Power Categories
The Classes/Power Categories, including any modifications or restrictions.
Classes/Categories in red are unavailable for PCs, but may be encountered as NPCs, both supporting and adversarial. Green indicates probationary rules/still in testing
Aliens: Power Weapons (Energy Melee weapons that can also fire a ranged energy attack) use their normal WP for Melee, and either Energy Pistol or Energy Rifle for the ranged attack, depending on if they are 1- or 2-handed weapons. Alien characters are advised to use the Skill programs presented in AU:GG for their skills; Each one counts as two Program selections. Aliens are free to take the additional skills available to them listed in the program as their entire skill set, if so desired.
- Mutant: Unless otherwise noted, the abilities gained via mutation will override/replace those that may be naturally occurring in your race.
- Natural Abilities: the selections you make apply to all members of your race, though 1 or two generalizations can be made, such as "an energy expulsion power" or "an APS of some sort" rather than your specific selection.
- Hardware/Physical Training: Hardware characters see the penalties for energy weapons creation/modification reduced by half. Physical Training characters may pick melee weapons from the Alien Weapons lists (they tend to favor Power Weapons that can be both charged melee weapons and ranged energy weapons)
- Psychic: Unless otherwise noted, this implies your entire race is known for it's psychic abilities
- Experiment: if you choose to roll on Table C in the experiment section, you MUST roll on all the other tables; the other options assume a measured and known modification process that is less disruptive to your physiology.
- Bionics: Have the option of getting double the budget - to represent the greater availability and advanced systems available from the galactic marketplace BUT, if they choose to do so - their systems are all considered "cutting edge" by earth-standards and will incur severe penalties (and costs) to repair.
- Mystic: If Mystic Study is selected, the entire races is considered magically aware/trained (though not necessarily to the great extent of the character)
- Robotics: As normal
- Analytical Genius: The special, class-exclusive skills have a per-level increase of 5% instead of the given one. All mechanical and Engineering skills may break the 98% limit
- Electrical Genius: The special, class-exclusive skills have a per-level increase of 5% instead of the given one. All electrical and computer skills may break the 98% limit. May use starting workspace budget to purchase a Headjack, if desired
- Mechanical Genius: The special, class-exclusive skills have a per-level increase of 5% instead of the given one. All mechanical and piloting skills may break the 98% limit
- Weapons Expert: The special, class-exclusive skills have a per-level increase of 5% instead of the given one. All Weapons & armorer skills may break the 98% limit. All combat bonuses that would be applied to ancient weapons can also be applied to modern weapons (i.e. Strike and parry bonuses from PP and H2H, etc)
- Magic Weapon:
- Magic Object: Spells selected are cast at half-cost (rounded up). If using strictly powers, other options may be the Imbued or even Super-Invention (in this case rune-crafted) categories.
- Mystic Study: Signature Spells: At each level, the character may select 1 spell as their "Signature" spell. They may cast this at half-cost, and in only a single action regardless of level. If the spell is equal to or lower than their level, they may choose to instead double it's effects, but at having the normal cost. In terms of Skills gained by the class, the list is understood to include the following: Spell Translation, Lore: Magic, Lore: Demons & Monsters, Lore: Faeries & Creatures of Magic, Lore: Geomancy & Ley Lines, Lore: Religion, Archaeology, Chemistry, and Holistic Medicine. All skills also recieve a 10% bonus.
- Mystically Bestowed: Spells selected are cast at half-cost (rounded up).
- Ancient Martial Artist:
- Hunter/Vigilante: Receive the "Find Weakness" Mental power from the Natural Genius Power Category in PU2.
- Secret Agent: Gets H2H: Commando instead of H2H: Martial Arts; found in RIFTS Ultimate Edition. Special Equipment can also be selected from the Super-Soldier equipment found in PU2, as well as the Enhanced Section section of the Eugenics category (same as the cybernetics; one of the eight selections will give two powers)
- Stage Magician: Gimmick weapons, items, and wardrobe presented in N&SS can be made/used by the character, assuming the necessary skills are known.
- Super-Sleuth: If desired, may start with a Headjack at no charge. Add Computer Programming to Scholastic Skills, with a +30% education bonus.
Comments