000

Bomb Detector The unit sniffs out the vapour of a bomb - aninvisible, undetectable vapour that's continuously emitted from explosives. If suspicious gasses are present in the air, an alarm light will instantly illuminate. But only when the vapour is truly explosive, willthe light be joined by an audible tone. Only 2 minutes after the alarm is received, the unit is warmed up and ready to operate. A single switch then activates the system and in as little as one second, an explosive can be located. Cost: $7000

Broad Spectrum Digestive Requires replacement digestive. Can digest wood, grass, or rotting organic material. +8 to save vs. ingested poisons. $75,000.

Gills These are surgically installed on the sides of neck of the recipient. They transfer oxygen straight to the blood stream from water, allowing them to breathe indefinitely underwater. Cost: $10,500

Inhaled Toxin Filter +6 to save vs. inhaled toxins. Requires replacement respiratory system. $40,000.

Internal Bio-Monitor Comes with optional external readout under a brightly marked panel. $20,000. People

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don't realise that it's *hard* to determine the medical condition of an injured cyborg! You can't go by pulse, or lividity, or pupillary response.

Iron Jaw The lower jaw and teeth are obviously mechanical, giving the cyborg a rather robotic, often disturbingly metal-skeleton look to his lower jaw and mouth. Usually done to evoke fear. Damage Bonuses: +D6 SDC damage to bite attacks.

Larynx Manipulator This electronic device is surgically implanted onto the character’s vocal cords. The device itself actually stretches or contracts the cords, thereby changing the character’s natural speaking voice. By manipulating the larynx, the character can imitate any other voice with 80% reliability. Using some kind of sonic analysis machinery (a microphone, a tape recorder and an oscilloscope), the character can “fine tune” the vocal cords to raise the chance of success to 90%. Combining the Larynx Manipulator with the Imitate Speech skill brings the success rate up to 98%. Note: That the chances of fooling someone over a radio or telephone is easier than trying to do it in person. Cost: $75,000. Bonus: Adds + 10% to impersonation skill and + 5% to disguise skill.

Loudspeaker Amplifies voice up to 120 decibels. Cost: $2000Nasal Filters This is simply a small filter system inserted into the nose and

organically fused into place. It provides a +5 to saves vs. air borne toxins/ drugs. Must be replaced once a year. Cost: $1600

Nutrient Tank Requires replacement digestive. Can survive on only 100 ml of water a week, replacing loss from the recycling system. 4-week supply of nutrient. $25,000.

On-Board IRMSS This device services only the cyborg itself. $45,000.Oxygen Storage Tank Lasts 8 hours for most cyborgs, 32 hours. $75,000.Replacement Vitals Cyborgs normally retain all these vital organs, along with their

brain. Players may choose to replace them anyway.Glandular $160,000Digestive $20,000Respiratory $50,000Cardiac $70,000

Ultra Transmission Can choose to speak and be audible only to those with ultrasonicaudio sensors, or dogs, to a range of 100m. $11,000.

Voice Mimicker This can be used to mimic someone else's voice perfectly, including the gender. However there must be a recording of the desired voice in order to be able to copy it. Cost: $10,000

Voice Modulator This unit has eight voice masking levels and is compatible with alltelephones and office systems, this unit will also work on conference calls. Cost: $300

Wall Probe Detect and monitor sounds through virtually any surface. The probe delivers clear, undistorted sound through walls, windows, metal, air ducts, plumbing, conduit and more. Intended for bomb detection training and testing, this device can also be connected to

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standard recorder and other measurement equipment. Cost: $500 5. Bionic HeadAdjustable Hair Follicles The character’s scalp is imbedded with thousands of tiny

artificial hairs. These have three important properties. First,they can be retracted or extended for a change of up to two inches in hair length. This hair length must be tailored to the characters specific needs. The second feature of the adjustable hair is it's ability to take colour. Unmodified, theartificial hair is pure white, but just about any commercial hair dye can be used to darken the hair to any desired colour. Finally, the actual shape of the hair can be changed.This is important because the shape of each individual hair follicle determines the type of hair. Perfectly round hairs are very thick and straight (like most Orientals). Hairs with an oval cross-section are curly. Fat ovals make the hair wavy, but skinny ovals result in curlier hair. Hairs that are totally flat, almost like ribbons, make for tight kinky curls (like most Africans). The shape of the adjustable hairs can be controlled so the character can have any of these types of hair. A mere five minutes is needed to change completely from one hair type to any other. Cost: $160,000.Bonus: Adds + 10% to disguise skill.

Air Temperature Reader The skin precisely measures bot and cold temperaturesemanating from objects or areas, provided the surface is notso hot as to bum the skin or sensor. In the case of extremelyhot items, such as a cooking grill, stove top, engine, campfire, etc., the temperature can be taken by placing the hand with the sensor near the heat source or item. This can be extremely useful in telling, for example, if an engine hasbeen recently used (if hot it has been, if warm not long ago and cold means not in hours). Therefore this sensor helps totell how old a campfire may be, whether a weapon has beenrecently fired, or in locating a heat source, etc., as well as measure the air temperature around the character. Range is limited to touch or about 20 centimetres from the heat subject. Remember that touching something that is extremely hot will damage/burn even a cybernetic hand justas it would a normal flesh and blood hand. Cost: $5,000

Beacon with Hair Antenna A small transmitter implanted under the scalp with an antenna that looks exactly like one of the hairs of the user. To activate, a Morse code like password is tapped with the teeth. A slight tingling sensation indicates it is on. The beacon not only transmits the user's location up to 16 kms away, but, using the teeth tapping code, can also relay information from the user. It cannot receive transmissions,

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only send. Can also be followed by a bug tracking system keyed to its frequency. A Signal Booster increases the range as per that item. Cost: 2,000

Bio Wrinkle Manipulator Allows the character to change the wrinkling of the face by compressing or stretching the skin. The range of settings varies from a youthful, unlined look, all the way to that of amassively wrinkled ancient. The full range of changes takesjust one melee round. Cost: $100,000.

Chipjack This device allows a bionic character to perform skills that he or she does no know. A character can have only one chipjack that holds 10 datachips. The datachips are interchangeable which means the character may have more than 10 datachips but never more than 10 datachips operating at on time. It takes one melee to change a datachip and 5 minutes of processing time to actives the datachip. The chipjack is usually implanted on the inner arm just above the wrist or side of the head. Cost: $800,000for chipjack. Datachip Cost: First Level: $60,000, Second Level: $100,000, Third Level: $150,000

Cybernetic Cellular Phone This is a standard cellular phone implanted in the jaw bone.The character can make and receive telephone calls anywhere service is available. Conversations can be held and the phone dialled without notice to observers. Note thatsensitive radio/electronic detectors will notice the signal. This boosts the range of the Cyber-Modem to the range of the phone. Cost: 150,000

Eyelid Compression Device Tiny hydraulic pumps inflate and deflate the small sacks around a character’s eyelids. These are used to change the appearance of the eyes from a flat, round-eyed, Caucasianlook, all the way to a full oriental epicanthic fold (what some would call “slant eyes”). Basically the eyes of the character can match any race. Cost: $45,000. Bonus: Adds +10% to disguise skill.

Facial Silicon Layer The character can manipulate their own facial features. They start by pushing a sack of softening formula, usually located just under the ear, which releases a chemical and spreads it through the silicon. Ten minutes later the character can use fingers or a full face mould to change their features. Cheekbones, chin, nose, lips and jawline are all changeable. Once the new face is finished, when the manipulation stops, then the silicon will automatically start to harden. Twenty minutes later the character will have a new face that looks and feels completely normal. Note: Imitating someone else’s face is never perfect. The chancesof detection depend on two things, the familiarity of the observer with the original owner of the face, and the way

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the shaping is done. The facial silicon layer is really three layers, one protecting the natural skin, one of silicon, and the outer layer of realistic looking artificial skin. Note that the skin colour, hair and other features will have to be changed using normal makeup, not by using other devices. Cost: $200,000.

Hair Mechanics Also known as "Cyber-Hair/' is the substitution of real hair with obviously fake, metallic or mechanical hair. May include thin or heavy chains, cascading metallic or plastic scales or hoops, straightor curled wire, hooks, metal balls, and even colourful fibre-optic illuminated filaments, among always has a high-tech, robotic or metallic look. Cost: 3000. Rich and Ornamental (i.e., made of precious metals and gems, more like wearing jewellery than hair): 10,000.

Dataplug/Headjack This is a special jack or port implanted in the base of the skull behind the ear. The data plug is connected to the character's brain at key areas to allow input from the jack to transfer information, pictures, sounds, and other sensory input from outside sources to be carried to the brain directly. Other connections to the data plug allow the character to send output through the jack so that devices or equipment plugged into the jack can be controlled mentally. Themost common uses for this system are entertainment (especially interactive video), computer operation, navigation, and communications. The cyberlinking that headjacks provide makes them a very useful tool for computer operators, especially those who wish to commit computer crimes. Using headjacks for illegal purposes is typically referred to as cyberjacking. Anybody using a headjack gains a +10% bonus to any skill involving computer operation, navigation, reading sensor systems or other computer, audio or video systems. Cost: 14,000

Internal Calculator A tiny computerized calculator usually connected to a Headjack, ear implant or artificial eye. The computer responds to spoken, radio or computer transmitted mathematical equations. The answeris transmitted through the Headjack, ear or eye implant. Cost: 1000

Melanin Device This implanted device is designed to release melanin into the character's skin, thereby changing the skin colour. The results are askin tone that can range from albino white all the way to a pure black. Useful steps in between are freckled Caucasian, light yellowAsiatic (Japanese), dark yellow oriental (Mongolian), dusky brown(Indian-Hindu), and dark brown (American Black). The change from one colour to another takes a full 8 hours. Cost: S60.000. Bonus: Adds +10% to disguise skill.

Olfactory Boost This implant provides the equivalent of the super ability of Heightened Sense of Smell. Cost: $400,000

Pain Editor This cybernetic implant causes the character to no longer feel pain from wounds. The character is invulnerable to shock from damage,pain checks, and torture involving pain. Cost: $1.2 million

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Radio Encrypter This encryption product ensures your e-mail, voice, fax, and data communications are secure. Cost: $3000

6. Bionic Hands and ArmsAdditional Arm Slightly smaller than primary arms. A single arm adds +1 parry,

each additional pair of arms +1 attack/melee, +1 strike & parry. A cyborg needs an IQ of 14 to cope with an additional arm or pair of arms (a cyborg with an IQ of 21 or more can have 2 additional, which is the maximum). $90,000 for 1 arm, $150,000 for a pair. Stats identical to standard bionic arms.

Additional PP $10,000 per point, per arm. Maximum 24.Additional PS $2,000 per point, per limb. All artificial limbs (arms AND legs)

must match. If the character has only a single bionic arm, the PS limit is 18 (if character's natural PS exceeds 18, limit is the lower of their PS and 30). If the character has bionic legs, hips, pelvis, torso casing and spine, the PS limit for bionic arms is 40.

Additional SDC Arm SDC is $200 per point. Chest SDC is $500 per point. Exoskeleton SDC is $500 per point. Hand SDC is $100 per point. Leg SDC is $300 per point. Skull SDC is $400 per point.No upper limit on SDC although weight will increase accordingly.

Blood Tox-Screen Special sensors and implants in the hand enable it to do a basic screen for the most common toxins and blood anomalies (Le., too much or too little insulin, sugar, cholesterol, white and red cell count, poison, etc.). The subject's blood to be tested must physically touch the area of the hand (may be a particular finger or area of the palm) to do the analysis. Can also indicate whether the sample is of a human, animal, or unknown (alien) blood type. Cost:30,000

Built-in Grapple Hand contains a grapple that can be ejected. It’s attached to a supertough, very thin, light weight 20 metre line. Also built into the hand is a motorized spool for retracting the line. This is strong enough to haul 250 pounds. Cost: $3,500.

Climb Cord Similar to the garrotte wire, this is a 3 metre length of 225 kgs test cord, no thicker than string, that can be pulled out of an artificial wrist or arm. The cord is primarily used by thieves for prowling and climbing around. The length isn't long, but can be used to looparound projections to steady oneself or scale walls. A favourite ploy of thieves is to use the cord to avoid authorities by dangling, unseen, under a balcony or above, from a pipe. A weight can beattached and used as a chain-type weapon for D6 SDC damage or asmall grappling hook can be attached for climbing. Cost: 1,500

Climbing System There are two versions of this system: Chemical and mechanical.The chemical system uses small ports in the hands and feet to

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excrete a resin that bonds to just about anything. Adjacent ports secrete an almost instant neutralizer that breaks the bond of the resin (any residue will evaporate within minutes). The bionic character climbs by moving one limb, then attaching it, then moving another, and so on. This version has little chance of falling,but is slow to use, reducing movement to 1/4 normal.Cost: 125,000 . Climbing bonus: Can scale smooth, sheer walls and hold onto the side of moving spacecraft and vehicles; +20% to the climbing skill.The mechanical system mimics that of many insects by lining the hands and leet with hundreds of super strong filaments (retractable,of course). The hair-like filaments help grip nearly any surface, much the same way a fly does and greatly aid in climbing. It is much cheaper than the chemical system, but does not have the same level of adhesive power. Thus, when climbing rope, cable or an elevated surface, the character is +10% to his climb skill and climbing is done at hall his running speed. However, a penalty –10% is applied instead of any bonuses when climbing a sheers, smooth surface. Cost: 75,000. Bonus: Adds +10% to climbing skill

Container Hand Although it looks like the real thing, right down to the adjustable fingers, it’s actually a hollow shell used for transporting and hidingsmall objects. The Container Hand can not be used for fighting or handling tools and weapons. The hand is not mobile, it can just be bent into any natural position. Touching the hand will instantly reveal it to be artificial, but there’s a 70% chance of it appearing real from a distance. SDC 40. Cost: $2,000.

Depth Gauge An implant popular among SCUBA divers, deep-sea explorers and fishermen. The implant measures the ocean's depth and water pressure. It vibrates when entering dangerous depths, and is hooked to an ear implant or radio chip and transmits a "pinging" sound for every foot of depth travelled and an audio (or HUD to artificial eyes) statement of depth at every 3 metres. A warning sounds when entering dangerous depths. Cost: 4000

Directional Spray Effective range 20 metres. Must be combined with chemical supply (see above by standing in at least knee-deep water it can berefilled or pumped directly). This can be used as a fire hose, or to spray gas, or for nastier tricks. $5,000.

Epidermic Analyzer Molecular analyzers in the hand identify and measure the amount of salt, sugar and powerful enzymes or chemicals by touching a person's skin and/or perspiration. It can also measure the patient's body temperate by touch (touch for 30 seconds). Cost: $35,000

Epidermal Gauge Basically the hand or a specific finger can take a person's body temperature by simply touching the subject on the neck, head or armpits. Cost: $1,000

Extension Arm Both the upper and lower arms can be extended up to three times their normal length. Strength matches that of the character. SDC is

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40. The arm does not look normal but can be hidden under a sleevewith only a 15% of detection by an observer. Cost: $18,000

External Attachment A stripped-down device that looks like a metal or plastic connection plug (which it is). All types of common modified weapons and tools can be easily plugged in. Thus, the hand can become an electric drill, screw driver, saw, motion detector, pistol, sub-machinegun, crossbow, sword, and so on. Switching hand attachments is quick, about 30 seconds. This device looks nothing like a normal hand, it has no fingers and looks like a mechanical device in place of a hand. The connecting device has a power pack with enough energy to last about two hours with constant use. Six hours is needed to recharge via any conventional electrical outlet. Cost: The hand unit is $5,000. Attachments run about $300 to modify plus the Cost of item.

Finger Camera A tiny digital camera that fits inside the tip of one finger. For thosehands without natural fingers, like the claw or external attachment hand, it’s just attached to the outside. Cost: $600.

Finger Light An adjustable flashlight is built into the last joint of one of the fingers, or, if used with the Base Hand, into a detachable joint. Covered, with the artificial skin still on, the finger glows redly. Removing the skin-like, lens cap, allows for the use of the light as a pencil-thin beam or as a diffused room light. Lasts for up to 2 hours, can be recharged at a standard outlet in 6 hours. Cost: $400.

Fingertip Silicon As with the facial layer, this is used to shape the loops and whirls of the fingertips. The softening agent must be injected and the tip should either be changed with a mould of the new prints (taken from the actual fingers of the original), or with a delicate sculpting that will take fine tools and at least an hour's work. Prints formed with a mould are 99% reliable. Prints made by sculpting are usually based on pictures of fingerprints and are usually 90% reliable. Note that this feature can be installed on a cyberhand attachment. Cost: $10,000.

Gas Finger Joint Usable only with the Base Hand. This is one joint of an artificial finger. It’s filled with concentrated tear gas and is designed to explode on impact. Easy to detach and toss. Cost: $100 each.

Gyro-Compass A device that can be implanted almost anywhere on the body. It enables the user to always locate North and the other directions, as well as up and down. Ideal for pilots of aircraft and power armour as well as underwater operations. Data can be transmitted as an audio report through an ear implant or to a wristwatch-like receiver, cybernetic eye, and/ or computer screen, but the latter requires a Fingerjack or Headjack. Cost: 600

Heat Sensor Only the Neural Interface Hand can be used for direct sensing, all others will have an audio buzzing signal. The heat sensor signals a dangerous amount of heat automatically. It's also possible for the character to “scan” objects and areas up to 15 metres away. Cost:

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$6,000.Hydraulic System A system of powerful hydraulics are installed in the arms,

shoulders, and back, enabling it to carry 300 times its total PS attribute and lift 500 times its PS. The system is not suitable for uses other than raw heavy lifting; in fact, if a character lifts a light object (less than carry 200x or lift 300x) using the system he will lose control of his strength and either overbalance or toss the object into the air. Cost of Lifting System: $250,000

Interchangeable Hand Units Grip is equal to a P.S. 40.Electromagnetic Clamp, a two finger claw. Cost: $90,000.Buzz-Saw, does 3D6 damage as weapon. Cost: $10,000.High-Powered Drill, has 40 different bits (can do 2D6 damage). Cost: $10,000.Police Style lock Release Gun, 75% effective. Cost: $150,000.Towline and grappling hook launcher. Reel system allows the rewinding the 100 metre cable. Cost: $25,000. Weight limit of towline: 10,000 lbs

Acetylene Torch Cuts through two inch (5 cm) thick metal at a rate of one inch (2.5 em) per melee (15 seconds). Cost: $20,000. Range: One foot (30 cms). Damage as a weapon is D6.

Laser Scalpel Finger One of the fingers is really a laser scalpel used for surgery. Maximum damage is D4. Cost: 5,000

Metal Detector Usually built into a prosthetic hand or forearm. By waving the arm over an area or a person's body, it will detect metal fragments, coins, concealed weapons, and bionics. This device does have a limited range of two feet and items covered in synthetic or real flesh only have a 10% chance of detection. Cost: 4,500

Micro-Manipulator Hand Comes equipped with tiny manipulators for delicate electronic and other micro-scale work. Using this hand’s 14appliances, means being able to work without a clamp, pliers, screwdriver, wrench, soldering iron, or most common tools. It has 40 SDC. Using the

Micro-Manipulator adds +10% to most skills that involve wiring or small tools.Cost: $25,000

Plug-in Hand-Held Monitor A simple hand-held view screen that can plug into any of the 'Borg's jacks to get a complete readout of the bionic systems (to see what's working and what's not or to get Bio-Comp stats, etc.). In the alternative, the monitor can be used to read data collected by the cyborg's sensors, the person with the monitor sees everything (data stream) the cyborg sees. Cost: 1,000 per unit.

Pulse and Pressure Detector By simply squeezing and holding a patient's wrist or finger for a minute, the doctor can accurately measure the

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character's pulse rate. By squeezing, holding and slowly releasing the wrist, the doctor can also measure the patient's blood pressure. Cost: $25,000

Radar Sensor A warning is transmitted whenever the sensor detects that it is being scanned by radar. Unfortunately, the level of accuracy is only 68% (roll percentile dice) for determining direction. Cost: 2,000

Radiation Sensor Detects and measures the amounts of harmful types of radiation and warns its owner. Includes nuclear, atomic, and microwave radiation. Data may be transmitted to an ear implant, cybernetic eye or wristwatch style monitor. Most usually sound an audio warning as well as a visual transmission display, and some even tick like a Geiger counter, getting louder and faster as the radiationlevel increases. Cost: 1,200

Remotely Operated The hand is actually a remote-controlled scout. It can only crawl Detachable Hand (SPD 5) or jump (up or across, maximum 1 metre). It has a

monocular video and basic audio listening system. 10 damage will destroy it, and it cannot be armed. Control is via a coded short-range radio (range 200m) and it is powered by a battery which lastsfor up to 4 hours of continuous movement. $30,000.

Retractable Claws These claws are large and fold back onto the rear of the hand. While primarily for climbing (+20% climb) they can inflict seriousdamage (3D4 SDC). $8,000.

Sound Recorder This digital recorder can be fitted inside of any of the artificial hands. Can be controlled directly by the character or set to record automatically when audible voices are detected. Cost: $1,200.

Stethoscope Feature This feature can only be used in conjunction with one of the cybernetic or bionic ear implants or a universal Headjack and receiver. The doctor can use his hand or ear like a stethoscope, placing it on the patient's chest or back and listen to his heartbeat and/or breathing. Cost: $10,000

Suction Grip Whichever section of the use its attached to can cling to any surface (except loose rocks, ice or any other slippery surface). Cost: $1000 each.

Tactile Boost This is a cybernetic enhancement which heightens the sense of touch. Provides abilities equal to the super ability of Heightened Sense of Touch. Cost: $425,000

Tentacles Tentacles can be used to replace regular arms or utility arms. A full-sized tentacle arm replacement can extend out and has a three lingered claw at the end. The claw, two fingers and a thumb, is suitable for grasping, holding, and carrying, but not very adept at more articulated skills such as operating a keyboard or delicate work. As many as six tentacles can be used in the place of arms. Orfour tentacles in addition to the two regular arms can be used.Type I: 6 metre length, 4D4, SDC 50. Cost: $50,000 each.Type II: 10 metre length, SDC 100. Cost: $100,000 each.

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Type III: 20 metre length, SDC 150. Cost: $150,000 each.Type IV: 15 metre length, electrical charge doing D4, D6, D10, D12 or D20, SDC 100. Cost: $200,000 each

Universal Jack This is a special connector or jack built into one of the fingers, allowing the character to plug directly into most sophisticated computers, audio and sensory equipment, radios t video systems, microphones and even conventional items such as CD players. A tiny receiver is inserted into the ear and linked to the Finger Jack toreceive audio transmissions from the jack. Cost: 10,000

Wired Reflexes This cybernetic implant can only be added to normal arms and legs, not bionic ones. It adds +6 to PP. Cost: $1,900,000

6. Bionic Feet and LegsAdditional Leg A single leg adds +1 parry and SPD +50%, each additional pair of

legs +1 attack/melee, +1 strike & parry, SPD +100%. A cyborg needs an IQ of 14 to cope with an additional leg or pair of legs (a cyborg with an IQ of 21 or more can have 2 additional, which is the maximum). $90,000 for 1 leg, $150,000 for a pair. Stats identical to standard bionic arms.

Additional PP $10,000 per point, per leg. Maximum 24.Additional PS $2,000 per point, per limb. All artificial limbs must match. If the

character has only a single bionic leg, the PS limit is. If the character has bionic legs, hips, pelvis, torso casing and spine, the PS limit for bionic arms is 40.

Additional SDC Arm SDC is $200 per point. Chest SDC is $500 per point. Exoskeleton SDC is $500 per point. Hand SDC is $100 per point. Leg SDC is $300 per point. Skull SDC is $400 per point.No upper limit on SDC although weight will increase accordingly.

Additional SPD $500 per point, per leg. Both legs must match. Maximum for bipedal cyborgs without artificial spines and arms is 50. Maximumfor bipedal full conversion cyborgs is 176.

Hydraulic Leap A system of powerful hydraulics can be installed in the bionic legs(must be at least 2), for use in leaping or jumping. These hydraulics are not suitable for use as attribute enhancers; they can only provide a simple powerful thrust used for leaping. When used as part of a leap attack they provide a damage bonus of +10 to physical attacks. The system provides 10,000 ft-lbs of kinetic energy: To obtain the maximum possible height (straight upwards) divide this kinetic energy by the weight (in pounds) of your robot. The maximum horizontal distance possible is about twice the maximum height. Adds 28 lbs to weight of robot. Cost of Leaping System: $50,000

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7. Power SupplyBattery Power Supply For bionic limb requirements, a cell providing power for 24

hours of continuous use Costs $10,000 per limb (and head),and $15,000 to power a torso casing. A recharge Costs $9,000.

Internal Combustion System This system burns hydrogen. The tank is sufficient for 32 hours of continuous use. $25,000.

Miniature Fusion Reactor $1 million per year of life.Super-Solar Power Plant A full charge lasts 24 hours and the plant is 50% efficient

(i.e. 1 hour of charge for each 2 hours in sunlight). The base system Costs $100,000. A recharge from a power terminal Costs $9,000.

8. Additional LocomotionAerial Jet Thrusters A jet propulsion system can be installed, found either in the

legs or the lower back. With just a thought, the individual can hover or fly at a high speed. Unless the character also has the Internal Power Supply feature, the running time of the jet thrusters, between fuelling, is extremely short. In order to operate the jet system, the character must have the Pilot Jet Pack skill. Maximum Speed: 120 mph (192 km). Engine: Liquid fuel supply or nuclear engine. Range: 120 miles (192 km) if liquid fuel powered. Effectively unlimited with nuclear power supply except that the thrusters need cooling after 800 miles (1280 km). Cost: 65,000

Folding/Detachable Wings These have a 10 metre wingspan and fold into 3m x 1m wide fins.

Standard Wings: A pair of super light wings up to max weight limit of 250 lbs, not counting wings. Wing SDC: 75 each. Weight: 30 lb. Speed: 200 MPH. Cost: $400,000 + $75,000 per extra 20 MPH of speed. Detachability Option: $50,000 Retractability Option: $150,000

Seraphim Model: A deluxe version of the above system with six wings. Has greater control (an additional +2 on all rolls), and goes an additional 50 MPH. Weight: 70 lb. Weight Limit: 325 lb (not counting wings). Cost: $750,000

Limb Wings: An option for the basic Winged Flight model. These are small wings on the forearms and shin which are used for manoeuvring. They add a bonus of +1 to all combat rolls while in flight if just the arms or just the legs are equipped. If both the arms and the legs are equipped, then they offer a+2 bonus. Cost: $20,000 for a pair of shin wings, $25,000 for a pair of forearm wings. Detachability Option: $5,000 per limb. Retractability Option: $30,000 per shin or

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$50,000 per forearm (and that limb must be bionic)Folding Rotors A small but powerful rotor system with contra-rotating blades (no

tail rotor). Folds into a package 3 metres high standing along the spine. Rotor diametre is 5.5m. Initial SPD is 0, maximum is 480. Ifflight jets are combined with rotors, maximum SPD is half the lower + the higher value. $120,000, plus $1000/point of speed.

Hover Chassis $80,000 + $20,000 per pod. A chassis with 2-4 ground-effect fan pods, altitude is 10 cm to 3 metres. Each pod has 100 SDC. Maximum SPD is 440 and SPD Costs $500 per point. Starting SPD is 0.

Liquid-Fuel Jets Built into the character's back are a number of thruster nozzles thatwhen engaged, function exactly like a jet pack; requires a bionic chest for anchoring and ideally a reinforced spine and shoulders (use the aerial combat rules and penalties and the Pilot: Jet Pack skill). When not in use, the thrusters recess close to the character's back (or actually retract completely if he is wearing any kind of bionic body armour), and when activated, the jet nozzle ends rotateout and lock away from the body on prescribed angles to keep from doing any damage to the user. The pack is driven by menial command, much the same way a bionic hand is controlled, but it does require fuel or a power pack to operate. Jet thrusters may also be built into the feet for more control (+1 to dodge and +10% on Jet Pack pilot skill). Power Supply: Liquid fuel jet packs have a flight endurance of one hour. Super-solar engine jet packs have a flight endurance of 24 hours before requiring a lour hour recharge period. Micro-fusion jet packs have a five year endurance, during which time they can be used constantly. Cost: 250,000 (liquid fuel), 375,000 (super-solar) or 600,000 (microfusion). Maximum speed: Mach 1 (660 mph/l,056 km). However, the base speed for a jet pack is 120 kph. Additional speed can be purchased at one mph per $1,000.

Liquid-Fuel Jump JetsUses conventional rocket fuel to provide reaction mass. The fuel tanks hold enough for 6 full jumps (200m long or 100m high). $30,000.

Nuclear- Flight Jets Only if the cyborg has a fusion plant can these be installed. They pass compressed air over the heat exchangers for reaction mass. Initial SPD is 0, maximum is 660 ($1,000/point). Base Cost is $300,000. The jets must be allowed to cool for 1 hour after 3 hoursof use or they will destroy themselves.

Pneumatic Jump Jets Uses a high powered compressor to employ normal air as reaction mass. Takes 60 seconds to recharge for another jump. A jump can be up to 50m high or 25m long. $50,000.

Retractable Wheels, Wheels (effectively roller skates or blades) double the cyborg's Snowshoes, Fins, SPD, but only on smooth surfaces. Ice skates have similar effects Skis or Ice Skates and limitations. Snowshoes prevent SPD from being reduced in

heavy snow. Fins permit swimming as fast as a person of regular

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density and mass. Skis increase SPD in the snow (doubled on flat surfaces, at least trebled downhill) but reduces turning and stopping abilities. Each system Costs $8,000.

Tracked Chassis $60,000. A chassis resembling a miniature tractor or tank. Each of the two tracks has 5 SDC (maximum 40). Maximum SPD 220, SPD Costs $1,000 per point. Starting SPD is 0.

Treads A solid all-terrain mode of transportation that can handle rough terrains and travel underwater along lake beds and such. Maximum Speed: 110 (75 mph), increase by 20% (90mph/144 km) when travelling on a good road, flat grasslandor hard earth. Cost: 120,000

Underwater Propulsion Similar to the jet thruster system, the bionic legs or lower back can have a propulsion system installed for underwater use. Maximum Speed: 50 mph (80 km). Engine:Electric battery supply or nuclear engine. Range: 150 miles (240 km) if battery operated. The underwater propulsion system can run indefinitely with a nuclear power supply, the only factor restricting range is the oxygen supply of the pilot. Cost: 72,000

Wheeled Chassis $20,000 +$5,000 per wheel. A chassis of a 3 to 6 wheeled all-terrain vehicle. Base MD for wheels is 1 (maximum 20 each). Maximum SPD is 352 and SPD Costs only $500 per point. Starting SPD is 0.

9. Additional FeaturesAbsorption Defence Absorbs all incoming energy and uses it to recharge

weapons and equipment up to a maximum of 100 damage per round before shutting down. Cost: $1 million per each different type of energy (electrical, solar, laser, fire, etc).

Additional Armour Rating Arm AR is $2000 per point. Chest/Rib AR is $5000 per point (the system requires more complex articulation) Exoskeleton AR is $5000 per point. Hand AR is $1000 per point. Leg AR is $3000 per point. Skull AR is $4000 per point. Bionic Skull, Chest and Exoskeleton AR must match. Obviously, if the character does not have one of these systems, she doesn't have to worry about it. Maximum AR for any system is 18.

Additional SDC Arm SDC is $200 per point. Chest SDC is $500 per point. Exoskeleton SDC is $500 per point. Hand SDC is $100 per point. Leg SDC is $300 per point.

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Skull SDC is $400 per point.No upper limit on SDC although weight will increase accordingly.

Antenna, Cosmetic Simply for visual affect. Cost: 800 for a pair.Antenna with Special Can include most audio, camera or sensor systems at the

usual price, plus the cost of a reinforced antenna. Antenna Cost: 3,000 for a pair.

Bio-Comp Self-Monitor A nano-implant tied to a tiny computer system. It monitors,measures and transmits fundamental physiological information about the person it is implanted within. The data is typically displayed on a wristwatch or bracelet style monitor device, but can also be displayed on cybernetic or bionic eyes, or displayed and recorded on a computer screen, portable bio-scan or portable laboratory device via afinger or Headjack. Data includes pulse rate, blood pressure, body temperature, blood sugar level, respiratory rate and difficulty breathing, and the presence of foreign elements in the bloodstream indicating the presence of drugs or poison. Cost: 2,500

Cyber-Armour Only available as an implant to protect an organic body rather than an artificial one. Limbs Cost $20,000 (15 SDC),torso $55,000 (50 SDC), head/neck $40,000 (10 SDC). This is a unique lightweight armour that is grafted right to the skin. The armour plates are less than an eighth of an inch thick and form fitted around the contours of the body. Cyber-Armour is only grafted to the chest, shoulders, shoulder blades, and thighs for two reasons. One, the body needs to breathe through skin pores and secondly, additional armour would greatly impair movement (reduce attacks, bonuses, and speed by half). The rest of the body isnot protected.

Canards These are 1 metre fins attached to the arms and legs. They increase airborne manoeuvrability (+20% piloting rolls) and reduce turn time. It takes 2 actions to attach each fin (of four). $20,000.

Chameleon Device Follows the contours of the body allowing the character toblend in with the environment as per power (not true invisibility). There is a -60% penalty if trying to spot this person. Cost: $5 million

Clock Calendar A device that can be implanted almost anywhere on the body. It continuously keeps track of the exact time, down toa 100th of a second, as well as the calendar date. Data can be transmitted as an audio report through an ear implant or to a wristwatch-like receiver, cybernetic eye, and/or computer screen, but the latter requires a Fingerjack or Headjack. Cost: 200

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Cosmetic Enhancement Skin, hair, eyes, nails, teeth, etc., all of which can pass as human under visual inspection. $20,000 per limb, $80,000 for body, $150,000 for the head. Note: genitalia look human but are purely decorative. Entire body Costs $300,000. Possible PB rating 3-15.

Cyber-Breast These implants serve to keep the breasts firm without the need of outside support (i.e., a bra) and can also increaseand decrease the size of the breasts by one cup size. Can also "mould" the breasts to flatten to protect them from damage or to better fit a particular style of dress or blouse. Extremely popular among women of all ages. Cost: 8,000 To 10,000 per pair. Lifelike prosthetic breasts with the same features are also available for 12,000

Cyber-Drone This is an implant and program similar to the cyberware network but enables the user not only to eavesdrop and steal data, but to seize control of the cyberware or bionics. The Cyberoid or 'Borg loses complete contact with his cybernetic/bionic systems (which may blind some characters) and can only respond with his mind and natural body. Criminals who use the Cyber-Drone will usually takeprecautions to otherwise incapacitate or restrain their victim (often something as simple as a pair of handcuffs or a threat like having a gun pressed to the victim's head and saying he will kill him if he doesn't cooperate). The villain can then activate and use any weapons or artificial systems (except Bio-Systems) at his victim's disposal. Cost: 5 million

Cyberlink Vehicle A cybernetic interfacing system (Fingerjack, Headjack, etc.) that allows an individual to link to computers and computerized machines to send and receive digital information. For example, being cyberlinked to a vehicle means the cyborg pilot instantly knows the speed, velocity and direction the vehicle is travelling, engine performance, system failures, any stress on or damage to the vehicle (engine, wheels/tires, body, weapon systems, etc.), and anything else monitored, managed or controlled by an onboard computer and sensors. He can also access and control many of the vehicle's systems, like steering, accelerator, brake, engine, thermostat, radar, radio/communications, special optics, any video camera systems, HUD, weapons and other features. The big advantages from this link are an instantaneous feed of information, as close to absolute control over the vehicle asis humanly possible, which, in turn, enables the driver to respond more quickly and to use equipment or weapons built into the vehicle with a thought - no need to glance

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away or use the hands. Thus, the driver can keep his hands on the wheel and eyes on the road while using the interface to access, open and use computerized systems, fire weapons without touching the trigger, punching a button, orusing a computer keyboard, etc. Cost: 250,000

Cyberware Networking A hardware implant and program that allows the user tointerface, via computer jack, with another person's cybernetics or bionics and listen in or monitor his communications and computer systems, including sensor data, computer data or radio transmissions. As many as three people can network, but must maintain a physical connection to remain interfaced. The networking does not enable one person to seize control of the cyberware of another person, only the ability to eavesdrop. Popular among hackers, spies and ninja, and used by the police, security experts and, to a more limited degree, the military. Cost: 75,000

ECM Electronic Counter Measures. It causes detonation of all activated missiles in a 1km range which have been locked onto you. Cost: $250,000

ECM decoy probe This probe includes an array of transmitters which are calibrated to broadcast an electromagnetic signature identical to yours. In effect this probe makes it appear as if two identical robots are in the area. Cost: $200,000

Emergency Beacon GPS emergency SOS repeater lasting 1 month. It can be detached and carried in your pocket. Cost: $5000

EMP Ball A small spherical object which interrupts all electrical synapses within any electrical equipment it is attached to (has magnetic clamp) effectively destroying it. Cost: $75,000 each

EMP Blaster As above but treated as Electro Magnetic Pulse burst with range of 45metres destroying any unhardened electricalequipment and temporarily rendering inoperative any hardened equipment. Cost: $2 million

Foot Claws Large, immobile claws resembling bird feet. Doubles base kick damage. Their primary purpose is climbing (+15% climb). $3,000.

Forcefield Generates up to 300 SDC in the form of a small 30cm diametre shield which can be generated anywhere over the body within 30cms of the device. The SDC is continuously regenerating for up to 4 hours before requiring recharging. Cost: $4 million

Hardened Circuits The ship's electrical and computer circuits have been hardened to withstand the effects of EMPs. Cost: $1 million.

Human Simulation Provides all the benefits of Cosmetic Enhancement, plus an

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artificial circulatory system with imitation blood vessels, thermal network for warm skin, and sweat & tear glands. Improved cosmetic appearance. Note: genitalia function sexually but not reproductively. $50,000 per limb, $180,000 for body, $340,000 forhead. Whole body is $680,000. Possible PB rating 3-22.

Image Inducer Creates 3D holographic images of self or another prerecorded image which can be broadcast anywhere within 10 metres of the device. Up to 10 images. Cost: $100,000

Inhibitor 100 metres with 10 metre radius, temporarily prevents the meta abilities of any within its path from functioning including psionic based powers. Cost: $5 million

Intangitator Makes the air full of electricity though while at a non lethal level does agitate the molecules within the area sufficiently to force anyone intangible to turn solid. A portable version is also availablebut requires a power source. Cost: $2 million

Internal Container Part of the cyborg's internal space is a concealed compartment. Cost is about $100 for every 25 cubic centimetres of space no morethan 2000 cc's is possible in a normal-size cyborg.

Laser-Reflective Double Cost of limbs, ribcage, torso, skull. Lasers do half damage. This cannot be combined with low radar return construction.

Locking Joints Joints can be equipped with high tensile metal mechanisms, allowing a robot to lock that joint in place. Moving the limb will require a PS capable of overpowering the bionic's PS by at least 20PS attribute points. If a joint is overpowered it causes damage to the mechanism. It is bent out of place, causing the joint to stiffen. The cyborg will be incapable of easily moving that joint until it is fixed. Combat penalties should be assessed on a situational basis by the GM. Cost required for locking joints:Single Joint: $5,000Hand: $14,000Arm and hand: $35,000Leg: $28,000Full body (includes waist, neck): $150,000

Low Radar Return Triple Cost of all building blocks (arms, torso etc., not installed systems or implants).

Magnetic Pulsar D10 x10 damage burst over a 20 metre range but also has the side effect of doing EMP damage (see above). 10 shots or self contained. Cost: $10 million

Magnetic Shield Prevents effects of radiation, vacuum, micro debris, etc from entering or affecting the ship. Cost: $2 million

Metamorphic Body Broadness of shoulders changes, as does overall build, length and thickness of neck, height, length of limbs, feet & fingers. Skin colour & texture alters. Breasts appear & disappear. Gait and bearing alters. $750,000, +$250,000 for accurate alteration of genitalia. Requires Cosmetic Enhancement or Human Simulation.

Metamorphic Face Mobile underskin servos can alter jawline, cheekbones, nose, and

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teeth. Eyes can change colour, shape, and distance apart. Hairline moves, hair lengthens & shortens, facial hair appears & disappears,hair changes colour, lips grow fuller or thinner. Skin colour changes, as does texture & apparent age. $450,000. Requires Cosmetic Enhancement or Human Simulation.

Motion Detector Usually built into a sensor hand or prosthetic with hair-like sensor wires that are actually tiny motion detector sensors. However, a motion detection sensor system may be implanted in the arm, leg or head with sensor wires hidden among the human hair. Providedthe sensor wires are not covered (the arm or leg with the detector must be bare), the system will work to measure noticeable movement near the character. The reliability of the detector is quitelimited, but can be used to accurately assess wind direction and wind speed, and to detect the rapid approach of large moving objects, such as a vehicle, aircraft, power armour etc., whose rapid approach or large size causes a disturbance in the air. A motion detector is especially useful in the dark because the speeding objectmust usually be within 153 metres to create a detectable air current. Likewise, the motion sensor will detect the movement of somebody/thing moving near by, within 12 metres, but only if the sensor user is motionless or barely moving itself. The sensor can also detect sudden changes in air current and pressure caused by somebody opening a door or window, and can estimate speed of travel when inside an open-air (or open window) vehicle. Cost: 15,000 for an implant, half that if built into a prosthetic.

Multi-Leg Chassis Insect-like, this 6-1eg chassis lowers the cyborg's centre of gravity and increases its stability (+15% climb). Maximum possible SPD is also increased. The legs are slimmer, but longer, and have the same stats. $300,000.

One-Piece Cannot turn or angle head. Limits vision range (-3 initiative) and any body armour must be custom modified, but cannot be decapitated. Called head shots become impossible. Adds 20 MD tobody. $50,000 to install on construction, or $175,000 to retrofit.

Oversized Body Part Every size doubling trebles the price, i.e. New Cost = Old Cost x 1.5 x (New Size / Old Size).

Oversized Horse 1eg This chassis provides less stability than the spider style, but greaterpossible speed. Climbing ability is reduced (-25%). The legs are large and powerful (base 100 MD, maximum 200 SDC, kick forward for 2D6 MD or back for 3D6). $320,000.

Power Analyser Scans any one lifeform within 30 feet/9 metres and detects what metapowers that person has. It doesn't work on supernatural abilities or magic. Cost: $75 million

Radar Radar systems use both radio waves and laser light to send emissions out from the ship where they will bounce off of targets. The bounced waves become signals that the sensor can track with ahigh degree of precision. Detect, identify and track up to 100

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targets with a range of 100 kilometres. Cost: $250,000Sensor Jamming Prevents enemy sensors and targeting systems from detecting you.

