EXORIFTS

intro psionics This is a roleplaying game for playing in Palladium Books’s world of Psychics get 2 minor psionic powers or 1 super-psionic power per Rifts, but with simpler rules. Rifts Earth is a shattered post-apoc world level in the Psionics skill, or as described in the Class. Each use of a of robots, wizards, ninjas, dragons, aliens, laser guns, pirates and psionics power requires 1 PPE point, which recharge at a rate of 1 per anything else you can think of. hour (2 if meditating or using another power). Unlike spells, psi- This game is not stand-alone and requires the Palladium Rifts powers manifest through sheer mental will and do not require verbal, books for reference, specifically Rifts Ultimate Edition (henceforth somatic or reagent components of any kind. RUE). This is also an Erotic RolePlaying Game (ERP), so sex and sex World setting mechanics are included, but can be easily removed. The core mechanic of the game is Skill + Attribute + 1d10. There In 2099 AD, the Gilded Age of Mankind was at its height; great are 6 attributes and 22 skills. Classes (OCCs), weapons, armor, machines, concoctions and devices of pleasure and pain had been bionics, magic spells, psionic powers and equipment are all from Rifts invented and sold to the teeming billions as decadence infected every but have been simplified and abstracted. civilization on the planet. Morality was trampled underfoot as social norms unravelled and Character creation humanity merged with the beasts. In June 21 of 2099 during the Players can put 22 points into Attributes, with bonuses to Attributes summer solstice the world’s largest orgy was organized with nearly and skill points assigned from a chosen Class and/or Race (generally 500 million participants around the world. At the height of this great 8-20 skill points to start). Attributes from 1 to 5 are bought at a 1:1 sexual festival as millions of people harnessed and released their PPE point ratio; Attributes from 6-10 are bought at 1:1+2 ratio, so buying (PURE PRIMAL ENERGY) the LAID LINES of the world erupted and STR 8 costs 10 points. See the Classes page for more. synced together! Billions of people suddenly tapped into their innermost sexual classes energies and copulated on the streets of every city and town, Classes provide the starting package of skills & powers and releasing even more PPE into the streams of lines that criss-crossed approximate those found in Rifts OCCs. All classes get 22 points for the Earth. Where these Laid Lines crossed SEXUS POINTS magnified attributes and usually get 1 special ability, move, trick, spell, bionic or their power even more, opening RIFTS to other dimensions and psionic power per point in a combat skill (Guns, Melee, Magick, mysteries that had been dormant for 10,000 years, since the time of Psionics, Sex, Mecha, Mutant) and some classes confer extra ones. Atlantis. Horrific monstrosities, demons, tentacled old ones, Special abilities creatures from legend, aliens and robots emerged from the rifts to destroy, pillage and conquer the Earth. Select a special ability for each level in a combat skill such as Melee, Several billion humans died and the apocalypse wiped out most of Sex, Guns or Magick. Mages get spells per skill level and psychics get civilization across the Earth, ushering in an age of chaos and demonic psionic powers. For some abilities you have to succeed in your oppression that only slowly settled down over 300 years. Now, on attack for it activate, while others are passive and always-on, post-apocalyptic RIFTS EARTH, the remnants of humanity have requiring no roll. Some special abilities may also require 1 PPE to formed small kingdoms, city-states and a few empires to push back activate. Other Feats can be taken by anyone in lieu of their skill- against the vampire kingdoms, alien empires and savage monsters of related level-up. the wilderness. Harnessing their PPE to fuel magical spells, psionics tasks mind powers, super-human abilities and robotic marvels of technology, humans (and sometimes their alien/mutant friends) fight Tasks can have difficulty ratings which have to be beaten by the back to reclaim the Earth of old! player’s roll, or they can be contested between two opponents. The If PPERVERT is achieved then crazy shit starts to happen including core mechanic of the game is: Rifts opening up and disgorging armies of inter-dimensional demons.

PPE can be condensed into liquid and solid states, forming P-Batteries 1d10 + Skill Rating + Attribute Rating = Total & C-Batteries (cum-batteries).

P-batteries are used in mecha, PA, vehicles and buildings as large- Difficulties are: scale powerplants; C-batteries are used as small portable energy 8 Easy sources in weapons, computers, displays, cybernetics, etc. A state of 12 Moderate zero or negative PPE is called FRIGID and can be difficult to get out of, 16 Hard and if it persists for a long time it can turn a person into undead, 20 Very Hard monsters or demons, which continually crave PPE. 25+ Extreme PPE is needed to use special abilities such as Juicer speed, Cyborg Magick strength, magicians casting spells, mind-melters using their psionic Anyone taking the Magick skill must select a school of magic, such as powers, alien special abilities and basically everything that’s Biomancy, Wizardry or Necromancy. Each point in this skill confers supernatural or supra-normal. knowledge of 2 spells, with a spell level of no higher than the rating credits of this skill. Eg, a Wizard with Magick 7 would have 14 spells with no By Pianna Version 2.4 September 2020 spell higher than spell level 7, ranging from spell level 1 to 7 as Thanks go out to all my great ExoRifts player for putting up with my desired. Magic schools, spells and spell levels are found in the various endless rules revisions and experiments. You’re great test subjects! Rifts books. See RUE & the Rifts Book of Magic for more options.

