SUPERNATURAL POWERS
Posted: Mon Jul 26, 2004 11:24 am
I based this on Jaegermister’s Demon power.
SUPERNATURAL POWERS (2 Major Powers)
For whatever reason, the character somehow becomes a supernatural creature.
This nature grants them a number of magical abilities.
The character gains the following inherent powers due to their magical nature:
Has +2d6x10 S.D.C. and +1d4x10 Hit Points in S.D.C. world (or is a 3d6x10 M.D.C. creature plus 20 M.D.C. per level being in the Rifts world), +2d6 to their PS &PE (considered Supernatural), has a natural AR of 12 in non-M.D.C. worlds, a starting P.P.E. score of 1D6x10 ,but no starting casting ability,( they cannot start out as spell casters but may later become one, any type, add that OCC’s PPE to the above & must be at least 1st level in a OCC before they can become a mage), a horror factor of 10 +1D4 and the following natural abilities: Nightvision 90 feet (can see in total darkness), resistant to heat/fire/cold (1/2 damage/effect from all), see the invisible at will (90ft), metamorphosis at will (human or animal, pick ONE, same as spells, no PPE cost, duration 1 hour per level of exp, clothing & small items carried-on one’s person vanish when using animal metamorphosis same as it does for a vampire), dimensional teleport at will with 40%+2% per level of experience, same limitations as spell,(in Rifts, or HU, or Mystic Portal in HU, pick ONE) takes 4 melee actions to teleport in the same dimension and one full melee to dimensionally teleport-rift, regenerates 3d6 S.D.C./HP/M.D.C. once per melee round (broken bones heal in 1 minute and limbs regrow in 1-2 days, small body parts & organs in 6-12 hours) and finally, has the power to magically understand and speak all languages (98%), but must study their literacy to read-write them.
Weaknesses: As they are SN beings they have a few weaknesses, any weapon-spell that does extra-unusual damage to SN beings does full damage to them.
Also, these beings are sensed by Dogboys, Psi Stalkers and others who can sense the SN as easily as any other SN being is sensed.
SUPERNATURAL POWERS (2 Major Powers)
For whatever reason, the character somehow becomes a supernatural creature.
This nature grants them a number of magical abilities.
The character gains the following inherent powers due to their magical nature:
Has +2d6x10 S.D.C. and +1d4x10 Hit Points in S.D.C. world (or is a 3d6x10 M.D.C. creature plus 20 M.D.C. per level being in the Rifts world), +2d6 to their PS &PE (considered Supernatural), has a natural AR of 12 in non-M.D.C. worlds, a starting P.P.E. score of 1D6x10 ,but no starting casting ability,( they cannot start out as spell casters but may later become one, any type, add that OCC’s PPE to the above & must be at least 1st level in a OCC before they can become a mage), a horror factor of 10 +1D4 and the following natural abilities: Nightvision 90 feet (can see in total darkness), resistant to heat/fire/cold (1/2 damage/effect from all), see the invisible at will (90ft), metamorphosis at will (human or animal, pick ONE, same as spells, no PPE cost, duration 1 hour per level of exp, clothing & small items carried-on one’s person vanish when using animal metamorphosis same as it does for a vampire), dimensional teleport at will with 40%+2% per level of experience, same limitations as spell,(in Rifts, or HU, or Mystic Portal in HU, pick ONE) takes 4 melee actions to teleport in the same dimension and one full melee to dimensionally teleport-rift, regenerates 3d6 S.D.C./HP/M.D.C. once per melee round (broken bones heal in 1 minute and limbs regrow in 1-2 days, small body parts & organs in 6-12 hours) and finally, has the power to magically understand and speak all languages (98%), but must study their literacy to read-write them.
Weaknesses: As they are SN beings they have a few weaknesses, any weapon-spell that does extra-unusual damage to SN beings does full damage to them.
Also, these beings are sensed by Dogboys, Psi Stalkers and others who can sense the SN as easily as any other SN being is sensed.