The drawback being they might notice that their sensors are being jammed before you can attack. Range of 100 metres. Cost: $10,000

Self Repair System This is a version of the Healing Factor system for use with robots. The system is divided into a master control system (there may be 2backups), and a dispersal pod (there may be 5 backups). Each podrestores 1 SDC point per minute. Cost: $500,000 for the control unit, $1,500,000 for each dispersal unit

Sonar Like radar but applies to underwater. Detect, identify and track up to 100 targets with a range of 100 kilometres. Cost: $250,000

Smartgun Link This device makes any gun, be it a pistol, sub-machine gun, or rifle, amazingly accurate. A small targeting computer is implanted inside the character's body. The smartgun link allows a character tosee where the gun is pointing through a special scope connected to a bionic eye via a universal headjack (the bionic must have a universal headjack to use the smartgun link). The smart gun conversion is quite expensive and each gun must be paid for separately. The conversion consists of removing the trigger mechanism (so the gun is thought activated, a special jack plug (forthe universal headjack), and mounting a special scope that links to a bionic eye. The bionic may use any optic systems available to him while using a smart gun. The bionic will see a crosshair that shows where the smartgun is aimed. Bonuses: The smartgun link provides a +6 to strike with all smartguns in addition to any bonuses to strike. Cost: $250,000 for the implant. Conversion Cost (for each gun): $25,000

Spectrum Beam Emits infrared and ultraviolet light rays which can damage sight sensors and reveal any similar beams or heat prints in the area. Cost: $10,000

Stealth Cloak Makes the user invisible to radar and all forms of electronic tracking devices (but not metaabilities or magic). Cost: $3 million

Telescopic Limbs Extension to +2m. If both legs are of telescoping type, jump distances are trebled. Melee combat using a telescoping limb is +2 strike, +1 parry, and base damage is doubled. $30,000 per arm, $45,000 per leg.

Tentacle or Tail Highly flexible limbs with a 2m reach. They can be placed almost anywhere but must follow extra limb limits set out above. They aremore fragile (20 SD) and have a maximum PS of 18 or 30 (see increasing PS, above). $100,000 for a single pseudopod, $175,000 a pair. Same combat bonuses as additional arms.

Tractor Beam A beam of force that can attract or repulse any physical objects within 30 metres. Up to half a ton can be attracted or repulsed. Its also possible to use the beam as a climbing tool (+25% bonus, or use that as a base skill). Disarming an opponent with the beam is also possible; add a +2 bonus at levels two & four, +1 more at

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levels seven, & ten. Halve the bonus if the character is attempting to snatch a weapon away & into his own hand. The character can fire a repulsion blast that requires a victim to dodge or suffer knockdown & take 8D4 damage. Finally it can also be used as a jump booster for a total of normal distance x2. Cost: $1 million

Vestigial Tail A popular trend, especially among females is getting a cuddly animal tail. Feline tails and fluffy fox-like tails the most desirable. The cybernetic tail can move in a swishing, up and down, side to side way like a cat or dog, but is not prehensile and cannot be used as a weapon. Cost: 700

10. Bionic weaponsEye weaponsEye-Grenade The idea here is to pop out the eyeball and throw it. Or, if the situation is

really desperate, it can be used for a 100% reliable suicide device just leave it in when it’s set off. Does 4D6 damage to target and 2D6 damage to everyone within 4 metres of the detonation point. Of course, the eyeballis destroyed in any detonation. Cost: S2,500

Mini-Laser A micro-sized version of combat lasers. This weapon has a maximum range of 25 metres and does 3D6 damage per blast. Unfortunately it can only hold 6 charges. Recharging time is 2 hours using standard electrical outlets. Cost: $80,000

Needler Can be used with any eyeball, but commercial glass eyes will require modification. Tiny darts, usually coated with either anaesthetic or poison, are fired out of the eyeball. The needle does no SDC or hit point damage. Range is limited to 7 metres and there is a maximum load of 6 shots between reloading. Cost: $6,000. Anaesthetics usually take D4 melees to knock-out an opponent (victims get to save vs. non-lethal poison). Poisonsgenerally inflict 3D6 damage plus D6 more damage for 2D4 melees (victims save vs. poison).

Spike This one-shot weapon is designed for low range (8 metres maximum) but high damage (D10) attacks. Spring operated, it can be reloaded in one melee action. Cost: $5,000

Hand weaponsChemical Simply a fluid tank and pump. Some uses: dripping poison onto retractableSupply claws, supplying drugs for a retractable hypodermic, storing water for use

by a high-pressure spray, possibly combined with a steam system. $5,000. A chemical supply can hold up to 20 "uses" of chemical, and may carry more than one kind (up to 4).

Claw Hand Designed exclusively as a weapon. The Claw Hand can not be used for normal gripping, touching or tool using. It comes as a single blade which does 2D6 damage per attack. Alternate versions can be fitted as blunt weapons (a solid metal fist/hand) that does D8 plus PS bonus damage. Or as a metal hand with wicked blades for fingers doing 2D6 damage per attack. The hand is very durable, with an AR of 16, an SDC of 60. Cost: S3500

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Cyber-Stinger There are three known methods of implantation for the Cyber-Stinger. The most common one is to implant the "stinger" in theends of the bones of two fingers of a hand (or in a cybernetic or bionic hand). A mental command causes the Stinger to project outward, allowing the user to stab and inject one dose of knockout chemical, poison or whatever else. To refill the stinger's reservoir, a replacement dose is injected into a barely noticeable bump located anywhere on the finger or hand, which is connected to an artificial tube. Another location for implantation is the eyebrow ridges for a head butt type of attack. A third place for a Cyber-Stinger is an additional bionic appendage, such as a extra hand and arm, tentacle or an actual "stinger appendage" like a scorpion's tail(the latter is usually an additional bionic appendage).Stinger Chems: The same chemicals as used in the Wrist or Palm Needle are available for the Cyber-Stinger. Cost: 5,000 for the Stinger system, chemicals cost separately. Payload: Two doses per stinger system.

Electrical Discharge Type I: D4-4D4, 20 metre range.Type II: D6-4D6, 10 metre range.Type III: D8-4D8, 10 metre range.Type IV: D10-4D10, 5 metre range.Cost: $40,000 each

Energy Blades This weapon can be built-in or hand-held and can resemble an Energy Sword, Axe, Flail, etc. Hand-held requires a power source and can run for only ten minutes before needing a recharge. Built-in energy weapons draw their power from the unit itself. Number of Attacks: equal to hand to hand. Special: +2 to parry in hand to hand situations and the character can attempt to parry energy blastsbut with no bonus modifiers. Damage: 2D6 plus PS bonuses. Cost: $100,000

Explosive Projectiles These mini bombs can be fired from the wrist, arm or shoulders. The launcher can hold up to 12. Each of the bombs can have their damage adjusted to do from between 1D6 to 6D6 with a 12 metre radius. Cost: $10,000 with $200 per bomb.

Flamethrower A small unit with a retractable nozzle and hose, usually housed in the hip or back. The flame thrower can also be built to fire from the hand or mouth. Range: 5 metres. Damage: 5D10, plus a 60% chance of setting combustibles ablaze. Capacity: 40. Cost: $50,000.

Frigex Cannon Type I: Special cannon which freezes the air around a victim encasing them completely with the same effects as per the Ice power with range of 10 metres. Cost: $5 million.Type II: Same as above but fires Ice shards instead which do 3D10each, up to 1 shot per melee. Cost: $5 million.

Garrote Wrist Wire A thin, strong wire is hidden inside a prosthetic wrist junction that can be pulled out and used to strangle an opponent. SDC strangle

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damage applicable only. Cost: 200Grenade Finger Joint One joint of the artificial finger can be detached and

thrown. Works as a tiny grenade that does 3D6 damage to the target and 2D6 damage to everyone within 4 metres of the detonation. Cost: $600 each.

High-Speed Rotating Wrist When combined with fingertip or climbing claws, this doubles their damage. $50,000.

Laser Sniper Rifle Light Laser Rifle designed with accuracy in mind. It can only fire single shots and comes with a telescopic sight. Weight: 12 lbs. Rate of Fire: equal to operator's hand to hand attacks; aimed shots only, no bursts.Range: 600 metresDamage: D6 x 100Payload: 15 shotsSpecial Bonus: +5 to aimed shotCost: $1 million

Locking Handgrip Using this system, a hand can be locked in place (even dismemberment or electrocution will not alter its position) until deliberately unlocked by the cyborg using an internal code system. Makes an excellent hand cuff and is an aid in climbing (+10%). $6,000.

Mini Gatling Gun This small, six-barrelled machinegun can be mounted on the forearm, shoulder, hip, or head. It fires in bursts only and uses armour piercing ammunition. Range: 100 metres.Rate of Fire: Standard Machinegun automatic fire, but can not fire single shots. Damage: 6D10+6. Ammo Capacity: 100 round clip (30% ammunition), 500 round internal belt (100% ammunition), or 1000 round drum fed (300% ammunition). Cost: $500,000. Belt feed adds $5,000 and drum feed adds $10,000.

Mini-Laser A handsized version of a combat laser. Maximum range is 75ft (22.9m) and damage is 2D6 per attack. Built-in power pack holds eight (8) charges. The power can be recharged at any standard electrical outlet, taking about one hour per charge. Cost: $120,000.

Missile Launcher The launcher can be manufactured to hold anywhere between 1- 24 missiles. Cost: $10,000 per missile pod.

Monofilament Whip A retracting reel of monomolecular wire tipped with a lead weight and used like a ball-and-chain. Does D6xl0 SDC and victims must save or suffer a crosscut (roll lD6: on 1-4 a limb is severed, on 5 head cut off, on 6 torso cut in half). If the whip misses (or is dodged successfully), the attacker must parry his own attack roll (at a +4 bonus) or be hit. $75,000.

Needle Projector Can be used with any Hand Replacement. Designed to be built-in to either a finger, thumb, palm, or along the back of

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the hand. Each is a one-shot weapon coated with either anaesthetic or poison. Range is 10 metre. The needle does no SDC. or hit point damage, the victim is effected on by the poison or drug. Cost: S1,000 each.

Needler These are needle projectiles which do D4 each, with a range of 20metres and an ammo clip of 10. Cost: $10,000 +$100 per needle refill.

Neural Knuckles Functions just like a neural mace: if it hits exposed flesh, the victim must save vs. poison or fall unconscious for 2D4 melee rounds. $10,000.

Palm Power Port Energy weapons can be modified to accept power from a cyborg's power plant instead of an energy clip. $3,000.

Plasma Beam This beam weapon does D100 over a 200 metre range. Cost: $30 million

Pneumatic Punch Gun Installed in hand and lower forearm, a steel punch driven by compressed air and able to penetrate armour. Includes a punch trigger. D6xl0 SDC is added to punch damage. $25,000.

Pneumatic Catapult Similar to the captive bolt gun, this device is usually installed in the forearm and may be used to throw a spike orgrappling hook (range 150 metres). If used as a weapon, spikes do 3D6 SDC. Found stones can be muzzle loaded, doing 2D6 SDC (but range is poor, 50 metres). $10,000. A $250 adaptor, which must be attached externally, turns this into a grenade launcher which hurls standard hand grenadesup to 100 metres.

Punch Trigger Enables the cyborg to punch and conveniently have an integral gun (or other weapon) go off at the same time, automatically hitting if the punch hits. Internal guns are effectively silenced if used this way. $5,000.

Radius Spray Option When combined with a Chemical Supply and Directional High Pressure Fluid Spray, this system directs fluid in all directions (range is to a circle 3 metres in diameter). $10,000.

Retractable Finger Blades 5 cms long, D4 SDC damage (standard 4 blades per hand, so a hand with 4 blades would do 4D4 SDC). $5,000 each.

Retractable Finger Vibro D4 SDC damage each. $50,000 each.Retractable Forearm Blade 30 cms long, 3D6 SDC damage. $3,000.Retractable Forearm Vibro 2D6 SDC damage. $30,000.Retractable Hypodermic Needs a chemical supply (see below). Does no damage, but

injects the selected chemical or drug into the body of an SDC creature. $1,000.

Sonic Disruptor Type I: 2D6, 90 metresType II: 3D6, 120 metresType III: 4D6, 150 metresType IV: 3D10, 200 metres

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Cost: $3 million eachStrangling Wire A retracting reel of high-tensile wire tipped with a gripping loop.

Only works if the throat is exposed. Damage is lD6 SDC per action, but a saving throw vs. poison is required every melee to avoid unconsciousness, the victim cannot scream and furthermore is -6 to break the pin. $1,000.

Stun Fist Conductive surfaces on the fist deliver an electric charge at a touch. Does D6 SDC damage and a save vs. poison is required to avoid being stunned for (30 - PE score) melee rounds (minimum 1 melee). $15,000.

Other weaponsIndirect Fire Weapon Grenade launchers and light field mortars can be back-mounted for

fire support. Basically an external gun, Cost is weapon +$2,000. Accurate use of this weapon requires the gunner to remain motionless.

Chemical Implant For female characters. Implanted in the breast is some chemical vials to enhance the agent's performance. Each of the enhancements lasts 1D4 hours and can NOT be combined without some serious side effects. For each enhancement past the first the character suffers a 15% chance of collapsing into a coma per 10 minutes the two enhancements are concurrent, and the penalties aredoubled in duration. Only the following enhancements are possible:1. Agility: Add +4 to P.P. and +12 to Speed. +6 on initiative, +2 attacks and +3 on all combat bonuses. Afterwards for the next hourthe character feels week and slow; -2 attacks and all combatbonuses are at half.2. Strength: Add +5 to P.S. and +3 to P.E. All attacks do double normal damage. Afterwards for the next hour the character feels weak. All attacks do a maximum One damage plus P.S. bonus!3. Calming: The character is impervious to shock/sneak attacks and+3 on initiative and to save versus mind control, possession, magic, and psionics. As well the character won't panic in any situation and suffers no skill penalties. Afterwards the character is weak and a bit nauseous; -15% on all skills.4. Endurance: The character is +2 to P.E. and suffers no fatigue or exhaustion during the length of the enhancement. Afterwards the character needs 8 hours of sleep or is weak and groggy; -1 attack, -2 on all combat moves and -10% on skill performance.Note: The character has a total of 24 enhancements before the supply is exhausted. They can be in any combination of the four possible. They take effect nearly instantaneously; within the first melee. The character can turn off the effect at any time. Cost: $175,000. Each replacement enhancement is $400.

Cutting Jaws SDC edged jaws with high-powered mechanical muscles. Vastly more effective than bolt-cutters. Damage is D4 SDC. $15,000. The

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bite of a cyborg with this weapon can sever chains, and given time even gnaw through axles, etc.

External Gun Internal guns are traditionally mounted outboard of the forearms and are fixed, so aiming is accomplished by pointing the arm. Theymay also be mounted on the head, back, or shoulders (in the case of the shoulders, usually folding backwards when not in use). The weapon is visible and may be hit by called shots. Head, back or chest mounted guns are limited to pistol or SMG size. Arm weapons are limited to rifle size (not railguns). Over-shoulder weapons can be any man-portable weapon, including railguns. Arm mounts may instead hold mini-missile racks of up to 3 missiles (which may be fired singly or in volleys of 2 or 3). Standard ammo is 1 clip, but a large ammo storage system (a back-mounted drum with belt feed, 10 clips equivalent) may be added for $10,000. Cost is weapon price +$2,000. Arm and head-mounted weapons are +l strike. Sound suppressors may be added to projectile weapons for $3,000. An external gun is unbalancing and awkward, and each one inflicts a cumulative penalty of -1 to strike, parry and dodge. They can be quickly mounted and demounted, once installed.

Flamethrower When combined with the Directional High Pressure Fluid Sprayand a Chemical Supply filled with fuel, this system becomes a flamethrower. Flamethrowers typically do 5D10 SDC, hitting a target area like a shotgun, out to a range of 40 metres. Targets burnfor 6 melees, taking like damage every round. $2,000.

Folding Arm-Mount A melee weapon which when not in use folds back along the forearm. The weapons are weighted for cyborg strength. Damage is double that done by a cyborg's punch (for a hammer, axe or morning star) or 6D6 SDC if a chainsaw is employed. $25,000.

Gun Shell Implant For female characters. Implanted in the breast is a gun that shoots bullets out of the nipple! This implant is quite surprising the first time someone sees it and the character gets an automatic surprise attack with it. The calibre of the round must be .22 and does 2D6 SDC damage. The character can store 25 rounds. The character canNOT fire burst shots and can only fire a single round at a time. Thefemale also has NO feeling in her nipple, as it is also fake (a gun nozzle). Cost: $225,000. Reloads are $110 per shell.

Horns, Large A pair of large, bull or steer type horns. Damage Bonus: +2D4 SDC damage to head butts. Cost: 5,000 .

Horns, Large Ram's A large set of thick, curled horns. Damage Bonus: +2D6 SDC damage to head butts. Cost: 8,000

Horns, Small A pair of tiny to small Devil's or goat's horns. Usually for cosmeticeffect rather than as a weapon. Damage Bonus: +1 SDC damage tohead butts. Cost: 1000

Horn, Unicorn This is one large horn (any style) usually in the centre of the forehead or top of the head. Damage Bonus: +D6 SDC damage to

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head butts. Cost: 3,000 .Integral Mini-Missile Usually installed in the shoulders or upper torso, facing front, with

blast vents at the rear mirroring the protective covers at the front. Costs $50,000 per missile tube, with a maximum of 8 tubes for a cyborg less than 3m tall. The doors which cover the missiles can take 5 SD per missile tube (and can be increased to a maximum of 10 per missile).

Internal Gun Internal guns can be placed anywhere, but if they are in the forearm or head they gain +l strike. Head-guns are limited to pistolsize SDC weapons or lasers (lasers can be placed in the torso and connected to the actual aperture by a flexible optic cable, and hence can be up to rifle size). Other internal guns are limited to pistols, SMGs, automatic carbines or weapons of similar size. Ammunition is normally 1 clip but a large ammunition reserve (equivalent to 10 clips) in the torso can be installed for $15,000. The internal gun Costs the price of the weapon itself +$5,000 (+$20,000 for lasers with optic cables). Projectile pistols can include integral sound suppression for an additional $3,000, but suppressors for larger weapons must be externally fitted.

Poison Dart Implant For female characters. Implanted in the breast is several poison-tipped darts that shoot out of the nipple. The range is a paltry 5 feet/1.5 meters. They are meant as a short-range attack. The darts are spring loaded and can only be reloaded with special equipment.The payload for the poison dart implant is usually 30 darts. The dart damage is 2 SDC Any combination of poison tips may be used. Note that the female will have NO feeling in her nipple after this as it completely fake. Cost: $150,000. Reloads are $100 per dart.

Poison Gas Implant For female characters. Implanted in the breast is a gas that can be sprayed out! This can be a poison gas, tear gas, or knockout gas. The poison gas does 2D6 damage direct to hit points per melee unless a successful saving throw is made each melee. A gas mask will negate the damage. The tear gas causes irritation of the eyes and nose and results in penalties of -4 to strike and parry, and -6 to dodge. Skill performance is -20%. A save must be made each melee to avoid being overcome by the gas. A gas mask will negate the penalties. Finally, the knockout gas will cause drowsiness in 1D4 melees and sleep in 1D6 minutes unless a save is made. A save must be made each melee in the gas. All saves are against non-lethal poison. Cost: $140,000, and comes with 10 doses of each type. Each replacement 10 doses is $500 (only comes in sets of 10). Note: The female who has this usually uses it in conjunction with the oxygen storage cell or toxic filter so she herself doesn't become overwhelmed by the gas.

Steam Superheating When combined with the Directional High Pressure Fluid Spray and a supply of water, this system becomes like a flamethrower

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(superheated steam will sear flesh to the bone, and ignite petrol vapour, but little else) without doing as much property damage or starting fires. Damage is 4D10 SDC, and lasts only 1 round. $4,000.

Taser Implant For female characters. Implanted in the breast is a cable with a hook connected to a powerful battery. The hook is propelled out of the nipple bya spring loader and imbeds itself in the victim. The victim gets a save versus non-lethal poison. On a successful save the character suffers 2D6 damage but is otherwise OK (usually will pull the hook out causing two points of damage to be suffered. If the victim doesn't do that they will be subjected to another shock attack). On a failed save the character suffers 2D6 damage and will fall unconscious for 1D6 minutes! At the end of the time the character gets another save versus non-lethal poison. A successfulsave means the victim regains full senses within one melee round. A failedsave means that the victim will be out for another 1D4 hours and after thattime will regain consciousness. The range for the attack is 8 feet (2.4 meters). Cost: $130,000.

Stun System Extends the Stun Fist concept to cover the cyborg's entire body. A very effective riot weapon. Anyone touching, or touched by the cyborg suffers the effect of a Stun Fist. $45,000.

Magic Classes

Magic - Enchanted ObjectMagic - Enchanted WeaponMagic - Mystically BestowedMagic - Mystic Study MageMagic - Mystic Study Tao Shih

Magic - Enchanted ObjectEnchanted Objects are similar to the Enchanted Weapon in that the source of magic and power is within the item, not the person. Without the Enchanted Object the character is an ordinary individual armed only with his natural attributes, skills and wits. The object iseither a small item such as a medallion, pendant, talisman or ring. Or it can be an article of clothing, such as a cape, cloak, mask. helmet, belt, gloves or gauntlet. When worn, the Enchanted Object endows the person with limited mastery over the mystic arts. Unlike the magic weapon, the enchanted object is rarely affiliated with a particular alignment. Thus, good or evil can use the same item indiscriminately. The spell casting abilities provided by the object never change and can never be increased. The character simply uses and directs the magic, but knows nothing or little about magic itself. This means he can not learn new spells or other magic.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 35 SDC plus any gained through magic and physical training.

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Step 2: EducationRoll to determine the character's educational level and select skills as usual. The charactercan have any level of education, from high school to doctorate.Step 3: Object TypeChoose or roll for the Object type. With the GM's permission it may be composed of multiple parts; such as 2 rings, a bracelet and a helmet.D100 Result01-07 Helmet, Ancient (either Armet, Barbut, Burgonet, Close, Galea, Great, Morion, Myrrmillo, Pikeman, or Sallet)08-14 Gauntlet (either Chain, Leather or Plate)15-21 Bracelet22-28 Ring29-35 Necklace36-42 Amulet43-49 Crown50-56 Earring57-63 Belt64-70 Wand71-77 Sceptre78-84 Carpet85-92 Other Jeweller93-00 Other Object (eg. clock, skull, etc)Step 4: Primary Magical or Super AbilitiesEnchanted Objects have a renewable PPE reserve of (2D10 x10) +100. Every 24 hours, itregenerates all PPE previously spent on spell casting. This also means the holder of the Enchanted Object can cast any combination of spells, with each spell temporarily burningup the available PPE. When all PPE is used up the character must wait till the beginning of the next 24 hour period. This energy does not increase with experience. The magical reserve inside the magic object can be shared with wizards or other practitioners of magic, however, it must be given willingly by the owner/wearer of the item. Stolen items can be used freely by the "new" owner. Some objects magically provide super abilities. Except for their magical origins, these super abilities function exactly like their nonmagical counterparts. except they cost 15 PPE each to activate and use. Once activated. the super abilities remain in force until the character wants it to stop or after 24 hours, whichever comes first. At the end of 24 hours, if sufficient PPE is available the character can immediately reactivate them. All equipment are Indestructible by conventional means, give the user a +3 Magic save, adds +D6 x10 SDC to the welder andgives one ability from the table below. Select one or roll percentile dice:D100 Result01-04 Select 3 Major Powers05-08 Select 2 Major and 2 Minor Powers09-12 Select 1 Major and 4 Minor Powers13-16 Select 6 Minor Powers17-20 Select 5 psionic powers from each of the four psionic categories. ISP = his (ME

x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

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21-25 Select a total of 3 spells from levels 1-6 and 4 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

26-30 Select a total of 6 spells from levels 1-7 and 3 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

31-35 Select a total of 9 spells from levels 1-8 and 2 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

36-40 Select a total of 12 spells from levels 1-9 and 1 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

41-45 Select a total of 15 spells from levels 1-10 and 1 psionic power from two out of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

46-50 Choice of 2 Minor Super Abilities and a total of 12 spells from spell levels 1-12.51-55 Choice of 1 Minor Super Ability and a total of 15 spells from spell levels 1-12.56-60 Pick a total of 22 spells from spell levels 1-12.61-65 Select 2 Major Super Abilities and a total of 6 spells from levels 1-6.66-70 Select 1 Major Super Ability and a total of 12 spells from levels 1-6.71-75 Select 5 Minor Super Abilities and a total of 3 spells from levels 1-6.76-80 Select 4 Minor Super Abilities and a total of 6 spells from levels 1-6.81-85 Select 3 Minor Super Abilities and a total of 9 spells from levels 1-6.86-90 Select 2 Minor Super Abilities and a total of 12 spells from levels 1-6.91-95 Select 1 Minor Super Ability and a total of 15 spells from spell levels 1-6.96-00 Pick a total of 22 spells from spell levels 1-10.Step 5: Secondary Magical AbilitiesAll equipment also have a secondary ability. Select one or roll percentile dice:D100 Result01-11 The Enchanted Object is a raw PPE Battery and has an additional +(5D10 x10)

PPE.12-22 If separated from the object the most recent owner can teleport it back to himself

so long as it is within his line of sight.23-28 Gain 3 psionic powers from either sensitive or healer categories. Has (D6 x10) +

ME = ISP.29-40 An additional +1 magic save.41-52 The object reacts to emotions despite not having a sentience. The object can sense

the emotions of the owner and those around it (within 6 metres). When it sense hostility it trembles granting the owner +2 to initiative checks. In addition the object has a preferred emotional state where its abilities act as if they were one level greater than usual.

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53-64 Choose D4 +1 magic related skills at +20% which the Object can communicate raw information telepathically with the character.

65-76 Grants total immunity to any form of mind control, possession or anything else that might cause him to involuntarily remove the object.

77-88 Gives the user total immunity to either fire, cold or electrical damage and effects.89-00 Adds a total of +D10 extra points to attributes (it may either all be used on one

single attribute or spread over several or all of them. If the character is separated from the object however his statistics will revert to their original form).

Step 6: Power Level of the Spell or AbilitiesThe spell equivalent in power is fixed and does not increase as the character grows in experience. The spell's strength, range, duration, damage and effects are forever locked inthe equivalent level slated in the table.D100 Result01-50 Equal to D4 levels in power.51-75 Equal to D6 levels in power.76-90 Equal to 2 +D6 levels in power.91-00 Equal to 4 +D6 levels in power.Step 7: FinancesThe character starts with D10 x $1000 dollars to be spent on weapons and equipment. Magic - Enchanted WeaponThe magic weapon not the character is the true source of the magic and the superbeing's power. The hero is simply the new champion that wields the magical construct. Without the mystic weapon the character is an ordinary person armed only with his skills and wits.The weapon is usually a common, ancient, melee weapon such as a sword, axe, mace, or spear covered in mystic symbols and rune writing.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 35 SDC plus any gained through magic and physical training.Step 2: EducationRoll to determine the character's educational level and select skills as usual. The charactercan have any level of education, from high school to doctorate.Step 3: Weapon TypeChoose or roll for the Weapon type.D100 Result01-07 Whip (Scourge or Whip)08-14 Sword (Bastard, Katana, Long, Scimitar, Sabre, Two-handed sword, Cutlass,

Khopesh, Wakizashi, Short or Drusus)15-21 Axe (Battle or Hand)22-28 Bow (Composite long, Composite short, Daikyu, Long or Short)29-34 Crossbow (Hand, Heavy crossbow or Light)35-40 Mace (Belaying pin, Club, Footman's mace, Horseman's mace, Morning star,

Tonfa, Maul, or Cudgel)41-46 Knife (Dagger, Dirk, Knife, Stiletto, or Main-gauche)47-52 Hammer (Standard or Warhammer)

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53-58 Flail (Footman's or Horseman's)59-64 Staff (Bo, Long or Short)65-70 Spear (Harpoon, Javelin, Long Spear, Short or Trident)71-76 Halberd (Awl pike, Bardiche, Bec de corbin, Bill-guisarme, Fauchard, Fauchard-

fork, Glaive, Glaive-guisarme, Guisarme, Guisarme-voulge, Halberd, Hook fauchard, Lucern hammer, Mancatcher, Military fork, Naginata, Partisan, Ranseur, Spetum, Tetsubo or Voulge)

77-82 Pick (Footman's or Horseman's)83-88 Chain (Spiked Chains, Ball and Chains, Goupillon Flails, Mace and Chains,

Manriki Gusari, Sa Tjat Koens, Nunchaku or Chain Flails)89-94 Lance (Heavy horse, Light horse, Jousting or Medium horse)95-00 Other weaponStep 4: Primary Magical or Super AbilitiesThe player can select six abilities from the following list which are possessed by the weapon and available to his character. These are the extraordinary magical properties of the Enchanted Weapon, and although It is the hero who calls upon the weapon to use them, they are not the powers it bestows on its mortal champion. Unless otherwise stated,there is no limit to how often a power can be used by its champion, and it is presumed to be in force as needed. A good aligned weapon can be used by Principled, Scrupulous or Unprincipled characters only. An evil aligned weapon's magic power can only be unleashed by Anarchist, Miscreant, Diabolic, and Aberrant characters. To anybody else itis an ordinary weapon of superior craftsmanship, without any magical properties. The only exception is when the weapon's champion willingly lends it to someone for a specific purpose. Under this circumstance, the borrower can draw upon the six powers of the Enchanted Weapon and use them as is necessary in fulfilling his mission. If separated for more than 72 hours, the character will automatically return to his ordinary human form and the weapon becomes inert (seemingly powerless). Until the two are reunited (orthe mortal killed), both are powerless.All Enchanted Weapons have a renewable PPE reserve of (2D10 x10) +100. Every 24 hours, it regenerates all PPE previously spent on spell casting. This also means the holderof the Enchanted Weapon can cast any combination of spells, with each spell temporarilyburning up the available PPE. When all PPE is used up the character must wait till the beginning of the next 24 hour period. This energy does not increase with experience. The magical reserve inside the magic object can be shared with wizards or other practitioners of magic, however, it must be given willingly by theowner/wearer of the item. Stolen items can be used freely by the "new" owner. Some objects magically provide super abilities. Except for their magical origins, these super abilities function exactly like their nonmagical counterparts. except they cost 15 PPE each to activate and use. Once activated. the super abilities remain in force until the character wants it to stop or after 24 hours, whichever comes first. At the end of 24 hours,if sufficient PPE is available the character can immediately reactivate them.All weapons are Indestructible by conventional means, give the user a +3 Magic save, +D4 Strike and Parry, affect all supernatural creatures, and add damage of +D6.Select 6 from the list below or roll percentile dice:D100 Result01-04 Choose 1 power from each of the 4 psi categories and determine the sword's ISP =

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his (ME x2) + (3D4 x10).05-08 This will protect the wearer from most weather and keep a comfortable

temperature of around 21 degrees Celsius. It protects from both heat and cold, making them popular in northern areas, jungles, and deserts. While it will protect the wearer from rain, it will not protect the person from getting wet if they are immersed in water such as from crossing a river or from getting caught in flooding water. It will still keep the wearer at a comfortable temperature and whenthe person is no longer immersed, all water soaked into the garments will be repelled to the outside and drip off. It will not provide protection from drowning or from gas attacks.

09-12 When activated this produces a globe of silence centred on the weapon. The globeof Silence has a diameter of 1 metre per level and lasts until turned off. It can be activated up to once per day per level. Effects are as per the spell except wielder does not have to concentrate on it and moves with the weapon.

13-16 The weapon was made to fight the supernatural and thus has double the effect anddamage on them. Further on a critical strike a summoned or extraplanar creature is banished back to their realm and any undead under another's control become free of their influence.

17-20 Restores all Hit Points or half SDC total by touching the weapon to the individual who needs healing. The magical healing leaves no scars. The healing touch can beused 10 times per day (24 hours). Although intended for helping others, its champion can draw upon its healing power as well (counts as one of the 10 per day).

21-24 Turns itself and the welder invisible identical to the spell Invisibility: Superior.25-28 +1 damage per level is added to all modes of attack used by the weapon wielder,

including lightning bolts, fire balls, and strikes from the weapon, as well as punches and kicks from its magically empowered champion.

29-32 Spits Lightning Bolt. Can be used as often as once every melee round (counts as one melee attack). As a magical energy blast, it will affect supernatural beings, creatures of magic and those who are normally invulnerable. Damage is D6 per level electrical damage. Range of 30 metres per level.

33-36 Spits Fire Ball. Can be used as often as once every melee round (counts as one melee attack). As a magical energy blast, it will affect supernatural beings, creatures of magic and those who are normally invulnerable. Damage is D6 per level burning fire damage. Range of 30 metres per level.

37-40 This power enables the weapon wielder to animate and control skeletons and corpses. These zombie-like automatons have no will of their own nor any intelligence. They will obey any simple command, such as protect me, slay him, and so on. They obey only the weapon wielder. Can control up to 5 per level.

41-44 A successful strike causes an additional 2D4 points of damage directly to Hit Points and temporarily drains 1 or 2 points from the victim's PE This drain lasts for D4+1 melee round but if the character's PE is reduced below zero before then, he will die. Every point of PE that is drained also grants the weapon's user a temporary bonus of +10 SDC, but this bonus disappears as the victim's PE returnsto him.

45-48 The weapon protects the wearer/user against magic, Nightbane talents, Nightlord

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powers and any supernatural ability that requires PPE to use. It does so by negating the PPE used by the spell, talent or power. There is a limit to how much PPE can be absorbed per 24 hour period. This is set as a reservoir of 8D10 +20 "anti-magic" points. The anti-magic reservoir is renewed at the rate of 20 points per hour.

49-52 Instead of the weapon being composed of flames, the weapon bursts into flames and damage while flaming is increased by +3D6. Can be used up to once per day per level, with a maximum duration of 2 minutes per level. The weapon itself is immune to fire.

53-56 A superbeing struck by the weapon will temporarily have his powers turned off. All superpowers are affected by the negation, including Invulnerability, Supernatural PS and similar "constant" abilities, depriving the character of any bonuses to attributes, combat, SDC, etc. that may have been granted by the power.This negation lasts for 2D4 melee rounds.

57-60 The ability to fly like a bird at will. Maximum speed is 10 kph per level.61-65 A power that enables the hero to see clearly in the dark, including unnatural and

magical darkness, much like passive nightvision light amplification goggles do. Range of 91.5 metres. The nightvision is automatically activated in darkness and has no time limitation.

66-70 The character has a second weapon to be used as a back up, as a second weapon or for throwing. The secondary weapon is less powerful (3 primary and 1 secondary power), usually in the form of a dagger, hand axe or even a short sword.

71-75 Creates a mystic energy shield that can be used to parry attacks like a knight and his shield. When necessary, the hero can tum his shield into a protective bubble that can enclose and protect himself and as many as 1 normal-sized human per level. The shield has a total of 50 SDC per level and is effective against all types of attacks. The mystic shield can be created instantly with but a thought. When it is created and used as a hand held shield to block and parry attacks, all the character's usual parry bonuses apply. A successful parry with the mystic shield means it takes all damage. The remainder of any damage above the shield's SDC shatters the shield and affects those behind it. The shield will remain up until destroyed, the danger appears to have passed, or its champion wills it to vanish.

76-80 Once per day per level, the touch of the weapon can undo the effects of a curse, be it brought on by a ward, rune, spell, superpower or similar source. The weaponalso renders its wielder immune to curses while in his possession.

81-85 The weapon's wielder just seems to be lucky in most things. In moments of high stress and dire straights (as determined by the GM), the weapon grants a bonus of +10% to all skills and +2 to initiative, +1 to strike, and +4 to parry. The GM should also work lucky events surrounding the weapon's wielder into the plot of the campaign.

86-90 This power allows the weapon's wielder to instantly teleport himself and up to 35 kgs of equipment a distance of up to 46 metres per level of experience. Only the user can teleport (and anyone who may happen to weigh less than the power's weight limitation) and it cannot be directed at someone else. The character can use this power once per day per level.

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91-95 The weapon renders its user immune to the influence of a Horror Factor. Additionally, holding this weapon high so that it can be seen by others allows its inspiring presence to be felt by them as well, granting them a bonus to save vs Horror Factor of D4+2 (roll separately for each person).

96-00 The character can cast spells. Pick a total of 14 selections from spell levels 1-6, and a total of 8 selected from spell levels 7-12. All selections are final.

Step 5: Secondary Magical AbilitiesAll weapons also have a secondary ability. Select one or roll percentile dice:D100 Result01-07 Allows the welder to See the Invisible.08-14 Returns to the welder after being thrown. Returns immediately after striking (or

missing) the target. Range of 30.5 metres +4.6 metres per level of its wielder's experience. If the weapon misses, it flies past the target and an attack roll can be made as it returns, but only if it missed initially.

15-21 An additional +1 magic save.22-28 The weapon has a second form. This form can be any weapon, or object it can

transform into at will.29-35 The ability to understand, speak, read and write any language at will.36-42 The weapon can be thrown double its normal range (and that of the character).43-50 The weapon surrounds the user with a magical, false aura that makes the character

appear to be something else. The character's own, true aura is concealed and impossible to detect by any magical or psionic means. Even the Nightbanes powerto sense and see the aura of their own kind using the See Truth talent, cannot pierce the veil of this powerful magic

53-60 The object reacts to emotions despite not having a sentience. The object can sensethe emotions of the owner and those around it (within 6 metres). When it sense hostility it trembles granting the owner +2 to initiative checks. In addition the object has a preferred emotional state where its abilities act as if they were one level greater than usual.

61-68 Disrupts spells/magic by touch on a successful save.69-76 The character also has a magic sheath which the weapon can be placed in when

not in use. While in the sheath it magically disappears into a dimensional pocket, centred on the wielder.

77-84 Grants total immunity to any form of mind control, possession or anything else that might cause him to involuntarily remove the object.

85-92 Cast 1 specific spell at will. This cant be changed, it must always be the same spell.

93-00 Adds a total of +D10 extra points to attributes (it may either all be used on onesingle attribute or spread over several or all of them. If the character is separated from the object however his statistics will revert to their original form).

Step 6: Power Level of the Spell or AbilitiesThe spell equivalent in power is fixed and does not increase as the character grows in experience. The spell's strength, range, duration, damage and effects are forever locked inthe equivalent level slated in the table.D100 Result01-50 Equal to D4 levels in power.

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51-75 Equal to D6 levels in power.76-90 Equal to 2 +D6 levels in power.91-00 Equal to 4 +D6 levels in power.Step 7: FinancesThe character starts with D4 x $1000 dollars to be spent on weapons and equipment. Magic - Mystically BestowedMystically bestowed super characters are usually individuals selected by a supernatural force of good or evil to champion their causes. The individual selected is often a very ordinary person whose moral integrity and emotional state are deemed to be exactly right to champion their cause. Once selected, the mystic force (god, demon lord, etc.) will appear to the individual, explain that he or she has been chosen to receive a great gift, given a speech about the eternal battle between good and evil. The person is normal in every way until he calls upon the power within him. This can be done by force of will (mentally) or by calling on the name of the bestowing power, or a special triggerword. Calling upon this force will instantly transform the person into a mighty, costumed visage of power. If the person is a child, old, invalid, or normally physically out of shape,he or she will be transformed into a youthful, powerfully built figure of heroic image. A Negate Magic or Anti-Magic Cloud spell will temporarily strip the character of his abilities, momentarily transforming the person back into his ordinary, fragile form. However, the character gets to save vs magic with a +4 save against the negation of magic. If a successful save is made, nothing happens, and he retains his magical powers. A failed save vs magic means he is instantly transformed from superhuman to ordinary person. The imposed transformation lasts a mere D6 melee rounds. The powers are mystical so they cant be Drained, Mimicked or Negated by normal meta powers but are fully affected by magic similar to these.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC in normal form plus any gained through magic and physical training, and x10 this when transformed. (3D4 x10) +PE = PPE, each new level of experience adds D6+4 PPE to the character's total.The following bonuses apply only when transformed into the superheroic figure. Adjust all attributes as follows: MA +2D6 (minimum of 18)PS +2D6 (minimum of 20)PP +D6 (minimum of 18)SPD x5 (minimum speed of 24)SDC +3D6 x10.Step 2: EducationRoll to determine the character's educational level and select skills as usual. The charactercan have any level of education, from high school to doctorate.Step 3: Type of Bestowed Super AbilitiesThe player whose character's powers are magically bestowed can either select one of the following or roll for a random determination. He gains these powers by joining his mind and body with one or more disembodied beings (spirits, semi-divine beings, and that ilk).

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The merging spirit can be of any nature, determined by the player at the time of the hero'screation. Possibilities include:Ancestral: The merging beings are the hero's own ancestors.Spiritual: The spirits are any Independent Spirits.Demonic: The merging being is a nasty supernatural type.Divine: The merging spirit is a bonafide divine being who uses the hero as his avatar.Must choose one of the above patrons to call on/invoke for powers. A patron who has been angered by his avatar may revoke the powers he has bestowed until atonement has been made. Powers and bonuses will vary according to the deity or spirit chosen. Divine Patrons can be found in the Pantheons section.In the case of spell casting abilities, all spells start out at the same level as the character and increase in strength as the character grows in experience. However, the character is not a full practitioner of magic and does not gain additional spells as he increases in level,nor does his PPE increase as drastically as that of the wizard.D100 Result01-06 Select 3 Major Powers07-12 Select 2 Major and 2 Minor Powers13-18 Select 1 Major and 4 Minor Powers19-24 Select 6 Minor Powers25-30 Select 5 psionic powers from each of the four psionic categories. ISP = his (ME

x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

31-36 Select a total of 3 spells from levels 1-6 and 4 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

37-42 Select a total of 6 spells from levels 1-7 and 3 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

43-49 Select a total of 9 spells from levels 1-8 and 2 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

50-55 Select a total of 12 spells from levels 1-9 and 1 psionic powers from each of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

56-60 Select a total of 15 spells from levels 1-10 and 1 psionic power from two out of the four psionic categories. ISP = his (ME x2) + (3D4 x10). The total is his starting level of raw mental power. +10 ISP per each level of experience, starting with level one.

61-65 Select 2 Major Super Abilities and a total of 6 spells from levels 1-6.66-70 Select 1 Major Super Ability and a total of 12 spells from levels 1-6.71-75 Select 5 Minor Super Abilities and a total of 3 spells from levels 1-6.76-80 Select 4 Minor Super Abilities and a total of 6 spells from levels 1-6.