CORE ATTRIBUTES WEAPONS Attributes are rated from 1 to 10. Human Low is 1-2, Human average is 3, Human Damage is from 1 to 5 points for a weapon, modified by weapon special powers. high is 4-5. Beyond that is superhuman/monstrous. Point buy is 22 points, 1:1 for 1 Light slug weapons, spears, swords, slug pistols range 1-5, 1:1+2 thereafter. Classes provide attribute boosts. 2 Medium slug weapons, rifles, vibro-blades, laser rifles, energy spears 3 Heavy slug weapons, machineguns, plasma rifles, plasma axes STRENGTH CONSTITUTION DEXTERITY 4 Vehicle weapons, railguns, gatling guns, vehicle plasmers INTELLIGENCE CHARISMA SPIRIT (energy, will, vitality, soul) 5 Mecha-scale, boom guns, huge cannons, missiles SECONDARY ATTRIBUTES ARMOR MDC = Mega-Damage Capacity aka Hit Points. Equal to Athletics+CON or Armor is rated similarly on a 1 to 5 scale and reduces damage for each hit. Melee+CON or CON+2 at start or defined by class. Armor Rating -1 is the penalty for skills like Stealth, Athletics, Dodging, etc. MD = Mega-Damage, which is simply damage in this game. 1 Light armor, chainmail, chitin, flak jacket, plasticman, urban warrior PPE = Pure Primal Energy, aka mana. Equal to Psionics+INT for psionicists, 2 Medium armor, dino-plate, huntsman, deadboy Magick+SPR for mages and 2 x SPR for everyone else, modified by class. 3 Heavy armor, EBA full environmental, mega-juicer, heavy deadboy AR = Armor, damage reduction for each attack. For personal armor this is also a 4 Power armor, vehicles, APCs, tanks, superdinos penalty to any move-related actions like Dodging, Stealth, Athletics, etc. 5 Mecha or heavy RPA, giant robots, dragons Actions = # of actions per round, usually 2 to start for adventurers. Move = typical humanoids can move 30’ per action. Combat Modifiers Initiative = DEX + your best combat skill. Combo +2 requires partner, once per battle special move Pumping +2 all-focus move, 2 actions, 2 MD to you if you fail RESOLUTION SYSTEM Defend +2 to defensive rolls, 1 action Roll d10 + Skill + Attribute (eg, Rolled 6 + Guns 7 + Dexterity 4 = 17) to strike. Position +2 better position (higher, flanking, behind cover) Defender rolls same to defend. Strike/defend bonuses may be different. Higher Concealment +2 hiding in smoke or darkness, invisible total wins. Rolling ½ your opponent’s total is a fumble. Rolling 2x your opponent’s Leadership +2 inspired by a leader on your team (1 action) total is a critical hit. SKILLS Multi-Foes -2 Fighting many attackers at once Morale -2 Terrified or Intimidated by opponent Skills are rated from 1 to 20. Underlined skills can be used in combat and have their Burst +1 MD, uses 20% of ammo. Railguns, MGs, miniguns are bursts own special ability tables. Aiming +2 +1MD, takes 2 actions, no bursts 1. Academics INT Literature, history, lore, geography, social sciences Overwatch +2 initiative delayed until target in range 2. Athletics STR Run, climb, swim, jump, resist pain/torture. Long-Range -2 greater than 2x effective range. 3. Business CHA Trading, haggling, finance, negotiation, smuggling. Called Shot -3 Small Target (arm, leg, head) reduces AR by 1 4. Computers INT Hacking, programming, electronic warfare, sensors. Called Shot -5 Tiny Target (eye, hand, weapon) reduces AR by 2 5. Criminal DEX Stealing, lockpicking, drugs, palming. or other effect (blinded, drops wpn., etc.) 6. Cultures SPR Languages, customs, etiquette, streetwise 7. Deception CHA Lying, bluffing, intimidation, cheating, blackmail, scams. Laid Line +2 Spellcasting or Psionics near Laid Line within 500’ 8. Diplomacy CHA Persuasion, oratory, deal-making, alliances, plans, strategy Sexus Point +2 Spellcasting or Psionics at Sexus Point 9. Driving DEX Cars, bikes, trucks, hovercycles, ATVs, boats. Ritual +1 per 2 people assisting/combining their magic or psionic powers 10. Engineering INT Mechanical, electrical, electronic, repair, salvage. Sacrifice +1-5, Sex or Blood magic orgy/sacrifice (depends on PPE and size) 11. Guns DEX Shoot firearms, projectile or energy weapons *not mecha. 12. Magick SPR Casting spells, rituals, enchanting. Total modifiers from all sources cannot be more than +6. 13. Mecha DEX Mecha & Power Armor combat, fly airplanes, sea vehicles. 14. Medicine INT Surgery, first aid, healing, pharmaceuticals. ACTIONS 15. Melee STR Hand-to-hand melee and ranged archaic weapons. Most people have 2 actions per round. Super-speed, some martial arts, spells, psi- 16. Occult INT lore, magic secrets, symbology, gods, spirits. powers, mystic training and bionics can grant +1 action for specific types of actions. 