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Super powers in Rifts and Who can have them
Posted: Tue May 04, 2004 11:58 pm
by Athalantar
1. I know from Conv. Bk. 1 that some people can have super powers (a la Heroes Unlim.) in Rifts. Since the book is a little dated (at least, my copy is), what OCC's (from as many books as possible) are eligible for powers and how does it change them in a game sense?
2. Is it only Humans that can have super abilities or are all Human-like races (i.e.: Dwarves, Elves, Ogres, Ect.) eligible for the things? I think it would be wicked to have a flying Elf or a APS: Stone Dwarf....
Athalantar
Posted: Wed May 05, 2004 12:35 am
by Tinker Dragoon
1. All Scholar & Adventurer OCCs. The Rifts Game Master Guide (pp. 280-281) has a complete list.
2. Since the Rifts Super is essentially a Mutant, any natural, mortal races without inherent special powers (other than superior senses) are allowed, including dwarves, elves, ogres, wolfen, and numerous others.
Posted: Wed May 05, 2004 9:28 am
by Uncle Servo
Tinker Dragoon wrote:1. All Scholar & Adventurer OCCs. The Rifts Game Master Guide (pp. 280-281) has a complete list.
What he said. As for a complete list, I think most (if not all) of the Rifts sourcebooks/worldbooks/etc. have their OCCs broken down by category. Just look for the S&A section.
The reason (as least as I see it) for just the S&A category being eligible for super powers is that the other categories already have features that put essentially make them supers (basically I'm defining this as other categories in Heroes Unlimited) in other ways. For instance:
Juicers and Crazies are Experiments/Super-Soldiers...
Psychics are Psionics
Borgs are Bionics
Mages are Magic Characters (magic weapon/enchanted object/mystic study)
Other Men At Arms are either Bionic, Special Training, Robotics or Hardware
Tinker Dragoon wrote:2. Since the Rifts Super is essentially a Mutant, any natural, mortal races without inherent special powers (other than superior senses) are allowed, including dwarves, elves, ogres, wolfen, and numerous others.
Again, what he said. You don't see too many gargoyles or brodkil with super-powers beyond their natural abilities (unless they've been to Splugorth bio-labs or under the Gene Splicers' knives). I once had a minotaur with super abilities, though he was rolled up prior to the new conversion book that lists them as MDC creatures (a mistake IMO).
super power occs
Posted: Sat Jul 03, 2004 11:15 am
by bigwhitehound
In the games I play we allow all S&A OCCs and a few Man at Arms types. The basic ones that is, CS Grunt equ. , Russian Revears, CAF Trooper and Republic of Japan Infantryman. (Please forgive my bad spelling).
Posted: Tue Jul 06, 2004 1:27 pm
by Vrykolas2k
The Dimension Book Skraypers has alot of powers converted to Rifts, and Aliens Unlimeted has powers with Rifts conversions if that will help... normally, if someone plays a human who rolls physical mutations on the table in the main book, I let them pick up super-powers as well if the take scholar/ adventurer OCCs.