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81-85 Select 3 Minor Super Abilities and a total of 9 spells from levels 1-6.86-90 Select 2 Minor Super Abilities and a total of 12 spells from levels 1-6.91-95 Select 1 Minor Super Ability and a total of 15 spells from spell levels 1-6.96-00 Pick a total of 22 spells from spell levels 1-10.Step 4: FinancesThe character starts with D4 x $1000 dollars. Magic - Mystic Study MageSpell magic taps into the fabric of mystic energies and weaves it into a useful, focused force. The ancient secrets of magic are not to be trifled with, and are a potentially dangerous force. Consequently, most masters of the mystic arts take great pains to hide them from the world. The master of the mystic arts must spend years of study with another, greater, master. During those years he learns to concentrate, focus his thoughts and willpower, relax and meditate. He learns of other dimensions and evil forces. He learns the responsibility one must accept when he becomes part of the enigmatic world ofmagic. Then, only after this has been fully mastered and understood, is the first simple spell taught. With that one spell the novice learns to direct and control the unwieldy energy that courses through and out of his body. Once the novice has learned to completely control that one spell, he is ready to explore the deeper mystic arts. The spell casting practitioner of magic goes by many different 'names, wizard, sorcerer, mage, etc., but all share the fundamental power to draw upon magic energy and cast it as a spell withastonishing magical effect. Each time a spell is cast, it will temporarily use a portion of the mage's PPE reserve (Potential Psychic Energy). Different spells require different amounts of PPE; each spell description will indicate the amount necessary to cast it. The higher level the spell, the greater the cost.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC plus any gained through magic and physical training.Like all men of magic, the character is a living battery of mystic energy that he can draw on to create magic. The permanent PPE base is at a rate of (IQ + ME) x4. In addition, the mage gets 2D10 PPE per each level of experience. The sorcerer can draw additional PPE from select other sources, like ley lines and blood sacrifices.Wizards also have an emergency hidden reserve of PPE. Even if depleted of normal PPE,they can choose to spend their HPs as if they were PPE points on a one for two ratio (in other words 1 HP = 2 PPE).At first level, the wizard is +2 to save against magic of any kind, +1 to save vs possession, +2 to save vs Horror Factor, and others need a 12 to resist his magic (spell strength).At fourth level, another +1 vs magic is gained and the spell strength is +2 (characters need a 14 or higher to save against his spells).Seventh level adds +1 to spell strength (15 or higher to save vs his magic) and +1 to save vs possession and Horror Factor.Tenth level adds +1 to spell strength (16 or higher to save) and another +1 vs possession and Horror Factor. The character can also learn from a new school of magic.

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Thirteenth level adds another +1 to save vs magic, and +1 vs possession and Horror Factor.Sixteenth level adds +1 to spell strength (17 or higher to save vs his magic) and +1 to save vs possession and Horror Factor.Nineteenth level adds +1 to spell strength (18 or higher to save vs his magic) and +1 to save vs magic, possession and Horror Factor. He can also learn from another school of magic.Step 2: EducationThe character can have any level of education, from high school to doctorate. Choose skills in the normal manner but also gain the following all at +30%; Holistic Medicine2 other LanguagesLore: AstralLore: Demon and MonstersLore: FaerieLore: Folklore and mythologyLore: Geomancy and Lines of Power Lore: Ghosts and FaeriesLore: MagicLore: Religion Lore: UndeadLore: VampiresLore: WitchesResearch Select 20 secondary skills (+5% skill bonus applies to each)Step 3: SpellsThe character has finished his mystic studies, is first (or second) level, and has learned a small repertoire of spells. Select a total of 22 spells from spell levels 1-10. Additional spells must be actively sought out and learned. Alternatively whenever the character goesup a level the GM may roll D4 +1 per level for how many spells have been learnt. And then roll D4 +1 per level for the level of each spell.Step 4: Magical AbilitiesThe years of study and mastery of the mystic arts provide the mage with a handful of additional abilities that relate directly to magic. These powers do not require spell casting, and can be used as often as desired.He can recognize most spells when cast, a better chance of recognizing enchantments, true runes, wards, and magic circles, and the skills necessary to analyze magical objects, items, scrolls, and books to learn about them.Choose four of the following special abilities. +1 more every second level;AlchemyBase Skill: IQ x5%, plus 5% per level. Gain the following skills: Maths Basic, Maths Advanced, Literacy, Chemistry, ChemistryAnalytical, Biology, and Botany. +5% bonus to each of the Science skills above.Save Throws: A save vs spell magic must be made. Alchemical potions should have a magic strength of 12 as a base, +1 more to the strength at levels three, five, seven, and ten.

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The character has the skills and talent necessary to develop magical chemicals. With creativity, spells, occult texts, and his scientific skills the character can develop magic potions (or powders, foods, or poisons) based one of his spells or special magic formulas.The alchemist need only prepare the magically receptive substance, then channel the proper kind of magic energy into it! He can also use this skill to analyze something both magically and chemically, and even learn how to recreate it. It is also possible to invent new kinds of potions and compounds with this skill.Duration of effects: Almost all extended- effect potions have a duration of ten melees (two and a half minutes) per level of experience. An alchemist can purposely make a potion with a shorter duration than is maximally possible. Sleep, pain relief, aphrodisiacs,etc. should last about 1d6 hours or possibly two hours per level of the alchemist.Analyzing a magic potion: Both for informational purposes and for determining an alchemical formula. This takes a skill roll at -2% per level of the spell(s) in the potion. Failure means the formula has a flaw and won't work properly, or that the information gotten is misinterpreted. Analysis takes a hour per level of the spell(s) in the potion or compound. Each attempt to get information about something (duration, effect, type of magic, etc.) requires one analysis attempt.Developing a new potion formula: There is a -5% penalty imposed for each level of the spell(s) being made into a potion, plus some spells may not be able to be put into potion form (like most illusion spells, for example). Again, failure means the formula has a flaw and doesn't work properly. Original creations (a mixture spells and effects) are possible, but obviously more difficult. It takes a week of research per level of the spell being transmuted into potion form to get the alchemical formula.Creating a single potion or compound: This requires four hours of work per level of the spell (so three first level potions could be made in a day, and one 15th level potion in a week's time). The magic energy cost to enchant the potion should be equal to the total PPE needed to cast all the spells in the potion. The creation of a potion based on a spell the character knows generally costs 100 gold (or ) per level in components, maybe more depending on the GM's decisions.Developing a unique potion or compound: Eventually, a player will want to make something that isn't based on spell magic. It isn't a requirement that alchemical substances be specific spells, but it is a little easier to work with. If possible, find whatever spells are most similar to the desired potion's effect and base the costs and success rolls from them. Unique alchemical formulas will obviously require unique ingredients. An Agony potion could need venom from a poisonous supernatural creature, an Impervious to Fire potion might need powdered fire dragon scales or fire worm juice, etc.Altering an existing alchemical formula: Increasing the damage and extending the duration are the usual ways of improvement. Modifying the alchemical formula for 25% more damage/ healing/ penalties or 50% more duration than the basic formula imposes a -15% penalty (so getting 50% more duration and 50% more penalties from that Agony potion would cause a -60% to the skill roll). Reducing the alchemical formula for 25% less damage/ healing/ penalties or 50% less duration than the basic formula has a +3% bonus per alteration attempted. It is possible, though difficult, to make a potion last longer and hit harder than the alchemist is normally capable of. I suggest that GMs limit

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the improvements made on an alchemical formula, so that super- potions don't get created.Astral ProjectionRange: SelfDuration: Five minutes per level of experience.Saving Throw: NoneThis ability, mastered through years of study and willpower, functions very much like thepsionic ability.Charm PPE Cost to Create: 6 (temporarily)Time to Create: Varies - long enough to cover a target artifact in runes, etchings, symbols, etc.Strength: Consider a Charm a level two enchantment with an indefinite duration.Duration of Magic: PermanentDuration of Activation: ConstantAny magician can create a charm. Any well made object can be charmed with either a +5% skill bonus or a +1 bonus on the roll of a D20.CloakingBase Skill: IQ x5%, plus 5% per levelSpecial Bonuses: Add +5% if the Mystic Meditation skill is also known (experience in concentration).Cloaking is the study of masking one's magical and psionic nature. It is most common among Mystics, but any mage can learn to do it provided they have the necessary magicalknowledge. The mage learns to hold his supernatural nature in, and to spread out whatever he can't contain. Thus he can suppress his own magic and psionic ability. Initiating the cloaking takes one melee of concentration. A successful roll means that the magic energy is suppressed and masked. Anyone using a spell or natural tracking abilitiesto sense the mage suffers a penalty to their skill equal to the mage's skill percentile. If the mage fails he can try to mask himself again next melee. There is no limit to the duration that a mage masks himself, but there is a restriction. While cloaked, the mage cannot use any magic spells, items, or psionic powers without destroying his cloak. Early on he cannot cloak his possessions. After level three, however, any magical or psionic items can be cloaked as well, as long as they are carried on his person and of low to mid level power.The cloaking mage cannot extend his ability to other people, vehicles, or powerful magical objects (like rune weapons). This is the principal difference between this ability and the Block Magical Radiance spell of Metamages. This ability is better than the spell of Transferal, because the mage always has his magic at his command and can use it in the blink of an eye. Plus, he can hide his psionic nature at the same time.Divination Base Skill: IQ x5%, plus 5% per levelThis skill allows a character to gain insights into the past, present, or future by manipulating a specific process. When the skill is selected, the player selects 3 processes (by casting bones or rune stones, reading a person's palm, tarot, astrology, numerology, rune casting, I Ching, etc.) the character is conversant with, +1 per level. FamiliarRange: 183 metresDuration: Indefinite

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saving Throw: NonePPE: TwentyAt third level, a practitioner of magic is experienced enough to mentally link with a smallanimal (bird, mammal or lizard). This link is permanent, producing a rather impressive symbiotic relationship. No matter how wild or mean the animal may have been, it will instantly consider the mage to be its friend, companion and master. To him, the animal is always docile and submissive, because the two are now one; an extension of each other. As such, both man and animal will understand each other completely. For the mage, the familiar is now a sensory extension enabling him to see, hear, smell, taste and feel everything the animal experiences. Thus, familiars make great spies, listening to conversations and prowling Into areas not easily accessible to their masters. Although thefamiliar understands and obeys the mage, it cannot actually speak to him. Just as the mage knows what the familiar is feeling, so the familiar knows what its master is experiencing (on an empathic and telepathic level). If one is in danger, the other will know it. The magical nature of the union also provides the mage and the familiar both with an additional 6 Hit Points. However, if the familiar is hurt or attacked, its master also takes the same amount of damage even if kilometres apart. Two-way telepathic and empathic communication with a maximum range of 183 metres. Beyond this range the two cannot communicate but each will know if the other is in danger or hurt regardless ofthe distance between them. The animal will also understand spoken commands by its master on an almost human level. The mage will have a keen understanding and perception of his animal companion's reactions, growls, noises and body language.ImprovisationBase Skill: IQ x5%, plus 5% per levelWith this skill, a mage can use his knowledge of the magical arts to combine spell effects.This allows the caster a vast array of combinations possible. A few examples are throwing electrified magical nets, creating glowing fogs, and launching missiles that blind victims. To perform a spell, the character must have the appropriate spells to be combined. The duration, range, and damage of the improvised spell are equal to the highest value out of all the spells used. This means if two spells with ranges of 27 metres and 90 metres were combined, the improvised spell range would be 90 metres. The PPE cost is equal to the total of the PPE costs of the combined spells. The mage can combine two spells at level one, plus one more at levels three, six, and ten. For each spell above his own experience level the mage is trying to mix, add a -5% penalty to the skill roll. However, if the character has a specialization in a particular type of spell magic he is combining then don't count it - the character's knowledge overrides the penalty. On a failed roll, only one of the spells used in the mix has any effect. Thus if someone tried to create that globe of fire and failed, the caster might end up with either a Fireball or a Globe of Daylight. If the mage fails he only expends half the magic energy he would have used had he succeeded. If the improvisation fails, the mage can roll again under his skill percentile (no penalties) to try and determine which spell is actually cast. Failure means the resulting spell is completely random. A third roll under the skill percentile (no penalties again) will determine if the mage has control of the random spell - failure means he doesn't and might very well have a fireball rocketing out of control. Overall, a mage could end up rolling his Improvisation skill three times with one attempt at a spell.

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MutantThis character also has superpowers. Choose or roll on the following;01-33 5 Minor Powers34-66 1 Major and 3 Minor Powers67-00 2 Major and 1 Minor PowerMystic Herbology Base Skill: IQ x5%, plus 5% per level. Add +10% to the Holistic Medicine skill if it is possessed.Gain the following skills: Identify Plants and Fruits, and Botany.The character knows all sorts of things about mystic herbs and herbs in general: legends, when and where to find them, preparation and preservation of them, knowledge of poisons, mystic powers, and how to turn them into magical teas, potions, tonics, elixirs, etc. This skill differs from that of Alchemy in this respect - while both may use the occasional chemical from the other school, alchemists tend to use biological and mineral components and herbologists use primarily plants and fungi.Mystic InvestigationBase Skill: IQ x5%, plus 5% per levelGain the following skills: Math Basic, Math Advanced, Literacy, and Investigative. If theResearch skill is possessed, add a one time +10% bonus.All magicians have the capacity to study and discover the secrets of powerful magic objects and arcane texts. Normally, the character must make a successful Principles of Magic roll or roll less than his IQ on 2D10 for each attempt to determine a specific poweror function of the object of inquiry. Three consecutive failures when determining an aspect of the object means that it will remain hidden until further insight is gained (like another experience level). Characters with the Mystic Investigation Skill, however, have had formal training in the analysis of data, the research involved in finding hard information, and have developed a variety of personal techniques they employ in the scrutiny of magical things. They use the stated base skill, but if they fail they are not prevented from further study until attaining another experience level. They can continuously study an object until they discover all its secrets. Study usually requires 4-7 days for simple things, one to two weeks for complex objects, a month for challenging, dangerous, or mystically obscured objects, and D4 months (or more) for the most powerful magical objects. Roll once on this skill per 6 hours of study - success means that the player can ask the GM one question (within reason) about the object, or the GM might tell the player something that would make him want to ask new questions.Mystic MeditationBase Skill: IQ x5%, plus 5% per levelThis is a deep form of mediation that gives greater benefits than normal meditation. Each hour that the character meditates, roll percentile dice. If the roll isn't under the skill percentile, nothing special happens (normal energy recovery). If it is, the character gains the following benefits:1) Gains one insight into a current situation or dilemma (a way for GMs to give hints to the characters). Could also add a +5% bonus on an important skill roll.2) All poisons and toxins are slowed to inactivity for the hour, doing no damage and causing no penalties.3) The mystic recovers an additional +2 PPE for that hour of meditation. Add +1 to this number at levels three, six, and ten. Note that this increase is effective only for hours

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where deep meditation is achieved. If the skill roll fails the character recovers energy normally.4) Gain +D4 additional spells of a level less than or equal to the character's are gained forthat time period. The spells are selected by the GM, who could decide to give more or fewer spells depending on the circumstances. These spells are to help the character through the trials ahead, and fade away quickly.PsychicThis character also has psychic abilities. Choose D4 psionic powers from each of the fourcategories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).Read MagicThe ability to read ancient texts, legends, symbols, and magic scrolls.Scroll ConversionAll literate non-Mystic mages can translate a scroll into a viable spell formula with a baseskill of IQ x5%, plus 5% per level. However, a -2% penalty should be imposed per level of the spell in the scroll. If the conversion attempt fails, the translator is left with no scrolland an incomplete (and probably unstable) spell formula, the casting of which can have embarrassing, destructive, inconvenient, or deadly side effects. Further research on the spell will be impossible until the character gains another experience level, at which point research into the spell can be resumed.A successful scroll conversion results in a complete spell formula, a valuable asset in the complete understanding of the spell - add a +25% bonus to the success roll of figuring outthe existing spell magic. The mage can use a complete spell formula as directions to cast the spell, but must rely on a hardcopy of the formula to do so - until he learns it and knows it well enough to cast from memory.Sense EnchantmentRange: 28 metres maximumDuration: Automatic and constant awarenessThe mage's knowledge and attunement to the supernatural is so complete that he can recognize magic in almost any form, on sight. This includes magic items, magic weapons, circles, other magic users. and people controlled or possessed by mystic forces. The exact purpose or power 01 the enchantment is usually not known, but that it is rootedin magic is easily identifiable. This is basically an uncomfortable prickly sensation or specific "feeling" or hunch the wizard gets when looking at a specific person, place, or item.Sense MagicRange: 37 metre diameterDuration: Automatic and constant awarenessSaving Throw: NoneThe practitioner of magic is so familiar with magic energy that he can sense or feel the presence of magic, especially great magic (i.e. an Enchanted Weapon or Object, other powerful magic item, ley line nexus, greater demon, demigod, god, or fellow mage who is 8th level or greater, and similar). The individual can tell if he is near 6 metres, or far (toward the limit of the range) from the source of the magic. The ability can also indicate whether a person, object or place is enchanted/under a magic spell, possesses vast PPE, isin the process of invoking magic, or if powerful magic is being used in the area. Note:

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Practitioners of magic and most supernatural beings do not register as being magical except when actually casting a spell or using magic.Sense Supernatural EvilRange: 28 metre radiusDuration: Automatic and constant awarenessSaving Throw: None, however a psychic mind block or a protection from magic circle will prevent the spell from working on those under its protection (note that the psychic's ability to sense evil is not blocked by the magic circles). This is another sensitivity that the mage develops through his awareness of and exposure to magic. It enables the mage to feel or sense the presence of supernatural evil, including evil sorcerers (due to their connection with magic energy), demons, gods, victims of evil possession, entities, and other evil supernatural forces. It will indicate approximately howmany supernatural evil presences are within the radius and can also register the intensity of the evil and pinpoint the general location of the source to a particular room or part of a building, an area, possessed object or person, or an approximate distance (very close. near, far, etc.). Evil emanations from human and most mortal beings are much less distinct and cannot be sensed unless the source/person has an immediate and intense evil intention or is a superbeing who is at least 9th level.Signature SpellOften, you'll see mages in fiction have have particular spells that they use very frequently. These could be considered signature spells. Reduce the normal cost for signature spells by half of what they'd normally cost to cast. Signature Spells are cast as ifthe mage was a couple of levels higher then what they normally are, and opponents have a -2 penalty to save vs those signature spells. Mages do not get very many of these though. Each time a mage levels up, they get to pick one new signature spell of the same level that they just levelled to. eg. a third level mage would have three signature spells, one from their level one spells, one from their level two spells, and the final one from their level three spells.SpellcraftingBase Skill: IQ x5%, plus 5% per level. Add +5% when crafting and testing spells for which the mage already has a specialization for, and add +10% to the success rate for scroll conversion. Also use the straight Spellcrafting skill when testing developed spells.Gain the following skills: Literacy, Maths Basic, Maths Advanced, Cryptography, and Lore Magic.This is the science of developing new spells using existing spells and researched knowledge. A mage with a decent repertoire of spells and a high level of experience (6th and up) should be able to come up with a couple new spells. Note that this will require access to libraries of magical information if the spell is complex, high level, or has no basis in spells known already. The mage will need to find a library, like that of a guild, unless he has one of his own. See the Notes on Magic 2 section titled ' Spell Design' for complete information. Note: For circle makers, they could select a Circle Design spell that has the exact same stats but is for circles.Specialization Special Bonuses: +1 to the strength of spells for which the mage has a specialization, plus they are cast at half the listed PPE cost rounded down. Never apply this bonus and cost reduction to magic for which no specialization is possessed.

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Advanced Skill: If the same specialization skill is selected again (it becomes an advancedspecialization), then add another +1 to the magic strength for the selected spells and cut the PPE cost to cast them to one third. Extra time spent studying a particular form of magic has given the mage a greater understanding of it. Different kinds of spell categories can be specialized in, but each counts as a separate skill (or two). One more interesting note is that the bonuses with a specific magic form go across the board. So if a mage specializes in summoning and has a +1 bonus to summoning magic, he can apply that bonus to both summoning spells and summoning circles. Characters can also select specific magic types as specializations (such as Necromancy spells or Temporal magic), and this is acceptable too. The specialization skill grants a bonus of +2 to save vs the magic and to magic strength with it. An advanced specialization skill grants a +1 to save vs the magic and to magic strengthwith it at levels one, three, and seven, plus the mage learns to cast such spells with 25% less PPE.Step 5: FinancesThe character starts with D10 x $1000 dollars to be spent on weapons and equipment.Level Abilities gained1 +2 save vs. Spell, +1 save vs. Possession, +2 save vs. HF, Spell Strength 122 +10 PPE3 +1 save vs. Spell, Summon Familiar4 +10 PPE, Spell Strength 135 +1 save vs. Possession, +1 save vs. HF6 +10 PPE, +1 save vs. Spell7 Spell strength 148 +10 PPE, +1 save vs. HF9 +1 save vs. Spell, +1 save vs. Possession10 +10 PPE, Spell Strength 1511 Can learn a different school of magic12 +10 PPE, +1 save vs. Spell13 Spell Strength 16, +1 vs. Possession and HF14 +10 PPE15 +1 save vs. Spell16 +10 PPE, Spell Strength 1717 +1 save vs. Possession, +1 save vs. HF18 +10 PPE, +1 save vs. Spell19 Spell Strength 1820 +10 PPE Magic - Mystic Study Tao ShihThe focus of the Tao Shih is that of an educated mage who is obsessed with the power of the written word and the inheritor of the Taoist Mystic tradition. They do not cast spells directly, but they are experts in storing spells in the written characters of Celestial Calligraphy. Because a great many Chi Magic spells work only for the caster of thespell, Celestial Calligraphy is the only way to give magical protection to others. Anyone can activate paper-inscribed Celestial Calligraphy simply by setting fire to the paper and holding it while the written characters bum.

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Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC plus any gained through magic and physical training.Like all men of magic, the character is a living battery of mystic energy that he can draw on to create magic. The permanent PPE base is at a rate of (IQ + ME) x4. In addition, the mage gets 2D10 PPE per each level of experience. The sorcerer can draw additional PPE from select other sources, like ley lines and blood sacrifices.Tao also have an emergency hidden reserve of PPE. Even if depleted of normal PPE, theycan choose to spend their HPs as if they were PPE points on a one for two ratio (in other words 1 HP = 2 PPE).Step 2: EducationThe character can have any level of education, from high school to doctorate. Choose skills in the normal manner but also gain the following all at +30%; ArtChinese or Japanese AntiquarianismChinese or Japanese Calligraphic Codes and Code BreakingChinese or Japanese Classical StudiesHistory Chinese or JapaneseHolistic MedicineLore: Chinese or Japanese Mythology - BuddhistLore: Chinese or Japanese Mythology - TaoistLore: Demon and MonstersLore: Geomancy and Lines of Power Lore: Ghosts and FaeriesLore: MagicLore: Religion Lore: UndeadResearch Select 20 secondary skills (+5% skill bonus applies to each)Step 3: SpellsThe character has finished his mystic studies, is first (or second) level, and has learned a small repertoire of spells. Select a total of 22 spells from spell levels 1-10. Additional spells must be actively sought out and learned. Alternatively whenever the character goesup a level the GM may roll D4 +1 per level for how many spells have been learnt. And then roll D4 +1 per level for the level of each spell.Step 4: Magical AbilitiesThe years of study and mastery of the mystic arts provide the mage with a handful of additional abilities that relate directly to magic. These powers do not require spell casting, and can be used as often as desired.He can recognize most spells when cast, a better chance of recognizing enchantments, true runes, wards, and magic circles, and the skills necessary to analyze magical objects, items, scrolls, and books to learn about them. Tao Shih can also read ancient texts, legends, symbols, and magic scrolls. They are constantly seeking out ancient books, manuscripts or inscriptions that might contain magical spells or information about magic.Once a Tao Shih has successfully deciphered a written spell, the character can always

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transcribe it into another form. Whether or not it can be used as Celestial Calligraphy depends on the specific spell (see Chi Magic spells), but there will be no need for any additional dice rolls. Note: Since Tao Shih do NOT automatically receive any spells as they gain new levels of experience, the ONLY way to gain new spells is by finding them in written form.With a solid understanding of meditation, the character has also mastered some Mudra (five total) and continues to learn more.Choose four of the following special abilities. +1 more every second level;AlchemyBase Skill: IQ x5%, plus 5% per level.Gain the following skills: Maths Basic, Maths Advanced, Literacy, Chemistry, ChemistryAnalytical, Biology, and Botany. +5% bonus to each of the Science skills above.Save Throws: A save vs spell magic must be made. Alchemical potions should have a magic strength of 12 as a base, +1 more to the strength at levels three, five, seven, and ten.The character has the skills and talent necessary to develop magical chemicals. With creativity, spells, occult texts, and his scientific skills the character can develop magic potions (or powders, foods, or poisons) based one of his spells or special magic formulas.The alchemist need only prepare the magically receptive substance, then channel the proper kind of magic energy into it! He can also use this skill to analyze something both magically and chemically, and even learn how to recreate it. It is also possible to invent new kinds of potions and compounds with this skill.Duration of effects: Almost all extended- effect potions have a duration of ten melees (two and a half minutes) per level of experience. An alchemist can purposely make a potion with a shorter duration than is maximally possible. Sleep, pain relief, aphrodisiacs,etc. should last about D6 hours or possibly two hours per level of the alchemist.Analyzing a magic potion: Both for informational purposes and for determining an alchemical formula. This takes a skill roll at -2% per level of the spell(s) in the potion. Failure means the formula has a flaw and won't work properly, or that the information gotten is misinterpreted. Analysis takes a hour per level of the spell(s) in the potion or compound. Each attempt to get information about something (duration, effect, type of magic, etc.) requires one analysis attempt.Developing a new potion formula: There is a -5% penalty imposed for each level of the spell(s) being made into a potion, plus some spells may not be able to be put into potion form (like most illusion spells, for example). Again, failure means the formula has a flaw and doesn't work properly. Original creations (a mixture spells and effects) are possible, but obviously more difficult. It takes a week of research per level of the spell being transmuted into potion form to get the alchemical formula.Creating a single potion or compound: This requires four hours of work per level of the spell (so three first level potions could be made in a day, and one 15th level potion in a week's time). The magic energy cost to enchant the potion should be equal to the total PPE needed to cast all the spells in the potion. The creation of a potion based on a spell the character knows generally costs 100 gold (or ) per level in components, maybe more depending on the GM's decisions.Developing a unique potion or compound: Eventually, a player will want to make something that isn't based on spell magic. It isn't a requirement that alchemical

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substances be specific spells, but it is a little easier to work with. If possible, find whatever spells are most similar to the desired potion's effect and base the costs and success rolls from them. Unique alchemical formulas will obviously require unique ingredients. An Agony potion could need venom from a poisonous supernatural creature, an Impervious to Fire potion might need powdered fire dragon scales or fire worm juice, etc.Altering an existing alchemical formula: Increasing the damage and extending the duration are the usual ways of improvement. Modifying the alchemical formula for 25% more damage/ healing/ penalties or 50% more duration than the basic formula imposes a -15% penalty (so getting 50% more duration and 50% more penalties from that Agony potion would cause a -60% to the skill roll). Reducing the alchemical formula for 25% less damage/ healing/ penalties or 50% less duration than the basic formula has a +3% bonus per alteration attempted. It is possible, though difficult, to make a potion last longer and hit harder than the alchemist is normally capable of. I suggest that GMs limit the improvements made on an alchemical formula, so that super- potions don't get created.Astral ProjectionRange: SelfDuration: Five minutes per level of experience.Saving Throw: NoneThis ability, mastered through years of study and willpower, functions very much like thepsionic ability.CharmPPE Cost to Create: 6 (temporarily)Time to Create: Varies - long enough to cover a target artifact in runes, etchings, symbols, etc.Strength: Consider a Charm a level two enchantment with an indefinite duration.Duration of Magic: PermanentDuration of Activation: ConstantAny magician can create a charm. Any well made object can be charmed with either a +5% skill bonus or a +1 bonus on the roll of a D20.CloakingBase Skill: ME x5%, plus 5% per levelSpecial Bonuses: Add +5% if the Mystic Meditation skill is also known (experience in concentration).Cloaking is the study of masking one's magical and psionic nature. It is most common among Mystics, but any mage can learn to do it provided they have the necessary magicalknowledge. The mage learns to hold his supernatural nature in, and to spread out whatever he can't contain. Thus he can suppress his own magic and psionic ability. Initiating the cloaking takes one melee of concentration. A successful roll means that the magic energy is suppressed and masked. Anyone using a spell or natural tracking abilitiesto sense the mage suffers a penalty to their skill equal to the mage's skill percentile. If the mage fails he can try to mask himself again next melee. There is no limit to the duration that a mage masks himself, but there is a restriction. While cloaked, the mage cannot use any magic spells, items, or psionic powers without destroying his cloak. Early on he cannot cloak his possessions. After level three, however, any magical or psionic items

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can be cloaked as well, as long as they are carried on his person and of low to mid level power.The cloaking mage cannot extend his ability to other people, vehicles, or powerful magical objects (like rune weapons). This is the principal difference between this ability and the Block Magical Radiance spell of Metamages. This ability is better than the spell of Transferal, because the mage always has his magic at his command and can use it in the blink of an eye. Plus, he can hide his psionic nature at the same time.DivinationBase Skill: ME x5%, plus 5% per levelThis skill allows a character to gain insights into the past, present, or future by manipulating a specific process. When the skill is selected, the player selects 3 processes (by casting bones or rune stones, reading a person's palm, tarot, astrology, numerology, rune casting, I Ching, etc.) the character is conversant with, +1 per level. FamiliarRange: 183 metresDuration: Indefinitesaving Throw: NonePPE: TwentyAt third level, a practitioner of magic is experienced enough to mentally link with a smallanimal (bird, mammal or lizard). This link is permanent, producing a rather impressive symbiotic relationship. No matter how wild or mean the animal may have been, it will instantly consider the mage to be its friend, companion and master. To him, the animal is always docile and submissive, because the two are now one; an extension of each other. As such, both man and animal will understand each other completely. For the mage, the familiar is now a sensory extension enabling him to see, hear, smell, taste and feel everything the animal experiences. Thus, familiars make great spies, listening to conversations and prowling Into areas not easily accessible to their masters. Although thefamiliar understands and obeys the mage, it cannot actually speak to him. Just as the mage knows what the familiar is feeling, so the familiar knows what its master is experiencing (on an empathic and telepathic level). If one is in danger, the other will know it. The magical nature of the union also provides the mage and the familiar both with an additional 6 Hit Points. However, if the familiar is hurt or attacked, its master also takes the same amount of damage even if kilometres apart. Two-way telepathic and empathic communication with a maximum range of 183 metres. Beyond this range the two cannot communicate but each will know if the other is in danger or hurt regardless ofthe distance between them. The animal will also understand spoken commands by its master on an almost human level. The mage will have a keen understanding and perception of his animal companion's reactions, growls, noises and body language.MutantThis character also has superpowers. Choose or roll on the following;01-33 5 Minor Powers34-66 1 Major and 3 Minor Powers67-00 2 Major and 1 Minor PowerMystic Herbology Base Skill: ME x5%, plus 5% per level. Add +10% to the Holistic Medicine skill if it is possessed.Gain the following skills: Identify Plants and Fruits, and Botany.

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The character knows all sorts of things about mystic herbs and herbs in general: legends, when and where to find them, preparation and preservation of them, knowledge of poisons, mystic powers, and how to turn them into magical teas, potions, tonics, elixirs, etc. This skill differs from that of Alchemy in this respect - while both may use the occasional chemical from the other school, alchemists tend to use biological and mineral components and herbologists use primarily plants and fungi.Mystic InvestigationBase Skill: ME x5%, plus 5% per levelGain the following skills: Math Basic, Math Advanced, Literacy, and Investigative. If theResearch skill is possessed, add a one time +10% bonus.All magicians have the capacity to study and discover the secrets of powerful magic objects and arcane texts. Normally, the character must make a successful Principles of Magic roll or roll less than his IQ on 2D10 for each attempt to determine a specific poweror function of the object of inquiry. Three consecutive failures when determining an aspect of the object means that it will remain hidden until further insight is gained (like another experience level). Characters with the Mystic Investigation Skill, however, have had formal training in the analysis of data, the research involved in finding hard information, and have developed a variety of personal techniques they employ in the scrutiny of magical things. They use the stated base skill, but if they fail they are not prevented from further study until attaining another experience level. They can continuously study an object until they discover all its secrets. Study usually requires 4-7 days for simple things, one to two weeks for complex objects, a month for challenging, dangerous, or mystically obscured objects, and D4 months (or more) for the most powerful magical objects. Roll once on this skill per 6 hours of study - success means that the player can ask the GM one question (within reason) about the object, or the GM might tell the player something that would make him want to ask new questions.Mystic Meditation Base Skill: ME x5%, plus 5% per levelThis is a deep form of mediation that gives greater benefits than normal meditation. Each hour that the character meditates, roll percentile dice. If the roll isn't under the skill percentile, nothing special happens (normal energy recovery). If it is, the character gains the following benefits:1) Gains one insight into a current situation or dilemma (a way for GMs to give hints to the characters). Could also add a +5% bonus on an important skill roll.2) All poisons and toxins are slowed to inactivity for the hour, doing no damage and causing no penalties.3) The mystic recovers an additional +2 PPE for that hour of meditation. Add +1 to this number at levels three, six, and ten. Note that this increase is effective only for hours where deep meditation is achieved. If the skill roll fails the character recovers energy normally.4) Gain +D4 additional spells of a level less than or equal to the character's are gained forthat time period. The spells are selected by the GM, who could decide to give more or fewer spells depending on the circumstances. These spells are to help the character through the trials ahead, and fade away quickly.PsychicThis character also has psychic abilities. Choose D4 psionic powers from each of the fourcategories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).

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Scroll Conversion All literate non-Mystic mages can translate a scroll into a viable spell formula with a base skill of ME x5%, plus 5% per level. However, a -2% penalty should be imposed per level of the spell in the scroll. If the conversion attempt fails, the translator is left with no scroll and an incomplete (and probably unstable) spell formula, the casting of which can have embarrassing, destructive, inconvenient, or deadly side effects. Further research on the spell will be impossible until the character gains another experience level, at which point research into the spell can be resumed.A successful scroll conversion results in a complete spell formula, a valuable asset in the complete understanding of the spell - add a +25% bonus to the success roll of figuring outthe existing spell magic. The mage can use a complete spell formula as directions to cast the spell, but must rely on a hardcopy of the formula to do so - until he learns it and knows it well enough to cast from memory.Sense Enchantment Range: 28 metres maximumDuration: Automatic and constant awarenessThe mage's knowledge and attunement to the supernatural is so complete that he can recognize magic in almost any form, on sight. This includes magic items, magic weapons, circles, other magic users and people controlled or possessed by mystic forces. The exact purpose or power 01 the enchantment is usually not known, but that it is rootedin magic is easily identifiable. This is basically an uncomfortable prickly sensation or specific "feeling" or hunch the wizard gets when looking at a specific person, place, or item.Sense MagicRange: 37 metre diameterDuration: Automatic and constant awarenessSaving Throw: NoneBy touching any object, or any living creature, the Tao Shih can get a sense of whether ornot magic is contained, active, or bound up inside of it. The Tao Shih also has the unique ability to sense the subtle aura around a piece of writing that warns of potential magic, understanding that some piece of magical information is included, even if the writing itself is not magical.Sense Supernatural EvilRange: 28 metre radiusDuration: Automatic and constant awarenessSaving Throw: None, however a psychic mind block or a protection from magic circle will prevent the spell from working on those under its protection (note that the psychic's ability to sense evil is not blocked by the magic circles). This is another sensitivity that the mage develops through his awareness of and exposure to magic. It enables the mage to feel or sense the presence of supernatural evil, including evil sorcerers (due to their connection with magic energy), demons, gods, victims of evil possession, entities, and other evil supernatural forces. It will indicate approximately howmany supernatural evil presences are within the radius and can also register the intensity of the evil and pinpoint the general location of the source to a particular room or part of a building, an area, possessed object or person, or an approximate distance (very close. near, far, etc.). Evil emanations from human and most mortal beings are much less distinct and cannot be sensed unless the source/person has an immediate and intense evil intention or is a superbeing who is at least 9th level.

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Step 5: Celestial CalligraphyCelestial Calligraphy, is sometimes known as Thunder Writing and is the art of writing magical Chinese characters. It is a method of storing a spell of Chi Magic into a series of mystical characters on paper. Burning the paper with the magically inscribed characters will activate the spell. There are five ink pigment colors, each of which is considered to generate a different “active element.”1. Black Ink is strong in the element of water. Used for manipulating Negative Chi.2. Blue Ink is strong in the element of wood. Used to focus perception, sense or vision.3. Gold Ink is strong in the element of earth. Used for manipulating magical power/energy (P.P.E.).4. Red Cinnabar Ink is strong in the element of fire. Used for manipulating or Evoking Positive Chi.5. White Ink is strong in the element of metal. Used for healing or for altering organisms.Each spell calls for a different kind of paper, which corresponds to one of the five elements and/or Positive or Negative Chi.1. Matte Black (non-reflective): The element of water in a Positive Chi aspect. When used as a paper charm, it is usually hidden away as a source of secret protection.2. Glossy Black (reflective): The element of water in a Negative Chi aspect. 3. Blue Paper: The element of wood in a Positive Chi aspect. Used for summoning or communicating with Immortals, Heavenly Deities and other spirits of Positive Chi.4. Green Paper: The element of wood in a Negative Chi aspect. The paper most associated with geomantic magic and the manipulation of the flow of Chi.5. Red Paper: The element of fire in a Positive Chi aspect. Commonly used all over the world as a symbol of good luck and the most common colour for paper charms. Generates an explosive or outwardly moving component to a spell.6. Pink Paper: The element of fire in a Negative Chi aspect. Considered to be the oppositeof explosive, so that imploding or absorbing forces are generated.7. Gold Paper: The element of earth in a Positive Chi aspect. Another popular colour for paper charms, it is associated with wealth. In magical spells, it adds a component of forging, moulding, or changing physical objects.8. Yellow Paper: The element of earth in a Negative Chi aspect. Used in spells of protection or warding, especially against entities of Negative Chi.9. Silver Paper: The element of metal in a Positive Chi aspect. As a paper charm, it represents good health. Often used with curative or healing spells.10. White Paper: The element of metal in a Negative Chi aspect. Associated strongly withghosts, souls, entities and departed spirits.Step 6: FinancesThe character starts with D10 x $1000 dollars to be spent on equipment.Level Abilities gained1 +2 to save vs magic, +2 to save vs possession, and +1 to save vs horror factor.2 Select one Mudra of Self-Possession.3 Add 6 to SDC and 6 to PPE.4 +1 to save vs horror factor.5 Select one Mudra of Protection6 .Add 6 to PPE and +1 to save vs magic7 Add 6 to SDC and +1 to save vs possession.

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8 Select one Mudra of Evocation.9 Add 6 to PPE and +1 to save vs horror factor.10 +1 to save vs magic11 Select one Mudra of Self-Possession.12 Add 6 to PPE and +1 to save vs possession.13 Add 6 to SDC and 6 to PPE.14 Select one Mudra for the Manipulation of Objects, +1 to save vs horror factor.15 Add 6 to PPE and +1 to save vs magic.16 +1 to save vs possession17 Add 6 to PPE and select any one Mudra18 +1 to save vs magic and +1 to save vs horror factor.19 Add 6 to SDC and 6 to PPE20 +1 to save vs possession and select any one Mudra

Mutants

MutantMutant AnimalMutant DivinerMutant FirewalkerMutant Gestalt Mutant Latent PsychicMutant Minor Hero Mutant Natural GeniusMutant Nega PsychicMutant Physical PsychicMutant Psi-HackerMutant Psi-MechanicMutant Psychic HealerMutant Psychic MediumMutant Psychic Sensitive

MutantMutants are men and women whose normal, human physiology has been changed through some sort of mutation. The source of the mutation can be almost anything - genetic mutation, genetic experimentation, or exposure to cosmic rays, radiation, chemicals, alien energy. dimensional anomaly, and so on. In some cases, the exposure to the energy, chemicals or whatever, causes the body to change and mutate. In other cases, they trigger latent, mutant powers that had been dormant in the individual.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC plus any gained through magic and physical training.Step 2: EducationChoose skills in the normal manner.

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Step 3: The cause of the mutationAll mutations are created by genetic alteration, whatever the outside influence may have been. Choose whatever cause you like.. not that it really matters, it all comes down to the same end result. Feel free to ignore this step. I always did..Step 4: Unusual CharacteristicsThis is purely optional. For an unusual looking character roll on the Unusual Characteristics table below.Step 5: Super AbilitiesPlayers may choose or roll on the Random Super Ability Selection Table.D100 Result01-12 6 Minor Powers13-24 1 Major and 4 Minor Powers25-36 2 Major and 2 Minor Powers37-48 3 Major Powers49-61 1 Major and 1 Minor Power or 3 Minor Powers, and 1 psionic power from each of

the four categories (for 4 total), +1 additional total psionic power per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.

62-74 1 Major or 2 Minor Powers, and 2 psionic powers from each of the four categories(for 8 total), +2 additional total psionic powers per level from any category. ISP =his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.

75-87 1 Minor Power, and 3 psionic powers from each of the four categories (for 12 total), +3 additional total psionic powers per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.

88-00 4 psionic powers from each of the four categories (for 16 total), +1 additional psionic power from each category per level (for 4 total). ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.