17. Outdoors CON Survival, tracking, camouflage, animals, hunting, geography. Each combat type grants +1 action at level 6 and 12. 18. Percption INT Senses, initiative, observe, search, traps/ambush. Cost to cast spell Cost to activate psionic power 19. Psionics INT Psychic powers. Spell level 1-5 1 action Regular psionics 1 action 20. Science INT Biology, chemistry, xenology, etc. Spell level 6-10 2 actions Super-psionics 2 actions 21. Sex CHA Charm, romance, sex combat, partying, socializing Spell level 11-15 3 actions 22. Stealth DEX Sneaking, burgling, security systems, camouflage. optimal WEAPON Ranges COMBAT TYPES Weapons used outside of their optimal range get a -2 penalty. Distances are: The 6 different combat skills have specific strengths Grappling (touch), Close (within 6’), Medium (within 100’) and Long (up to 2000’). versus each other that confers a +2 advantage bonus: Shotguns, Spears Medium Laser Rifles Long Melee > Guns & Magic in grappling/close quarters. Handguns Medium Ion/Plasma Medium Guns > Melee/Magick/Sex at long range. Slug Rifles Long Mini-Missiles Long Sex > Psionics and Magick at grappling/close range. Knives, Fists Grappling Swords/Axes Close Psionics > Magick and Mecha at long-range Mecha > Melee/Magick/Sex at long range. EXPERIENCE/LEVELING Magick > Guns at close range Players receive 1-5 experience points per session. 1 XP for each of: Showing up, Solving a Mystery/Puzzle, Exploration, Roleplaying, Defeating an Opponent. damage XP costs to raise: Melee uses STR for extra damage according to the following breakdown: Skill = STR 0 to 3 = +0 MD, 4-6 = +1 MD, 7-9 = +2 MD, 10-12 = +3 MD, etc. Combat Skill = new level x 1.5 (rounded down) +1 MD for every 10 points above your opponent on your attack roll. Attribute = new level x 2 +1 MD for a critical hit or other special effect as per your weapon. Energy weapons use e-clips and ammo is counted. Punches/kicks do MD 0.

classes TITAN JUICER CYBER-KNIGHT BURSTER Melee +2 and Guns +1 Melee +2 (Zen Combat) and Psionics +1 Psionics +3 +4 PPE SPR+1 Super Strength STR +4 10 skill points STR+1 CON+1 10 Skill points Super Toughness +4 MDC +1 DEX Cyber-Armor AR 1 at level 1 and Impervious to Fire 10 Skill points; Athletics +2 AR 2 at level 8 (stacks with body armor) At Will: Extinguish, Flame Burst, Firebolt (MD1) Super Speed +1 action/round Psi-Weapon (MD2 at Psionics 1; +1 MD at 5, 10, 15) 2 Psionics +2 per level Super-Healing – Heal 2 MDC/hour; immune to pain Living Armour – regenerates 1 MDC/hour at level 5 Bio-Regeneration – missing limbs/eyes, 2 PPE, 1 day Combat Awareness +2 initiative DOG BOY Dodge Bullets +2 vs Gun attacks Melee +2 and Guns +1 SABBATH WITCH Cloud Sensors +1d6 Stealth vs machines Super-Tracker (Magic/Demons/Psi) Magick +2 and Sex +2 +2 PPE +4 SPR -1 MDC Dodge Bullets +2 defend vs Guns or Mecha +2 Perception +2 Outdoors 8 skill points Demonic Patron. Sensitivity to Magic/Psionics (drawback) Demon familiar (animal, half witch level, 2 extra TECHNO-WIZARD PPE for witch within 300’) Magick +2 and Guns +1 WILDERNESS SCOUT 6 spells to start + 2 spells per level of Magick skill INT +1 +2 PPE Engineering +2 Melee or Guns +2 Lolita sex perk +1 other bonus sex perk Create techno-wizard items STR +1 CON +1 +2 MDC Line Walking (with TW vehicle) 14 skill points +2 Outdoors TECH-NINJA 3 TW magic items Pathfinder (pass terrain, 2x travel, find secret paths) Melee +2 and Guns +1 DEX +3 +2 PPE 2 Other Feats or Sex Perks Snake-Eater (immune to poisons) +3 extra martial arts moves Monster Trophies (magic charms) Super-Speed +1 action/rnd Shifter 4 bionics to start Magick +2 and Sex +2 Wired gunslinger 14 Skill points +2 Stealth, +2 Criminal, +1 Perception Dimensional Patron (demon, vampire, etc.) Guns +3 DEX +2 10 Skill points +2 SPR +4 PPE 8 skill points +2 MDC GYNOID ROBOT Rifting (open/close/modify rift) Wired Reflexes (+1 action) Melee +1 Guns +1 Sex +2 Rift Summoning +2 extra bionics 12 Skill points. 