Mutant AnimalAs well as human mutants, the player can create and play a mutant animal that has humanintelligence and (usually) a human or humanoid appearance. These mutant animal characters can be tun and different from the human ones. Animal Hero Characters are the result of a mutation or some other change that results in a normal animal becoming either more intelligent, more human-like, or superpowered.Step 1: Animal TypeDetermine what type of animal you are. Choose any animal from either HU pages172-178, After the Bomb or any other source. The cause of the mutation is identical as for humans, choose your own.Step 2: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. SDC is different, it is directly related to one's size. See Growth Levels and the Physical Size Chart.Step 3: Education

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Choose skills in the normal manner. Any level can be chosen including military or espionage.Step 4: Bio-E PointsCharacters created from animals go through some kind of biological transformation. In order to balance out the biological changes to animal characters, BIO-E points are used. Each kind of animal has a particular amount of bioenergy that reflects exactly how much it can change. BIO-E does not directly reflect the size or power of the animal. In fact, its just the opposite. The more powerful the original animal, the fewer points of bio-energy ithas to work with. The exact number of BIO·E points is included in the animal's description in the Animal Section. The points may be used to change the character's Hands, Speech, Upright Stance, Human Looks and Animal Powers.The Mutant animal can also use his Bio-E points to buy powers at a rate of 15 points for any Minor power and 30 points for any Major power.Double all Bio-E and SDC points which start with after selecting the animal type. The following is a list of revised animals as well as ones that were missing from After the Bomb and Heroes Unlimited 2nd edition;Step 5a: Sponsoring OrganizationWho paid for everything?D100 Result01-12 Medical Research Centre13-24 Private Corporation25-36 Non Profit Organization37-48 Government Department49-60 Gifted scientist working on his own61-72 Superhero group73-84 Supervillain group85-00 Military (but which country?)Step 5b: Current status with sponsoring organizationIs the character still with his sponsor and how do they feel about each other?D100 Result01-08 Still with sponsor and very well treated. Receives favours and a high wage from

them of D10 x100 dollars per week.09-16 Still with sponsor and well treated. Receives a moderate wage from them of D6

x100 dollars per week.17-24 Still with sponsor and dissatisfied. Treated with disdain by them and receives a

minor wage from them of D10 x20 dollars per week. 25-32 Still with sponsor and treated like a slave. No wage and is constantly watched.

Escape will take some planning.33-44 Sponsor closed down and dumped the character in the wild. 45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped

the character in the wild with all ties broken. 53-60 Left sponsor on very good terms. May receive favours and freelance work from

them.61-68 Left sponsor on good terms. May receive freelance work from them.69-76 Left sponsor after fight and is no longer welcome. 77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult

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level. Want him recaptured. 85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at

Severe level. Want him recaptured. 93-00 Left sponsor after destroying the facility he was kept at with multiple deaths

resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt him at Severe or even Difficult level. They want him dead.

Mutant Diviner (converted from Beyond the Supernatural)The Diviner is a psychic who is sensitive to mystic, psychic and supernatural energy. This character can see and/or feel and follow the flow of psychic and magical energy, including ley lines and the use of magic (a succession of spells or magic ritual, the opening of a dimensional portal, etc.), as well as there-lease of energy (energy bolts, lightning, fire breath, etc.) produced by supernatural beings (and creatures of magic), magic rituals (especially as they build to a crescendo), and blood sacrifice (the moment ofdeath and the release of doubled P.P.E.). The Diviner can also read signs and see omens in what seems to be the ordinary. These characters tend to be determined, self-reliant and familiar with travel and the outdoors. They aren't naturalists, per se, but feel comfortable with nature, surrounded by the natural flow of the world. It is this harmony with the natural world that enables the Diviner to sense the unnatural - and recognize the presence of the supernatural and the mystical.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks, +50% to Land Navigation skill even if a Secondary Skill, +1 to save vs possession and curses, +6 to Perception Rolls, +1 to save vs Horror Factor at levels 1, 3, 6, 9, 12 and 15.Step 2: EducationChoose skills in the normal manner for each member.Step 3: Negative PowersPlayers begin with all of the following abilities below. They also gain 1 Sensitive ability every second level.ImmunityThe Diviner is impervious to most forms of negative energy, including Negative Chi, Dim Makldeath touch, petrification magic and curses, and magical insanity. Likewise, magic and psychic charms are only half as effective (half the penalties, half the duration, etc.).Palm Reading The Diviner derives knowledge from physical signs and patterns, which means he can read a person's palms to get fundamental information about that individual similar to the psychic ability, See Aura. The Diviner does not actually see the aura, but he gets the same information: An impression of alignment (good, selfish or evil), age (within 1D4 years), general level of experience (low, medium or high), health (well, ill, suffering froman injury), key personality traits (shy, confident, quiet or outspoken, indecisive, bold,

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etc.) and whether the individual has low self-esteem or healthy self-esteem and if fortune or misfortune may be in his future. I.S.P.: 3. Note: Requires physical contact, sufficient light and close examination of the palm for at least one minute. That means the psychic will need the individual's cooperation or an unconscious subject. A casual glance or handshake provides nothing. Most people are fascinated with the idea of palm reading and getting their future told, especially in a casual meeting or party atmosphere, and will allow a quick reading they believe is a fun parlor game.Psychic DowsingIn plain and simple terms, Diviners can use their Dowsing abilities to sense magic energy(P.P.E.). This ability is so finely tuned they can locate and follow invisible lines of energy radiating from the earth (ley lines), locate depositories of P.P.E. (places of magic),and track the supernatural by following the energy signatures the more powerful creaturesleave behind like a vapour trail. In most cases, the psychic needs a tool called a Divining Rod. The traditional rod is "Y" shaped, with the Diviner holding the top with both hands and letting the bottom (in this case, the point) lead him to sources of P.P.E. (or other natural resources). The Divining Rod serves as the psychic's focus of his own, natural psychic abilities to draw upon the ambient mystic energy in the area. This creates vibrations in the Divining Rod that grow with intensity from barely noticeable at first to obvious trembling movement as the character gets closer and closer to the object of his psychic search. The Diviner is so attuned to his tool and the subtleties of the vibrations that he can feel the rod pulling him in directions - right, left, forward, and so on. When the object of the search or the location/source of the energy has been found, the Divining Rod may point downward or bob up and down. The Divining Rod can be used to locate almost anything: earth energy/ley lines, water, gold and other precious metals, fossil fuel,and strong sources of P.P.E., including, places of magic, powerful supernatural beings, creatures of magic, beings (mortal and supernatural) involved in the expenditure of magic(i.e., casting spells), rituals that draw out or syphon P.P.E. and so forth, even lost keys. Base Rate of Success in Divining by Subject: ME x2%, +10% per level of experience, plus the following bonuses or penalties applicable as follows. +50% if the Diviner has an object/possession or sample (including soil or fabric) from theplace, person or creature he is trying to locate. +40% to find and trace the path of a ley line. +30% to feel the approach of any supernatural evil or powerful magic within 200 metres. +10% to locate the place where someone has died or was killed in the last 24 hours; must have an idea where to begin looking. +30% to find water such as a stream, river, lake, pond, underground stream of water, etc. Note: In addition to the above, the Diviner will sense if the underground resource or placeof power is located on an ancient burial ground or a place with a history of tragedy and death or supernatural activity. I.S.P. cost to perform a Psychic Dowsing: Two points per 10 minutes of dowsing.Read Omens The Diviner can also read signs. Unlike charlatans and superstitious individuals who read meaning into dreams, coincidence or superstitions (i.e., a black cat is bad luck) and think they see the future or some sign of things to come, the Diviner really does see omens that speak to the future. Unlike the Psychic Sensitive who receives all sorts of psychic sensations and visions, the Diviner needs physical props and tools to use the ability to read signs. Ironically, these signs don't usually come in the form of

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cards or bones or tea leaves, though they can, but rather in ordinary things the psychic happens to notice. For the Diviner, psychic insight is triggered by random patterns that could come from anything and occur almost anywhere. A wave of insight might come from a pattern in a spider's web or weave of vines, a flower blossom or a random pattern of cracks in the foundation of the floor, dribbles of blood or wine or spilt paint or the ringleft by a coffee cup or glass of water, to a particular cloud formation, a pattern of light or reflection, the ripple of waves, a pile of twigs or leaves, scratches in the floor or table, or marks in the dust, or the presence of a bird, insect, cat, dog or other animal, and just about anything else. It is important to understand that a Diviner can't make a sign appear when he wants one, he only sees and interprets what is actually there, if anything at all. The meaning of the sign is instantly known to the Diviner, but it is often broad or vague. The ability to read signs is also valuable in that it can provide additional insight and information. I.S.P.: None, but must notice the sign, and may not if otherwise distracted (make a Perception Roll). Base Rate of Success: Automatically knows the meaning of any true omen or sign.See the Aura of MagicA Diviner can tell if an object is charged with or contains magic energy (P.P.E.) and therefore, whether it is a magic item or a cursed object; can see if the energy emanations are good/beneficial or evil/destructive. Can also tell if an object is possessed. Range: touch. I.S.P.: None.See the Aura of the SupernaturalThe Diviner can see the aura of supernatural beings and recognize what they are (what kind of demon or monster) from the aura alone, provided he has seen it before. This is true even if the creature is disguised via magic metamorphosis, shape changing ability, orif actively possessing a mortal host (cannot see aura if the possessing force is not in control of the body at the time). Range: Line of sight. I.S.P.: None.Touch ConveyanceTouch Conveyance has nothing to do with patterns, and everything to do with the flow ofenergy in and around the character being touched. This power enables the Diviner to tell how much PPE and ISP the character has, if he or she is psychic or wields magic (or has the potential for one or the other), if the character is human or something else (but not exactly what), and if the character is possessed or something is not right (the latter usually indicating a magical charm, trance or enchantment in place rather than outright possession, or a symbiotic link with something inhuman, or the presence of a terminal disease). In addition, the touch (shaking hands is typical) will indicate if the individual is friendly and open, closed and secretive, or glad to see the individual, indifferent (which may simply mean he doesn't know the person and is simply being polite) or annoyed, bothered or angry/resentful toward the psychic. Powerful evil or intense good can also be sensed by touch. I.S.P.: 5. Duration: One melee round (15 seconds). Note: Requires physical contact with the skin of the subject for at least five seconds to get any sense of the person (counts as two melee actions); will not work through gloves or clothes. Mutant Fire Walker (converted from Beyond the Supernatural)The Fire Walker is a Physical Psychic whose focus and powers involve heat and fire. Thetechnical term is Pyrokinesis, the ability to influence and create fire with the mind through sheer force of will and mental concentration. It is uncommon compared to

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Psychic Sensitive and Physical Psionic powers, and quite unique. Although other psychics may wield the power of Pyrokinesis, it is a comparatively crude and limited ability over fire, while the Fire Walker commands many fire related abilities and wields precise control. As the name suggests, a Fire Walker can walk on burning coals and handle fire without physical injury, but the character's relationship with fire goes much deeper.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks, +4 to save vs possession and save vs disease (including fever inducing curses and magic spells), +2 to save vs magic and +1 to save vsHorror Factor.Step 2: EducationChoose skills in the normal manner for each member.Step 3: Negative PowersPlayers start with all of the following at first level;Burning TouchThe psychic's touch burns supernatural beings and creatures of magic. Requires physical contact via touch with one's hand(s) and adds to punch damage. Against humans (and other mortals, including mages), the character's touch may seem warm, as if he has a fever, but it does no damage whatsoever. It will, however, bum Witches and others who have willingly joined or merged with supernatural evil. Duration: One melee round (15 seconds). Range: Touch/punch. Damage: 2D6. I.S.P.: 4Commune with Fire After 30 seconds of focus and concentration, the psychic can sense the size and speed of the fire's growth and rate of expansion, the path it will travel, where it has already travelled (meaning he can tell where it started), and how long before it consumes the entire area/structure. The psychic can also tell if the fire is out of control, the level of danger it represents to those working with or around the fire or trapped insidea burning structure, the safest and fastest way out or around the fire, and whether the fire was caused by accident, nature, or deliberately set. Furthermore, the character can tell if asupernatural being(s) is inside the fire, and if the creature or a fellow Pyrokinetic psychic started it. This same information can be acquired from the ash and remains of a cold fire, too. Duration: One minute per level of experience. I.S.P.: 4Fire AwarenessThe psychic can sense fire within a 100 metre diameter in all directions of him. The Fire Awareness is being able to tell how much time has passed by seeing how much of a candle has melted, and the psychic is especially aware of and alert to all things involving fire, including the smell of smoke, burning materials, etc. Note: + 3 to Perception Rolls involving fire, accelerants, combustibles, potential fire hazards and the aftermath of fire (i.e., clues and physical evidence to what caused it, where it started, was arson involved, etc.). No I.S.P. cost.Fire KnowledgeThe psychic has always found fire fascinating, though not to the point of obsession or pyromania. As a result, the Fire Walker knows all about chemical combinations that burn

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and extinguish fire, how to make Molotov cocktails, how to tum a can of hair spray into amini-flame thrower (2 metre range, 2D6 damage per blast), how to handle fire and flammable chemicals, basic arson techniques and methods, and similar things about fire and firefighting. Base Skill: 80% + 5% per level of experience.Resistant to FireA natural ability, the psychic is not adversely affected by hot air temperatures; up to 40 degrees Celsius feels comfortable. However, he dislikes the cold. Feels chilled and must dress in a sweater and/ or coat in temperatures below 10 C. The character can also physically pick up and handle hot (not burning hot) objects such as a hot potato right out of the oven or a hot cup of coffee, a warm coal, and takes half damage from steam and fire. No I.S.P. cost.Sense TemperatureThe psychic can estimate the heat/temperature of the air, fire, hot items, etc., within D6 degrees celsius. To tell the temperature of a flame, hot physical item or liquid, the character must put his hands within six inches of it. To tell air temperature he need only pause and concentrate with his palms open. Both count as two attacks/melee actions. Duration: Instant. I.S.P.: 1 point.

Mutant GestaltThe Physical Gestalt involves two or more mutants who, through some twist of fate, can combine and merge their minds and bodies, within a certain proximity of one another, to form a superbeing. The superbeing is not significantly larger or denser (unless it has powers that make it so), and what happens to the extra mass of the individuals is unknown. When the Gestalt Being is formed it appears in costume and ready for action, with the two or more minds working as one. The members of the Gestalt can be of varied age, health, gender. occupation and backgrounds. One could be a very athletic male, another a scrawny bookworm, a third a beautiful business woman, and a fourth an invalidor child or grandmother. etc. None of their individual traits affect their heroic persona in the least It's probably best if the different members get along, but they can also squabble and dislike one or more members of the Gestalt. provided they share a common sense of purpose. If desired each member of the Gestalt may be a player character.The Psychic Gestalt variant involves the characters merging their minds and will power only to create a superbeing while remaining separate and distinct individuals themselves. The members of the Psychic Gestalt do not disappear when the Gestalt superbeing comes into existence, instead they see through his eyes and hear through his ears, and direct him like a puppet or a character in a video game - only they control the character with their minds, not a joy stick or control pad. While in a trance, the members of the psychic groupmust continue to concentrate to keep the Psychic Gestalt superbeing in existence and to direct his actions (a team effort performed at the speed of thought). Members of the groupare aware of their surroundings and are not completely incapacitated while concentrating,but being attacked or physically assailed will end their concentration.Whether Physical or Psychic the maximum duration for the Gestalt is one minute per combined ME of the characters included, +1 minute per level.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through magic

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and physical training. P.P.E.; 6D6+10 points each. The Gestalt form's SDC is equal to each member combined, x10. The Gestalt's Hit Points is equal to that of each member combined, x4.The percentage of physical harm done to the Gestalt is also subtracted from the health of the group's members when the Gestalt splits apart. Thus, if the Gestalt had lost approximately 80% of his or her SDC (or Hit Points), so too would the individual members be short 80% of their SDC. If the superbeing dies the individual members are killed too. Although so long as at least 2 members remain the Gestalt can still be formed.P.S. of the Gestalt 5uperbeing is 3D6, +D6 for each member in the Gestalt group, and P.S. is always Superhuman unless Supernatural Strength is taken as a separate super ability.P.P. of the Gestalt superbeing is 3D6, +D4 for each member in the Gestalt.P.E. of the Gestalt superbeing is 3D6, +D4 for each member in the Gestalt.P.B. of the Gestalt superbeing is 3D6, +D4 for each member in the GestaltSpd. of the Gestalt superbeing is 4D6, +D6 for each member in the Gestalt.Attacks per Melee are four, +1 for each member of the Gestalt. +1 on initiative, +1 to rollwith impact, +2 to pull punch, +2 to disarm, +1 to strike, +1 to save vs poison, and +3 to save vs disease.Step 2: EducationChoose skills in the normal manner for each member.Step 3a: Forming the GestaltWho decides when it's time for the Gestalt to be formed?01-20 One person. A leader type always decides. As long as the other members of the

Gestalt are within range, the Gestalt Being will be formed by one person's decision. The only say the others have is to verbally convince or dissuade the leader.

21-40 Majority rules. If most of the members want to join, and the others are in range, the Gestalt Being will be formed. In the case of a two person physical Gestalt, either person can decide when it's time to go into action, even against the other's wishes. In the case of a four member Gestalt group, at least half the members must want to join into the Gestalt Being.

41-60 Decision by committee. All the members of the Gestalt group must agree to form the Gestalt superbeing. If one person dissents or is unconscious, out of his mind, or somehow unable to have a decisive input, the Gestalt cannot be formed.

61-80 Individual choice. In this case each member has a free will to choose to come together, which means the superbeing can be formed without the entire group if one chooses not to do so or is otherwise unavailable (sick, out of town, etc.). However, reduce the Gestalt superbeing's power level (Hit Points, S.D.C., attributes, bonuses, range of energy blasts, etc.) by whatever percent the missing Gestalt member(s) represent. For example, if the Gestalt is made up of four people and only three merge, the power level of the hero is reduced by one quarter(25%). If two people don't join, the resulting superbeing is reduced by 50% and will even appear smaller, scrawnier. less attractive, etc.

81-00 Outside forces. Is it the full moon? Sunspot activity? Danger nearby? Monday nights? Who knows what force(s) causes the individuals to be pulled together and the Gestalt Being to be formed (player's choice), but it never fails to happen.

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Step 3b: Forming the Gestalt (range)How close must the individual members be to each other to form the Gestalt Hero?D100 Result01-50 Physical contact must be made for the individuals to meld together.51-75 All the members of the group must be within line of sight of one another. On a

flat, outdoor field, range will be farther. Indoors, range will be highly restricted. Complete darkness inhibits the forming of the Gestalt, unless they touch.

76-94 As long as all the members are within ME x100 kms, the Gestalt can be formed atany location between them.

95-99 As long as everybody is on the same planet the Gestalt may be created wherever desired by the person who makes such decisions.

00 No matter where they may be, no matter how many dimensions they are removed from one another, no barriers, bonds, or distances can prevent the Gestalt superbeing from coming together when the group leader or the group members choose to do so. In this case, the members can sense when one or more believe they should unite.

Step 3c: Forming the Gestalt (control)Who is in control of the Gestalt when it's formed? Note: If the characters are all run by a single player, that player can handle the character any way he deems fit, whether there are aspects of multiple personalities, oneleader or whatever. If two or more players, playing separate individuals who merge into one, it is probably best to run the character by committee though quick decisions may notbe possible and may work to the superbeing'sdisadvantage (which is okay and fair) or there may be one elected leader, with group input when time and circumstance allows. This should be the players' decision.D100 Result01-25 One member, presumably the team leader, is always in control. The leader who

decides when to form, if there is one. Otherwise, it may be the character with the most impressive mental attributes or combat experience.

26-50 Every time the Gestalt is formed, roll randomly to determine who is in control.51-75 A sort of fast-acting democracy is taking place inside the Gestalt body's mind at

all times, with all members discussing, bickering and deciding what to do: majority rules. The process should happen quickly, and the collective mind is veryhard to overcome mentally, +1 saving throw against mind control attacks per member. As for skills and education, the Gestalt knows everything the characters who merge to create it know, at the same level of that specific individual. If two or more people know the same skill, the highest percentage for success is the one that is used, and gain +10%.

76-00 The joining of the minds creates a different and unique (but consistent) personality. Thus, the Gestalt has goals and desires of its own, though they probably reflect the feelings of the majority that comprises the hero. Furthermore, the Gestalt loves it when he exists and may not want to ever separate into the individual component people. More than likely, though, a heroic persona will sacrifice its own existence to let the originating people have time for their own lives. Attributes, skills and education are determined separately for the Gestalt

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Being in this case, with no regard to the mental attributes of the members. Roll upas usual with a bonus of +1 to IQ per member, and +2 to M.E per member.

Step 4: PowersPlayers may choose or roll on the Random Super Ability Selection Table. D100 Result01-12 6 Minor Powers13-23 1 Major and 4 Minor Powers24-34 2 Major and 2 Minor Powers35-45 3 Major Powers46-56 1 Major and 1 Minor Power or 3 Minor Powers, and 1 psionic power from each of

the four categories (for 4 total), +1 additional total psionic power per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.

57-67 1 Major or 2 Minor Powers, and 2 psionic powers from each of the four categories(for 8 total), +2 additional total psionic powers per level from any category. ISP =his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with levelone.

68-78 1 Minor Power, and 3 psionic powers from each of the four categories (for 12 total), +3 additional total psionic powers per level from any category. ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.

79-89 4 psionic powers from each of the four categories (for 16 total), +1 additional psionic power from each category per level (for 4 total). ISP = his (ME x2) + (3D4 x10). +10 ISP per each level of experience, starting with level one.

90-00 Unstable; the character's powers change every time the superbeing appears. Rerollon this table every time the Gestalt is formed.

Step 5: Unusual CharacteristcsThis is purely optional. For an unusual looking character roll on the Unusual Characteristics table below.

Mutant Latent Psychic (converted from Beyond the Supernatural)The latent psychic is an interesting anomaly from the usual psychics in one important way; he lacks a definitive focus. Like the other P.c.c.s, the latent psychic has a vast reserve of potential psychic energy, but unlike the others, he has failed to give it a proper focus. Although this limits the character's psychic abilities, it also works to his advantage.1) The latent psychic can cause both physical and sensitive phenomena. 2) Continues to develop psi-abilities as he/she grows in experience. 3) Retains a comparatively large amount of P.P.E. as a permanent base. This allows the latent psychic the opportunity to operate devices constructed by a psi-mechanic, as well as add his positive P.P.E. to group magic and clairsentience. On the negative side, the character has few psychic abilities and is an attractive target for creatures which can drawpower from his P.P.E. base. The world around the latent psychic has been enhanced and enlarged by the development of psychic powers. In many respects, the character knows the psychic world better than most. The lack of a definitive focus straddles the character across three, different psychic character classes. He can reach out with invisible, psychic antennae to feel and sense the unseen forces around him, like the psychic sensitive. He

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can understand and, with instruction, operate the pseudo-scientific devices of the psimechanic. The psychic can influence the physical world too; create fire, move objects, and control his body like the physical psychic. However, the heightened understanding is tarnished by the lack of mastery over anyone area of focus. His expanded world can sometimes seem too big and too overwhelming, dwarfing him and his insignificant abilities. Consequently, these psychics tend to be full of life and wonder, but often a little insecure.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through magic and physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Save vs psionics on 10. +1 vs HF, possession and magic. Psychic attacks per melee are equal to the character's physical attacks per melee.Step 2: EducationChoose skills in the normal manner.Step 3: PowersPlayers may choose 1 psionic power from 3 of the 4 categories (for 3 total), +1 more from 1 category per level. Thus 3 powers at 1st level, 4 at second level, 5 at 3rd level, etc.

Mutant Minor HeroMany of the older comic books are filled with heroes that are limited to just one super ability and a fierce dedication to protecting others or fighting crime. Sidekicks and members of team comics regularly are brave but comparatively puny heroes, as is true with some of the modem and more famous comic book heroes. These so-called Minor Heroes are great for playing low-powered campaigns, games set in neighborhoods where half of their foes are criminals with guns and bad tempers, and thinking man's games where working as a team, using investigative techniques and hardware are important. TheMinor Hero represents a set of simple limitations that are put onto the hero during the normal character creation process.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through magic and physical training.Step 2: EducationChoose skills in the normal manner.Step 3: PowersPlayers may choose or roll on the Random Super Ability Selection Table. D100 Result01-33 3 Minor Powers34-66 1 Major and 1 Minor Powers67-00 1 psionic power from each of the four categories (for 4 total). ISP = his (ME x2) +(3D4 x10). +10 ISP per each level of experience, starting with level one.Step 4: Unusual CharacteristicsThis is purely optional. For an unusual looking character roll on the Unusual Characteristics table below.

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Mutant Natural Genius (converted from Beyond the Supernatural)This individual exhibits an astonishing aptitude or "natural" ability in a particular area. The uncanny ability might be a skill expertise that far outstrips the person's formal training or a physical aptitude, such as an outstanding dexterity or physical strength. What has happened is that the character has tapped into his inner strength and has focused it into areas of study or physical development.Step 1: AttributesDetermine the eight physical attributes. However IQ is +8 or a minimum of 20, whichever is highest. Hit Points, alignment and optional rounding out your character as you would any character. 20 SDC plus any gained through magic and physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level.Step 2: EducationThe character begins with 1 degree +1 degree for each point his IQ is over 18, with +10%in any skill taken. Any course can be done within half the normal time and always gain +10% in any skill that take.Step 3: Special AbilitiesExtraordinary skills occur when the character intentionally or inadvertently focuses his potential psychic energy toward a specific skill or line of thought. This is almost always something the character loves to do. The person usually finds it challenging, exciting, funor provides great satisfaction. Select one area at first level. +1 more at 3rd, 5th, 7th, 9th, 11th, 13th and 15th levels;Electrical GeniusThe focus of this character's potential psychic energy is electronics. This means he has anintuitive sense and understanding of electricity , circuitry and wiring. However, this "natural" skill is not the equivalent of an electrical engineering skill. Instead, it relies on the character's intuitive sense, more than a comprehensive knowledge of electrical science. Of course, this natural aptitude can be combined with formal education to create a truly impressive skill-combo. The character gains the following all at +30%; Advanced Electronics, Avionics, Basic Electronics, Circuit Board Micro-Electronics,Computer Repair, Electrical Engineer, Electricity Generation/Power Systems, and Robot Electronics.Human CalculatorA character with this ability has focused his potential psychic energy on numbers and mathematics. He or she just has "a head for numbers." The character can visualize, remember and manipulate numbers in his head with astounding speed and accuracy. The character gains the following all at +30%; Maths Basic, Maths Advanced, Maths Statistics, Maths Accounting, Chemistry, Physics, Astronomy, and Astrophysics.LinguistThe Genius has a natural gift for languages. The character starts with 8 languages all at +30%.Mechanical GeniusThe focus of the characters abilities is mechanics, making him an operator supreme. The character gains the following all at +30%; Aircraft Mechanics, Automotive Mechanics, Basic Mechanics, Construction, Mechanical Engineer, Metallurgy, Ship Mechanics, and Submersible Mechanics.

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Mental ExpertThe character's mental energies have been focused into making him mentally tougher, able to deal with any situation. The character is also highly resistant to psychic and magicphenomenon, whether he believes in them or not. +6 to ME, +6 save vs psi (in addition toany ME bonuses), +6 save vs. magic, +6 save vs. dream manipulation/combat, +6 see through illusions.Physical ExpertThe focus of the potential psychic energy is directed toward physical achievement rather than intellectual. This character has a natural manual dexterity, agility, strength, endurance, and coordination that many athletes fail to achieve in a lifetime. The individual may use this physical aptitude in a career as a professional athlete or simply enjoy it in a recreational capacity. Gain +6 to PS, PP, PE and SPD. +1 extra attack per melee, +2 on initiative, +1 to parry and dodge. The character 7 physical skills all at +30%.Weapons ExpertThe character has a fondness for the art and craft of metalworking and design as it appliesto ancient and/or modern weapons. This focus has lead the individual to read and study about weapons, as well as to emulate the old masters in their creation, design and styling. The character gains the following all at +30%; Weapons Engineer, Aircraft Armour and Weaponery, Recognize Weapon Quality, Weapons Specialist, Fashion Tools and Weapons, Weapon Systems, Armourer, and Armour and Weapon Decoration.Combat ExpertBy combining an enhanced spatial awareness with knowledge of geometry and anatomy, the Genius can avoid his opponents’ strikes with ease, dodging away at unpredictable angles and always ending up where his attacker least expects. To an outside observer, the Genius barely seems to move, yet his assailants get increasingly turned around, twisted up and frustrated, lashing out at the empty air where the hero was stood a moment before.+1 to Dodge, Roll, Initiative and an extra action per melee, +1 more to each of these every second level. Mutant Nega Psychic (converted from Beyond the Supernatural)The nega-psychic is a very odd case. The person who is a nega-psychic has an absolutely unshakable belief that psychic power, the paranormal and supernatural do not exist. No amount of evidence, speculation, scientific confirmation, nor personal experience with the supernatural, will persuade this character to change his conviction. The supernatural and all the other hogwash that goes along with it, like ESP, ghosts, monsters and UFOs, are all nonsense! This character will tenaciously cling to the line of thought that everything must have a plausible, logical, scientific explanation. And psychic powers, unknown energy, lines of power, ghosts, and entities ain't logical or scientific. Swamp gas, practical joke, mass hysteria, weather balloon, sunspots, or hypnosis, are all more acceptable explanations to bizarre phenomena, no matter how lame that train of logic might be. No matter what happens, the nega-psychic (nega means negative) will propose his own solution based on "common sense and science ." Now there are a lot of people who share the nega-psychic's viewpoint. In a small way, they are like him . But there is a humorous irony that the nega-psychic just can not appreciate. He is psychic and uses his psychic energies daily. The nega-psychic, a term the person will not answer to, is a

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person who develops his potential psychic energy into a sort of negative energy . This negative energy serves as a psychic shield that protects the character from psychic energies. This anti-psychic shield, powered by the character's own psychic energy, prevents most outside psychic or supernatural influences. This means the character NEVER gets precognitive hunches, NEVER gets clairvoyant images or feelings, NEVERsees a ghost, is incapable of receiving telepathic or empathic communications, is incredibly difficult to possess, and tends to disrupt (negative psi-energy) other human andinhuman psychics around him. Most nega-psychics are surprisingly tolerant of "deluded individuals" who believe they have psychic powers or are plagued by unnatural forces. A nega-psychic will often associate and even work with psychics or paranormal investigators, especially if there is a scientific basis to the team's operations. The resistance to psychic influences can make a nega-psychic a valuable member to a group who could suddenly find itself the prey of he supernatural creature they seek.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training.Step 2: EducationChoose skills in the normal manner.Step 3: Negative PowersPlayers may choose one of the following at first level. Then choose one more every second level.Horror Immunity+1 to save vs horror factor, +1 per level.Magic DisruptorThe disruptive energy cancels or dissipates magic (P.P.E.), and makes spell casting much more difficult around him. The range of this disruptive energy radiating from the Nega-Psychic is 1 metre per level of experience. Any psychic, mage or supernatural being caught within the Nega-Psychic's range has to spend 50% more P.P.E. than usual. In addition, psychic abilities that have a "skill percentage" for success are diminished by the skeptic's negative vibes. Furthermore, a psychic, spell caster and even supernatural beingswill find their confidence wanes and skill performance suffers a -10% penalty when the Nega-Psychic verbally questions their preternatural abilities, skills, knowledge and/or integrity, or condemns their viewpoints, offers scientific explanations, and/or suggests they are fake. Magic Disruption is even worse. When the Nega-Psychic is part of a magic(or psychic) group ritual, the range of his energy field doubles and he radiates negative energy with his ardent (and sometimes angry) disbelief. Confident that such rituals are a hoax, madness or just won't work the Nega-Psychic forces the mage/ cultist to spend fourtimes as much P.P.E. to cast a spell or complete the ritual! Expending less than that amount means the ritual doesn't work (no results). Trying to cast magic on or at a Nega-Psychic costs double the P.P.E. and has half the usual effect (half the damage, half the penalties, half the duration, etc.), this includes the effects of magical curses, magic disease and the Evil Eye. Note: The Nega-Psychic cannot tum off his negative energy, it is always on. Double the negative P.P.E. when facing Demonic Servants, and quadruple the number, and double the range of the disruptive force, when dealing with Ancient Evil (Demon Lords and Dark Gods) or an Alien Intelligence.

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Magic Immunity+1 to save vs magic, +1 per level.Permanent Mind BlockCompletely prevents telepathy, empathy, empathic transfer and hypnotic suggestion.Possession Immunity+1 vs possession, +1 per level.Psychic DisruptorThe disruptive energy cancels or dissipates psionic (I.S.P.) energy, and makes the use of psionics much more difficult around him. The range of this disruptive energy radiating from the Nega-Psychic is 1 metre per level of experience. Any psychic, mage or supernatural being caught within the Nega-Psychic's range has to spend 50% more I.S.P. than usual. In addition, psychic abilities that have a "skill percentage" for success are diminished by the skeptic's negative vibes. Furthermore, a psychic, spell caster and even supernatural beings will find their confidence wanes and skill performance suffers a -10%penalty when the Nega-Psychic verbally questions their preternatural abilities, skills, knowledge and/or integrity, or condemns their viewpoints, offers scientific explanations, and/or suggests they are fake. Note: The Nega-Psychic cannot tum off his negative energy, it is always on. Double the negative P.P.E. when facing Demonic Servants, and quadruple the number, and double the range of the disruptive force, when dealing with Ancient Evil (Demon Lords and Dark Gods) or an Alien Intelligence.Psychic Immunity+1 to save vs psychic attacks, +1 per level. Mutant Physical Psychic (converted from Beyond the Supernatural)There seem to be two major divisions of psychic power, the sensitive whose extrasensorypsi-powers are directed inwardly, and psi-powers that can be directed outward to affect the physical world. Most physical psychic powers induce some sort of physical change orcreate a physical force that can affect the material world. They are manifestations that canbe seen, heard and felt by anyone. The physical psychic is a person who has focused his potential psychic energy (P.P.E.) into the area of physical psychic phenomena. His is the world of cause and effect. By channeling and focusing his psychic powers, the physical psychic can mentally reach out and touch the world around him, with numerous results. Telekinesis, for example, enables him to open the door or bring himself a book without ever leaving his seat. Pyrokinesis offers control over fire, just as electrokinesis provides alimited mastery over electricity and hydrokinesis, over water. The ability to influence the real world can also be self-directed making oneself impervious to the elements or ignore hunger and fatigue. The physical psychic adds a new dimension to man's mastery over mind and body, and the world around him.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 35 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks at all times, +2 to save vs horror factor, +5 to save vs possession, +1 to save vs magic.Step 2: Education

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Choose skills in the normal manner.Step 3: Negative PowersPlayers may choose any five of the following at first level. Then choose one more every level;Alter Aura Bio-Manipulation Death Trance Ectoplasm Electrokinesis Hydrokinesis Impervious to Cold Impervious to Fire Impervious to Poison Levitation Mind Block Meditation Pyrokinesis Resist Fatigue Resist Hunger Resist Thirst Speed Reading Summon Inner Strength Telekinesis Total Recall

Mutant Psi-Hacker (converted from Nightbane)Psi-Hackers are psychics who possess an intuitive understanding and bond with computers and computer-controlled systems. These psychics can perform feats ranging from hacking into a corporate computer system to starting a car with a computer-controlled ignition and shifting a car with a computer-controlled transmission, to shuttingdown security systems in large buildings. They are, in essence, living computer viruses who can worm their way inside of a computer system and make it do whatever they want,even to the point of uploading, downloading, and erasing data from a network. These men and women tend to be the most cold and calculating of all of the MK-UL TRA II psychics, as their minds have been programmed to link with computer systems. As a result, they are extremely left-brained, not nearly as prone to thinking creatively as many other psychics, and they tend towards the extremes of logic and analytical thinking.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. +3 vs mindcontrol and illusions, +3 vs Horror Factor, and +2 on initiative.Step 2: EducationChoose skills in the normal manner but gain +30% with any electronic or computer skill.Step 3: Powers

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Players may choose one of the following at first level. Then choose one more every level;ElectrokinesisMind BlockSixth SenseSpeed Reading TelemechanicsTotal RecallThey also gain all the following abilities at first level;Computer GeniusThe focus of this character's psychic energy is such that they have an inherent and intuitive knowledge of the inner workings of computer systems, be it operation, programming, networking, or hacking. This character automatically knows every computer skill, and all at 98%. In addition, the character intuitively knows everything about the inner workings of any computer system he comes across.Control Electronics and Computer SystemsPsi-Hackers are so attuned to the inner workings of electronics and computer-controlled systems that they can exercise a degree of intuitive control over them. This involves everything from activating a portable radio to breaking into an ATM machine, to hackingthe security systems of a major corporation. While the Psi-Hacker is using this power, he falls into a deep trance and is only aware of impending danger through his Sixth Sense power, but breaking the trance before the full duration has elapsed takes a full melee round (15 seconds).ISP Cost: Varies according to complexity of the system and the task the Psi-Hacker hopesto achieve. Simple tasks such as operating a portable CD or Mp3 player, or starting a car with a computer controlled ignition, cost a mere 5 ISP. Slightly more difficult tasks such as shifting a computer-controlled transmission into gear cost 10 ISP. Shifting the same transmission into gear and activating the cruise control on a car to get it in motion, costs 20 ISP. Tasks such as hacking into a corporate security system with the intent of deactivating the entire net cost up to 40 ISP. Hacking into a security system in an effort tocontrol specific portions of the system could cost as much as 75 to 100 ISP. Exact costs according to difficulties are at the discretion of the GM, but shouldn't be prohibitive. Duration: Up to 10 minutes per task.Data ScramblingThe character can encode any type of data he comes into contact with while accessing a computer system, at a thought. This encoding is such that it can effectively lock out all those the psychic does not wish to have access. All efforts to hack the data or decrypt the encoding are at -50%, -5% per every three levels of psychic scrambling. This power can effectively lock out security systems in buildings and safely store data. The psychic can include a "code key" for instant decryption of sensitive data files if he so desires, or he can make it so that he is the only one who can access the scrambled data. LS.P. Cost: 10.EinsteinThis power allows the Psi-Hacker to have a streak of ingenuity that enables him to imagine a schematic to create or modify machines to serve a very specific purpose. However, he must sit down to build or modify the device then and there, when inspirationfirst hits, or the design quickly and permanently fades away. These schematics fly out of his mind if he tries to focus to write them down, as well as when he breaks for too long a

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time from building the item. The initial thought is always a very general impression. The more powerful or elaborate the item/need, the longer it will take to build. Boosting the power of an energy weapon or explosive or vehicle, is another matter entirely, and something he should be able to accomplish quite easily. Rerouting, bypassing, disconnecting, or tapping into energy systems, communications, optics, surveillance systems, alarms, monitors, cable, other conduits, etc., or souping up things are all the kind of tasks this character can perform in a matter of minutes when the right inspiration hits. The psychic never knows exactly how long it will take to do or what result he is going to get until he finishes the item, because the process is pure inspiration and intuition. A character with this ability should tell the GM what he wants his juryrigging or creation to accomplish, and the GM decides how powerful the item is, how long it takes to accomplish, how long it will work, and exactly how well it works (little quirks and problems are suggested). A quick and dirty patch job: Takes D6 minutes. Remains operational for 6D6 minutes, indefinitely if the Psi-Hacker stays to nurse and tweak his work to correct any problems that appear and keep it going/operating. A quick and (relatively) basic computer task, program, tap job or rerouting: Takes D6 minutes. Remains operational for 4D6 minutes, indefinitely as long as the Psi-Hacker stays to nurse and tweak his work to correct any problems that appear and keep it going. Mollify or soup up an existing device within its original perimeters: Takes 4D6+10 minutes. Works/remains operational for D6x 10 minutes, indefinitely as long as the Psi-Hacker stays to nurse and tweak his work to correct any problems that appear and keep it going. Modify or soup up an existing device outside its original perimeters: The device does more than it was ever designed to do. Takes 6D6+ 15 minutes. Works/remains operational for 3D6 minutes, indefinitely as longas the Psi-Hacker stays to nurse and tweak his work to correct any problems that appear and keep it going. Create a simple device based on commonly known principles of science and mechanics: Takes 2D6 days of work to complete a working prototype. Works/remains operational for 4D6 weeks before breaking down, indefinitely if the Psi-Hacker babies it every day or two, cleaning, tweaking and fiddling with it to keep it in top operational condition. Create a moderately complex device based on commonly known principles of science and mechanics: Takes 5D6+6 days of work to complete a working prototype. Works/remains operational for 3D6 weeks before breaking down, indefinitely if the Psi-Hacker babies it every day or two, cleaning, tweaking and fiddling with it to keep it in top operational condition. Create a complex device based on commonly known principles of science and mechanics: Takes 3D6x10+12 days of work to complete a working prototype. Works/remains operational for 2D6 weeks before breaking down, indefinitely if the Psi-Hacker babies it every day or two, cleaning, tweaking and fiddling with it to keep it in top operational condition. Create a complex device that goes beyond the known principles and applications of science and mechanics:Takes 5D6x10+60 days to complete a working prototype. Works/remains operational for ID4 weeks before breaking down. D6+ 10 weeks if the Psi-Hacker babies it every day or two, cleaning, tweaking and fiddling with it to keep it in top operational condition.Memory DownloadPsi-Hackers have the ability to recall, in minute detail, any piece of information they are exposed to, provided they choose to store such data in the first place (i.e., makes a mentalnote to remember this or that). Their brain acts as a computer's hard drive, storing data in

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bits and accessing such data in a similar manner. However, much like a computer's hard drive, their storage capacity is limited, requiring data to be periodically purged to make room for new. For technical purposes, the character's eyes are considered scanners, and his ears are considered microphones. Such information can be recalled instantaneously, with little to no chance of failure. ISP Cost: 5 per image (GM's discretion; may be higher for more detailed and larger images), 50 pages of documents (text), or 5 minutes of conversation, events or film. Maximum Storage in ISP worth of data is equal to the character's ME attribute number x100.Upload DataPsi-Hackers can transfer data from their own memory banks (mind) to a computer terminal or network. Speed of upload is equal to the computer used at the time. Physical contact with the computer is necessary to accomplish this feat. The character can upload data in any common format he chooses, from standard bitmapped graphics, to text files, to the latest word processor. ISP Cost: Equal to the ISP value of the data transferred (see Memory Download). Mutant Psi-Mechanic (converted from Beyond the Supernatural)The psi-mechanic is a gadgeteer who needs machines as a focal point to draw on his own psychic abilities. This peculiar fellow may be a distant cousin to the alchemist of old, weaving science and psychic together. His psi-devices are working machines that, in a metaphysical way, not scientific, tap into the character's potential psychic energy (P.P.E.)reserve to simulate psychic phenomenon. The only real drawback is that only he, or possibly another psi-mechanic or latent psychic, can use the devices. A normal man or woman, psychic or mage will be unable to use the psi-device at all. How or why these machines work for the psi-mechanic is a mystery in itself. Often the working parts do not conform to conventional science or mechanics and may not even have a power source. The most likely explanation is that there are two hidden elements at play. The first is the operator's focus (belief in the device), which draws on that person's psychic energies to power the gizmo. It is the psychic's psi-energy that is the real power behind it. This would explain why only another psimechanic or latent psychic, both with vast untapped P.P.E., can sometimes use the bizarre machines. The second, hidden element is that the psi-mechanic almost certainly etches a psychic imprint into the device. The imprint acts as a combination trigger and psychic circuit board. This would explain why another psi-mechanic can't usually operate somebody else's machine without first getting instructions from the creator.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 5D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10or higher to save vs psychic attacks at all times, +2 to save vs horror factor, +5 to save vs possession, +1 to save vs magic.Step 2: EducationChoose skills in the normal manner, however the character must take the electrical and mechanical skill programs with a +30% in each.Step 3: Powers

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Players gain all the powers listed below;Build Psionic DeviceThe main power of the Psi-Mechanic is their ability to blend psionics with technology. In general, Psi-Mechanic devices are created through a complex rebuilding and upgrade of the actual device. The device is taken apart, modified and it is then put back together in such a way that it does not make sense for it to function at all (by definition of conventional science) anymore. Psi-Mechanics consider this skill an art or actual science,rather than an “ability”. Therefore, they are very critical and defensive about the devices they create. However, since when creating a device the character uses skills to take apart and put back together a device, it does require a roll similar to a skill. It will take the place of rolling for any electrical or mechanical skills. The only real psychic aspect of this ability is when the character infuses the device with psychic power. Generally, a device will have a cost in P.P.E. that must be spent in order to create it. Once a device is made, it cannot be modified to put additional powers in it. However, characters can disassemble an old device and recreate it in the same way with new modifications. This process takes a long time though and may fail, which will result in a broken device. Here are the general guidelines in creating devices:· P.P.E. costs are generally the amount it takes to activate it as a psionic power normally.· Devices generally take about 1 hour per point of P.P.E. used to create it and about an additional 5 hours per psionic power put into it (or 10 hours per full super psionic power).· Disassembling a device takes half the time it was created.· Once turned into a Psi-Mechanic Device, the device can never function normally again.· Duration is limited to use; it generally costs half the I.S.P. to activate a device, using a single power. However, for an extra ten P.P.E. and 12 hours of work the device can have a duration equal to its power source (batteries or outlet plug).· Range is limited by the device solely. If a device doesn’t have a range that is suitable to fit the power, then the player must come up with one—ultimately, at the GM’s discretion.· Saving Throws are standard.· Devices can be used by any psychic.· Base Skill: 70%+5% per level of experience.The expenditure of P.P.E creates the psychic circuit board which gives the machine its power. The psychic ability is identical to the natural psi-power it is meant to emulate. Each individual machine will require P.P.E. However, to build a duplicate device costs half the original, listed, P.P.E. cost. MUltiple psi-powers can be built into the same device, but is costly in both P.P.E to create it and ISP to operate it (each power will require I.S.P.). The machine should suggest some scientific common sense. For example: To see the invisible, the character would devise some type of goggles or glasses. Perhaps a psychically enhanced pair of infrared goggles, or passive night sight goggles with some sort of extra doohickey (psi-powered) which would offer conventional optical enhancement, as well as the psychic, see the invisible. A psychic sensory device meant todetect a supernatural presence might include multiple psi-powers, such as presence sense,sense evil and/or sense magic. This sensory device is likely to look and function like a Geiger counter or other modem sensory machine, with displays, counters, dials, indicators, and even sound.

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A psi-mechanic can immediately build a new device each level, or opt to save all or part of the additional P.P.E. available from level advancement. The saved P.P.E. can be used to create or duplicate a device at any time. The only restrictions are that: Enough P.P.E. isavailable and the character spends at least 48 hours building the item. The psi-mechanic is the only person who can use his odd creations without effort. Non-psychics can not usethem at all, nor can a supernatural creature. However, with proper instruction and practice, a psychic or another psi-mechanic may also be able to use the device. The chance of successfully using a psi-machine without personal instruction from the creator is slim. Another psi-mechanic has a 50% chance of figuring out its function and operation(two tries are possible). A psychic has a mere 25% chance to successfully use a psi-device (add +20% if the psychic uses an object read on the item). Personal instruction by the psi-mechanic who created the device, plus 24 hours spent on focus and practice, will yield the best possible chance for success. Under these conditions, another psi-mechanic has a 95% chance of making the device work although his own design philosophies limit his receptiveness. A psychic who is taught by the psi-mechanic has a 50%. A failed roll means that, despite the private tutelage and practice , the character has no chance of ever mastering that particular psi-device.Any one or more related abilities can be built into one of the psi-mechanic's machines. The power(s) function as described in the psychic ability section and still require the usual number if I.S.P. The machine is powerless when the psi-mechanic temporarily uses up his I.S.P.Unlike the other classes this characters does not have the option to buy and pick psionic powers. Instead, he has a very specific list of psionic powers that he starts of with and arethe only powers that he may use without making them into a device. These psionic powers are mainly used to aid the Psi-Mechanic in creating his devices. He starts with all of them at first level:ElectrokinesisTelemechanic Mental OperationTelemechanic ParalysisTelemechanic PossessionTelemechanicsMachine GhostSpeed ReadingThe character may choose any five psionic powers to use in his devices at first level. Then choose one more every level.Fire an Empty GunThe character can fire any empty firearm using telekinetic bullets which fire without the sound of gunfire or leaving the telltale residue of sulfur and gunpowder left by conventional rounds. He can mentally create one bullet per ME for each gun held, + half his ME per level of experience out of sheer mental force of will. This Telekinetic or TK bullet will inflict the same damage (at the same range) as the normal round for that weapon, because the physical gun is the psychic's frame of reference and the bullet must fit within that weapon's capabilities. Fires from any ordinary gun; bullets appear right in the chamber or magazine. TK bullets will work on mortals, magical and supernatural creatures, including Entities, spirits, Astral Beings, and the Undead.

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Range: Must touch the weapon to be loaded. Duration: Five minutes per level of experience or until fired, whichever comes first. Damage: as per gun. I.S.P.: 7.

Some Sample Psi-Mechanic DevicesPDA Recaller/Diagnoser: A very useful device that utilizes the powers of either Total Recall or Psychic Diagnosis (or if a Psi-Tech character wishes, both). However, since it is only a PDA, using Psychic Diagnosis will give a readout of specific things that are wrong with an individual. A special connection cable has to be used to connect to the individual; one end is a USB jack and the other end is a small adhesive pad that must be taped to the person (the pad is the same pad used with EKG machines). Build Time: 9 hours for Total Recall and 7 hours for Psychic Diagnosis. 16 hours for both.P.P.E. Cost: 4 for Total Recall and 2 for Psychic Diagnosis.I.S.P.: 2 for Total Recall and 1 for Psychic Diagnosis.Special: Add an extra 10 P.P.E. to P.P.E. Cost and 12 hours to Build Time per power if run off batteries.Ear Telepaphone: A pair (or more) of earphones/earpieces where the user simply thinks what they want to say and it will be transmitted to the other earpieces as audible sound. Unlike the Telepathy power, this nifty device has a range equal to the range of the actual device.Build Time: 9 hours or 21 hours if the device will be run off batteries.P.P.E. Cost: 4 or 14 if it will run off batteries. I.S.P.: 2 to activate or none if run off batteries. Special: Add an extra 10 P.P.E. to P.P.E. Cost and 12 hours to Build Time for the third earpiece and 5 hours to Build Time per extra earpiece after the third piece.Mysticvision Goggles: Empowered with any of the following powers: See Aura, See the Invisible or Nightvision. Either of these or all of them can be a part of this device. See Aura will reveal an aura of color and design, which will be distinct to all people. Seeing the Invisible appears as a ghostly apparition—the actual being is crystal clear in shape and detail, but will be a bit opaque, making them stand out. And Nightvision allows the user to see in color vision in the dark, just as if it were day outside. A small switch will allow the user to switch visions.Build Time: 11 hours for See Aura, 9 hours for Nightvision or See the Invisible. 38 hoursfor all of them.P.P.E. Cost: 6 for See Aura and 4 for Nightvision or See the Invisible.I.S.P.: 3 to activate See Aura and 2 to activate Nightvision or See the Invisible. None if run off batteries.Special: Add an extra 10 P.P.E. to P.P.E. Cost and 12 hours to Build Time per power if run off batteries.Spirit Cell Phone: Talk about calling the dead. This device literally calls the dead. The user needs only press“Send” and hopefully the phone will find some reception to contact a spirit via the Commune with Spirit psionic power. The user then is able to talk with the spirit as if he were talking to anyone else on a cell phone. If someone tries to listen in on the call while

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the caller is still on, the “signal will be lost”, this also happens if someone tries to take thephone from the user. A spirit may end the call at anytime, but the reception will still register on the phone, allowing the user to redial. Reception will only be lost if the spirit leaves the radius (30 feet) or if the caller is the one who ends the call.Build Time: 11 hours or 23 hours if run off batteries.P.P.E. Cost: 6 or 16 P.P.E. if run off batteries.I.S.P.: 3 to activate or none if run off batteries.Special: For an extra 15 P.P.E. and 25 hours the Psi-Tech can modify the phone to receive calls from spirits. Phone number shows up as “Unknown Caller”.Sense Pager: It couldn’t be avoided—a pager that can either have Sixth Sense, Sense Evil or Presence Sense. The pager gives off distinct vibrations or beeps according to what power is activated. Usually, Sixth Sense is a long, intensive vibration with the number “911” beingthe caller. Beeping will indicate the Sense Evil power is activated. By spending some I.S.P., a character can “check the number” of who called. The number sequence is something that only the Psi-Tech understands, at first. One dash means one evil, two dashes mean “few” evils, three dashes is “several” and four is “many”. The intensity of the evil will be registered by a number from one to ten, posted right after the dashes. Distance is another sequence of dashes, one for “very near”, two for “near” and three for “far”. If the character checks their voice mail, a familiar voice will say one word that indicates the general location of the evil (i.e. person, room, object, etc.). Presence Sense works roughly the same as Sense Evil, except that it cannot sense humans.Build Time: 7 hours for Sixth Sense or Sense Evil and 9 hours for Presence Sense.P.P.E. Cost: 4 for Presence Sense and 2 for Sixth Sense or Sense Evil.I.S.P.: 1 for Sixth Sense or Sense Evil; 2 for Presence Sense or none if run off batteries.Special: Add an extra 10 P.P.E. to P.P.E. Cost and 12 hours to Build Time per power if run off batteries.VR Projection: This great device gives the user all the best qualities of Astral Projection without ever leaving their body! The only thing that that isn’t the same in VR Projection is that one minute of time is one minute of time in VR Projection. A user is still able to span the world and travel through the Astral Planes via the power and the character still has to findhis/her way back. If they do not find their way back in time or their power supply is cut off, their session ends. This leaves their VR Astral Self somewhere in the VR Astral Plane, forever on “pause”. That character may never enter the Astral Plane ever again, until another traveler can go into the VR Astral Plane or normal Astral Plane, find the paused individual and take them to the door they entered in. This will allow the original user to “log on” once again in the VR Astral Plane. VR Astral Bodies appear as ghosts in the Astral Plane, this is a odd and strange occurrence to natives or travelers in the Astral Plane. When or if the character goes on “pause” in the VR Astral Plane, their VR Astral Body will be vulnerable to attack. If destroyed, the person will never be able to enter the Astral Plane (or the VR Astral Plane) ever again. Other than this, the device functions exactly like Astral Projection.Build Time: 13 hours or 25 if run off batteries/has a plug.P.P.E. Cost: 8 or 18 if run off batteries/has a plug.I.S.P.: 4 or none if run off batteries/has a plug.

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TeleVoyance: Still know as “TV”, this has a truly incredible ability. Utilizing the power of Clairvoyance, the TV transfers what information would normally be derived from activating Clairvoyance as a psionic power. The only difference is that everyone can see the images on the screen! The TV functions the same way as Clairvoyance does. However, as cool as this device may seem, there is a disadvantage to it. The TV has a tendency (45% chance) to siphon the I.S.P. from a psychic and activate itself, whenever apsychic comes with 20 feet of the TV. The psychic cannot prevent this in anyway and as long as they stay within 20 feet of the TV, the TV attempts to siphon I.S.P. every hour. Activating the TV still requires a Base Skill roll, which will be stuck at the percentage equal to the level of the Psi-Tech when they made the device (i.e. 60% at first level or 62% at second level, etc.). A failed roll means the TV will turn on, but will only show a static screen or “blue screen”. A Psi-Tech character can, however, create the TV with a higher percentage, but this costs extra P.P.E. and takes more time to build. The TV automatically turns off or goes to static screen or blue screen once the duration elapses and the TV is always made to run off batteries or with a plug.Build Time: 9 hours and 1 extra hour per 2% more Base Skill.P.P.E. Cost: 4 and 1 extra per 2% more Base Skill.I.S.P.: 2.Devil Sword: This weapon can be any type of short or large sword. Three crystals are built into the handle, holy symbols are carved into the blade, and one point of P.P.E. (or two I.S.P.) powers the weapon for one hour. When coursing with psychic energy the sword inflicts 3D6 damage +2 points per level of experience (starting at level one) to supernatural beings, double damage to Ancient Evil and triple to Alien Intelligences, but only D6 (short/small sword) or D10 damage (broad, bastard and large swords) to humans/mortals;no experience bonuses apply against mortal opponents. No effect on Astral Beings, Ghosts or Entities in the physical world.Ecto-Siayer Shotgun: A sawed-off shotgun with extra tubing and wire. When activated with one point of P.P.E. (or two I.S.P.) each blast fires a bolt of flaming energy that neverdoes more than D6 points of damage to humans/mortals, but does 3D6 + (1 per ME) damage per level of the psychic to supernatural beings with a physical body and double damage to Ancient Evil and Alien Intelligences, and also double damage to creatures vulnerable to fire. Half damage to energy beings and Entities. No effect on Astral Beings in the physical world.Ghost Armour: Lightweight chest plate molded from plastic or fiberglass. It is reminiscent of the armoredchest plates worn by the ancient Greeks and Romans. Electrical wires and sensor contact pads like those used in an EKG machine create a strange sort of circuit board on the inside of the armor. Three contacts are located above the heart, one near the right shoulder and one on the stomach. Similar plates may be strapped to the thigh and forearm; groin piece is optional. A solar powered battery with a power crystal in a pack isworn on the back or hip. Duration: Activated for one hour per two P.P.E. points or four I.S.P. spent. A.R.: 13 whennot activated, A.R. 17 when the armor is activated. SDC: 30 when not activated, 10 per

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ME + 10 SDC per level of experience (starting at level two) when the armour is activated. Functions more as a strange type of force field than conventional armour.Ghost Gun: This is an oversized handgun of unusual design and configuration, making it look more like a toy than a 21st Century gun. Two modes of attack. 1) Fires energy bolts that can strike and hurt energy beings, Entities, and Astral Travelers. Damage: 3D6 damage (double damage in the Astral Plane). Range: 100 metres +10 metres per level of the Ghost Hunter's experience (starting at level two). 2) Telekinetic Bolts that hit with the power of a heavy bullet. Damage: 5D6, but half damage (2D6+3) to humans/mortals, energy beings, ghosts, Entities and Astral Traveler. Range: 200 feet (61 m) +20 feet (6.1 m) per level of experience. Payload: 24 energy/TK bolts, only any energy or Telekinetic bullets that are created inside this weapon remain loaded indefinitely, until fired or the weapon is dismantled. The psychic ammo vanishes when the weapon is taken apart/examined. Bonuses: + 1 to strike on an aimed or Called Shot (no kick), and minimal noise, has a muffled or distant gunshot sound with each shot.

Mutant Psychic Healer (converted from Beyond the Supernatural)The pages of history contain the stories of countless shamans, holy men, wizards, priests, prophets, and psychics, with the ability to heal. Like the other psychic character classes, the ability to heal is a matter of channeling or focusing psychic energy. In some respects the psychic healer is a physical psychic, because the character can physically influence others . But the distinctiveness of the healer's powers places him in a category of his own.There are many theories regarding the powers of the psychic healer. Some believe the powers are an advanced form of hypnosis or power of suggestion. That, via the power of suggestion, the psychic actually stimulates the focus of the person's own psychic energy (P.P.E.) to heal himself. Another theory is that the healer can manipulate physical matter, much like the physical psychic. In this way, the psychic directs his own psi-powers to induce healing, and other biological effects in others.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. +8 to save vs possession, save vs mind altering drugs, and save vs poisons/toxins. +50% to save vs coma/death, and +3 to save vs horror factor. Needs a 10 or higher to save vs psychic attacks.Step 2: EducationChoose skills in the normal manner.Step 3: Negative PowersPlayers may choose two of the following at first level. Then choose one more every level;Deaden Pain Exorcism Healing Touch Impervious to Cold Impervious to Fire Increase Healing

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Induce Pain Induce Sleep Psychic Diagnosis Psychic Surgery Psychic Purification Resist Fatigue Suggestion (Hypnosis) They also gain the following 2 abilities at first level;Bio-regenerationThe psychic healer is so in tune with his mind and body that he can will his body to destroy disease, drugs or chemicals, and heal. Although reminiscent of the "natural" psychic's cleansing spirit ability, the healer's ability to bio-regenerate is an even more spectacular example of mind over matter. To purge his body of poisons or drugs, the character slips into a deep, uninterrupted, meditative trance. The progress of the unwanted chemicals will stop almost immediately (within one melee/15 seconds). However, to permanently stop its effects, by destroying the polluting substance, will require a full 20 minutes of deep concentration. During this time the character can not engage in combat or even conversation, leaving him vulnerable to attacks. Indeed, the bio-regeneration trance slows the metabolism down so low that the character will appear to be dead. The same process is used to heal wounds and injuries, from broken bones to cuts and bullet wounds. However, the recuperative trance is even deeper, and once begun,the character can not be roused from it until he wills it. The metabolism is slowed to a crawl almost immediately (D4 melees), regulating the flow of oxygen and preventing further blood loss. After one to four hours of meditation (roll D4), the spectacular healingprocess begin . From this point on, the bioregenerative process will restore 2 SDC and one hit point for every two hours of meditation. Cuts, bullet wounds and bums will be completely healed within the week, leaving only the tiniest scarring. Broken bones will heal 10 times faster than normal. Limbs and organs which are completely destroyed or removed can not be regenerated. The healer can also make himself resistant to fire/heat and cold (does half damage). D4 melees of preparatory concentration is required.MeditationThe art of meditation is a mental discipline whereby the mind dwells upon a single notionto gain insight into the inner nature and meaning of the universe and to relax, achieving an inner harmony and focus. The psi-healer must utilize meditation to focus his healing powers. It is a relatively simple process (once mastered) that the healer can achieve almost instantly (one melee). Meditation is used to recover ISP at triple the normal rate. Mutant Psychic Medium (converted from Beyond the Supernatural)The Psychic Medium is uniquely able to see, communicate with, and get impressions from the past, dead and ghosts. The Medium is psychically linked to an otherworldly spirit and it is through this "Spirit Guide" that the psychic is able to communicate with other spirits and get information. According to Psychic Mediums, the Spirit Guide is a "ghost" of someone who lived in the past. It may be a deceased loved one, friend or relative, or the spirit of someone completely unrelated and previously unknown to the psychic. Ancestral spirits are said to guard over and help their descendants, but are never an immediate relative such as a parent or sibling, but someone a bit removed like a

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cousin, uncle, aunt, great grandparent, or even a great, great, great grandparent. In fact, a Spirit Guide is almost always 2-5 generations removed. It is the bond of kinship and commitment to the family that brings the spirit to the psychic and binds them together. The unrelated Spirit Guide will always be a person from a particular occupation, place or time period in which the psychic has a always been fascinated. That similar interest completes the link between these ··two kindred spirits, one deceased and one living. The unrelated ghost may have died recently or herald back to a time hundreds, even thousandsof years ago. It can originate from anywhere on the planet, including foreign countries and places such as Atlantis and Lemuria that have never been proven to have existed at all. In all cases, regardless of the Spirit Guide's origin or age, it is benevolent and friendly, come to help the psychic, and represents the character's conduit to the past and other spirits. Parapsychologists insist the Spirit Guide is the subconscious or psychic manifestation of the Medium's own mind, perhaps his inner child or subconscious id, or even a form of schizophrenia with a positive twist. No one knows, not even the Medium, though most firmly believe it is the spirit of a deceased person. While the debate rages among Mediums, other psychics and scholars whether the Spirit Guide is a genuine ghostor a figment of the psychic's own imagination, the bottom line is this: if there was no Spirit Guide the Psychic Medium would be powerless, blind to the realm of the supernatural and unable to use his special abilities. Thus, real or imagined, the two are irrevocably dependent on each other. Without one, the other is powerless.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks, +1 on initiative, + 3 to save vs illusions, + 1 to save vs all types of mind control, +2 to Perception Rolls, +6 to save vs Horror Factor, and is impervious to all forms of possession. Never bothered by Poltergeist or Haunting Entities.Step 2: EducationChoose skills in the normal manner.Step 3: PowersPlayers gain all the powers listed below;The Spirit GuideNumber of Spirit Guides: One. Alignment: The same as the Medium or a superior one (i.e., a character with an Anarchistalignment is likely to have a Spirit Guide with an Unprincipled or good alignment. Many Spirit Guides are Principled and Scrupulous; and most are compassionate, caring, and driven to help the living as well as spirits in turmoil. Attributes: Not applicable. Hit Points: There are creatures, magic and psionic attacks (the Spirit Strike being one of them) that can hit and hurt spirits. Thus, for the purpose of combat, the Spirit Guide has half as many Hit Points (no S.D.C.) as the Psychic Medium to whom it is linked. Most vanish when they lose half their Hit Points, returning when the enemy is gone or has beenotherwise subdued. If the Spirit Guide loses all of its Hit Points, it vanishes for 24 hours. In this case, the Psychic Medium retains all of his paranormal powers, but suffers a

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penalty of -10% to all skills and -1 on all saving throws for being without his spiritual counselor. Note: Spirit Guides are seldom targets of attacks because they don't represent a threat to beings in the physical world, thus they are usually ignored by other spirits, supernatural beings and practitioners of magic. P.P.E.: 5D6 points. I.S.P.: equal to PPE. Gender: 01-50% Male, 51-00% Female. Kinship to the Psychic: 01-50% Ancestor/family member. 51-00% No blood ties; an unrelated stranger.Age (i.e., when the ghost died): 01-25% Child: 2D6+5 years old (reduce skill knowledge to 10 Secondary Skills). 26-50% Young Adult: 2D6+ 17 years old. Pick an occupation but reduce Elective Skills and Secondary Skills by half. Only D4blevel. 51-75% Adult: 3D6+28 years old. Pick an occupation and the usual range of skills. D4+4 level. 76-00% Aged: 4D6+50 years old. Pick an occupation but reduce Elective Skills and Secondary Skills by half. D4+8 level.Cause of Death: Whatever the cause, the spirit has come to terms with it and does not suffer any lingering trauma. 01-20% Natural causes, peaceful. 21-40% Accident. 41-70% Disease/illness. 71-85% War or violence. 86-00% Murder; deliberately killed or unjustly executed.Nationality: That choice is the player's. Whatever the nationality the Spirit Guide communicates in the language of the Medium. Time Line: When the Spirit Guide walked among the living. 01-30% Modern Day: Died only 5D6 years ago, within a generation or two (a generation is typically 20 years). 31-60% Turn of the century: Died D4x 10+60 years ago. 61-90% Olden days: Died D6x 100 years ago. 91-00% Ancient times: Died D4x 1000 years ago.Personality Traits: 01-10% Paternal, kind and caring. 11-20% Mentor/teacher type, but patient and kind. 21-30% Mentor/teacher type, but impatient and stern. Not bossy or mean, but there may be times when the Spirit Guide voices its frustration or disapproval. 31-40% Quiet and shy, but not afraid to speak his or her mind. 41-50% Positive and jovial; the glass is always half full. 51-60% Pragmatic and reserved, stoic even; the glass is often half empty. 61-70% Inquisitive and caring; likes a challenge, puzzles and new ideas and experiences. Encourages the same in its living partner. 71-80% A generous and kind people person (er, ghost) who likes to help others. Believes people (not things or personal reputation or reward) come first. Very empathic to the plight of his or her living partner and other people. 81-90% Artistic and sensitive. Enjoys life, creativity and beauty. Hates and is saddened by death, cruelty and ugliness.

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91-00% Science and fact minded. Likes to see the proof/evidence and details. Doesn't trust strangers or practitioners of magic, but trusts his or her living partner completely (and vice versa).Availability of the Spirit Guide. The Spirit Guide is usually present and accounted for 80% of the time, standing at the Psychic Medium's side or nearby. The Guide shares a similar alignment and outlook as the Medium, and both work toward the same goals. However, the ghost is sometimes unavailable or unable to offer advice, either because it doesn't know what to say or lacks a proper frame of reference. It may also refuse to speakor help when it is angry or disappointed with the Psychic Medium, at which point it seems to disappear and cannot be seen by the Medium. There are also times when the Spirit Guide vanishes for a period of time and just isn't available. Where it goes is unknown. The Spirit never says where it has been or what it was doing, only that it could not be at the psychic's side for a time. End of story. Similarly, there are times when the Spirit Guide will inform the Medium that it cannot accompany the character into a particular environment or situation, or that it is being held at bay, kept away by magic or supernatural forces. The Psychic Medium will have to proceed on his own, the Spirit Guide reappearing at his side when he exits the area protected from spirits. However, in all instances where the Spirit Guide is not talking or is otherwise unavailable, the PsychicMedium's paranormal abilities remain intact and operational. Note: Psychic Mediums feelless confident when their Spirit Guide is missing in action, and suffer a penalty of -10% to all skills and -1 on all saving throws.Spirit's Link to the Physical World: The Medium is the ghost's connection to our physicalworld. If the Medium dies, the Spirit Guide vanishes. Influence Over the Physical World: None! The Spirit Guide cannot touch, attack or influence the physical world. It is a shadow, a specter from the past. Nor can the Spirit Guide scout ahead, peek around corners, sneak under doors to see what's on the other side, or spy on others. It is always at the Medium's side and only sees and hears what the Medium experiences.Friend and Mentor/"Guide": Fundamentally a guardian spirit, the Spirit Guide is usually (80% of the time) at the Medium's side, standing just behind or to the side of the Psychic Medium. Wherever the Psychic Medium goes the Spirit Guide follows right on his heels. Whatever the Medium experiences, the Spirit Guide bears witness. The Spirit Guide, regardless of its alignment, is completely loyal to the Psychic Medium though it will not lie or do anything contrary to its alignment. Note: Only its living partner, the Medium, can hear or see it. The term "partner" is used because man and spirit work in concert toward the same goals, and most Mediums consider their Guide to be a trusted friend and confidant. As a mentor or life guide, the spirit's goal is to make the Medium a better person and realize his full potential. Thus, it never provides the Medium with answers and outright information, but guides, nudges, and encourages the character along life's paths to be a good person. It may offer advice, but more often than not, engages in philosophical discussion, speculation, and poses questions. Dreams are when and where the Spirit Guide is most likely to appear in person and engage in friendly discussion and exchanges of ideas. Sometimes the Medium will remember the dream vividly, and other times he'll remember only a few key ideas or notions, and sometimes feel the gist of the discussion as inspiration or an idea.

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Phantom Voice While Sleeping: The Spirit Guide can call its living partner's name or shout a single word or two or three ("Kevin!" Wake up," "Get out," "Fire," "Danger," "Demon," "Ghost," "Answer the phone," and similar) to wake the Psychic Medium up, alert him to something or to warn him of danger while he sleeps, dozes or daydreams. Only the Psychic Medium hears the call. Random Thought: The Spirit Guide sometime pipes in with a random thought, "Yes, that's it." "No, that can't be right" "Slow down." "Be careful." "What about the book?" "Think about what you're saying." "Stop it." "Don't do it." And so forth. Only the PsychicMedium hears the words. One on One Discussion: The Medium can verbally speak to the Spirit Guide at any time, but the spoken response from the ghost is heard only in the Medium's mind. Furthermore,most Spirit Guides tend to avoid long, drawn out discussions, figuring the Medium should pay attention to his own thoughts and the living. Thus, the spirit always tries to stay in the background and make comments and suggestions when it is most needed. It's all part of the mentoring process. As noted earlier, lengthy discussions may occur in a dream.Auditory ReadingEmotions, experiences, and trauma leave an invisible, psychic impression on physical places like an invisible afterimage, psychic scar or imprint visible only to certain types of psychics. Some supernatural beings, like the Haunting Entity, can sense these impressions in a profound way, are attracted to them like flies to honey and assume one of the strongest personalities and reenact one of the more profound/dramatic events. The Psychic Medium can also pick up on little snippets of information from the past by entering into an Auditory Trance and hearing it for himself. An Auditory Reading lets theMedium tune in to the psychic vibrations of a room or small area. The entire experience takes D4 melee rounds (15-60 seconds), though it usually seems more like 2-5 minutes tothe psychic. The trance momentarily shuts out the rest of the world as the Psychic Medium hears a cacophony of sound rushing past him as if someone were fast forwardingan audio tape. Most of the sounds are muffled, pushed into the background and are mostly indistinguishable. The Psychic Medium might be able to recognize laughter, voices speaking, the sounds of a party, a television in the background, a dog barking, birds chirping, a thunderstorm, and similar sounds, but cannot actually hear the words being spoken, until one particular sound, phrase, sentence or brief exchange stands out like a cannon blast. The identifiable sound(s) could be a gunshot, crying, glass breaking, or a scream to actual words. Whatever the sound is, the Medium knows it is always an important clue to what happened, who died, who committed the evil act, where it happened, why it happened, where the victim or perpetrator might currently be located, and similar. The Medium mayalso get a sensation of anger, fear, hate, joy, love, concern, etc., but not always (GM's discretion). The name, word, phrase or sound is always information not yet known, providing a new clue/lead, or filling in a missing piece of the puzzle. A phrase or sentence may indicate even more, including time, motive, or unknown details. Note: Words are always heard in the voice of the person who spoke them, which may be a clue all by itself, indicating the person's gender, emotional state, general age, ethnicity (via accent), and similar. The Medium will also hear and remember any significant background noise, like voices or crying, or the crash

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of breaking glass, the chime of a clock or church bells, geese outside, gasping for air, a body hitting the floor, and so on. All of which may provide additional clues to what happened. The Medium remembers the sounds and words clearly and correctly, so a phrase will not be forgotten or jumbled, and the psychic may recognize the voice or sound he heard in the trance the instant he hears it again while in the real world. I.S.P.: 4.Hear Death RattleThe Psychic Medium can hear the death rattle of the dying. The Medium starts hearing the death rattle one minute before the individual expires, so he knows the person is about to die, and knows that when the sound stops, the person is dead. Only exceptional means (immediate medical intervention, heart massage, CPR, etc.) may bring a character from his deathbed back to the living, depending on the injury, available medical help and circumstance. No I.S.P. cost; hears the Death Rattle whether the Medium wants to or not.Object Read the Dead The Medium can touch the remains of a body (whole or part) and know the person's first name, gender, age, cause of death (disease, suicide, murder, etc.), and whether or not the supernatural was involved, actually seeing the face of the creature responsible. Takes one melee round to get this info. +10% bonus to summon this spirit later in a seance. I.S.P.: 5See Other Spirit GuidesA Psychic Medium can see or sense the presence of the Spirit Guides of other Mediums, though they can't speak to them. Supposedly, this is because each Spirit Guide is linked to one specific individual, and is unable to communicate directly with any other living person. The ghost serves as the Psychic Medium's direct link to the other side, and the Medium serves as the ghost's direct link to the world of the living. A bond shared exclusively between those two beings. No I.S.P. cost.See and Communicate with Other SpiritsThe Psychic Medium's link to the other side via his Spirit Guide enables the character to sense the presence of other Spirit Guides, ghosts and Entities. He can even see Entities when they are in their invisible energy form. This ability is automatic and does not require any special focus or concentration. If a pair of Poltergeists are playing in the room, he'll sense them from outside within 200 metres and see them the moment he enters the room. Likewise, if a Haunting Entity (a sort of ghost) walks past the door, the Medium will see it in whatever manifestation the Entity has currently taken for itself. Poltergeists will listen to the Psychic Medium like playful puppies and will obey him if told to behave or sent away to another part of the house or area. Haunting Entities are the most cooperative, and will speak to the Medium as if he were a long lost brother, telling him everything they know, though their information will be interlaced with their own tragic history, woes, fears and desires (which may enable the Psychic Medium to help them and free the Entities from their bondage on Earth). Extremely overwrought, hate-filled and evil Haunting Entities will speak to the Medium, but may refuse to help or onlyoffer a tiny bit of helpful information. Some may even threaten the psychic and his comrades, but are likely to be more talk than action, because the creature will sense that the Medium can hurt them with his Spirit Strike. Syphons, Tectonic and Possessing Entities will stop, listen and consider what a Psychic Medium has to say, but they are the most powerful and evil of the lot and are not compelled to obey or do anything asked of

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them. Note: The Psychic Medium can see a Possessing Entity when inside a host body as well as in its energy form. Other Spirits may also stop, listen and consider what a Medium has to say, but remain free to do as they will. No I.S.P. cost to see or communicate with spirits.Spirit Channeling/SeanceThis ability is reminiscent of possession in that an Entity, spirit or splintered life essence of an Ancient Evil or Alien Intelligence enters the Medium's body to communicate with humans. It is distinctly different, however, because the Medium willingly allows himself to be used as a vessel for communication, the possessing force can use the body to point or flail around but cannot actually attack anyone, and the possession is always temporary,seldom lasting more than 10 minutes. To channel, the Psychic Medium goes into a light trance (requires D4+ 1 melee rounds of preparation) and opens himself to become a living conduit through which spirits and energy beings may enter his body and use it to communicate with the living. The spirits can sense this opportunity and are attracted to the open vessel. A spirit may be friendly and cooperative, mean and belligerent, cocky and snide, spiteful or helpful. Good or needy spirits (the latter are in need of help from the living) may answer questions truthfully and genuinely try to help, but malevolent spirits may twist the truth, lie, mislead, mock or threaten. To attract a specific spirit, the Medium softly speaks the name or basic identity of the spirit with whom contact is desired as if it were a mantra and waits D6 melee rounds. Meanwhile, the other participants should also concentrate on making contact with the ghost. The more positive and unified the group is, the better the chances of contact. A Nega-Psychic in the group islikely to keep spirits at bay. Spirits are unused to speaking and being heard by the living, thus, they do not usually lead the conversation and wait to be asked questions by those involved in the seance. The Medium can't ask questions because he is the vessel through which the spirit speaks, so others must do the questioning. Only one person should speak at a time, and the more specific and to the point the better. If several people talk at once, the ghost becomes confused and frustrated, and it may leave without saying much of anything. Likewise, even a rude or nasty spirit should not be insulted or it is likely to vacate the Medium before it has provided the information it may know. Duration of Contact: D6+2 minutes before the Entity/spirit pulls back its energy. I.S.P.: 5Spirit StrikeThe Psychic Medium not only sees and communes with invisible spirits and energy beings, but can attack them as well. To attack, the Medium must will his inner strength toproduce a damaging energy that can touch spirits. Each touch, punch, kick, or attack withany type of handheld melee weapon (club, knife, sword, chair, etc.) can hit the otherwise ethereal energy being and inflict damage. The energy of the Spirit Strike can also be released as an energy blast, but such a ranged attack does half damage and has a limited range of 10 metres +5 metres per level of experience starting at level two. Damage (Touch): 2D6 points + D6 per level of experience (half as an energy blast or when used on demons and other supernatural beings in physical. form). Damage is direct to Hit Points and affects even the splintered essence or avatar of an Alien Intelligence. Noeffect on mortals or creatures of magic. I.S.P.: 10

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Mutant Psychic Sensitive (converted from Beyond the Supernatural)There are many real phenomena in the world which operate on principles which science does not yet understand. One such area is the paranormal or supernormal phenomena, of which extrasensory perception (ESP) and psychic experiences are a part. The paranormal is generally regarded as psychic or mental abilities or manifestations that are outside the range of known human abilities. The psychic sensitive is a person whose potential psychic energy has been focused into areas of psychic development. The sensitive has a greatly enhanced perception of energy and forces that most normal people can not even understand, let alone perceive. It is a heightened sensitivity to the unknown that the Hindu call "the third eye". A figurative representation of the sensitive's ability to "see" what others can not. Actually, this is a very apt analogy, for the psychic sensitive can, indeed, glimpse into the world of the supernatural. They can feel the presence of evil, justas you or I would feel the chill of the wind. The stench of evil, supernatural entities is as tangible as the smell of a rotten egg; while the aura of magic flickers unmistakably, like acandle in darkness. Yes, the third eye. A sixth sense that provides a very different view ofour world and the beings that inhabit it.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 25 SDC each plus any gained through physical training. For the character's potential psychic energy points roll 4D6 +10, +10 per level. Inner strength points is equal to (ME x2) + (D4 x10), +10 per level. Needs a 10 or higher to save vs psychic attacks when closed to psychic emanations. +4 to save vs possession, horror factor, magic and drugs.Step 2: EducationChoose skills in the normal manner.Step 3: Negative PowersPlayers may choose two of the following at first level. Then choose one more every level;Astral Projection Clairvoyance Death Trance DivinationEmpathy Empathic Transmission Meditation Mediumship/Clairsentience Mind Block Object Read/Psychometry Presence Sense See AuraSee the Invisible Sense Evil Sense Magic Sixth Sense Speed Reading Suggestion (Hypnosis) Summon Inner Strength

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Telepathy Total RecallThey also gain the following 2 abilities at first level;Sense MagicThe character can "feel" large fluxes of energy; magic power, P.P.E., the presence of ley line energy, electro-magnetic energy, electrical energy and magical enchantments. Range:200 metres, +20 metres per level.Sense Supernatural EvilThe psychic sensitive is keenly aware of the world around him, thus, he or she will feel orsense any major disturbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment. Most are evil. The sensitive can feel that evil like an icy chill cutting through him. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil will wash over the character, warning him like an alarm. Range: Senses any supernatural evil within 100 metres, +10 metres per level. Unusual CharacteristicsFor a truly random character in this new world roll on the following tables;Colour MutationsRoll on this table several times; once for skin colour, again for eye colour and once more for hair colour.01-15 Completely normal16-20 Red21-25 Orange26-30 Yellow31-35 Green36-40 Blue41-45 Indigo46-50 Violet51-55 Gold56-60 Silver61-65 Bronze66-70 Brown71-75 White76-80 Black81-85 Grey86-90 Transparent91-95 Combination of several of the above in striped form. Roll D4 more times.96-00 Combination of several of the above in patch form. Roll D4 more times.Eye MutationsWhat type of eyes does the character have?01-08 Very small; -2 to hit eyes if targeted by enemies.09-16 Small; -1 to hit eyes if targeted by enemies.17-28 Completely normal.29-36 Large; +10% greater sight range.

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37-44 Very Large; +20% greater sight range.45-52 Oval shape; 180 degree vision.53-60 Glowing; +1 to intimidate others.61-68 Reptilian; underwater nightvision equal to half normal range.69-76 Fish; underwater nightvision identical to normal sight range.77-84 Cat; nightvision equal to half normal range.85-92 Insect; 360 degree vision.93-00 Third Eye; see the invisible.Size MutationsHow big is the character?01-08 1ft +D10 inches09-16 2ft +D10 inches17-24 3ft +D10 inches25-30 4ft +D10 inches31-44 5ft +D10 inches45-52 6ft +D10 inches53-60 7ft +D10 inches61-68 8ft +D10 inches69-76 9ft +D10 inches77-84 10ft +D10 inches85-92 11ft +D10 inches93-00 12ft +D10 inchesBody MutationsDoes the character have any additional mutations?01-02 None.03-04 Antennae; depending on the character's powers these could be used as senses, discharge, telepathy, etc.03-04 Elastic Bones; only takes half damage from any kinetic attacks (falls, punches, explosions, etc).05-06 Emits Vapours; determine what effect the gases have and what types of lifeforms they affect.07-08 Extra limbs; D4, D6, D8, D10, D12 or D20 extra arms, legs or heads or a mixture of each.09-10 Fat; appears overweight but is pure muscle, +1 STR.11-12 Featureless; a totally blank face and body. No eyes, ears, nose, mouth, nipples, etc. The character can somehow still see, hear, smell and breathe normally. For food and drink he relies on solar sustenance. 13-14 Flat Billed; platypus type beak.15-16 Frilled; lizard type vane around the neck.17-18 Headless; Sensory organs are located on the main torso.19-20 Horned; Up to D4 horns on head which do D6 damage each.21-22 Huge Jaw; neck length.23-24 Large Eared; hear +20% better.25-26 Large Nostrils; smell +20% better.27-28 Long Limbed; arms reach down to the knees or even ankles.29-31 Lumpy; over most of the skin.

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32-34 Mandibles; like an insect with STR equal to double the normal attribute.35-37 Multiple Mouths; up to D6 extra mouths located on various parts of the body.38-40 Prehensile Limbed; can use legs and toes for the same purpose as arms and fingers.41-43 Rough Skinned; course like a shark.44-46 Segmented; like a centipede.47-49 Serpentine Scaled; D100% of body is covered in scales.50-52 Sharp Teeth; +D4 damage.53-55 Skinny; practically anorexic. -1 STR, +2 MR due to lighter frame.56-58 Slimy; very difficult to catch or hold on to due to his slippery skin. +2 AC.59-61 Slit Featured; has slits instead of eyes, ears, nose and mouth.62-64 Spined; like a porcupine. Length, shape, colour, hardness and function (possibly venomous) is left up to the GM.65-67 Split Body; 2 torsos on top of 1 set of legs.68-70 Stalk faced; like a snail.71-73 Striped; like a zebra.74-76 Sturdy Quadroped; walks around on all fours.77-79 Suckers; same as the adhesion Minor Power. They can be located on the fingers, chest or wherever else desired.80-82 Tail; either thin but strong like a monkey's allowing the life form to lift his own body weight using it, or a thick and powerful bludgeoning weapon.83-85 Tentacles; finger or arm.86-88 Tough Skinned; natural AC 2.89-91 Transparent Body; can see right through his body. Note he is not totally invisible as his outline can be made out.92-94 Twitchy: shakes a lot.95-97 Veined Skin; skin is semi transparent with arteries and veins clearly showing through.98-00 Webbed; between its fingers or toes or both.