3 extra sex perks +2 MDC 4 spells +2 per level +2 extra gun tricks +2 to INT, STR, CON, DEX and CHA. -1 to SPR. 2 sex perks 4 rare tricked-out small firearms (weapon mods) 4 bionics to start HEADHUNTER Tattooed man MASTERMIND MELTER Guns +2 Melee +1 Melee +2 Magick +1 Sex +1 Psionics or Sex +2 +4 PPE 12 skill points +2 MDC 8 Skill points INT +3 8 skill points +2 Diplomacy 4 bionics to start 4 tattoos to start + 1 per level of Magick skill 4 Psi-powers to start Beta Hardware – 1 experimental bionic/upgrade 1 other sex perk +2 Minor or +1 Super-psi power/level Bounty – bonus +1 MD vs one selected target monstergirl 2 Other Feats or Sex Perks 6 different weapons & mods, including exotic ones Sex +3 +2 PPE SPR +2 CRAZY merc 8 skill points Guns +1 or Melee +1; Psionics +1 Guns +2 Melee +2 4 monster abilities depending on type Super Strength STR+2 Super Agility DEX+2 14 skill points +2 MDC +3 extra Sex Perks Super Speed +1 action/round +2 MDC 1 bionic to start +3 other feats +2 Other Feats Enhanced Senses +2 Perception +2 Other Feats or Sex Perks mystic Super-Healing – Heal 1 MDC/hour 10 different weapons & mods, including exotic ones Bio-Regeneration – Regenerate missing limbs/eyes Psionics +2 Magick +2 SPR +2 INT +1 Frenzy +2 Melee, roll randomly for opponent COMBAT BORG 12 skill points +2 PPE -1 MDC Insanity at odd levels (1, 3, 5, etc.) Guns +2 Melee +2 4 spells and 4 psi powers to start STR +4 DEX +2 SPR -2 CHA-1 4 non-combat magic items to start JUICER 10 Bionics +4 MDC -2 PPE Ascetic (does not need food/drink/sleep) Melee +1 and Guns +1 3 built-in weapons Rogue Scholar/Scientist Super Strength STR+2 Super Agility DEX+3 Light, medium or heavy Cyber-Armor AR 1/2/3 Athletics +2 +2 MDC Guns +1 INT +3 SPR +1 20 Skill points Super Speed +1 action/round ROBOT PILOT Portable walking robotic lab/workshop facility Super-Healing – Heal 2 MDC/hour; immune to pain Mecha +2 and Guns +1 Jury-Rig – build complex machines from spare parts Bio-Regeneration – missing limbs/eyes, 2 PPE, 1 day DEX +2 12 skill points Connections – make links between knowledge,clue 1 giant robot or 3 suits of power armor Drone Companion LEY LINE WALKER Example Robot – Flying Titan +2 Other Feats or Sex Perks Magick +2 and Sex +1 Sensors: +1 Perception Techno-amazon SPR+2 +4 PPE STR 7 MDC 6 AR 2 Melee +2 STR +2 CON +2 Line Walking, Line Transmission Flight 200 mph max/120 cruise Super-Tracker (Men) Rifting (open/close/modify rift) Stealth: +0 Maneuver: +1 Mecha Piloting +2 Perception +2 Outdoors 4 spells +2 per Magick level Wpns: Railgun MD3, 12 Minimissiles MD2 30’ +1 extra Martial Arts Move PSI-STALKER Operator (psi-mechanic) +1 Other Feat Melee +2 and Psionics + STR +2 Psionics +3 Mecha +1 totem shaman Sense/Track PPE +2 Perception INT +2 +3 PPE Melee +2 and Magick +1 Energy Drain 2 PPE/rnd and +1 Sex combat damage 14 skill points, Engineering +2 STR +2 SPR +2 +2 PPE Doesn’t Eat/Drink Boost Device – improve performance of machines Beast Mode Creature (select one with GM) Animal Empathy +2 Outdoors Psi: Telemechanics, Tele-Operation, Machine Ghost 10 Skills +2 Perception +2 Outdoors +2 PPE near ley lines +2 other minor psionic powers 2 spells +1 per level 1 Random Mutation

Special abilities Melee Martial arts moves Bionics 1 Power Attack Punches/kicks do MD1 1 Uplink, you can talk to the G.O.D. Satellites and ask for favors 2 Twin Kick Hit two opponents at once 2 Hacking Module (fingers, +1 Computers) 3 Knockdown Mega-hit that makes enemy lose 1 action 3 Smartgun Link (+1 Attack with Smart Guns) 4 Leap Kick +1 MD against unarmored opponents 4 Wired Reflexes (+1 action, does not stack with anything else) 5 Joint Lock Auto-damage MD1 unless broken 5 NeoCortex & Skillsofts (+1 skill max level 4) 6 Finger Lock Stealthy, painful, MD0 6 Tactical Battle Computer (head, +1 Attack) 7 Swordbreaker Break enemy’s weapon 7 Electrowarfare Suite (head, +1 Computers for ECM) 8 Disarm Enemy’s weapon flung 1d6x3’ away 8 Cyberframe (whole body, +2 MDC) 9 Flying Leap Kick 2 actions, MD2 9 Sensory Antennae (+1 Perception per item; radar, tracking, audio) 10 Evasion +3 to dodge bolts, gunfire 10 Cybereyes (+1 Perception) 11 Arrowcatcher +3 to catch incoming missiles 11 Cyber-arm (+1 STR) 12 Whirlwind Weapon cuts 1d4 adjacent melee opponents 12 Cyber-leg (+1 STR, +1 Athletics) 13 Nerve Strike Paralyzes limb on a crit attack 13 Regenerator (heals 1 MDC/hour) 14 Stun Blow Stun whole body on a crit; requires Nerve Strik 14 Neutralizer (poison/disease immunity) 15 Death Blow Kills a mook instantly on a crit 15 Concealed Built-in Weapon System (slugs, energy, missile, melee) 16 Lethal Weapon Any object is a MD1 weapon in your hands 16 Dermal Skin Plating (+1 AR) 17 Spellcutter +3 to resist spells with a weapon in hand 17 Respiratron (immunity to gases/ airborne toxins) 18 Panache Amazing displays that affect enemy morale 18 Camoskin (+2 Stealth) 19 Guardian Provides AR+1 for a nearby companion 19 Bone Sheathing (+1 MDC) 20 Charge +1 MD when move-attacking at least 30’ 20 Predictor Module (+1 any one combat skill) gun tricks Mecha upgrades 1 Sharpshooter Reduce aimed shot penalty by 2 points 1 Aimed Shot Reduce aimed shot penalty by 2 points 2 Snapshot +2 to initiative 2 Reflective AR +1 AR versus laser/ion