RoboticsRobotics AndroidRobotics PilotAppendix 1: Transforming SteelAppendix 2: Miniature Body TypeAppendix 3: Gestalt Mode

Robotics - AndroidAn Android or Type 4 Robot is a robot designed to closely resemble the lifeform which built it. Androids have true Artificial Intelligence, capable of self programming and are extremely versatile. The highest quality models are indistinguishable from real sentients except by sensor or close examination. They can even develop personalities.Step 1: BudgetAutomatically receive $12 million and roll on the table below for additional funds. Not all the money need be spent straight away as repairs will be necessary at some point. The

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money cannot be spent on non bionic equipment, only cybernetics and related bionics. First decide on which body parts are being replaced with synthetic ones, and second, buy the most important and basic items first, then buy up the gimmicks.D100 Result01-30 +$5 million31-55 +$10 million56-75 +$15 million76-90 +$20 million91-00 +$30 millionStep 2: Robot IntelligenceAndroids use Advanced Artificial Intelligence and if desired can mimic human emotions perfectly. Starting memory would be a 100 Terabyte hard drive with a 5 Terabyte RAM. This of course should be increased according to the tech level of the setting.Step 3: Robot BodyChoose Type 4.Step 4: AI ProgrammingChoose skills in the normal manner but it only requires 1 day for each month it would normally take to learn. The amount of skills possible is limited only by the CPU used andthe type of program chips entered.Step 5a: Sponsoring OrganizationWho paid for everything?D100 Result01-14 Private Corporation15-28 Non Profit Organization29-42 Government Department43-56 Gifted scientist working on his own57-70 Superhero group71-84 Supervillain group85-00 Military (but which country?)Step 5b: Current status with sponsoring organizationIs the character still with his sponsor and how do they feel about each other?D100 Result01-16 Still with sponsor and well treated. Receives the occasional favour.17-24 Still with sponsor and dissatisfied. Treated with disdain by them. 25-32 Still with sponsor and treated like a slave. Is constantly watched. Escape will take some planning.33-44 Sponsor closed down and dumped the character in the junkyard. 45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped the character in the junkyard with all ties broken. 53-60 Left sponsor on very good terms. May receive favours and freelance work from them.61-68 Left sponsor on good terms. May receive freelance work from them.69-76 Left sponsor after fight and is no longer welcome. 77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult level. Want him recaptured.

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85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at Severe level. Want him recaptured. 93-00 Left sponsor after destroying the facility he was kept at with multiple deaths resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt himat Severe or even Difficult level. They want him destroyed. Step 6: ConstructionSee below. Robotics - PilotA special form of pilot...not flying conventional aircraft but mechanised warriors or body fitting exoskeletons.Step 1: BudgetAutomatically receive $12 million and roll on the table below for additional funds. Not all the money need be spent straight away as repairs will be necessary at some point. The money cannot be spent on non bionic equipment, only cybernetics and related bionics. First decide on which body parts are being replaced with synthetic ones, and second, buy the most important and basic items first, then buy up the gimmicks.D100 Result01-30 +$5 million31-55 +$10 million56-75 +$15 million76-90 +$20 million91-00 +$30 millionStep 2: Robot IntelligenceRobot Bodies and Exoskeletons don't require any intelligence. Those with the power of Transferral can animate the robotics bodies themselves or use transferral equipment.Step 3: Robot BodyChoose Type 1 if piloting a giant robot (re: Mecha).Choose Type 3 if piloting an exoskeleton (like Iron Man).Step 4: AI ProgrammingPilots choose skills as normal but can choose from any category and also automatically gain Pilot Hardsuits and Mecha at +20%.Step 5a: Sponsoring OrganizationWho paid for everything?D100 Result01-14 Private Corporation15-28 Non Profit Organization29-42 Government Department43-56 Gifted scientist working on his own57-70 Superhero group71-84 Supervillain group85-00 Military (but which country?)Step 5b: Current status with sponsoring organizationIs the character still with his sponsor and how do they feel about each other?D100 Result

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01-08 Still with sponsor and very well treated. Receives favours and a high wage from them of D10 x100 dollars per week.09-16 Still with sponsor and well treated. Receives a moderate wage from them of D6 x100 dollars per week.17-24 Still with sponsor and dissatisfied. Treated with disdain by them and receives a minor wage from them of D10 x20 dollars per week. 25-32 Still with sponsor and treated like a slave. No wage and is constantly watched. Escape will take some planning.33-44 Sponsor closed down and dumped the robot suit in the junkyard. 45-52 Sponsor still exists but has moved onto other experiments or projects. Dumped the robot suit in the junkyard with all ties broken. 53-60 Left sponsor on very good terms. May receive favours and freelance work from them.61-68 Left sponsor on good terms. May receive freelance work from them.69-76 Left sponsor after fight and is no longer welcome. 77-84 Left sponsor after a major fight and some injuries. Hunted by them at Difficult level. Want him recaptured. 85-92 Left sponsor after a major battle and one or more deaths. Hunted by them at Severe level. Want him recaptured. 93-00 Left sponsor after destroying the facility he was kept at with multiple deaths resulting. Hunted by them at Extreme level unless the GM decides the organisation has suffered too greatly financially, in which case they may only be able to afford to hunt himat Severe or even Difficult level. They want him destroyed. Step 6: ConstructionSee below. Building a Robot: Step 1: Body FrameDetermine what the body will look like. A reinforced frame is necessary if the robot has any heavy equipment or armour installed.Android Humanoid Body Can be from 5-7 feet tall, SDC 250. Cost: $2000 per foot.Reinforced Frame Cost: +$4000 per foot.Animal Frame Can be any animal type and size varies from less than 1

foot to over 30 feet, SDC 250. Cost: $1000 per foot.Reinforced Frame Cost: +$2000 per foot.

Geometric Frame These are basic shapes such as Spheres, Boxes, Pyramids and any other miscellaneous types. Size varies from 10-30 feet, SDC 250. Cost: $3000 per 10 feet.Reinforced Frame Cost: +$6000 per foot.

Mecha Frame Can be from 14 feet up (but usually no larger than 30 feet), SDC 1000. Cost: $5000 per foot.Reinforced Frame Cost: +$10,000 per foot.

Vehicle Frame This includes motorcycles, cars, trucks, boats, helicopters, jets, etc. SDC 500. Cost: Standard cost of the vehicle.Reinforced Frame Cost: +$900,000.

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Step 2: SizeDetermine the robot's size. If it will be carrying a pilot then it needs to be at least as large as him.Step 3: ArmourBody Armour $1000 per SDC point.Body Shield This shield attaches to your arm and is adjustable so that it provides 3/4 coverage of the body, good for large or small robots. Arms, feet, and head are all coveredand are all at -5 to strike. Although bulky looking they are very lightweight and carry no minuses to them. The drawback is that the shield does not provide any coverage for the back and the character suing this is wide open. Cost: $500 per SDC point.Step 4: EngineAll equipment here is taken from Dan's HU page with his permission. One first needs to pay attention to a specific robot's power needs. Based on the size one can then purchase a system. The power system must be rated to perform under maximum conditions. All of the complications of the normal fusion system, plus miniaturization expenses to boot. Cost is $4 million, plus $1 million for every 10,000 power points. Mass is 50 kg plus 15 kg per 10,000 points. A reduced system that produces 3000 power points can be bought for $4.5 million. Reduced system mass is 55 kilograms.Appendages Multiply the following by number of attacks per melee -Each Pair of Human sized arms: PS x4Each Pair of Giant Sized arms: PS x8Each Utility Arm: PS x2Each Tentacle: PS x3For each weapon that draws its "ammunition" from the robot's main supply multiply the maximum damage (SDC) that weapon can cause by 10. Multiply again by how many times the weapon will be used per melee round. Weapons that get ammunition from energy clips only use 5 points, as do non-energy weapons with electronic components. Weapons that have no electronic components require no power.Power SystemsWhile normally the mecha of anime use exotic or highly advanced power plants some of the more realistic mecha universes use very conventional, fuel-guzzling engines that periodically need to be refuelled. Bigger mecha typically use some form of nearly unlimited energy. The Battletech universe uses the fusion engine to allow its aging, hand-me-down 'Mechs to continue running after centuries of warfare. The mecha of Macross are thermonuclear giving them enough power to run for years. Some mecha universes depend on a newly discovered fuel to explain the existence of unlimited power sources. The nuclear-fusion engines of Gundam run on Minovsky particles. In the Western retelling of Macross, the mecha are powered by a mysterious alien substance (protoculture) from which the mecha are able to run on almost indefinitely (although laterRobotech mecha such as the Alpha Fighter need a regular recharge). As an additional effect protoculture interacts with mecha and pilot to create a strong interface between them making it possible for pilots to fly their mecha as if they were merely extensions of their bodies. The Artificial Humans of Evangelion actually need to draw power from the city's power plants by an umbilical cord but in instances when the situation makes this impossible, they have five-minute batteries to run on.Gasoline Engines

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The cost of installing a gasoline engine will be approximately $1000 per 500 power points, up to 10,000. More powerful engines will cost $5000 per 1000 points after 10,000. The mass of an engine is approximately 200 kg per 500 points.Solar Converters On a sunny day a solar converter can continually provide 100 power points per square meter of solar panel. The fuel is free, but there just isn't that much out there. A powerful backup battery system is strongly recommended if this is your primary onboard power source. Large flat solar panels cost $500 per square meter. Shaped panels (contoured to fit onto a curved surface) will cost $2000 per square meter. Solar panels have a mass of about 15 kg per square metre.Fusion Plants Extremely rare, extremely difficult to manufacture, and therefore extremely expensive. On the plus side, it's the ultimate in sheer power available. As explained in HU, this system is limited to large robots. Cost is $2.5 million, plus $0.5 million for every 50,000 power points. Fusion systems have a mass of 250 kg plus 75 kg per 50,000 power points. A reduced system that produces 18,000 power points can be bought for $2.8 million. Reduced system mass is 275 kg.Micro-Fusion All of the complications of the normal fusion system, plus miniaturization expenses to boot. Cost is $4.0 million, plus $1.0 million for every 10,000 power points. Mass is 50 kgplus 15 kg per 10,000 points. A reduced system that produces 3000 power points can be bought for $4.5 million. Reduced system mass is 55 kg.Battery StorageBatteries are used in association with the above Power Supply types. Rather than continuously generate onboard power one can store energy in batteries and use it as needed. For very small robots this option seems far preferable to multi-million dollar microfusion systems. Batteries can be charged from nearly any power source, can be shaped to fit anywhere on the robot, and are much less likely to fail under extreme conditions. For many robots a charged battery could serve as a cheap emergency backup power system. Batteries are rated in terms of power-point-hours (pphr): 1 pphr is the energy required to output one power point for one full hour. Example: A player can empty a 1000 pphr battery in one hour by continually using 1000 power points, or empty the same battery in 5 hours by only using 200 power points. Equivalent to standard commercially available chemical batteries, one can purchase rectangular or cylindrical shaped models from most well-stocked industrial suppliers. These batteries can be custom designed for space considerations, special needs, etc (required for most humanoidrobots); multiply costs below by ten.Small Cost for a 100 pphr battery is $200. Mass: 5 kg.Medium Cost for a 1000 pphr battery is $1500. Mass: 35 kg.Large Cost for a 10,000 pphr batty $12,000. Mass: 250 kg.Quantum Effect BatteriesThis advanced technology utilizes high temperature superconductors and a delicate but powerful physical effect: energy is stored in the quantum levels of a special material using very high magnetic fields. This technology is not commonly available to the general public because of cost considerations; those models that are available are typically rectangular or cylindrical in shape. However, because mass production of these

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batteries is uncommon, custom shapes can be purchased for only three times the costs below.Small Cost for a 1000 pphr battery is $45,000. Mass: 4 kg.Medium Cost for a 10,000 pphr battery is $350,000. Mass: 30 kg.Large Cost for a 100,000 pphr battery $2,400,000. Mass: 225 kg.Energy CostsTo charge the battery you have to hook it up to an external power source. You can either buy one of the power systems above (in an external form) or buy power from the electric company. Energy costs are about $20 for 500 pphr. Allowing player robots to run on battery power means you may have to pay attention to power consumption. If batteries run out a robot is little more than a shiny statue. Fairness to other players would require these rules to be somewhat strictly enforced.Primary versus Secondary Power SystemsIt might be very efficient to use a battery system for a robot's primary source, and a continuous source as a secondary system. During peak power usage (combat) the robot could draw on power very quickly from the battery. All the while, the battery is being charged by the secondary system. The continuous source could be a smaller, cheaper system in this configuration. The robot won't be sitting around for 23 hours a day wastingincredible power output, waiting for that one hour of combat. When a surge of power is finally needed the batteries can provide most of the power, while the continuous system augments the power available.Does your robot need to power it's particle beam cannon while flying at Mach 1, all the while cooking a turkey in the onboard microwave oven? A robot could be preassigned several power consumption configurations. The main power is used to power the propulsion system while flying cross country, but might be needed for weapons power when engaged in combat. If you don't plan on using both at the same time, why buy a oversized power plant? A compromise could be a speed limit while using the weapon systems. A separate battery could be used to power onboard sensors and optics. The possibilities are nearly endless; some planning ahead will allow a robot designer to make very efficient models.Step 5: Locomotion EquipmentThe seemingly simple task of walking involves shifting one's centre of gravity while moving in a forward direction and taking into account imperfections of the terrain. With the aid of vision and the inner ear humans are able to accomplish the precarious act of walking. Throwing the weight of several tons of walking metal requires a lot of minute real time adjustments, so to make machines walk is no simple task. In high winds or water, a large structure such as a tank-like or larger mecha would have to contend with being severely buffeted around. This does not even take into account battle conditions, where projectiles and explosions produce kinetic forces that could literally blow a two-legged mecha off its heavy metal feet.Additional Running SPD The basic system for legs usually comes with a speed of 10

for humanoid and animal, speed 20 for walker and insect styled. Except for the insect style running speed can be pushed close to Mach One, or about 750 mph (1200 km; speed attribute points 1100). Unlike the vehicle propulsion type systems, Mach One is the maximum possible. Of

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course, flight capabilities can be built into a humanoid or animal robot and a faster propulsion system included. Note: Flight speeds are often rated in nautical miles per hour (knots). Mach One is 660 knots. Additional Running Speed for legs systems (including exoskeletons). Cost: $200 per each speed point beyond the system capabilities (speed 10 or 20).

Animal Leg/Foot 2 front and 2 rear. Main style types are canine, feline, horse and bird. Suitable for all robot types. Natural simulated size: speed 10. Basic System Cost: Small $350,000: medium $500,000; large (horse size) $1,000,000.

Anti Grav System This device creates a stabilized gravitic field which holds the robotsuspended above any solid or liquid surface (up to 5 metres). Lateral movement is provided by a compact turbofan with a top speed of 100kph. Cost: $1 million.

Concealed This is a flight propulsion system based on the helicopter. Rotor Helicopter VTOL blades are folded in a hidden compartment that rise out and unfold

when flight is required. Suitable for any robot type. Basic System Cost: $340,000. Base Speed: 220 or 150 mph (240 km). SDC of System: 125, but only 75 is needed to disable it. Estimated mileage: 10 miles to one gallon of fuel (4 km per litre)

Hover Jet Backpack This can be a detachable back-pack unit or built directly into a robot's back. Appropriate for small, human-sized. humanoid or animal robots, exoskeletons and androids. Basic System Cost: $250,000.

Hover Jet System A super sophisticated, twin engine system, with bottom and rear jetthrusters for V/STOL capabilities. This unique propulsion system offers ground and air capabilities automatically. The V/STOL means the robot or robot vehicle can hover stationary above the ground, make vertical take-offs and landings (fly straight up and down), as well as short take-offs and landings in horizontal flight (straight-ahead). Suitable for outer space and underwater travel. The Base Cost varies with the major types/uses of the hover system and the robot. Base Speed: 160 kph. Base Altitude: 152 metres. SDC of system: 100 points of damage from called shots will disable enough of the jets to reduce the system to jump jets, another 35 points will render it totally useless. Estimated mileage: On a liquid fuel. it is 50 miles (80 km) per one gallon. Note: One gallon of fuel weighs 3 kgs.

Human Leg/Foot Cost: $100,000 per leg and foot unit with a starting PS and SPD of 15 and half the SDC of the main body. SPD may be increased at a rate of $1500 per point with no upper limit. PS may be increased ata rate of $3000 per point also with no upper limit. For an extra $10,000 it can be made detachable (but not remote controlled). Increase the cost of each by 10% for each additional 10% size. Thelimbs can be either human, animal or insect in appearance.

Insect Leg/Foot Usually long, narrow, telescoping legs that resemble a tripod or

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insect. An excellent all-terrain method of movement. Speed 20. Note: Maximum speed running is a speed factor of 330 or 360 kph. Basic System Cost: 4 legs: $500,000, 6 legs: $750,000, 8 legs: $1.2 million. Add$550,000 for retractable, concealed leg units.

Jump Jet A small set of 2 booster jets which allow the robot to jump x3 the robot's height in distance up and across. Cost: $25,000 +$25,000 per additional x1distance (eg. $75,000 will buy you x5 distance).

Pontoons, Treads and Wheels Wheels: Automotive size and type: $1000 per pair.Wheels: Oversized (truck or tractor size): $2000 per pair.Wheels: Micronized (roller skate size): $1200 per pair.Treads: Micronized (car size): $15,000 per pair.Treads: Full Size (tank size, 20-30 ft): $20,000 per pair.Pontoons: Small (car size): $1000 per pair.Pontoons: Large (airplane size, 20-30 ft): $4000 per pair.Note: All wheels and treads are of superior strength and quality.Wheels SDC. - 60 each.Treads SDC. - 200 each unit.Pontoons SDC. - 75 each.Step 6: Arm and Hand EquipmentArm/Hand Cost: $100,000 per arm and hand unit with a starting PS and PP of 15 and

half the SDC of the main body. PS may be increased at a rate of $1500 perpoint with no upper limit. PP may be increased at a rate of $3000 per pointwith a limit of 50. For an extra $10,000 it can be made detachable (but not remote controlled). The limbs can be either human, animal or insect in appearance.

Detachable Launchable limb which can continue to function independent of the body. Remote Each limb can either follow a set of preprogrammed commands (prior to Controlled launch) or be mentally directed from the main body via radio command. Limb The limb can do everything it did while attached. A separate power system

must be bought to insert into each detachable limb. Optics may be added to allow the character to send a hand around a corner and see what it sees. Flight speed is 100kph with all PP bonuses still applicable. SDC is the same as the main body. Cost; $80,000.

Interchangeable Hand UnitsBuzz Saw: Adjustable size with damage varying from D6-5D6. Cost; $1000 per D6

damage.Drill Holder: Adjustable to hold any size drill bit. Cost; $150 for the holder. Cost varies

for each drill (normal hardware store ones may be used).Electromagnet: With an adjustable pulling power of up to PS 15. Cost; $50,000.Lock Pick: Single adjustable lock tool which can open any mechanical lock. Cost;

$90,000.

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Towline and Grapple Hook: Launcher with 100metres of cable (holds a weight of up 7 tons). Hook has 30 SDC. Cost; 20,000.

Ultrasound Generator: D10 x10 to anyone with unprotected ears within 2 metres, D20 within next 10 metres, D10 within next 20 metres, D6 within next 40 metres and D4 within last 50 metres. Damage and range is adjustable. Cost; $150,000.

Welding Torch: Can be used to weld objects together or cut through up to 10 centimetres of steel at a rate of 1 centimetre per melee. Damage is 3D6. Cost; $30,000.

Retractable Tentacles Type I: 6 metre length, 4D4, SDC 50. Cost: $50,000 each.Type II: 10 metre length, SDC 100. Cost: $100,000 each.Type III: 20 metre length, SDC 150. Cost: $150,000 each.Type IV: 15 metre length, electrical charge doing D4, D6, D10, D12 or D20, SDC 100. Cost: $200,000 each.

Utility Arms Retractable miniature tools for sensitive work and repairs. They can be stored anywhere where space has been allocated for them. The cost of each pair of arms includes an external camera which shows the operator what the arms are doing. Cost: $30,000.

Step 7: Audio, Optical and Sensor EquipmentAudioStandard Audio System Stereo surround sound speaker system with full range radio

frequencies including VHF, UHF, CB and ultrasound. Hearing can be amplified to x10 that of a normal human. Due to satellite link range is effectively unlimited. Cost: $25,000.

Bug Detector Detects any listening devices within a 20 metre radius. Cost: $2000.

External Laser Pickup Simply focus the laser on any window of your target's home, office, etc. and hear what's going on. Once the laser hits the window, it instantly reflects back at the unit, which receives the returning laser signal, and gives you the audio from inside. Range of 400 metres. Cost: $600.

Loudspeaker Amplifies voice up to 120 decibels. Cost: $2000.Radio Encrypter This encryption product ensures your e-mail, voice, fax,

and data communications are secure. Cost: $3000.Sound Recorder Advanced sound recording equipment which can be hooked

up to the audio system. May use either tape or CD. Cost: $2000.

TMDRT System Tactical, mobile, deployable radio and television broadcast system. Able to produce, broadcast, record and monitor commercial bands from fixed locations using broadband, directional and omni directional, antenna systems. Also hasan electronic news gathering ability to produce, broadcast, record and monitor commercial quality programming usingsatellite uplink/downlink. Cost: $100,000.

Touch Tone Decoder Quickly and easily decode DTMF (touch-tone) codes form

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any source including tape recorders, scanners, or direct telephone line connection. Simply hold the unit close to thespeaker of your tape recorder or scanner and the unit immediately and accurately decodes and displays the tones on a 16 digit LCD display. Cost: $500.

Voice Analysis Computer The unit electronically analyzes a person's voice for suitable microtremors that occur with stress and deception. Instantaneously the system offers a digital numerical evaluation for the stress. Certain numbers above the speakers normal level indicate deception. This simple numerical method virtually eliminates the possibility of human error. There are no graphs to analyze and nothing to lead to misinterpretation. Cost: $2000.

Voice Mimicker This can be used to mimic someone else's voice perfectly, including the gender. However there must be a recording ofthe desired voice in order to be able to copy it. Cost: $10,000.

Voice Modulator This unit has eight voice masking levels and is compatible with all telephones and office systems, this unit will also work on conference calls. Cost: $300.

Wall Probe Detect and monitor sounds through virtually any surface. The probe delivers clear, undistorted sound through walls, windows, metal, air ducts, plumbing, conduit and more. Intended for bomb detection training and testing, this device can also be connected to standard recorder and othermeasurement equipment. Cost: $500.

OpticsStandard Optics Colour optical system which functions identical to human

eyes. Cost: $200,000.Camera System Tiny optical cable colour camera. 3.6mm wide angle

pinhole lens, low light, .5lux, IR sensitive. 12vdc, 8+hours continuous operation. Cost: $3000.

Holographic image projector High definition, excellent colour scale, 3-dimensional images; Appropriate for all sensor systems. Cost: $110,000.

Laser Targeting The laser is located high on the desired weapon, in close proximity to the barrel centreline, yet shielded from the abuses of heavy recoil and muzzle blast. Sensory activationallows complete, effortless control of the laser's on/off mode. The laser beam must be continual, uninterrupted andof the highest output. Cost: $500.

Night Sight Night Vision sight is an electro-optical device that intensify(or amplify) existing light instead of relying on a light source of their own. The devices are sensitive to a broad spectrum of light, from visible through infrared. You do notlook "through" a Night Vision product, you look at the amplified electronic image on a phosphor screen. Light

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enters the Night Vision product through an objective lens and strikes a photo cathode that has a high energy charge from the power supply. The energy charge accelerates across a vacuum inside the intensifier and strikes a phosphor screen (like a TV screen) where the image is focused. The eyepiece magnifies the image. A Night Vision phosphor screen is purposefully coloured green because the human eye can differentiate more shades of green than other phosphor colours. Like cameras, Night Vision products have various image magnifications. The distance at whicha human-sized figure can be clearly recognized under normal conditions (moon and star light, with no haze or fog) depends on both the magnifying power of the objective lens and the strength ofthe image intensifier. The maximum viewing range of the Moonlight product is from 30 metres to 120 metres. Cost: $5000.

Searchlight 6,000,000 Candlepower, Night Vision and Video Compatible. TheSearchlight can be remotely connected and operated at distances up to 100' from the battery or other appropriate sources. Detection of the light source is approximately fifteen degrees off the centre beam axis when viewed from a distance of 500' or more. It can be fixed to a body location and given a swivel rotation. Cost: $3000.

Targeting Sight Superimposes electronic crosshair reticules which give a +3 bonus to hit. Cost: $7500.

Telescopic Sight Can extend eye or camera vision by up to 10 kilometres. Cost: $5000.

Thermo-imager The unit is capable of detecting changes in temperature radiated byobjects over 500 feet away. While able to sense the infrared radiation emitted by objects warmer than 0 degrees, the instrument is particularly sensitive to the heat which is radiated by humans and animals. The relative intensity of the infrared radiation comingfrom the object, as compared to the background, is indicated on theLED bargraph display in the rear panel. The number of red LEDs will change according to target size, temperature, and distance. Temperature changes of 1 degree centigrade can be detected. The sensitivity is adjustable to allow for use indoors or outdoors. By scanning the walls or ceilings of a structure, the unit can monitor the temperatures to indicate concealed concentrations of heat. Excessive heat in the electrical wiring or lighting fixtures can be found and voids in thermal insulation located. Cost: $3000.

X-ray System Optics When used with the Polaroid Radiographic film cassette and processor, detailed radiographs can be produced within minutes of arriving on the scene. Incoming mail, parcels, briefcases, etc. can be radiographed to ascertain the contents of such articles and identify contraband such as drugs, weapons, explosives, etc. Rangeof 5 metres. Cost: $30,000.

SensorsBomb Detector The unit sniffs out the vapour of a bomb - an invisible,

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undetectable vapour that's continuously emitted from explosives. Ifsuspicious gasses are present in the air an alarm light will instantly illuminate. But only when the vapour is truly explosive will the light be joined by an audible tone. Only 2 minutes after the alarm is received the unit is warmed up and ready to operate. A single switch then activates the system and in as little as one second an explosive can be located. Cost: $7000.

Keystroke Recorder Simply plug this unit in between the back of the computer and the keyboard cable, and the unit will record all keys pressed on the computer. Using a state of the art mini memory chip this unit will store information until you decide to retrieve it. Cost: $300.

Dosimetre Detect radioactivity including its level within a 30 metre radius. Cost: $10,000.

Forensics System This unit is capable of performing a full forensics including blood typing, fingerprinting, ballistics, chemical analysis, etc. Cost: $100,000.

GPS Satellites orbiting the earth can track a person's whereabouts anywhere on earth within 10 metres accuracy. Lightweight and portable, the GPS can be detached and hidden in a jacket, briefcase, purse or backpack, to accompany you anywhere added personal protection is needed. The GPS receiver can be easily installed and can be activated by the push of a button to send out an alarm at the first sign of danger. The signal immediately alerts amonitoring station where high resolution full colour maps can be viewed on a computer screen to pinpoint the victim's location in a matter of minutes. Receiving printed reports and data analysis is easy, as well as generating information to aid in the rescue. Cost: 5000.

Internal Bioscan For robot pilots only. It monitors the pilot's vitals and can transmit the information to another location if desired. Cost: $5000.

Limited Touch Pressure sensitive pads are implanted in the robot's fingers, and information is relayed to a gloved feedback system. Negates the usual penalties due to lack of sensation while performing skills requiring manual dexterity. Cost: $150,000.

Modem Sat Link Satellite internet link. Cost: $2000.Motion Detector Collision warning system with a range of 30metres. Cost: $15,000.Radar Radar systems use both radio waves and laser light to send

emissions out from the ship where they will bounce off of targets. The bounced waves become signals that the sensor can track with ahigh degree of precision. Detect, identify and track up to 100 targets with a range of 100 kilometres. Cost: $250,000.

Radar Detector Identifies when the unit has been detected and locked onto by a radar. Cost: $5000.

Sensor Jamming Prevents enemy sensors and targeting systems from detecting you. The drawback being they might notice that their sensors are being jammed before you can attack. Range of 100 metres. Cost:

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$10,000.Tap Alert This alerts you automatically with an alarm light if a line-activated

telephone wiretap has been placed on a line or phone instrument you are using or connected to. The alarm light will also illuminate when an extension phone has been picked up anytime, day or night. If the alarm is activated in your absence, the light will remain intact until you reset the system. Cost: $4000.

Video Detector An LED bar-graph alerts you to the fact that you are under covert video surveillance quickly and noiselessly, the instant a video camera has been activated in your presence. Range of 10 metres. Cost: $8000.

Weapon Detector Detect all concealed metal weapons, including the smallest knives and guns. Range of 30 metres. It provides both an audio signal and a visual alarm light. Cost: $500.

Step 8: Additional Equipment360 Rotating Segments Head, shoulders, hands at wrist, and upper torso at waist,

can rotate in a 360 degree circle. Cost: $40,000.Absorption Defence Absorbs all incoming energy and uses it to recharge

weapons and equipment up to a maximum of 100 damage per round before shutting down. Cost: $1 million per each different type of energy (electrical, solar, laser, fire, etc).

Artificial Blood System A quarter inch (6 mm) thick circulatory system continuously flows with an artificial blood-like fluid. The pumping is done with a device that sounds like a real heart. designed to speed up and slow down according to other body movements. lithe unit is cut, the artificial blood will flow realistically, clot quickly and give the appearance of a real flesh and blood injury. Cost: $500,000.

Atmospheric Shielding Additional coating to the skin which enables the robot to survive reentry into an atmosphere. Cost: $20,000.

Automated Skin Sealing The automatic sealing system is comprised of two separate layers of resin under high pressure in the skin. When the layers are breached the substances expand and mix to forma very durable foam-like patch. Cost: $100,000.

Automatic Pilot The automatic navigation system has the capability to plot and control travel to any preprogrammed destination. Cost: $800.

Bomb Dispenser The Bomb Bays and dispenser system is designed for the purposes of dropping bombs from a high altitude. Bombs have no form of targeting or guidance, instead the computeraims from orbit and drops the bomb, all other bombs then scatter around the first. The smallest version holds 1 and it can be bought in increments of 1. Cost: $100,000.

Chameleon Device Follows the contours of the body allowing the character to blend in with the environment as per power (not true invisibility). There is a -60% penalty if trying to spot this

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person. Cost: $5 million.Cosmetic Enhancements Cosmetic Enhancements: A variety of techniques and

materials used to create an accurate simulation of a living creature. Usually reserved for androids.

Realistic Skin Over1ay: Looks and feels like the real thing. Complete with lake musculature. Cost: $250,000 for a six foot humanoid.

Real Head Hair Implanted: looks completely natural. Cost: $5000.Real Body Hair: Full humanoid hair. Cost: $40.000.Real Fur. Cost: $10.000 10 $40,000 depending on the size of the

animal.Realistic Eyes: Look and act like real eyes, complete with contraction of

pupils and blinking of eyelids. Cost: $50,000.Sculpted Facial Features: A unique, individual lace and teeth designed by skilled

artists, complete with simulated muscle movement to complement lull facial expressions. Frowns, smiles, looks angry, etc. Physical beauty rating of 3 to 20 available. Cost:$150,000.

Minor Body Characteristics: Nails, fangs, beard stubble, moles. pimples, scars, etc. Cost:Approximately $2000 each.

Drone Artificial Intelligence Extending the idea of the remote probe, one can envision a network of robots, with very limited individual intelligence,controlled by one master robot. For example, a team of robots acting as security guards don't necessarily need independent intelligence. With video and audio transmission these guard can communicate with the central system when they need advising. If a guard were to detect something questionable, it would send a transmission to themaster intelligence who would decide a course of action, assign a target, etc. A limited intelligence system, allowing the guard to "patrol" and fight when needed, does seem necessary, but it should be considerably simpler (and cheaper) than a standard Artificial Intelligence. Further, if these "drones" are just one member of a larger team, they don't seem to require onboard power plants. They could runoff of battery power and recharge in staggered shifts. With the advent of quantum effect batteries these robots could take "shifts" for nearly a full day before running out of power and be back on the job after only a few hours of recharging. Drones controlled by a central intelligence seem to be a very cost effective alternative to the standard rules of robot construction. For simple tasks like security it seems that a Standard Artificial Intelligence is appropriate. The central intelligence is developed as usual, but the remote controlled models could be relatively cheap and interchangeable. Combat: Equivalent to 5th level Hand to Hand Expert (4 attacks per melee; +1 strike w/ built in

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weapons; +3 parry/dodge, +2 strike, +2 initiative, +2 roll/pull WP Pistol and WP Rifle). The Drone has speech and literacy limited to simple interaction but no programmed personality. It understands spatial orientation, very basic knowledge of laws of physics (objects fall down,etc). Is able to patrol an assigned area, watching for anomalies and able to attack assigned targets. It must communicate with the controlling intelligence when the situation is outside of the current mode. It can take over a large share of combat functions for untrained pilots. Cost: $650,000.

ECM Electronic Counter Measures. It causes detonation of all activated missiles in a 1km range which have been locked onto you. Cost: $250,000.

ECM Decoy Probe This probe includes an array of transmitters which are calibrated to broadcast an electromagnetic signature identical to yours. In effect this probe makes it appear as if two identical robots are in the area. Cost: $200,000.

Emergency Beacon GPS emergency SOS repeater lasting 1 month. It can be detached and carried in your pocket. Cost: $5000.

EMP Ball A small spherical object which interrupts all electrical synapses within any electrical equipment it is attached to (has magnetic clamp) effectively destroying it. Cost: $75,000 each.

EMP Blaster As above but treated as Electro Magnetic Pulse burst with range of 45 metres destroying any unhardened electrical equipment and temporarily rendering inoperative any hardened equipment. Cost: $2 million.

Escape Pod A short range emergency escape device for 1 person (it can even be the cockpit itself). In the case of an Android it could be its AI brain which is jettisoned to safety to be reimplanted in a new body. Cost: $100,000.

Forcefield Device Generates up to 300 SDC in the form of a small 30cm diametre shield which can be generated anywhere over the body within 30cms of the device. The SDC is continuously regenerating for up to 4 hours before requiring recharging. Cost: $4 million.

Grappler Mags The grappler mag is a large, metal disk, which magnetizes and demagnetizes on command, attached to a length of heavy-duty tow cable. This disk is propelled out from the robot at great speed towards its target, magnetizing itself aninstant before impact, and then firmly connects itself to the metal object which it is intended to tow. The line can be drawn in or let out as much as necessary (up to the line's maximum length of 150 metres), and the disk can depolarize upon command from the ship. Cost: $400,000.

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Hardened Circuits The robot's electrical and computer circuits have been hardened to withstand the effects of EMPs. Cost: $1 million.

Hydraulic Leap A system of powerful hydraulics can be installed in the robot's legs, for use in leaping or jumping. These hydraulics are not suitable for use as attribute enhancers; they can only provide a simple powerful thrust used for leaping. When used as part of a leap attack they provide a damage bonus of +10 to physical attacks. Adds 18 lbs to weight of robot. The system provides 10,000 ft-lbs of kinetic energy: To obtain the maximum possible height (straight upwards) divide this kinetic energy by the weight (in pounds) of your robot. The maximum horizontal distance possible is about twice the maximum height. Adds 28 lbs to weightof robot. Cost of Leaping System: $50,000.

Hydraulic Lift A system of powerful hydraulics are installed in the robot's arms, shoulders, and back, enabling it to carry 300 times its total PS attribute and lift 500 times its PS. The system is not suitable for uses other than raw heavy lifting; in fact, if a character lifts a light object (less than carry 200x or lift 300x) using the system he will lose control of his strength and either overbalance or toss the object into the air. Adds 45 lbs to weight of robot. Cost of Lifting System: $250,000.

Image Inducer Creates 3D holographic images of self or another prerecorded image which can be broadcast anywhere within 10 metres of the device. Up to 10 images. Cost: $100,000.

Inhibitor 100 metres with 10 metre radius, temporarily prevents the meta abilities of any within its path from functioning including psionic based powers. Cost: $5 million.

Intangitator Makes the air full of electricity. Though at a non lethal level it doesagitate the molecules within the area sufficiently to force anyone intangible to turn solid. A portable version is also available but requires a power source. Cost: $2 million.

Interfacer Usually kept within a finger the interfacer can be slid out and plugged into any terminal allowing the unit direct access to its systems (like in Robocop). Cost: $5 million.

Interior Lighting Includes normal lighting, infrared lighting (for during combat) and emergency (dimmer) lighting. Cost: $250.

Laser Torch Can be used to weld objects together or cut through up to 10 centimetres of steel at a rate of 1 centimetre per melee. Damage is 3D6. Cost: $10,000.

Life Support Unit Independent oxygen supply and back· up air circulatory system and air purification. Oxygen supply is for 8 hours. Cost: $100.000.

Locking Joints Joints can be equipped with high tensile metal mechanisms, allowing a robot to lock that joint in place. Moving the limb will require a PS capable of overpowering the robot's PS by at least 20 PS attribute points. If a joint is overpowered it causes damage to the mechanism. It is bent out of place, causing the joint to stiffen.

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The robot will be incapable of easily moving that joint until it is fixed. Combat penalties should be assessed on a situational basis by the GM. Cost required for locking joints:Single Joint: $5,000Hand: $14,000Arm and hand: $35,000Leg: $28,000Full body (includes waist, neck): $150,000.

Magnetic Pulsar D10 x10 damage burst over a 20 metre range but also has the side effect of doing EMP damage (see above). 10 shots or self contained. Cost: $10 million.

Magnetic Shield Prevents effects of radiation, vacuum, micro debris, etc from entering or affecting the robot. Cost: $2 million.

Microwave Antennae Range of 160kms/100 miles. Cost: $10,000.Oven For pilots only, to have a meal while travelling. Cost: 1000Pilot's Compartment This is a pressurized crew cabin with a recycling air system. It has

an initial SDC of 400. Cost: $100,000 per person +$100,000 for each additional 100 SDC.

Power Analyser Scans any one lifeform within 30 feet/9 metres and detects what metapowers that person has. It doesn't work on supernatural abilities or magic. Cost: $75 million.

Power Mimicator All of the below are for Androids only;Type I: Duplicates one Major or 2 Minor Physical or Energy basedpower (not Psi) of any meta within its 30metre radius. The power is lost once the meta leaves the area. Cost: $9 million.Type II: As above but 2 Major or 4 Minor or 1 Major and 2 Minor.Cost: $20 million.Type III: As above but 3 Major or 6 Minor or 2 Major and 2 Minor or 1 Major and 2 Minor. Cost: $50 million.

Pressurized Cabin A crew compartment that is airtight and comes with an onboard aircirculation supply, and air system. Suitable in space, underwater and against gas attacks. Cost: $200,000.

Probe Missile type sensor probe with its own propulsion system. Flight speed is 50kph and 60 SDC. It is equipped with a standard suite of instruments to detect and analyze all normal EM and subspace bands, organic and inorganic chemical compounds, atmospheric constituents, and mechanical force properties. It also includes varying degrees of telerobotic operation capabilities to permit real time control and piloting of the probe. Finally it also has a complete set of optical equipment including IR, nightsight, thermoimaging, etc. Cost; $100,000.

Radiation Shielding Completely stops harmful radiation of all kinds and levels. Cost: $50,000.

Reflective Hull Reduce damage from energy weapons by 10%, it is simply coated over any normal hull. Cost: $300,000.

Refrigerator A small refrigerator unit. Cost: $1000.

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Reinforced Pilot's $100,000 per every 50 SDC (AR 19). Maximum Compartment limit is 500 SDC. Only vehicular and giant-sized robots can have

pilot's compartments. The Pilot's Compartment uses the robot AR rules.

Secret Compartments Small secret compartments can be built into the robot to hold tools,supplies, weapons and secrets. The number of compartments depends on the size and type of robot and size of the compartment. The most likely locations on a humanoid form is in the thigh, chestand back (or inside if a pilot is required). Cost: $8000 each.

Self Destruct System This causes the main power source to feed back on itself and explode with sufficient force to destroy the body. Bystanders take shrapnel damage over a radius as determined by the GM. If the engine is nuclear then the damage to a city could be significant. Cost: $1000.

Self Repair System This is a version of the Healing Factor system for use with robots. The system is divided into a master control system (there may be 2backups), and a dispersal pod (there may be 5 backups). Each pod restores 1 SDC point per minute (so, no super regeneration). Cost: $500,000 for the control unit, $1,500,000 for each dispersal unit.

Spectrum Beam Emits infrared and ultraviolet light rays which can damage sight sensors and reveal any similar beams or heat prints in the area. Cost: $10,000.

Stealth Cloak Makes the user invisible to radar and all forms of electronic tracking devices (but not metaabilities or magic). Cost: $3 million.

Submersible The robot can completely seal all joints and intakes so as to be ableto perform underwater. This includes a pressurized system and cockpit. Life support for a pilot must be bought separately. Maximum depth of 1 km with a speed of 10 knots. Cost: $250,000 +250,000 to double depth and speed.

Suction Grips Whichever section of the use its attached to can cling to any surface (except loose rocks, ice or any other slippery surface). Cost: $1000 each.

Synapse Unit When placed on a victim it sends electrical pulses thru their brain preventing any metapowers from functioning. 10cm diametre device which is best placed somewhere on head. Cost: $1 million .

Telemental Helmet This device is either a head-hugging network of electrodes and impulse receivers or a full, armoured helmet (AR 10, SDC 40) with the network built into it. This system allows the pilots mental commands to be transferred into electronic commands for the robot. It does not allow him to mentally control the robot as an extension of himself, but instead, translates menial pulses into specific commands which greatly increases the response of the robot over manual control. Bonuses: +2 initiative, +2 parry and +1 to dodge. It also gives a +1 bonus to strike, but only for ranged/modem weapons. Cost: $900,000. Bonuses not cumulative with those of voice actuated controls.

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Touch Sensing Closely simulates the human sense of touch. Cost: $1,000,000.Tractor Beam A beam of force that can attract or repulse any physical objects

within 100 feet/30 metres. Up to half a ton can be attracted or repulsed. Its also possible to use the beam as a climbing tool (+25% bonus, or use that as a base skill). Disarming an opponent with the beam is also possible; add a +2 bonus at levels two & four, +1 more at levels seven, & ten. Halve the bonus if the character is attempting to snatch a weapon away & into his own hand. The character can fire a repulsion blast that requires a victim to dodge or suffer knockdown & take 8D4 damage. Finally it can also be used as a jump booster for a total of normal distance x2. Cost: $1 million.

Transforming Steel See below.Underwater Capable This requires the sealing and waterproofing of internal

mechanisms, joints and access panels. The entire physical structureis conditioned for water pressure and stress. as well as small ballastdevices and manoeuvre jets installed. (The pressurized cabin is an additional requirement and expense). If 75% of the robot's SDC is depleted, the integrity of the cabin's seals is compromised, and it will leak. Maximum Depth: 2600 feet (792 m). Speed Underwater: 8 knots (8.8 mph/14 km). Cost: $300.000.