weapons 3 Blind Shot You can fire without penalties while blinded 3 EMW Suite Electromagnetic warfare (Computers +2) 4 Fast Reload Reload as a free action 4 Volley Missile volleys do +1 MD 5 Overload Temporarily overload a weapon +1 MD, 20% failure 5 Speed Boost +20% faster speed 6 Double Pistols Fire 2 pistols for 1 action 6 Shields +5 MDC from energy shields 7 Weak Spot Ignore 1 point of enemy AR if succeed on lore check 7 Camoskin Coatings that reduce signatures (Stealth+2d6) 8 Trick Shot Fire ricochets, upside-down, other tricks 8 Aeromorphic Can transform into faster/slower/smaller shapes 9 Suppression You can lay down covering fire to aid comrades 9 Battlecomp +2 attack when in coordinated tactical assaults 10 Silent Death With a silencer your shots cannot be detected 10 Storage Extra space for 4 people/things 11 Eagle Eye Fire into a melee without penalty 11 Self-Destruct MD8 explosion on timer 12 Bloodbath +1 MD vs unnamed mooks 12 Amphib Underwater operations 13 Death Grip Cannot be disarmed, cannot fall 13 Manipulators Small tool arms for precise tasks 14 Flying Shot Leap/run while shooting at no penalty 14 Tempered Resist extreme hot/cold temperatures, conditiosn 15 Signature Gun You have 1 unique gun that does +1MD/turn 15 Anti-Missile +3 missile countermeasures (chaff, lasers, etc.) 16 Kaboom You can make peripheral gear explode in a fireball 16 Tentacles +2 Sex attacks 17 Pistol Whip Do stun instead of lethal damage with firearms 17 Claws/Teeth +2 Melee attacks 18 Thunder Shot Intimidate and cause fear with a loud bang 18 Fly-by-Wire +2 to Mecha maneuvering actions 19 Gun Kata Use guns as melee weapons, no disad vs melee 19 Self-Repair Heals 2 MDC per day 20 Stingy Shots use up half the ammo/energy 20 Satlink Connect to sat weapons for long-range OTH fires Other feats Weapon types/mods 1 Mutate Gain a random semi-beneficial mutation 1 Flame Sets things on fire MD1/rnd; shorter range 2 Facility Access to a lab, workshop, garage, etc. 2 Plasma +1 MD; shorter range 3 Fast Healer Heal an extra +2 MDC per day 3 Laser +2 strike; longer range 4 Road Hog Extra damage in vehicle combat +1MD 4 Neutron +1 MD vs biologicals 5 Familia Big family that will always help you out 5 Nerve +1 MD vs unprotected (FES) biologicals 6 Safehouse Secret and safe hidey-hole 6 Gravitic Knocks down or lifts target 7 Fake ID Fake cover identity complete with details 7 Shimmer Causes random mutation, very rare, shorter range 8 Licensed Right to carry weapons in civilized towns 8 Eater/Burrow Reduces 1 MDC or AR (first) per round after shot 9 Overmind 1 AI friend and easy to make friends with other AIs 9 Tuned Increases accuracy +1 for one user 10 Contacts 1d4-1 friends in every town 10 Micro Smaller size, easy to conceal 11 Status A title, rank or accolade that makes you stand out 11 Ion +1 MD vs electronics/robots/borgs; shorter range 12 Nine Lives You won’t die from bleeding out in combat 12 Needler Injects chemicals; does not work vs any AR 13 Pet You have a small animal, robot or alien friend 13 Vibrational Cuts through AR (already applied to vibro-blades) 14 Scrounger You have greatly increased odds of finding treasure 14 Fracture Armor-piercing; reduce AR by 1 for each succ shot 15 Neurosofts You have a 4 L3 skillsofts & neural wires to use them 15 Sonic Can stun target on a crit; opponents cannot hear 16 Radeater You take only a fraction of rad damage (usually ¼) 16 Nucleonic Causes 1d6 rad damage 17 Beta Hardwr Experimental bionics hardware 17 Railgun +1 MD (already factored in) Hypervelocity rounds 18 Bounty Bonus +1MD vs 1 marked creature 18 Smartgun +1 strike when plugged into targeting systems 19 Snake Eater Immunity to poison 19 Cryonic Slows target by 2 x MD Dex points 20 Survivor Escape combat without damage/AoO 20 Tracking +2 strike, locks on and follows target mutations psionics Mutants abound on post-apocalypse Earth, but few are beneficial. PCs can take Psychic powers are formed from personal inner energy channeled by mental Mutant as their combat skill and channel beneficial mutations to gain strange strength and willpower to create instantaneous but limited effects. Psionics do not powers. Because they are weird and scary having mutations reduces CHA except need somatic or verbal components or reagents as do magical spells, but do not for those who are attracted to such oddities. PC gets -1 CHA for every 3 mutations, have as broad a range of effects as the schools of magic. The selection of psionic except as noted for some which can raise CHA. powers below can be increased with the Rifts Psyscape sourcebook.

Mutations psionics 1 Sensor Glands Sonar, Radar, Darksight, Magic-sense +1 Perception 1 Ectoplasm Create floating mobile moldable goo 2 Sticky Glue-like skin/sweat +1 Melee combat 2 Purify Removes diseases, curses, ailments 3 Radiant Weird rainbow colors, +1 INI +1 SPR 3 Seizure Do MD2 physical damage and target has seizures 4 Feathered +1 CHA 1=white 2=black 3=rainbow 4=camo 4 Domination Take over body or exorcise spirit, mind battle 5 Antenna +1d4 antenna, +1 to Perception 5 Machine Ghost Hack/alter touched computers/electronics 6 Armored AR+1 resembles insect/armadillo/reptile 6 Telemechanics Operate mech. machinery remotely with skill 7 Furred Variecolored with soft pads, +1 Stealth +1 CHA 7 Psi-Shield Barrier against mind attacks like Mind Bolt 8 Heatglow Glowing hot skin, eyes, fangs or appendage MD+1 8 Telempathy Read, block, induce, control emotions 9 Claws/Horns Huge MD2, ivory, chitin, horn or gem 9 Telepathy Read minds, send messages 10 Fluids Saliva/Silk/Webbing/Slime slow enemies +2 INI 10 Mind Block Prevent telepathy and mind alteration 11 Skin Scaly/Slimy/Mossy Melee+1 or Chitin AR+1 11 Object Read Get info/history/readings/emotions from objects 12 Quills MD1, range 30’ 1in6 poison for MD3 vs CON 12 Kinesis MD1+1 at level 6/12. Tele, Pyro, Cryo, Electro. 13 Gills Amphibious adaptation, breathe underwater 13 Clairvoyance See and hear for leagues, link to visited places 14 Thaumovore Pouches, sucks 1 PPE /attack 14 Mind Bolt PPE damage for 1 +1 at level 6/12 15 Extra Limbs +1d4 Arms/Legs/Tails/Heads +1 action 15 Energy Block Immune to specific energy: Fire, Laser, Plasma, &c 16 Tentacles Replaces arms or legs STR+1 16 Body Control Resist fatigue, hunger, thirst, heat, cold. 17 Giantism 1=head 2=arms 3=legs 4=genitals +2 MDC 17 Bio-Regenerate Healing regeneration 1 MDC per 1 PPE 18 Extra Bits +1d4 Eyes/Fingers/Orifices/Genitals +1 Per or Sex 18 Extra-Sensory Read auras, see invisible/astral/ghost/phase 19 Toxin MD4 vs CON save 1/day recharge 19 Group Trance 2x PPE/MDC healing, removes emotion effects 20 Hideous Horrific mien, enemies -1 morale penalty 1st battle 20 Mind Mask Hides the presence of psi and magic 21 Breath Wpn Fire/poison/acid/frost MD3 2/battle 22 Great Horns MD3 on charge attack 20’ min, 2 actions magick 23 Big Milkers Or megacum dick, PPE +2 The Magick combat skill governs the ability to cast spells, which often require 24 Huge Size 50% bigger/taller/wider +3 MDC somatic, verbal and reagent components, plus ample time during combat to 25 Musk Sacs Intoxicating aphrodisiac, Sex combat +1 complete successfully. 26 Wings Bat/feathers/insect +20’ movement rate Each practitioner of Magick must choose a school of magic in which to specialize. 27 Multitool Genitals change +1 Sex combat Magic schools and styles come in a bewildering variety of types on Rifts Earth. 28 Tongue On successful attack can disarm opponent Among the more popular ones are: Techno-Wizardry (magical steampunk devices), 29 Grenades Throw bio-bombs MD3 20’radius 1/turn 2actions Shifting (summoners making deals with rifts aliens), Mysticism (mixture of Psionics 30 Eater Huge maw eats thu almost anything, gain 1 PPE and Hermetic Magic), Laid Line Walking (travel wizardry), Witchcraft (magic pacts with demons), Battle Magic (combat spells) and more. Each style shares common spells found in RUE, plus unique spells for the style, plus unique abilities for each Monster powers style. See Rifts Book of Magic or other Rifts sourcebooks for more details. In the These are special abilities the GM can give to monsters, including monstergirls but interest of space the table below is a tiny selection of available spells. they are generally more powerful than PC abilities and should not be given to PCs. Monster powers compensate for the more limited selection of powers that Magic spells monsters get. For monsters listed later in this manual their stats already include 1 Life Drain Siphon 1 PPE +1 at level 6/12 the powers they have listed in their entry. 