Van Allen Bonds This device changes all the radiation molecules within a 20 metre radius into separate and less harmful Radium, Actinium, Thorium and Protactinium molecules which then disperse into the atmosphere. Cost: $20 million.

Voice Controls All or some of the robot's systems may be made voice activated. Incombat this gives a +3 Initiative. Cost: $250,000.

Water Flotation This system of air-filled cushions allows the robot deploying them to maintain a neutral buoyancy if it is forced to land in water. The cushions are filled either from compressed air bottles (in emergencies), or using the robot's life support system to provide the air. Cost: $50,000.

Winch/Crane This is a winching mechanism fitted either externally or retractableand designed to lift or haul loads of up to 1 ton. Cost: $100,000 perton.

Wings Standard Wings: A pair of super light wings up to max weight limit of 250 lbs, not counting wings. Wing SDC: 75 each. Weight: 30 lb. Speed: 200 MPH. Cost: $400,000 + $75,000 per extra 20 MPH of speed. Detachability Option: $50,000. Retractability Option: $150,000.Seraphim Model: A deluxe version of the above system with six wings. Has greater control (an additional +2 on all rolls), and goes an additional 50 MPH. Weight: 70 lb. Weight Limit: 325 lb (not counting wings). Cost: $750,000.Limb Wings: An option for the basic Winged Flight model. These are small wings on the forearms and shin which are used for

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manoeuvring. They add a bonus of +1 to all combat rolls while in flight if just the arms or just the legs are equipped. If both the arms and the legs are equipped, then they offer a +2 bonus. Cost: $20,000 for a pair of shin wings, $25,000 for a pair of forearm wings. Detachability Option: $5,000 per limb. Retractability Option: $30,000 per shin or $50,000 per forearm (and that limb must be bionic).

Step 9: WeaponsMost of the weapons below can be fitted to any part of the robot body (which can includeeyes, wrists, etc).Chemical Spray This is a toxic spray that covers a person causing a chemical based

reaction. Range: 10 feet. Bonus: +1 to strike. Damage: Special.Blind: This mace-like spray temporarily blinds its victims for 3-12 melees. Characters wearing protective goggles or helmets with a visor will not be affected.Tear Gas: This gas causes impairment of vision. difficulty in breathing, and skin irritation. Victims are -1, to strike. parry, and dodge. Duration: 4D6 melees.Burning Vapour: This is caused by a mild acid. doing D4 damage, extreme skin irritation, and is great for shock value. Victims are -6 to strike, parry and dodge.C02 Foam: This concentrate can be sprayed 10 put out small fires. Note: All of the chemical spray apparatus costs the same: $50,000 plus $20,000 per chemical. No more than two chemical sprays can be hooked through the same unit. One unit per arm or as a retractable rod in the leg.

Claws, Fangs, Jaws Small Claws: D4 damage per set, per hand. Cost: $8,000 per paw.Prehensile Tail Medium Claws: D6 damage per set. Cost $10,000 per paw.

Large Claws (tiger): 2D6 damage per set. Cost: $25,000 per paw. Add $10,000 for Retractable Claws. Note: Remember to add PS damage to the claw damage. May also be used in humanoid robots.Small Fangs & Canines: 2D6 damage. Cost: $9,000.Medium Fangs & Canines: 3D6 damage. Cost: $13,000.Large Fangs & Canines (tiger/wolf): 4D6 damage. Cost: $18,000.Giant-Sized Large Fangs: 6D6 damage: Cost: $27,000: suitable only for giant robots, 3.6 metres or larger. Note: Do not add P.S. attribute damage bonus to biting damage.May also be used in humanoid robots.Prehensile Tail: Treat as a modified tentacle.

Electrical Discharge Type I: D4-4D4, 20 metre range.Type II: D6-4D6, 10 metre range.Type III: D8-4D8, 10 metre range.Type IV: D10-4D10, 5 metre range.Cost: $40,000 each.

Energy Blades This weapon can be built-in or hand-held and can resemble anEnergy Sword, Axe, Flail, etc. Hand-held requires a power source

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and can run for only ten minutes before needing a recharge. Built-in energy weapons draw their power from the unit itself. Number of Attacks: equal to hand to hand. Special: +2 to parry in hand to hand situations and the character can attempt to parry energy blastsbut with no bonus modifiers. Damage: 2D6 plus PS bonuses. Cost: $100,000.

Explosive Projectiles These mini bombs can be fired from the wrist, arm or shoulders. The launcher can hold up to 12. Each of the bombs can have their damage adjusted to do from between D6 to 6D6 with a 12 metre radius. Cost: $10,000 with $200 per bomb.

Flamethrower A small unit with a retractable nozzle and hose, usually housed inthe hip or back. The flame thrower can also be built to fire from the hand or mouth. Range: 5 metres. Damage: 5D10, plus a 60% chance of setting combustibles ablaze. Capacity: 40. Cost: $50,000.

Frigex Cannon Type I: Special cannon which freezes the air around a victim encasing them completely with the same effects as per the Ice power with range of 10 metres. Cost: $5 million.Type II: Same as above but fires Ice shards instead which do 3D10each, up to 1 shot per melee. Cost: $5 million.

Gun Pod This is effectively a giant-sized hand-held gun for use by giant, human-shaped robots, like oversized rifles. They can only be used by robots 3.6 metres or taller. Unlike the other giant robot weapons, gun pods can not be built into the robot, nor can they be concealed. Damage: D10 x 10 per burst. Range: 1200 metres. Rate of Fire: Fires only short bursts; 10 rounds per burst. Number of burst fired is equal to the pilot's attacks per melee. Payload: The weapon can have a power cord to link it to the robot to give it an effectively unlimited payload, or utilize special, giant sized energy canisters (50 shots). Cost: $3 million.

Laser Cannon Energy supply is tied to the robot's. Range: 914 metres. Rate of Fire: Semi automatic. Damage: 5D6. Energy Capacity: Effectively unlimited. Bonus: +1 to strike. Cost: $1.6 million

Laser Sniper Rifle Light Laser Rifle designed with accuracy in mind. It can only fire single shots and comes with a telescopic sight. Weight: 12 lbs. Rate of Fire: equal to operator's hand to hand attacks; aimed shots only, no bursts. Range: 600 metres/2000 feet. Damage: 1D6 x 10.Payload: 15 shots. Special Bonus: +5 to aimed shot. Cost: $1 million.

Miniature Gatling This small, six-barrelled machinegun can be mounted on the forearm, shoulder, hip, or head. It fires in bursts only and uses armour piercing ammunition. Range: 100 metres. Rate of Fire: Standard Machinegun automatic fire, but can not fire single shots. Damage: 6D10+6. Ammo Capacity: 100 round clip (30% ammunition), 500 round internal belt (100% ammunition), or 1000 round drum fed (300% ammunition). Cost: $500,000. Belt feed

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adds $5,000 and drum feed adds $10,000.Missile Launcher The launcher can be manufactured to hold anywhere between 1- 24

missiles. Cost: $10,000 per missile pod.Needler These are needle projectiles which do D4 each, with a range of 20

metres and an ammo clip of 10. Cost: $10,000 +$100 per needle refill.

Plasma Beam This beam weapon does D100 over a 200 metre range. Cost: $30 million.

Retractable Blades These are extremely long blades that are contained in the forearm until extended. The blades extend out of an access portal on the topof the hand. No more than three blades can be used per each hand.Damage: D6 per blade +P.S. bonus or 2D4 per blade for giants. Length: One loot (30 cm). Cost: $80,000 per blade.

Sonic Disruptor The disruptor releases a concentrated sonic blast against opponentswhich leaves them -6 and -25% until it stops, plugging ears reduces the effects by half. Type I: 2D6, 90 metresType II: 3D6, 120 metresType III: 4D6, 150 metresType IV: 3D10, 200 metresCost: $3 million each.

Weapon Arm As described in Heroes Unlimited 2nd Edition page 208. Appendix 1: Transforming SteelStep 1: Purchase the bodyA transformable robot requires the purchase of two robot bodies (+10% to both costs). One for the robot form (usually humanoid), and one for the other form (usually vehicular). Use the chart below to select the appropriate body. NOTE: All of these forms may be ridden in or piloted in vehicular form. When you purchase the Piloted Humanoid Body option, you are paying for a redesign in the transformation process which retains the pilot compartment. This only applies to the front seat. Any equipment, passengers, etc. which is in the back seats must be vacated, or it is crushed.Disguised Form Humanoid HeightMotorcycle 6-8' (must be an exoskeleton)Compact Auto Giant Humanoid (12')Sports Car 14'Racing Car: NASCAR, Indy, etc 13'Mid-Sized Sedan 13-15'Full-Size Sedan 15-20'Mini-Van/Utility 16-18'Jeep 15-17'Full-Size Van 16-20'Truck 19'-30'Construction vehicles: cement mixers, dump trucks, etc 18-24'Tank 18-24'Train (does not always need railroad tracks to transform) 20'-30'

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Small Aircraft: bi-plane, stunt plane, etc. 20'-24'Stunt Fighter Plane: F-15 Blue Angel & others of this type 21'-25'Fighter Plane: F-14 Tomcat, F-15 Eagle, MIG 27, etc 22'-26'Commercial Jet or Airliner: 747, cargo plane, etc 27'-40'Space Vehicles: shuttles, spaceships, etc 35'+Aquatic Vehicle: jetski 6' (must be

exoskeleton)Aquatic Vehicle: small boat 7-15'Aquatic Vehicle: large ship 20'+Insect or animal 2-8'Dinosaur 6-12'Weapon: guns, futuristic cannons, etc 1'-10'Cassette/CD Player 1'-3'Scientific Equipment: Microscopes, etc 1-2'The vehicular form may be purchased from a standard vehicle or Hardware: Super Vehicles vehicle, but at an added cost of $50,000. An additional form may be selected, but there are limitations. First, the 10% additional cost per body type is raised by 5% for every additional form and the new form's body type must be purchased. Second, the new form must be comparable in size to the other transformed form, so a robot who turns into a jet could not also become a compact car. Third, the Piloted Humanoid Body Cost is doubled for every additional form.Step 2: Determine Transformation StyleMotorcycles, jetskis and other vehicles of similar size can only transform into humanoid robots or suits of power armour. It is important to note that a motorcycle with an AI still cannot pilot itself without a rider (the balance is wrong) Most piloted automobiles use thefollowing format: The front of the car forms the legs, the driver's seat area becomes the "head", the rear of the car forms the back of the torso. Arms fold out from under the chassis during transformation. Any missile launchers or other heavy weapons are shoulder or back mounted in robot form, and concealed in the trunk area in vehicular form. Most non-piloted automobiles use a similar format, except the middle of the car (including the driver's seat) folds over to become the front of the torso, and a head emerges. The head is in the trunk area in the vehicular form. Semi trucks (must use super vehicle template) use the following configuration: the front of the cab forms the main torso, arms and head, and the rear of the cab forms the legs. The trailer may form an armoured exosuit for the robot for an additional $700,000.Jet aircraft use the following configuration: the rear of the jet forms the legs, with one thruster being located in each foot. The arms fold out from the middle of the jet, just under the wings. The cockpit either folds over and faces downward to become the front torso (with a gyroscopically reoriented pilot's seat that moves to a new, upright position) or moves into the head position and remains upright. The wings either fold over to the back and face straight backward, move to the back and face outward, or move to the backinto a swivable configuration (this method is used if the jet has wing-mounted missiles orguns) If heavy weapon systems are installed on the robot, then the player may select one or two of them (one is recommended) to transform into a handheld weapon to be used in robot form.

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Step 3: Determining SpeedRunning speed is purchased for the robot form, and does not affect the vehicular form Automobiles do not purchase an engine, each wheel has its own motor (this is included inthe 10% transformation cost). Initial speed is 70 KPH. Maximum speed is 300 KPH.Vehicular speed is purchased normally and does not affect the robot form unless the vehicular form is jet airplane. In that case, the robot form can fly at 1/5 the speed of the jet. A hybrid form in which the robot is primarily in jet form with only legs and arms extended may be purchased for $1,500,000. In this form, the robot can fly at 1/2 the jet form's speed, but can only use the arms at 3/4 of the robot form's PS. A Note concerning SDC and AR. The same SDC is applied to each form. In either form, this SDC applies to the main body. The maximum SDC available is the average between the maximum SDC of each form. AR must be bought separately for each form. Main Body: 100% of SDC.Arms: 30%Hands: 15%Head: 15%Legs: 50%Feet: 25%

Appendix 2: Miniature Body TypeNOTE: The high cost of these comparatively weaker robots is due to the degree of miniaturization involved. They are fairly useless for combat, but make excellent spies. Also, the humanoid body types may be replaced with animal bodies for a savings of 40% of the body type cost.Body Type: Miniature Transformable Humanoid (can also be used as a remote probe)- Size: 1' to 3' - SDC: Base: 50. Max: 200 - AR: Base: 5. Max: 11 - Base PS: 7 - Base SPD: 8 - Light Frame Cost: $600,000 - Reinforced Frame Cost: +$700,000 - Transformation Cost: $75,000 plus cost of item to be transformed into - Only micronized weapons may be installed - Hover System costs an additional $800,000 Power can be Super Solar (but only stores 1/4 the backup reserve) or Micro Fusion. If therobot is a remote probe, then a rechargeable power system which is charged by the masterrobot can be added for $75,000. The rechargeable cell recharges one minute's worth of power for each two minutes the robots are connected.- PS is limited to 18 unless reinforced frame is selected. With reinforced frame there are no limits but obviously greater strength would require an appropriate increase in power systems to generate it- Transformation options include but are not limited to boom box, personal computer, television (uses LCD display, add $10,000 to cost), light vehicle weapon system or handheld rifle.

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Body Type: Micro Transformable Humanoid (Can only be used as a remote probe for a larger robot)- Size: 6" to 11" - SDC: Base: 40. Max: 100 - AR: Base: 4. Max: 8 - Base PS: 4 - Base SPD: 6 - Light Frame Cost: $1,000,000 - Reinforced Frame Cost: +$700,000 - Transformation Cost: $250,000 plus cost of item to be transformed into - Only micronized weapons may be installed - Hover systems cost an additional $3,500,000 - The robot has a rechargeable power cell. For every two minutes the robot is connected to the master robot and charging, one minute's worth of power is stored. - PS is limited to 13 unless reinforced frame is selected. With reinforced frame there are no limits but obviously greater strength would require an appropriate increase in power systems to generate it- Transformation options include but are not limited to small handheld communicator, cassette tapes or videocassettes, portable disk drives, microscopes, telescopes or handguns.

Appendix 3: Gestalt ModeThese robots are all able to combine to form one larger robot.Step 1: Create the component robots- Create five or six robots using the standard rules for robots or transformable robots. If five robots are creates, then the one which will become the torso must be larger than the others (ie: a giant humanoid and four basic humanoids). - If six robots are created, then they are all the same basic size, and two of them combine to form the torso. All robots which form the gestalt must use reinforced frames.Step 2: Assign the robots as components of the gestalt form- This step involves purchasing the extra components for each robot. Needless to say, thiscosts extra.- The robots which become legs are fairly cheap. A mere $100,000 procedure will convert a robot into a gestalt leg. - This procedure installs the connector to the lower torso, the foot (50% of robot SDC) which is only seen in gestalt mode, and a special shin guard type armour which is also only available to the gestalt mode. This armour has 50% of the robot's SDC (ie: a robot with 500 SDC would have a 250 SDC armour plate) and only protects the lower leg. - Arm robots are a little more expensive. A $150,000 procedure installs the connector to the upper torso, the hand (25% of robot SDC) which is only used by the gestalt, and a forearm armour plate which has 25% of the robot's SDC. - To configure a robot to become the lower torso, a $300,000 procedure installs the connectors to both legs, a connector to the upper torso, and an armour plate which protects the lower torso. This armour has 75% of the robot's SDC.

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- To configure a robot to become the upper torso, a $450,000 procedure installs the connectors to the arms and the lower torso, and an armour plate which protects the upper torso. This armour has 90% of the robot's SDC. For an additional $50,000, a head can be installed as well. The head may have giant robot eye weapons and has 25% of the robot's SDC. If one large robot forms the torso, then it must be configured with the upper and lower torso options. - NOTE: The gestalt robot armour is not available to the robots in their individual forms because it is too bulky and ungainly.Step 3: Purchasing SDC and AR for each component- To purchase SDC and AR for each component, purchase the points as normal (but at 1/4price), but only apply them to the gestalt form (you are buying improvements to the armour plate). Limbs and half torsos can only receive SDC and AR equal to the limit of their individual forms, but full torsos can receive armour up to 200% of their maximum SDC and 2 points above their maximum AR.Step 4: Purchasing PS and SPD - The PS and SPD attributes are purchased for each component. These attributes have nothing to do with individual robot's attributes. All limb modules begin with a PS of 20, and legs begin with a SPD of 22. Additional PS for each limb costs $4,000 per point. Additional SPD for each limb costs $200 per point.- Flight is a possibility for the gestalt form, but it's expensive. A full hover system must be purchased for each leg and for the lower torso, and a $500,000 procedure is required for each module to adapt the hover system to propel the gestalt robot. The maximum flight speed is equal to 50% of the lowest speed and the maximum altitude is 50% of the lowest maximum altitude. Also, each of these robots must have a nuclear power system. SPD is limited to 500 MPH. PS is limited to 200.Step 5: Sensors and Weapons Systems The gestalt form has access to all sensors, but each version of a sensor is only counted once when determining bonuses. The gestalt form also has access to the weapons built into the torso. The gestalt form does not normally have access to the weapon systems built into the limbs (they are covered by armour), but any weapons may be configured to function in gestalt mode with a $20,000 conversion process.Step 6: Assigning control of the gestalt robotIf the robots are to be piloted by humans then the gestalt form should be controlled by thepilot of the upper torso. If the robots are to be controlled by AI then it is up to the players and/or GM whether the gestalt form is to be controlled by the upper torso or by a combination of all of the robots. If these robots are to be player characters, then I would suggest making the robot controlled by the main module. Another option is to have an AIwhich is only used by the gestalt form. If the AI combine to form the gestalt form's mind,then the Split Personality rules found in the Insanity section may apply (GM's call). In this case, the gestalt AI is the main personality and each component has a 20% or 17% chance of emerging. Fortunately the computer system is able to handle this problem and the gestalt AI will regain control in D4 melees.Notes on Gestalt Robots:Gestalt robot transformation is much easier if the upper body parts (torso and arms) have flight capabilities. Otherwise, the robot will have to form lying down, and then get up (which takes 4D4 melees). Gestalt robots may be forced to disengage by powerful

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attacks. An attack to the torso which inflicts 10% or more of that module's total SDC has a 60% chance or causing a disengagement.Humanoid robots may transform into guns for the gestalt robot. Use standard transformable robot rules and purchase a basic humanoid body. Humanoid robots may also form the head of the gestalt robot. In this situation, the robot which becomes the head takes control of the gestalt form.

Special TrainingNot all heroes are instilled with an extraordinary super ability or possess a super science gizmo. There are some who rely entirely on their own, natural abilities.

Physical TrainingPhysical Training - Noble SavageSpecial Training - HardwareSpecial Training - Hunter/VigilanteSpecial Training - NinjaSpecial Training - ParapsychologistSpecial Training - Secret OperativeSpecial Training - Stage MagicianSpecial Training - ThiefSpecial Training - Wandering Martial Arts Master

Physical TrainingThese characters are the super athletes who have honed their natural, physical, bodies into finely tuned fighting machines. Machines of flesh and blood which have reached the pinnacle of physical perfection. Heroes who rely on their strength, agility, skills, cunning and courage. The physical training character’s power is his superior physical body. They are physically tougher, faster and stronger than most professional athletes. In addition to building and mastering their physical body, they have also trained in the arts of combat. Although any weapon and gimmick or vehicle can (and should be) used, the physical character feels most comfortable with hand to hand and ancient weapons. This character has moulded his body into a living weapon.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC plus any gained through training. PPE Base: 6D6, does not increase with experience.Step 2: EducationRoll to determine the character's educational level and select skills as usual. The charactercan have any level of education, from high school to doctorate. The character’s years of training has made him a top athlete and master of the fighting arts. Thus, the following additional skills are known all at +30%; Select 10 Physical Skills Select 4 Espionage or Rogue Skills Select 1 Ninjas and Superspies or Mystic China martial art20 Secondary skills

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Step 3: Special AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.AdrenalinThe character, whether he or she has a running skill or speed bonus, can accelerate quickly for a short period of time. For one melee round, the characters speed is increased +5D6 (changes every time; based on factors like terrain, initial stance, etc). If part of a fast running jump, the jump distance and height are increased by +50%. An especially useful ability for a character that requires a quick acceleration (such as a middle linebacker, a pole vaulter, a hurdler, etc) or even a police officer trying to apprehend someone. Limited to one Burst of Speed per 15 minutes per level of experience.Force of WillThis is the incredible ability to stay on one’s feet even after all SDC and hit points have been reduced to zero or below. In this physically ravaged state the character has only one attack per melee, no power punch or kick is possible, speed is reduced by half, and bonuses to strike, parry and dodge are reduced to zero. The character can function in this state for 24 hours or until hit points are reduced to a negative version of his total HPs, whichever comes first. At that point the person collapses into a coma, with sheer force of will and physical condition will keeping him alive (usually the character would be beyond saving). After another 24 hours in a coma he will be brought back up to 2 hit points and recovers at the usual rate. Remember to consider blood loss (1 hit point per minute/4 melees) whenever the character is below zero hit points. Blood loss can be stopped with first aid or paramedic treatment/skills.MagicThe character has learnt a little bit of spellcasting; pick a total of 5 spells from spell levels1-4.PsychicThis character also has psychic abilities. Choose 1 psionic power from each of the four categories. ISP = his (ME x2) + (D4 x10).Physical bonuses+2D6 +(3D4 x10) SDC, +6D6 to hit points, +2D6 to PS, +D4 to PP, +2D4 to PE, +3D6 +10 to Spd, +2 additional attacks per melee, +20% to save vs coma/death, +2 to save vs disease, toxins and poisons, +2 to pull punch, +2 on initiative.Power Kick Like the power punch, the kick draws on the character’s inner reserves of strength to deliver a devastating blow. Counts as 2 melee attacks/actions and does kick +4D6 damage. It does normal damage to superbeings who are otherwise invulnerable, as well as to supernatural beings and creatures of magic who aren't normally affected by ordinary kicks.Power PunchA super powerful punch that draws oh one’s inner will. Counts as 2 melee attacks/actionsand does punch +3D6 damage. Even more impressive is the fact that this punch will do normal damage to superbeings who are otherwise invulnerable, as well as to supernatural beings and creatures of magic who aren't normally affected by ordinary punches.Sharp ReflexesThe character has a natural athletic talent to throw, catch, evade thrown objects and spin and throw. Anything thrown at the character whether a ball, grenade, javelin etc can

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either be caught or evaded (thrown objects only). As well, the character is an exceptional thrower, able to throw balls, darts, spears, rocks, etc 20% farther, with a +1 strike bonus at levels 1, 4, 8, and 12. The character is effectively a “sharpshooter” with thrown objects, and can spin and throw, throw over the shoulder, and similar “sharpshooter” skills the same as a character with the sharp shooter skill. The character gains a +2 Dodgebonus against thrown objects at levels 2, 5, 9 and 13. However, this bonus does not apply to melee combat or gunfire, only thrown items/objects. The character has a midair “grab” of anything airborne that fits the criteria and can be redirected or tossed aside.Step 4: FinancesThe character starts with $10,000 dollars to be spent on weapons and equipment. Physical Training Noble SavageRaised far from traditional society, either by savages, or the creatures of the wild itself this character nevertheless embodies the concept of the outsider who has not been "corrupted" by civilization, and therefore symbolizes humanity's innate goodness.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. 30 SDC plus any gained through training. PPE Base: 6D6, does not increase with experience.Step 2: EducationRoll to determine the character's educational level and select skills as usual. The charactercan have any level of education, from high school to doctorate. The character’s years of training has made him a top athlete and master of the fighting arts. Thus, the following additional skills are known all at +30%; Acrobatics or GymnasticsClimbDetect AmbushDetect ConcealmentHolistic MedicineHorsemanshipIdentify plants and fruitsLand NavigationProwlSwimmingTrackingWilderness Survival1 WP20 Secondary skillsStep 3: Special AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.AdrenalinThe character, whether he or she has a running skill or speed bonus, can accelerate quickly for a short period of time. For one melee round, the characters speed is increased +5D6 (changes every time; based on factors like terrain, initial stance, etc). If part of a fast running jump, the jump distance and height are increased by +50%. An especially

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useful ability for a character that requires a quick acceleration (such as a middle linebacker, a pole vaulter, a hurdler, etc) or even a police officer trying to apprehend someone. Limited to one Burst of Speed per 15 minutes per level of experience.Animal CompanionThis represents an animal of some sort that goes adventuring with him. With the right choices, your animal companion can be a scout, a striker, a defender, or a mount, depending on your needs. it can be as small as a mouse or as big as an elephant. It obeys you and only you, not your team members, family or the police. So while it won't hurt them at best it will tolerate them but not like them. The Animal starts at maximum stats and Hit Points for its species and every other level you go up, you choose to roll D4 to increase only 1 of it's attributes or Hit Points or its attack. He can choose another companion at level 3, 6, 9, 12 and 15.Force of WillThis is the incredible ability to stay on one’s feet even after all SDC and hit points have been reduced to zero or below. In this physically ravaged state the character has only one attack per melee, no power punch or kick is possible, speed is reduced by half, and bonuses to strike, parry and dodge are reduced to zero. The character can function in this state for 24 hours or until hit points are reduced to a negative version of his total HPs, whichever comes first. At that point the person collapses into a coma, with sheer force of will and physical condition will keeping him alive (usually the character would be beyond saving). After another 24 hours in a coma he will be brought back up to 2 hit points and recovers at the usual rate. Remember to consider blood loss (1 hit point per minute/4 melees) whenever the character is below zero hit points. Blood loss can be stopped with first aid or paramedic treatment/skills.MagicThe character has learnt a little bit of spellcasting; pick a total of 5 spells from spell levels1-4.Physical bonuses+2D6 +(3D4 x10) SDC, +6D6 to hit points, +2D6 to PS, +D4 to PP, +2D4 to PE, +3D6 +10 to Spd, +2 additional attacks per melee, +20% to save vs coma/death, +2 to save vs disease, toxins and poisons, +2 to pull punch, +2 on initiative.PsychicThis character also has psychic abilities. Choose 1 psionic powers from each of the four categories. ISP = his (ME x2) + (D4 x10).Sharp ReflexesThe character has a natural athletic talent to throw, catch, evade thrown objects and spin and throw. Anything thrown at the character whether a ball, grenade, javelin etc can either be caught or evaded (thrown objects only). As well, the character is an exceptional thrower, able to throw balls, darts, spears, rocks, etc 20% farther, with a +1 strike bonus at levels 1, 4, 8, and 12. The character is effectively a “sharpshooter” with thrown objects, and can spin and throw, throw over the shoulder, and similar “sharpshooter” skills the same as a character with the sharp shooter skill. The character gains a +2 Dodgebonus against thrown objects at levels 2, 5, 9 and 13. However, this bonus does not apply to melee combat or gunfire, only thrown items/objects. The character has a midair “grab” of anything airborne that fits the criteria and can be redirected or tossed aside.Summon Allies

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The character can use up 3 actions to yell at the top of his lungs in a guttural cry that summons animals within a 100 metre radius per level. The animals will arrive as soon as they can depending on how far they have to travel. The animals that show up will be onesnative to the environment. Upon arrival they will only understand the most basic of commands and will flee if the majority of them are slaughtered.Unnerving LaughWhile in combat, the character can use an extremely annoying and/or menacing and unnerving laugh that has the potential of debilitating anyone who hears it. This slightly high-pitched and seemingly endless laugher has an audible radius of 152 metres, but onlythose within a 9 metre radius must roll to save vs temporary insanity or are -3 to all combat manoeuvres (initiative, strike, parry, dodge, etc.) and reduce the number of attacks per melee by half. In addition, those who are trying to perform a skill will suffer from a -20% penalty.Step 4: FinancesThe character starts with D10 x $10,000 dollars worth of jewellery to be spent on weapons and equipment. Special Training HardwareThis character is a normal person with an exceptional knack for building and using machines and gimmicks. This is the guy who has an incredible souped-up car and a jet pack in the trunk. As a crime-fighter, the character is likely to be physically capable in combat, and possess a number of physical skills, but the real emphasis is the man and his machines. The Hardware character is an expert with his machines and gimmicks devices -many of which are experimental creations of his own design (or al least souped-up modifications). Many take hours and hours to design and then build. Some are potentiallydangerous. Most require special training, and can be quite expensive.This class is a combination of seven similar classes; Hardware Analytical Genius, Hardware Electrical Genius, Hardware Mechanical Genius, and Hardware Weapons Genius from Heroes Unlimited, and Dreamer Gizmoteer, Gizoid Gizmoteer and Tinker Gizmoteer from Ninjas and Superpies.Step 1: AttributesDetermine attributes as normal with 35 SDC. PPE Base: 6D6, does not increase with experience.Step 2: EducationDont roll to determine the character's educational level. Instead this character is a natural scholar and was a genius at university. Any course can be done within ½ the normal time and always gain +30% in any skill that take. In game terms this means he takes any four of the following skill categories;Androids; Characters with this package of skills have a wide range of mechanical skills dedicated tofixing, modifying, and even building androids, robots and other forms of cybernetic organisms. Gain the following additional skills;Artificial IntelligenceComputer EngineerElectrical EngineerRobot Electrical

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Robot MechanicalWeldingBuildings; This character can build, repair, custom modify and design all types of buildings and specialises in creating super headquarters. Gain the following additional skills;Architectural Design/EngineerCivil EngineerConstructionElectrical EngineerFortificationIndustrial EngineerCommunications; This character can construct communication, tracking and bugging devices. Includes the theory and practice of electronics, radio, and remote sensing techniques like radar, sonar, and radio direction finders. In practice, the character knows how to make “bugs", remote control devices and just about anything that emits or receives a radio signal. Gain the following additional skills; Electronic Counter-MeasuresOptic SystemsRadar/Sonar OperationRadio: AdvancedRadio: ScramblersSurveillance SystemsComputer; The character is a computer “whiz" who understands the logic and design of computer operation and programming. Unlike most Gizmoteer packages, this one includes very little skill in constructing any devices. Instead, the package allows the character to “construct” very complicated computer programs. He can also hook up computers to eachother, install standard options, and fix broken computers and their components. Gain the following additional skills;Artificial IntelligenceComputer EngineerComputer HackingComputer ProgrammingComputer RepairNeural Interface & NetworksCybernetics; This program is designed for building new cybernetic attachments, disguises and implants. Includes the ability to diagnose and fix existing cybernetic parts. Gain the following additional skills;Bioware MechanicsComputer EngineerCybernetic/Bionic RepairElectrical EngineerRobot EngineerWelding

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Mecha; Characters with this package of skills have a wide range of mechanical skills dedicated tofixing, modifying, and even building exoskeletons, power armour, and mecha. Gain the following additional skills;Computer EngineerElectrical EngineerHardsuit MechanicsMecha ElectricalMecha MechanicsWeldingVehicles; Characters with this package of skills have a wide range of mechanical skills dedicated tofixing, modifying, and even building vehicles and supervehicles. Installing weapons, gizmos, and special devices into existing vehicles is easiest. Any attempt at fixing a vehicle requires a roll under the character’s specific mechanical ability score. The most difficult task is to invent an entirely new vehicle. Regardless of the character’s abilities, this is something that requires extensive tools, parts (from other vehicles or new) and a lot of time. Gain the following additional skills;Aircraft MechanicsAutomotive MechanicsMechanical EngineerShip MechanicsSubmersible Vehicle MechanicsWeapons EngineerWeapons; Characters with this package of skills have a wide range of mechanical skills dedicated tofixing, modifying, and even building weapons and ammunition. Gain the following additional skills;ArmourerArsenal CreatingElectrical EngineerRadiation Tech MilitaryWeapons SpecialistWeapons Engineer20 Secondary Skills from any sectionStep 3: Special AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.Additional SpecialtyThe character can choose one more skill package from Step 2.Ambidexterity The character can use both hands with equal skill and coordination. Automatically gets the Paired Weapons skill, add one additional attack per melee round, +10% to Climbing skill, and +5% to the Pick Locks, Pick Pockets, Palming, and Concealment skills.Analyze and operate devices

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This special skill enables the character to analyze devices, machines and the theories behind them in order to figure out their purpose, how to use them, how they work, and how to repair or build/duplicate one, This skill can be used to operate a pair of Russian nighlvision goggles, a Chinese fighter jet, an alien power engine, or anything in between. If the item was built by the hands of man, aliens or gods, the chance has a chance of figuring it out. Even magical items can be figured out in regard to purpose and function (how to use it), but it cannot be repaired or duplicated. 80% +2% per level of experienceBuild/modify conventional armourRepair, modify and construct all forms of body armour. Any known armour can be made at 1/10th the normal cost. Ancient armours require 12 hours of work per 10 SDC while modern armour requires 24 hours per 10 SDC. Existing armour can also be modified adding up to +50% SDC. Base Skill: 90% +2% per level of experience.CyberneticsThis agent has had a full selection of cybernetic attachments and implants added to his body. Start with $6,250,000 budget to buy bionics from Heroes Unlimited, and cyberneticimplants, attachments and disguises from Ninjas and Superspies.MagicThe character has learnt a little bit of spellcasting; pick a total of 5 spells from spell levels1-4.MicrotechThe character can re-make anything that exists to a reduced size while retaining all of it's functions. With this talent the character can reduce items to one tenth of their size withoutloosing any of their initial performance. Anything from modified cell phones and strap ongizmos to super powerful microscopes built into a pair of goggles. The power of a jet engine can be condensed to a jet pack with micro stabilizers and navigation display. Ark welding rings and micro adhesion shoes, gadgets for every eventuality, the micro technology skill draws on existing designs and seeks practicle, convienient modifications and improvements. The character is so focused on their goals to micronize the worlds goods, that simple things they create can be missed (penalties to observation). Carried on the character at all times are the tools to make things tiny or just tiny things. If the character ever decided to create a robot, that robot would be no taller than a large action figure, but it would pack a lot of tricks into it's tiny frame. 84%+2% per level of experiencePsychicThis character also has psychic abilities. Choose 1 psionic power from each of the four categories. ISP = his (ME x2) + (D4 x10).Step 4: Sponsoring OrganizationVehicle budget is $24 million, Weapon budget is $140,000 and the Equipment budget is $50,000.

Special Training Hunter/VigilanteThe Hunter has a natural affinity for stalking prey and loves the thrill of the hunt. The character doesn't necessarily have to kill his prey to get satisfaction from a hunt. Some engage in photo-shoots or simply enjoy the challenge of following, finding and knowing they could have struck if ,hey wanted to. For one reason or another the character has turned his attentions to pursuing the deadliest of game, hunting man. Superpowered

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opponents only make the hunt all the more challenging. Mercenaries and bounty hunters who do the hunting and killing for others in exchange for pay; the enforcers and hit·men who use their strength and taste for blood to enforce the will of a boss they consider their master: vigilantes out for vengeance, and others. For some, it's personal, for others, money, for still others the thrill.The Vigilante is obsessed with justice. Something happened to the Vigilante in his life that made him come just a little unglued, and since that day he’s dedicated his life to meting out justice. First and foremost, the Vigilante is interested in getting revenge on criminals for what they did to him or his loved ones. The fact that his actions also result in making the world a safer place for others is a happy accident. Sometimes the Vigilante comes close to being truly heroic, but then the bullets start flying, people start dying, and you’re reminded that he’s motivated by a blinding need for revenge, not a need to help. What makes this archetype dangerous is intelligence and fanatical dedication backed up by the right equipment.What drives this character? Why did he start down the path of hunting criminals? Does he turn them over to the law or use a final solution?Different motivations may include;- Someone who's had enough.- A thrill seeker.- A psycho who gets off on killing or bashing people.- Someone seeking vengeance...As possible alter egos the character maybe; - A cop- SWAT- A bounty hunter- An ex military- A mercenary- Part of an anti terrorism unit- Or just a normal guyStep 1: AttributesDetermine the eight physical attributes. +4 PE, +6 SPD, +12 HPs, +60 SDC plus any gained through training. PPE Base: 6D6, does not increase with experience.Step 2: EducationRoll to determine the character's educational level and select skills as usual. The charactercan have any level of education, from high school to doctorate. The character’s years of training has made him a top hunter and tracker. Thus, the following additional skills are known with +30% in all:Detect AmbushDetect ConcealmentFirst AidIntelligenceLand Navigation1 Hand to Hand from Ninjas and Superspies or Mystic ChinaProwlSniper1 Survival

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4 WP Ancient6 WP Modern20 Secondary skillsStep 3: Special AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.CyberneticsThis character has had a full selection of cybernetic attachments and implants added to his body. Start with $5,000,000 budget to buy bionics from Heroes Unlimited, and cybernetic implants, attachments and disguises from Ninjas and Superspies.Magic The character has learnt a little bit of spellcasting; pick a total of 5 spells from spell levels 1-4.Make/modify WeaponsThe character can take apart, clean and put together his favourite types of weapons blind folded. He can also clear jams, make repairs to weapons, or make/modify his own specialammunition (such as creating dum dums, hollow points, full metal jacketed, exploding plastique bullets, and other special cartridges), jury-rig an E-Clip recharger from a vehicle, generator or robot, and custom modify weapons. For example the character knows how to best clean, unjam, condition, and maintain the weapon, as well as how to lengthen and shorten the barrel, modify the trigger to create a hair-trigger, adapt it to handle a larger or smaller slug (limited to two grades up or down, with the largest and smallest calibres being the limit for that type of weapon. As well the character is so skilled and familiar with weapons that he can recognize the quality of a weapon by sight, observing it ·in use and/or by personally examining it. Thus, a character can ascertain the approximate value, condition and quality, as well as its authenticity and approximate age.PsychicThis character also has psychic abilities. Choose 1 psionic power from each of the four categories. ISP = his (ME x2) + (D4 x10).Quick-draw Initiative+1 to initiative for every two PP points above 16.Note: The full bonus applies only to the use of handguns (i.e. Derringers, revolvers and pistols) and rifles (energy and conventional types). Reduce by half when using shotguns, automatic rifles, sub-machineguns, archery, knife throwing, or alien weapons similar to handguns and rifles.Quick-draw paired weaponsThe character can draw and shoot two handguns (or throw two knives) simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack. In the alternative, the two-gun attack can be divided between two different targets visible to the shooter and within his range of peripheral vision. The divided attack counts as one simultaneous melee action against two different foes. The quick-draw initiative bonus still applies, but the shooter must roll two separate times to hit each target (roll to strike for each).Trick ShotThis is a combination of special expertise and trick shooting with a particular type of weapon. Can fire a traditional two-handed weapon, like a rifle, one handed without penalty (normally the shooter loses all strike bonuses).

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Can shoot over his shoulder by holding up a mirror and using the reflection to aim; no penalties, keep full bonuses to strike.Accurately shoot while riding a horse or from a moving vehicle (normally a wild shot), but strike bonuses are half and a "called" shot is impossible.Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.Dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.Bounce bullets, arrows, slings, and other fired projectiles (depending on the specific WP) off of one surface and angle the shot in such a way that the projectile ricochet bounces offand hits a different/second target. Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by hall. The real target has no opportunity to parry or dodge a ricochet shot. This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished.Unnerving LaughWhile in combat, the character can use an extremely annoying and/or menacing and unnerving laugh that has the potential of debilitating anyone who hears it. This slightly high-pitched and seemingly endless laugher has an audible radius of 152 metres, but onlythose within a 9 metre radius must roll to save vs temporary insanity or are -3 to all combat manoeuvres (initiative, strike, parry, dodge, etc.) and reduce the number of attacks per melee by half. In addition, those who are trying to perform a skill will suffer from a -20% penalty.Step 4: FinancesThe character starts with $100,000 dollars to be spent on weapons and equipment. Special Training NinjaAs part of their training, the Ninja have always emphasized becoming "zero" of intimately intertwining themselves with everything around them: nature, the universe, other people, the air, the ground, everything. Within the higher teachings of Ninpo, there is no separation between oneself and nature: nature being everything, the whole, the all.This class is a Ninjas and Superspies conversion.Step 1: AttributesDetermine the character's eight attributes as usual. ME +6, PS +4, PP +8, PE +8, SPD +(14 + 5D6), HP +4D6, SDC (3D6 x10) +6D6. +2 Initiative, +1 Attack, Strike, Parry andDodge. +2 when performing a called shot. PPE = 6D6 +D6 per level. Chi equals ME x2.+6 on initiative; +1 at levels 5, 9, 12, and 15.+4 to strike and parry; +1 at levels 4, 7, 11, and 15.+5 to dodge; +1 at levels 6, 8, and 14.+4 to Automatic Dodge and Automatic Body Flip; +1 at levels 7, 12, and 14.+3 to disarm; +1 at levels 5, 8, 11, and 14.+6 to pull punch; +1 at levels 6, 9, 12 and 15.+5 to roll with punch, fall or impact: +1 at levels 3, 8 and 13. +10 to damage (in addition to PS attribute bonus).+10% to save vs coma/death; +5% every third level.+6 to save vs Horror Factor: +1 at levels 5, 8, 12, and 15.+6 to save vs possession: +1 to save at levels 6, 9, 12 and 15.