2 Eyes of Thoth Read auras, see invisible/astral/ghost/phase 3 Mask of Deceit Look like another person or race Monster powers 4 Summon Opens a rift which spits out a monster/demon 1 Armored +2 AR armadillo, turtle, insect chitin, rock 5 Darkness/Light 10’ per level 2 Breeder Double pregnancy chance, births 2d4 offspring 6 Levitation 10’ per level, 1 person per level 3 Multilimbed +1 action/rnd per extra 2 limbs 7 Energy Bolt Flame, Ice, Wind, Rock, etc. MD1 +1 at level 6/12 4 Breath Wpn Fire, poison cloud, glue, acid, toxin, blinding, aphro 8 Metamorphose Shapechange into an animal ±50lbs/level 5 Tentacles +2 Melee combat, +1 action/rnd 9 Invisibility Target invisible, +2 combat bonus 6 Fluffy +2 CHA, +1 Sex combat 10 Armor of Ithan Bestows AR1 or AR2 vs one element 7 Wings Flying 1=Bird 2=Bat 3=Insect 4=Butterfly +30’ move 11 Paralysis Paralyzes one of the target’s limbs 8 Poison MD1-4 no AR. 1=Stun 2=Kill 3=Slow 4=Twitch 12 Adhesion Target glued to spot, cannot move 9 Coils Successful grapple = opponent loses 2 actions 13 Null Senses Blind, deafen, lose taste or touch or balance 10 Horns MD2 attacks on charge 14 Magic Net Trap 1d4 opponents in a net, -1 action 11 Claws/Fangs MD1 attacks 15 Charm Makes target friendly 12 Scent +1 CHA, smells great or repulsive as desired 16 Eldritch Field Creates barrier to protect 1 person/level MDC 5 13 Webbing -1 action for opponents 17 Superhuman +2 to one attribute for 5 rounds 14 Big Milkers +2 PPE and +1 CHA 18 Healing Heals 1 MDC +1 at level 6/12 15 Speedy +1 action per round, +30’ movement 19 Turn Dead Does 1 PPE +1 at level 6/12 dmg to 1d6 undead 16 Aquatic +2 combat in water, +30’ movement 20 Glamour CHA+2 make yourself look incredibly beautiful 17 Slimey +2 Grappling 18 SuperSenses +2 Perception

19 Huge Large +4 MDC or Gargantuan +10 MDC 20 Warded Natural magic resistance as Magick [level] defence

Ninja powers hacking Those classes with access to Ninja Powers can substitute one of those below for a Hacking is an optional subsystem that allows anyone with the Computers skill to regular Melee power (martial arts technique). Ninja powers are those granted by engage in combat with high-tech opponents whose gear can be glitched, degraded, the arts of Ninjitsu and the special chi abilities of Shotanobis. They typically relate frozen and even hijacked. Cyberspace networks exist on the same plane as psychic to stealth, ambush, evasion, combat arts and mind-over-matter powers. Each use powers and hence Psionicists can partake in hacking combat as well if they have of a power requires spending 1 PPE. the right powers, like Machine Ghost. Hacking modules are rated from v1.0 to v3.0 and add this number to certain rolls. Ninja powers 1 Art of Hiding Remain imperceptible while motionless Icebreakers do virtual “damage” to targets, glitching 1 bionic system, connected 2 Art of Vanishing I nstant “vanishing” even mid combat (1 action) weapon or armor system or other electronic/ electro-mechanical system on the 3 Art of Disguise Instantly disguise self hide amongst crowds target. This “damage” disappears at the end of the battle. Hacking modules can 4 Mystic Invisibility Become invisible to observers 1 PPE/round also add their version rating to a skill roll if they are designed for controlling 5 Atemi Healing C ure stun, KO or paralysis conditions on others machinery or performing skill-like operations, like a Panzer module adding to the 6 Ki-Kō Skin Skin counts as AR 1 for 2 rounds Driving skill or a Chemistry module adding to a Science roll. 7 Ki Awareness Sense/read PPE levels within 40’ 8 Soft Ki Push or flip with shaped force Hacking modules 9 Hard Ki Shaped force provides AR+1 or +1MD to melee 1 Bleach Destroys 1 enemy hacking module 10 Dragon Ki Draw PPE from environment, transfer to others 2 Carto Maps buildings, facilities, locations 11 Find Weakness Feel out weaknesses of object or opponent 2 actions 3 Dossier Sifts networks to find info about 1 person 12 Stun Kiai Yell stuns 1d4 targets within 100’ for 1d4 rounds 4 Drill Degrades armor & shield systems 13 Force Kiai Yell knocks 1d4 within 100’ back 3d6’ Req: Stun Kiai 5 Freezer Slows down movement bionics, -1 action 14 Dread Kiai Yell: death or orgasm on Close target Req: Force Kiai 6 Glitch Glitches 1 bionic on target (version-in-6 chance) 15 Tamashiwara 2 actions strike ignores AR of target object 7 Havoc Controls heating/ventilation/ac systems 16 Calm Minds Calm everyone in 100’ prevent attacks for 12 rounds 8 Icewall +version to defend vs enemy hacking 17 Karumi-Jutsu < weight; waterwalk; 10x jump; climb any surface 9 Jammer +version to electronic warfare, degrades sensors 18 Art of Falling No fall damage from 50’+10’/level; cat landing 10 Keyring Opens doors, vaults, security gates, maglocks 19 Vibrating Palm Shatter inanimate objects full-round action 11 Memorex Reprogram memories/histories of data systems 20 Mind Walk Spirit exits body via meditation; N/A in combat 12 Mimic Fools security systems like cameras and sensors 13 Nuke Crashes entire target system; can be rebooted. 