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+2 to save vs mind control of any kind.Step 2: EducationChoose skills in the normal manner but also gain the following all at +30%;AcrobaticsArcheryBoxingClimbDetect AmbushDetect ConcealmentFirst AidGymnasticsHolistic MedicineHTH Martial Arts at 15th level or HTH Ninjitsu from Ninjas and Superspies as the primary martial art at 10th level and 1 secondary martial art at 3rd level (this may includeExclusive forms)ProwlRunChoose 3 WP from among the following; Blade, Blunt, Chain, Paired, Sharpshoot or TargetAlso choose 20 Secondary SkillsStep 3: Special AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.Channel and Unleash Chi EnergyThe Master can summon and direct his Chi to unleash a blast of heat and force that does D6 damage per 3 ME, +2 points of damage per level of experience. Range is 2 metres perlevel of experience.The Cleansing SpiritThe character can mentally will his body to destroy disease, drugs or poisons, as well as 'heal itself of physical damage. The character is so attuned to his body that he can actually boost his recuperative power a hundredfold. To purge his body of poisons or to heal, the character must slip into a deep, uninterrupted trance for 24 hours. While in the trance, the character can not engage in conversation, combat or anything else. Although this will leave him vulnerable to attack (it takes one full melee round to snap out of the trance), he will appear to be dead. After the Cleansing Spirit has purged the body of lingering infections, poisons, etc., it can be used to heal physical damage (if uncontaminated by impurities, the character can go right into healing - consequently, the Master will usually cleanse himself once a week). Bodily injury is healed at the astonishing rate of +2 Hit Points per ME and +5 SDC per ME per 24 hours of meditation.Cuts heal with only slight scarring and infection from wounds that aren't completely healed is impossible.DeflectCan catch any thrown objects at a rate of 1 per 3 PP and arrows or bolts at 1 per 4 PP within 1 combat melee.Disarm

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Can catch a blade of any size without being cut and then pull it from the attacker, requiring 2 separate PP rolls.Feign DeathA form of bio-feedback and meditation that enables the character to fall into a death-like trance. The metabolic rate is slowed to the point that the Master's body temperature drops, the pulse is undetectable and breathing seems to have stopped completely. Withouthospital facilities, even a Medical Doctor or Paramedic is likely to believe the character isdead. Can be maintained for one day per level of experience without harming the Master (no dehydration, starvation, muscle atrophy, etc). In this state of suspended animation, drugs, toxins, and chemical damage and effects are immediately stopped, but will take effect the instant the death trance is ended, unless the trance is used to cleanse the spirit. 24 hours of cleansing medi1ation will purge the body of all impurities, making it safe for the character to awaken.MagicThe character has learnt a little bit of spellcasting; pick a total of 5 spells from spell levels1-4.MutantThis character also has superpowers. Choose or roll on the following;01-33 5 Minor Powers34-66 1 Major and 3 Minor Powers67-00 2 Major and 1 Minor PowerParryCan use a melee weapon which are skilled in to deflect any thrown at rate of 1 per 3 PP within 1 combat melee, or deflect arrows/bolts at 1 per 4 PP within 1 combat melee.Power KickLike the power punch, the kick draws on the character’s inner reserves of strength to deliver a devastating blow. Counts as 2 melee attacks/actions and does kick +4D6 damage. It does normal damage to superbeings who are otherwise invulnerable, as well as to supernatural beings and creatures of magic who aren't normally affected by ordinarykicks.Power PunchA super powerful punch that draws oh one’s inner “chi”. Counts as 2 melee attacks/actions and does punch +3D6 damage. Even more impressive is the fact that this punch will do normal damage to superbeings who are otherwise invulnerable, as well as to supernatural beings and creatures of magic who aren't normally affected by ordinary punches.PsychicThis character also has psychic abilities. Choose D4 psionic powers from each of the fourcategories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).StealthThe character learns to become One with his surroundings, remaining motionless, and moving silently when necessary. This even applies to moving silently into, through and out of water.Unnerving Calm and ConfidenceFacing down an opponent (whether in a card game or combat) and staying cool and confident can make the character seem eerily disturbing. This inhuman calm and defiant

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confidence is unnerving and challenging. The end result is making his opponent or opponents (as many as four +1 per level of experience) unsure of themselves, nervous and even frightened. Those who can see him must roll to save vs temporary insanity, or lose initiative, are -3 to all combat manoeuvres (strike, parry, dodge, etc.) and -2 melee attacks per round. In addition, those who are trying to perform a skill will suffer from a -15% penalty due to nerves.Step 4: FinancesThe character starts with D10 x $1000 dollars to be spent on weapons and equipment. The character also has a set of Ninja clothing, equipment and weapons to the value of $5000.

Special Training - ParapsychologistThe parapsychologist is armed with an open, inquisitive mind and a deep understanding/knowledge of the paranormal and supernatural. The focus of the parapsychologist is knowledge. Specifically, knowledge that will unravel the mysteries ofthe so called paranormal and supernatural. The character will tend to be observant, inquisitive, analytical and serious about his life's devotion. The person's expert knowledge provides insight into the paranormal that enables the character to participate in supernatural phenomena as easily as the arcanist and psychics. As a character, he or she will be invaluable in recognizing and confronting unnatural forces. In many cases it will be the experienced parapsychologist who will act as the group leader, deftly recognizing a supernatural foe and mobilizing those around him to counter it.Step 1: AttributesDetermine the eight physical attributes as normal, then +2 IQ and ME. 30 SDC plus any gained through magic and physical training. PPE = 6D6 +D6 per level.+2 to save vs psychic attacks, +2 to save vs possession, +2 to save vs magic, +3 to save vs horror factor, +1 to save vs mind altering drugs.Step 2: EducationThe character can have any level of education, from high school to doctorate. Choose skills in the normal manner but also gain the following all at +30%; 2 other LanguagesLore: Chinese MythologyLore: ConspiracyLore: Cults and SectsLore: Demon and MonstersLore: FaerieLore: Folklore and mythologyLore: Geomancy and Lines of Power Lore: Ghosts and FaeriesLore: Japanese MythologyLore: MagicLore: PsychicLore: Religion Lore: UfologyLore: UndeadLore: Vampires

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Lore: WitchesPsychologyParapsychologyResearch Select 20 secondary skills (+5% skill bonus applies to each)Step 3: AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.CyberneticsThis agent has had a full selection of cybernetic attachments and implants added to his body. Start with $6,250,000 budget to buy bionics from Heroes Unlimited, and cyberneticimplants, attachments and disguises from Ninjas and Superspies.Gizmoteer CommunicationThis character can construct communication, tracking and bugging devices. Includes the theory and practice of electronics, radio, and remote sensing techniques like radar, sonar, and radio direction finders. In practice, the character knows how to make “bugs", remote control devices and just about anything that emits or receives a radio signal. Gain the following additional skills; Electronic Counter-MeasuresOptic SystemsRadar/Sonar OperationRadio: AdvancedRadio: ScramblersSurveillance SystemsGizmoteer ComputersThe character is a computer “whiz" who understands the logic and design of computer operation and programming. Unlike most Gizmoteer packages, this one includes very little skill in constructing any devices. Instead, the package allows the character to “construct” very complicated computer programs. He can also hook up computers to eachother, install standard options, and fix broken computers and their components. Gain the following additional skills;Artificial IntelligenceComputer EngineerComputer HackingComputer ProgrammingComputer RepairNeural Interface & NetworksGizmoteer CyberneticsThis program is designed for building new cybernetic attachments, disguises and implants. Includes the ability to diagnose and fix existing cybernetic parts. Gain the following additional skills;Bioware MechanicsComputer EngineerCybernetic/Bionic RepairElectrical EngineerRobot Engineer

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WeldingGizmoteer VehicleCharacters with this package of skills have a wide range of mechanical skills dedicated tofixing, modifying, and even building vehicles. Installing weapons, gizmos, and special devices into existing vehicles is easiest. Any attempt at fixing a vehicle requires a roll under the character’s specific mechanical ability score. The most difficult task is to inventan entirely new vehicle. Regardless of the character’s abilities, this is something that requires extensive tools, parts (from other vehicles or new) and a lot of time. Vehicle Gizmoteers can also attempt to “soup up’’ a vehicle by improving its speed class. Gain the following additional skills;Aircraft MechanicsAutomotive MechanicsMechanical EngineerShip MechanicsSubmersible Vehicle MechanicsWeapons EngineerGizmoteer WeaponsModem weapons can be repaired or modified, and all kinds of ‘quick-and dirty' ones can be made. Gain the following additional skills;ArmourerArsenal CreatingDemolitionsFashion Tools and WeaponsWeapons SpecialistWeapons EngineerHypnosisHypnosis is a trance-like state that resembles sleep but is induced by a person whose suggestions are readily accepted by the subject. The hypnotist will use calming techniques designed to relax the subject by suggesting that their limbs are going limp, eyelids are getting heavy, etc. Relaxation is not a key factor, however, as hypnosis can beinduced during vigorous exercise. Hypnotic susceptibility is a measurable amount of responsiveness that one can have to hypnosis. Not all people can be hypnotized, but about10% of people respond exceptionally well. There is a common claim that no one can be hypnotized against his will. The counter-claim given by many hypnotists is that while it is not possible make someone do anything against his will, it is possible to change what itis that he wishes to do. This lowering in inhibitions is called disinhibition and can sometimes be found in the hypnotized subject and leads him to performing acts that he would normally consider socially unacceptable or simply would not do otherwise.Lie DetectorThe Sleuth can tell when someone is not telling the truth or being evasive.Magic The character has learnt a little bit of spellcasting; pick a total of 5 spells from spell levels 1-4. Can read and use magic to a limited degree, but rarely does so because ofthe danger and instability of magic and the attraction of evil entities.Mystic HerbologyBase Skill: IQ x4%, plus 5% per level.Requires: Identify Plants and Fruits and Botany.

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Special Bonuses: Add +10% to the Holistic Medicine skill if it is possessed.The character knows all sorts of things about mystic herbs and herbs in general: legends, when and where to find them, preparation and preservation of them, knowledge of poisons, mystic powers, and how to turn them into magical teas, potions, tonics, elixirs, etc. This skill differs from that of Alchemy in this respect - while both may use the occasional chemical from the other school, alchemists tend to use biological and mineral components and herbologists use primarily plants and fungi.Mystic InvestigationBase Skill: IQ x4%, plus 5% per levelGain the following skills: Math Basic, Math Advanced, Literacy, and Investigative. If theResearch skill is possessed, add a one time +10% bonus. All magicians have the capacity to study and discover the secrets of powerful magic objects and arcane texts. Normally, the character must make a successful Principles of Magic roll or roll less than his IQ on 2D10 for each attempt to determine a specific power or function of the object of inquiry. Three consecutive failures when determining an aspect of the object means that it will remain hidden until further insight is gained (like another experience level). Characters with the Mystic Investigation Skill, however, have had formal training in the analysis of data, the research involved in finding hard information, and have developed a variety of personal techniques they employ in the scrutiny of magical things. They use the stated base skill, but if they fail they are not prevented from further study until attaining anotherexperience level. They can continuously study an object until they discover all its secrets.Study usually requires 4-7 days for simple things, one to two weeks for complex objects, a month for challenging, dangerous, or mystically obscured objects, and D4 months (or more) for the most powerful magical objects. Roll once on this skill per 6 hours of study -success means that the player can ask the GM one question (within reason) about the object, or the GM might tell the player something that would make him want to ask new questions.PerceptiveThe Sleuth can always find small yet relevant clues within half the normal required time. He also recognizes supernatural phenomena when he sees it happening or about to happen. The character also recognizes a crime scene, even if it has been mostly cleaned and straightened up or disguised (seeing clues and evidence here and there like a Crime Scene Investigator), and then enables him to imagine how the crime unfolded, how many people were probably involved, who the victim was and what happened to the victim(s), including whether there were likely any fatalities, and where the body(s) may have been hidden. This is all done by examining the scene of a crime and letting his uncanny intuition and insight take over.PsychicThis character also has psychic abilities. Choose D4 psionic powers from each of the fourcategories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).Step 4: FinancesThe character starts with D10 x $1000 dollars to be spent on weapons and equipment. Special Training Secret OperativeRecruited and trained from an early age this character has been extensively educated in all aspects of espionage. All espionage agents are sponsored either by a government's

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secret agency or by an international superspy organization. This means the character has received the very best training and equipment available.This class is a combination of four similar classes; the Secret Operative from Heroes Unlimited, and Cyber Agent, Wired Agent and Operative from Ninjas and Superpies.Step 1: Attributes+4 to PP, +40(+D6 x10) to SDC, +12 one off bonus to HP and +6 to PS, PE and MA. PPE Base: 6D6, does not increase with experience.Step 2: EducationRoll to determine the character's educational level and select skills as usual. The charactercan have any level of education, from high school to doctorate. Choose one Degree and also gain the following with +30% in all; 1 Communications Demolitions Detect Ambush Detect Concealment 1 Hand to Hand from Ninjas and Superspies or Mystic ChinaIntelligence Land Navigation 2 LanguagesPick Locks 1 Pilot 1 Survival 1 WP Ancient 2 WP Modern 20 Secondary (up to half may be taken from Espionage)Step 3: Special AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.ConnoisseurThe character has an unusual resistance to alcohol, able to drink three times as much (of any type of alcohol) as a normal adult with only mild symptoms of intoxication. As a result he also has detailed knowledge of all forms of alcohol and can determine their vintage by taste at 30% +5% per level.Cybernetics This agent has had a full selection of cybernetic attachments and implants added to his body. Start with $6,250,000 budget to buy bionics from Heroes Unlimited, and cybernetic implants, attachments and disguises from Ninjas and Superspies.Expert Pick one weapon. The character automatically gains a 15th level WP in it.Gizmoteer CommunicationThis character can construct communication, tracking and bugging devices. Includes the theory and practice of electronics, radio, and remote sensing techniques like radar, sonar, and radio direction finders. In practice, the character knows how to make “bugs", remote control devices and just about anything that emits or receives a radio signal. Gain the following additional skills; Electronic Counter-MeasuresOptic SystemsRadar/Sonar Operation

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Radio: AdvancedRadio: ScramblersSurveillance SystemsGizmoteer ComputersThe character is a computer “whiz" who understands the logic and design of computer operation and programming. Unlike most Gizmoteer packages, this one includes very little skill in constructing any devices. Instead, the package allows the character to “construct” very complicated computer programs. He can also hook up computers to eachother, install standard options, and fix broken computers and their components. Gain the following additional skills;Artificial IntelligenceComputer EngineerComputer HackingComputer ProgrammingComputer RepairNeural Interface & NetworksGizmoteer CyberneticsThis program is designed for building new cybernetic attachments, disguises and implants. Includes the ability to diagnose and fix existing cybernetic parts. Gain the following additional skills;Bioware MechanicsComputer EngineerCybernetic/Bionic RepairElectrical EngineerRobot EngineerWeldingGizmoteer VehicleCharacters with this package of skills have a wide range of mechanical skills dedicated tofixing, modifying, and even building vehicles. Installing weapons, gizmos, and special devices into existing vehicles is easiest. Any attempt at fixing a vehicle requires a roll under the character’s specific mechanical ability score. The most difficult task is to inventan entirely new vehicle. Regardless of the character’s abilities, this is something that requires extensive tools, parts (from other vehicles or new) and a lot of time. Vehicle Gizmoteers can also attempt to “soup up’’ a vehicle by improving its speed class. Gain the following additional skills;Aircraft MechanicsAutomotive MechanicsMechanical EngineerShip MechanicsSubmersible Vehicle MechanicsWeapons EngineerGizmoteer WeaponsModem weapons can be repaired or modified, and all kinds of ‘quick-and dirty' ones can be made. Gain the following additional skills;ArmourerArsenal Creating

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DemolitionsFashion Tools and WeaponsWeapons SpecialistWeapons EngineerMagic The character has learnt a little bit of spellcasting; pick a total of 5 spells from spell levels 1-4.PsychicThis character also has psychic abilities. Choose 1 psionic power from each of the four categories. ISP = his (ME x2) + (D4 x10).SuaveThe character always manages to wear his clothes well and look impressive. He gains a +10% bonus to charm/impress. Further he has a natural grace which grants him a +30% bonus to any physical skills, including dancing. Unnerving LaughWhile in combat, the character can use an extremely annoying and/or menacing and unnerving laugh that has the potential of debilitating anyone who hears it. This slightly high-pitched and seemingly endless laugher has an audible radius of 152 metres, but onlythose within a 9 metre radius must roll to save vs temporary insanity or are -3 to all combat manoeuvres (initiative, strike, parry, dodge, etc.) and reduce the number of attacks per melee by half. In addition, those who are trying to perform a skill will suffer from a -20% penalty.Step 4: Sponsoring OrganizationSimply choose your own organization or make a new one up using the agency creation rules. Start with $20,000 to be spent on weapons and equipment. Special Training Stage MagicianThe Stage Magician is a professional performer of magic who specializes in sleight of hand and illusions. In the context of this game, it means he or she is a master of disguise, impersonation and rogue skills, especially those involving the hands and misdirection. This character will be physically fit and have a natural talent for deception, trickery, espionage and crime-fighting. He has learned to use skillful "tricks" of deception that foolthe eye in his career as a vigilante or crime-fighter (or villain, as the case may be). In addition to mastery of sleight of hand, the character is an escape artist and contortionist. As a crime-fighter, the magician uses his incredible dexterity and unconventional talents to thwart evil.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. Attribute Bonuses for the Stage Magician: +4 to MA and +6 to PP. 30 SDC. +4 to save vs illusionStep 2: EducationRoll to determine the character's educational level and select skills as usual. The charactercan have any level of education, from high school to doctorate. Also gain the following with +30% in all;Card Sharp Concealment Climb

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Disguise Escape Artist ForgeryImitate VoicesImpersonation JugglePalming Pick Locks Pick Pockets ProwlSurveillance Systems (for illusions and locks)Ventriloquism20 Secondary skillsStep 3: Special AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.AmbidexterityThe character can use both hands with equal skill and coordination. Automatically gets the Paired Weapons skill, add one additional attack per melee round, +10% to Climbing skill, and +5% to the Pick Locks, Pick Pockets, Palming, and Concealment skills.AnimalAnimals trained to perform on stage (or on the streets, as the case may be) include birds, rabbits, dogs, and big cats. One type of animal may be chosen per 5 MA. The Magician islimited only by the number of animals he can reasonably care for. This is particularly trueof big cats; birds, rabbits and dogs might be fine in an urban apartment, but a tiger is certainly not! Dogs and big cats may engage in combat, though Magicians are typically wary of endangering a valuable, highly trained (and possibly rare) animal. Birds do not engage in combat with humans, though they are useful for carrying messages. Rabbits can’t be trained for much practical use, though they might gnaw through a rope. Note thatan animal is required for use of the Animal Metamorphosis power emulation.ApprenticeA Stage Magician may have up to one Apprentice per 5 MA. Any more than that, and it is too difficult to properly teach them all. An Apprentice must start at 1st level. Note that a 1st level Stage Magician is not an Apprentice unless he wishes to be; even at 1st level, the Stage Magician character is plenty capable of performing (and fighting crime) on his own. Mentors receive no mechanical bonuses for taking on Apprentices, but they do receive prestige from their peers, and teaching pupils is the sign of a Stage Magician whohas mastered his craft.ContortionistThe ability to temporarily dislocate bones from joints, fold and bend the body to fit into extremely small areas or through spaces normally too tiny tor a normal person. Escape handcuffs, chains, manacles, rope or plastic bonds automatically. This also allows him to fit around difficult or confined spaces. Can fold into a two fool ball and flatten self to four inches. Bonuses: Adds +5% to escape artist skill. Adds +2 to roll with punch, fall or impact.Entertainment Factor

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The Entertainment Factor is similar to Horror Factor, except it’s funny and entertaining. The character starts with an Entertainment Factor of 11. This increases by +1 at level 3, 6, 7, 9, 12 and 15. Everybody watching must roll for Entertainment Factor, those who failto save are so enthralled by the performance that they lose track of time, momentarily forget about a chore or order, and are not likely to notice things going on around them (those sneaking past or around are +15% to their prowl skill). Even after being roused by danger or combat they fight without initiative, lose one melee attack and are -1 to all actions (-5% on skill performance, too) for one melee round (15 seconds). Note: Bonuses to save vs Horror Factor also apply to saves vs Entertainment Factor. This distraction “tactic” can only be done during a moment of calm or festivities and not in the middle of a crisis or combat.HypnosisHypnosis is a trance-like state that resembles sleep but is induced by a person whose suggestions are readily accepted by the subject. The hypnotist will use calming techniques designed to relax the subject by suggesting that their limbs are going limp, eyelids are getting heavy, etc. Relaxation is not a key factor, however, as hypnosis can beinduced during vigorous exercise. Hypnotic susceptibility is a measurable amount of responsiveness that one can have to hypnosis. Not all people can be hypnotized, but about10% of people respond exceptionally well. There is a common claim that no one can be hypnotized against his will. The counter-claim given by many hypnotists is that while it is not possible make someone do anything against his will, it is possible to change what itis that he wishes to do. This lowering in inhibitions is called disinhibition and can sometimes be found in the hypnotized subject and leads him to performing acts that he would normally consider socially unacceptable or simply would not do otherwise.Magic The character has learnt a little bit of spellcasting; pick a total of 10 spells from spell levels 1-6.PsychicThis character also has psychic abilities. Choose D4 psionic powers from each of the fourcategories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).TinkererThe character can modify and create sophisticated equipment for making complex specialeffects and pyrotechnics.Unnerving Calm and ConfidenceFacing down an opponent (whether in a card game or combat) and staying cool and confident can make the character seem eerily disturbing. This inhuman calm and defiant confidence is unnerving and challenging. The end result is making his opponent or opponents (as many as four +1 per level of experience) unsure of themselves, nervous and even frightened. Those who can see him must roll to save vs temporary insanity, or lose initiative, are -3 to all combat manoeuvres (strike, parry, dodge, etc.) and -2 melee attacks per round. In addition, those who are trying to perform a skill will suffer from a -15% penalty due to nerves.Step 4: FinancesThe character starts with $40,000 dollars to be spent on weapons and equipment.Step 5: Equipment1. Tailor-Made Clothing with secret pockets and seams for concealment. For example. a seam or cuff can be designed to hold wire or a small tool. The same is true with tiny

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pouches and pockets carefully designed to be invisible upon quick examination. Note: These are small pockets designed for tiny implements that might not be felt in a body search. Guns or wallets will be far too bulky. Cost: Add $50 for each hiding place/pocket and $100 to the overall cost of the clothing.2. Belt Buckle Compartment. Cost: $35.3. Belt with a Secret Lining to hold wire. keys and small, flat tools. Cost: $50.4. Flash Powder: A simple chemical reaction causes the powder to ignite in a blinding flash and a small puff of smoke.Does no damage. but everyone exposed to the flash (within 4 metres) loses initiative. Cost: $20 per six ounces.5. Itching Powder: Makes its victim itchy and uncomfortable. Lasts D4 hours or until washed off. Affects only bare skin. Victims are annoyed and distracted: -4 on initiative. Cost: $10 per ounce.6. Goblin Dust: Often a homemade powder composed of fine soot. ash and dirt. The dust is usually packaged in small packets that can be torn and thrown or blown in an opponent's face. Large paper bags can be filled and used to hit an opponent like a club, breaking open and dumping in the person's face. There's a 45% chance of getting the dustin the person's eyes and blinding him for D4 melees (-6 to strike. parry and dodge). Cost: About two bucks for a five pound batch.7. Mini-Smoke 80mb: A small, golf ball size and shaped item, easy to conceal or palm. that emit a cloud of smoke that fills a 3 metre area. Colours include: grey, black, yellow, red, white and green. Cost: $5 each.8. Mini-Stink Bombs: These look just like the smoke bomb, but emit a cloud of horrible stench. Fills a 3 metre area and lasts D6 minutes. This stench is 20 times worse than the commercial prank types. Victims will involuntarily gag, eyes will water and some may even vomit. Unless a saving throw is made, the people exposed to the stench will forfeit half their attacks that melee and run out of the area. Characters who endure the stench, but fail to save. lose two melee attacks and are -1 to strike. parry and dodge. A successfulsave means the stench has no significant effect. Saving throw: 16 or higher. Cost: $30 each.9. Cape: The traditional magician’s cape typically contains numerous small pockets and secret panels for concealment of various items. If used as a weapon, the cape is +2 to entangle. Cost: A basic cape can cost anywhere from $50 to $5,000 or more (expensive fabrics, elaborate embroidery, jewelled designs, etc.). Add $25 for each pocket/ compartment. Damage: D4 if weighted, otherwise none.10. Entangling Rings: Generally used like rope or handcuffs, but with more flair. In combat, rings are +2 to entangle and do no damage. Entangling rings have 30 SDC, which must be depleted to break free. They can be automatically broken at the cost of oneattack by characters with a normal PS of 28 or higher, Superhuman PS of 23 or higher, orSupernatural PS of 18 or higher. Even if the rings are broken, the entangled victim still loses initiative. Cost: $10 each.11. “Hypnotic” Coin or Pocket Watch: A shiny object on a chain used with the Hypnotic Suggestion emulation. Victims receive a -1 penalty to their save vs Hypnotic Suggestion when the coin/watch is used. Cost: Essentially free for an ordinary coin; $20 for a simple watch. If desired, custom made or elaborate coins or watches may be acquired for hundreds or even thousands of dollars.

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12. Playing Cards: Modified playing cards utilized for various means, such as a weapon, tracking, surveillance or adhesive device. Razor-edged cards may be used in combat as melee or thrown weapons, or as simple cutting tools. Tracer cards contain a concealed tracer bug, as described on page 344 of HU2. Microphone cards contain a concealed audio mike, equivalent to the wireless microphone described on page 344 of HU2. Still and video camera cards are equivalent to the mini-telephoto document camera and video wall mount described on page 345 of HU2. Adhesive cards can have a surprising variety of uses, such as sticking a person’s fingers together, jamming the mechanismsof a firearm, sticking a foot to the floor, sealing a pouch, box or door shut, and similar. Removing the adhesive card takes D4 actions, and the victim loses initiative. Cost: About$2 or $3 for a deck of cards, but specific modifications each have their own costs: Razor card: $5 each (Damage: D4, melee or thrown). Tracer card: $400 each. Microphone card: $600 each. Camera card: $400 each for still, $3,500 each for video. Adhesive card: $2 each.13. Scarf: The classic long magician’s scarf, which may be used as a whip, lasso or bola. The Magician is +4 to strike, entangle or disarm on the initial attack with the scarf; only normal bonuses apply after that. Cost: $5 for a simple scarf to $200 or more for exotic fabrics with elaborate designs. Damage: D4 if weighted; otherwise none.14. Sword Cane: An elegant, but concealed weapon. The cane may also have up to six compartments for concealing very small items (lock picks, a single bullet, etc.). Cost: $200 for a basic version; antique or custom versions made with master craftsmanship may cost hundreds or thousands of dollars. Add $50 for each secret compartment. The Magician may also have a secret locking mechanism in his sword cane to prevent others from using it (or at least the sword blade) against him. Add $100 to the cost for the locking mechanism. Damage: 2D6 damage as a sword, D6 used as a blunt cane.15. Top Hat or Turban: Classic magician’s headgear which may contain up to four secret compartments. Cost: $50 for a basic top hat, or $20 for a simple turban. Custom or versions made from exotic materials may cost hundreds or even thousands of dollars. Add $20 for each secret compartment. “Helmet” models are also available, with armour plating concealed in the hat or turban (only applies to attacks to the head; AR 12, SDC 25). Add $100 to the cost for the helmet version.16. Weighted Wand: Essentially a fancy club or nightstick. The wand may also contain up to four secret compartments, like the sword cane. In lieu of empty compartments, the Magician may elect to use the wand as a means to spray mace, tear gas, smoke or the like, with effects as described in the equipment section. Cost: $10 for a basic wand; hundreds or thousands for custom, elaborate versions. Add $50 for each secret compartment, or $75 for each spray mechanism. Cost of spray substances is as described in HU2. Damage: 2D6. Special Training Super SleuthThe detective character is steeped in the criminal sciences and investigative techniques. Yet the sleuth is more than a simple detective. The character has an uncanny eye for detail and a mind as sharp and quick as a computer. His daring sense of adventure can plunge him into a den of thieves or sneaking into a corporate headquarters, cloaked in oneof his many disguises. He will stop at little to prove a theory, play out a hunch, or to

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secure a clue. The character has no special powers or gimmicks. His special abilities are skills, cunning, and a lust for truth, sometimes supportedby a handful of cold steel and bullets. The sleuth craves a good challenge as much as he craves adventure. The character loves nothing more than to match wits with the criminal elite.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. +1 to IQ, +6 to ME, +4 to MA, +4 to Perception Rolls. 40 SDC. PPE Base: 6D6, does not increase with experience.Step 2: EducationChoose skills in the normal manner but also gain the following all at +30%; CryptographyDisguiseDrugsForensicsForgeryHTH ExpertIntelligenceInterrogationLaw GeneralPathologyPick LocksStreetwiseSurveillanceTrackingWP Pistol or Revolver20 Secondary skillsStep 3: Special AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.AmbidexterityThe character can use both hands with equal skill and coordination. Automatically gets the Paired Weapons skill, add one additional attack per melee round, +10% to Climbing skill, and +5% to the Pick Locks, Pick Pockets, Palming, and Concealment skills.CyberneticsThis character has had a full selection of cybernetic attachments and implants added to his body. Start with $5,000,000 budget to buy bionics from Heroes Unlimited, and cybernetic implants, attachments and disguises from Ninjas and Superspies.Lie DetectorThe Sleuth can tell when someone is not telling the truth or being evasive.Magic The character has learnt a little bit of spellcasting; pick a total of 10 spells from spell levels 1-6.PerceptiveThe Sleuth can always find small yet relevant clues within half the normal required time. He also recognizes a crime when he sees one happening or about to happen. Not only does the character recognize the crime as it is unfolding, but he instinctively knows how

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the crime or con game works, how many people are usually involved and how it will probably unfold. The character also recognizes and remembers gang colours, tags (graffiti and insignias), turf boundaries and other details related to crime, gangs, and criminal organizations. Likewise, when the character meets someone, he can instantly tellif the character is a low level or upper level criminal, but not exactly what the criminal does for a living. Furthermore, there is no mistaking obvious gang members, prostitutes, drug dealers, enforcers, and thieves, they stand out to this character like a neon sign, as do undercover cops, police tails, and surveillance teams. Only the best and most experienced (12th level and higher) can escape this character's notice. The character also recognizes a crime scene, even if it has been mostly cleaned and straightened up or disguised (seeing clues and evidence here and there like a Crime Scene Investigator), andthen enables him to imagine how the crime unfolded, how many people were probably involved, who the victim was and what happened to the victim(s), including whether there were likely any fatalities, and where the body(s) may have been hidden. This is all done by examining the scene of a crime and letting his uncanny intuition and insight take over.In addition, the character can sense if he is being targeted as a victim of a crime. When this happens he can look around to survey the area and people around him, and intuitivelydeduce where the incident is likely to take place and who (if visible) is the likely assailant. This can help the character tell if he is being followed/tailed, about to be attacked/mugged, or is being lured or set up He can also tell when a neighbourhood or area is dangerous or shady.PsychicThis character also has psychic abilities. Choose D4 psionic powers from each of the fourcategories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).Quick-draw Initiative+1 to initiative for every two PP points above 16.Note: The full bonus applies only to the use of handguns (i.e. Derringers, revolvers and pistols) and rifles (energy and conventional types). Reduce by half when using shotguns, automatic rifles, sub-machineguns, archery, knife throwing, or alien weapons similar to handguns and rifles.Quick-draw paired weapons The character can draw and shoot two handguns (or throw two knives) simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack. In the alternative, the two-gun attack can be divided between two different targets visible to the shooter and within his range of peripheral vision. The divided attack counts as one simultaneous melee action against two different foes. The quick-draw initiative bonus still applies, but the shooter must roll two separate times to hit each target (roll to strike for each).Unnerving Calm and ConfidenceFacing down an opponent (whether in a card game or combat) and staying cool and confident can make the character seem eerily disturbing. This inhuman calm and defiant confidence is unnerving and challenging. The end result is making his opponent or opponents (as many as four +1 per level of experience) unsure of themselves, nervous and even frightened. Those who can see him must roll to save vs temporary insanity, or lose initiative, are -3 to all combat manoeuvres (strike, parry, dodge, etc.) and -2 melee attacks per round. In addition, those who are trying to perform a skill will suffer from a -15% penalty due to nerves.

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Step 4: FinancesThe character starts with $60,000 +D10 thousand dollars Special Training ThiefThe professional thief is a cut above the two-bit hoodlum most people picture when they think of thieves. They are more like cat-burglars and surveillance experts. This character rarely engages in muggings and petty robbery. They set their sights on larger, more challenging targets.This class is a Ninjas and Superspies conversion.Step 1: AttributesDetermine the eight physical attributes. Hit Points, alignment and optional rounding out your character as you would any character. +8 to PP, +6 to PE , +40 to SDC, +12 one off bonus to HPs. 30 SDC plus any gained through training. PPE Base: 6D6, does not increase with experience.Step 2: EducationChoose skills in the normal manner but also gain the following all at +30%; Acrobatics or GymnasticsClimbingDetect AmbushesDetect Concealment and TrapsDisguise Escape ArtistForgeryImitate VoiceImpersonation IntelligencePalmingPick LocksPick PocketsProwlRunning20 Secondary skills (up to half may be taken from Espionage).Step 3: Special AbilitiesThe character also has the following special fighting abilities. Remember, all bonuses are cumulative, so the bonuses that follow are in addition to normal skill and attribute bonuses.AlertnessThe character is able to instinctively notice and recognize signs of a disturbance in the immediate vicinity, reducing by 50% the character's chance of being surprised. The GM may ask for a proficiency check (or secretly roll it himself) anytime there is something subtly askew; he may also allow characters with observation to increase their chance of finding secret or concealed doors . The proficiency covers all the senses.AmbidexterityThe character can use both hands with equal skill and coordination. Automatically gets the Paired Weapons skill, add one additional attack per melee round, +10% to Climbing skill, and +5% to the Pick Locks, Pick Pockets, Palming, and Concealment skills.

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Fast TalkingThis is the art of distraction and conning. If a successful MA roll is made, the fast talker is able to get away with whatever scam he is attempting. The GM may also introduce modifiers according to the difficulty or plausibility of what the player is attempting.LootingThis proficiency represents a knack for grabbing the best loot in the shortest time. For instance, a cat burglar breaks into a room in a wealthy mansion. He has about two minutes to fill his backpack, so that he can escape before guards are summoned by magical alarms. If his proficiency check succeeds, he is able to recognize and stuff into his pack the most valuable combination of items that is feasible, given his limitations of time and space.MagicThe character has learnt a little bit of spellcasting; pick a total of 5 spells from spell levels1-4.MutantThis character also has superpowers. Choose or roll on the following;01-33 5 Minor Powers34-66 1 Major and 3 Minor Powers67-00 2 Major and 1 Minor PowerPsychicThis character also has psychic abilities. Choose D4 psionic powers from each of the fourcategories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).Sharp ReflexesThe character has a natural athletic talent to throw, catch, evade thrown objects and spin and throw. Anything thrown at the character whether a ball, grenade, javelin etc can either be caught or evaded (thrown objects only). As well, the character is an exceptional thrower, able to throw balls, darts, spears, rocks, etc 20% farther, with a +1 strike bonus at levels 1, 4, 8, and 12. The character is effectively a “sharpshooter” with thrown objects, and can spin and throw, throw over the shoulder, and similar “sharpshooter” skills the same as a character with the sharp shooter skill. The character gains a +2 Dodgebonus against thrown objects at levels 2, 5, 9 and 13. However, this bonus does not apply to melee combat or gunfire, only thrown items/objects. The character has a midair “grab” of anything airborne that fits the criteria and can be redirected or tossed aside.Unnerving Calm and ConfidenceFacing down an opponent (whether in a card game or combat) and staying cool and confident can make the character seem eerily disturbing. This inhuman calm and defiant confidence is unnerving and challenging. The end result is making his opponent or opponents (as many as four +1 per level of experience) unsure of themselves, nervous and even frightened. Those who can see him must roll to save vs temporary insanity, or lose initiative, are -3 to all combat manoeuvres (strike, parry, dodge, etc.) and -2 melee attacks per round. In addition, those who are trying to perform a skill will suffer from a -15% penalty due to nerves.Step 4: FinancesThe character starts with D10 x $1000 dollars to be spent on weapons and equipment.

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Special Training Wandering Martial Arts Master This is an adult who has devoted his entire youth training in the martial arts and physical perfection. The last few years have been spent in a Tibetan Monastery or similarly remoteretreat, mastering the combat arts to the exclusion of all else. During this time, he has taught many others and has led a happy and fulfilled life. However, it is time to see the world. Thus, the character has ventured beyond the austere walls that have been his homethese many years to explore the modem world. A world that seems to be as deadly and chaotic as the stories he has heard. As a disciple of discipline and order, the Ancient Master has decided that his place is here in the eye of the storm, to bring peace and harmony to the chaos ravaged modem world. This class is a combination of four similar classes; the Ancient Master and Ancient Weapons Master from Heroes Unlimited, and Dedicated Martial Artist and Worldly Martial Artist from Ninjas and Superpies.Step 1: AttributesDetermine the character's eight attributes as usual. ME +6, PS +8, PP +6, PE +8, SPD +(12 + 3D6), HP +6D6, SDC (3D6 x10) +6D6. PPE = 6D6 +D6 per level. Chi equals MEx2.+6 on initiative; +1 at levels 5, 9, 12, and 15.+4 to strike and parry; +1 at levels 4, 7, 11, and 15.+5 to dodge; +1 at levels 6, 8, and 14.+4 to Automatic Dodge and Automatic Body Flip; +1 at levels 7, 12, and 14.+3 to disarm; +1 at levels 5, 8, 11, and 14.+6 to pull punch; +1 at levels 6, 9, 12 and 15.+5 to roll with punch, fall or impact: +1 at levels 3, 8 and 13. +10 to damage (in addition to PS attribute bonus).+10% to save vs coma/death; +5% every third level.+6 to save vs Horror Factor: +1 at levels 5, 8, 12, and 15.+6 to save vs possession: +1 to save at levels 6, 9, 12 and 15.+2 to save vs mind control of any kind.Step 2: EducationDo not roll for education and skills as usual. This character has had a life of special training. Education is almost exclusively combat oriented. All these skills are at the same level as the character. Any new and Secondary skills start at level one.AcrobaticsArcheryArtClimbDetect AmbushDetect ConcealmentFirst AidGymnasticsHolistic MedicineHTH Martial Arts at 15th level or 1 Ninjas and Superspies or Mystic China primary martial art at 10th level and 1 secondary martial art at 3rd level (this may include Exclusive forms)Musical Instrument

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ProwlChoose 3 WP from among the following; Blade, Blunt, Chain, Paired, Sharpshoot or Target20 Secondary skillsStep 3: Special AbilitiesThe character also gets to choose four of the following special abilities. +1 more every third level.Channel and Unleash Chi EnergyThe Master can summon and direct his Chi to unleash a blast of heat and force that does D6 damage per 3 ME, +2 points of damage per level of experience. Range is 2 metres perlevel of experience.DeflectCan catch any thrown objects at a rate of 1 per 3 PP and arrows or bolts at 1 per 4 PP within 1 combat melee.DisarmCan catch a blade of any size without being cut and then pull it from the attacker, requiring 2 separate PP rolls.The Cleansing SpiritThe character can mentally will his body to destroy disease, drugs or poisons, as well as 'heal itself of physical damage. The character is so attuned to his body that he can actually boost his recuperative power a hundredfold. To purge his body of poisons or to heal, the character must slip into a deep, uninterrupted trance for 24 hours. While in the trance, the character can not engage in conversation, combat or anything else. Although this will leave him vulnerable to attack (it takes one full melee round to snap out of the trance), he will appear to be dead. After the Cleansing Spirit has purged the body of lingering infections, poisons, etc., it can be used to heal physical damage (if uncontaminated by impurities, the character can go right into healing - consequently, the Master will usually cleanse himself once a week). Bodily injury is healed at the astonishing rate of +2 Hit Points per ME and +5 SDC per ME per 24 hours of meditation.Cuts heal with only slight scarring and infection from wounds that aren't completely healed is impossible.Feign DeathA form of bio-feedback and meditation that enables the character to fall into a death-like trance. The metabolic rate is slowed to the point that the Master's body temperature drops, the pulse is undetectable and breathing seems to have stopped completely. Withouthospital facilities, even a Medical Doctor or Paramedic is likely to believe the character isdead. Can be maintained for one day per level of experience without harming the Master (no dehydration, starvation, muscle atrophy, etc). In this state of suspended animation, drugs, toxins, and chemical damage and effects are immediately stopped, but will take effect the instant the death trance is ended, unless the trance is used to cleanse the spirit. 24 hours of cleansing medi1ation will purge the body of all impurities, making it safe for the character to awaken.Iron WillThis is the incredible ability to stay on one’s feet even after all SDC and hit points have been reduced to zero or below. In this physically ravaged state the character has only one attack per melee, speed is reduced by half, and bonuses to strike, parry and dodge are

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reduced to zero. The character can function in this state for 24 hours or until hit points arereduced to a negative version of his total HPs, whichever comes first. At that point the person collapses into a coma, with sheer force of will and physical condition will keepinghim alive (usually the character would be beyond saving). After another 24 hours in a coma he will be brought back up to 2 hit points and recovers at the usual rate. Remember to consider blood loss (1 hit point per minute/4 melees) whenever the character is below zero hit points. Blood loss can be stopped with first aid or paramedic treatment/skills.MagicThe character has learnt a little bit of spellcasting; pick a total of 5 spells from spell levels1-4.MutantThis character also has superpowers. Choose or roll on the following;01-33 5 Minor Powers34-66 1 Major and 3 Minor Powers67-00 2 Major and 1 Minor PowerPsychicThis character also has psychic abilities. Choose D4 psionic powers from each of the fourcategories (roll a D4 for each one). ISP = his (ME x2) + (D4 x10).Positive EnergyThe bio-feedback ability to momentarily instill the character with a superhuman, physicaltoughness. To maintain this state of positive energy, the character must continually exert his will. Bonuses: PS becomes supernatural. Energy attacks, including fire, electricity, lasers and even particle beams, do half damage. Gases, poisons, drugs and chernicals do half damage and are half as effective (half duration). +5 to save vs magic (magic weaponsdo half damage). +3 to save vs psionics.Unnerving Calm and ConfidenceFacing down an opponent (whether in a card game or combat) and staying cool and confident can make the character seem eerily disturbing. This inhuman calm and defiant confidence is unnerving and challenging. The end result is making his opponent or opponents (as many as four +1 per level of experience) unsure of themselves, nervous and even frightened. Those who can see him must roll to save vs temporary insanity, or lose initiative, are -3 to all combat manoeuvres (strike, parry, dodge, etc.) and -2 melee attacks per round. In addition, those who are trying to perform a skill will suffer from a -15% penalty due to nerves.Unnerving LaughWhile in combat, the character can use an extremely annoying and/or menacing and unnerving laugh that has the potential of debilitating anyone who hears it. This slightly high-pitched and seemingly endless laughter has an audible radius of 152 metres, but only those within a 9 metre radius must roll to save vs temporary insanity or are -3 to all combat manoeuvres (initiative, strike, parry, dodge, etc.) and reduce the number of attacks per melee by half. In addition, those who are trying to perform a skill will suffer from a -20% penalty.Step 4: FinancesThe character starts with D10 x $1000 dollars to be spent on weapons and equipment.

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