14 Panzer Teleoperate heavy machinery like vehicles equipment 15 Paradox Damages AIs which are otherwise immune The basic unit of currency is the universal credit, which is tied to the Coalition 16 Recon Scouts systems to get info on them (game stats) States through complex financial networks, followed by common barter. Small 17 Scalpel Does neural damage to anyone with head bionics kingdoms may have their own local currencies in silver, gold, bottle caps or more 18 Spike Breaks smartguns and targetting battle systems exotic things, like sequins. Barter is always uneven and may alter the price by ± 19 Trace Finds the real-world location of someone 10% (roll d20, 1-10 is minus, 11-20 is plus percentage amount). 20 Zombie Takes over dumb robots/androids

High-tech gear is most common in tek-cities like Chi-Town or Quebec, but it can be found in the wilderness and small towns too at 2x or 3x the price. Monster trophies These are minor charms that typically bestow their effects temporarily for 1 battle, Basic gear event or scene, once per day. Wilderness Scouts, Shamans, Totem Warriors, Techno-Amazons and similar Classes can choose to substitute the ability to craft 1 SBT Self-Building Tents shelters (+2 outdoors) $2,000 these magic tokens in lieu of one of their regular Melee powers (martial arts). They 2 Sonic repulser unit (repels insects/vermin) $2,000 can also be found, crafted, bought and sold during the game. 3 RSU robot sedative unit (field hospital) $100k 4 Basic survival pack (heater, filters, tools, rations) $1,000 monster trophies 5 Portable Bio-Analyzer $5000 6 First aid kit (3 uses, max 1 MDC healing) $100 1 Fury Spine AR1 vs one type of energy (fire, ice, etc.) 7 Portable language translator $9,600 2 Caribou Amulet +1 Outdoors for one day 8 Portable Dihilator (wide-area scanner) $14,000 3 Eagle Feather See and speak with spirits/invisible 9 Short-range polyspectrum scanner $5,000 4 Walrus Tusk +1 Sex combat for one turn 10 Short e-clip (20 shots) / Long e-clip (30 shots) $2,000 /$3k 5 Wolf’s Tooth +1 MD Melee only for one turn 11 Cleansuit and gas mask $2,000 6 Magic Charm +1 single attribute for one battle 12 Wilk’s portable laser torch (1 MD/minute) $3,000 7 Totem Charm Symbolic animal power: Eagle, Bear, Wolf, Fox 13 Portable robotic science laboratory $12,000 8 Bite Rune +1 MD for one turn in a battle 14 Portable electronic toolkit $1,000 9 Stone Rune +1 AR for one turn in a battle 15 Portable mechanical toolkit $5,000 10 Moss Potion Heals 1 MDC 16 IRMSS Surgeon System (4 uses, Medicine 6) $42,000 11 Angel Feather +1 PPE 17 RMK robot medical kit (4 uses, robot repair 6) $24,000 12 Stalker Ear Detect magic 18 Compu-Drug Dispenser (10 uses, +2 Medicine) $3,000 13 Raven Fetish Immunity to possession 19 Wilk’s PC2020 field identifier (monster ID 4) $19,000 14 Bear Claw STR+1 or CON+1 20 MIRRs micro intelligent repair robots (MDC vehicles) $1000/point 15 Bison Horn Resist magic +1 21 BLUBBs basic live universal builder bio-nanites $10k/lb 16 Turtle Shell +1 MDC 22 NanoBlocks nanomachine base building blocks $5,000/foot3 17 Demon Mask +1 Magick to summon a specific demon type 23 All-weather adaptive clothing $4,200 18 Musk Oil +1 AR versus one specific creature type 24 Gun cleaning & repair kit $500 19 Magic Incense +1 CHA to persuade summoned creatures 25 Short-range commlink 1000’ max range $1,500 20 Spirit Catcher +1 PPE damage vs spirits/demons

SEX PERKS # SEX PERK NAME DESCRIPTION 1 Adaptation You can temporarily grow a dick or vagina to dominate your partner (eg, futa). +2 INI for Sex Combat. 2 Aftercare No hard feelings even after you win a nasty sex combat. Opponent walks away satisfied. 3 Aunt Peg You can use stick-like weapons to perform an additional +1 PPE damage in sex combat. 4 Bad Boy/Girl You lower the inhibitions and raise the libido of everyone in the room with you. Make a Sex+SPR save to resist. 5 Bardic Lore Negates any disad. to interracial or inter-species sex & pregnancy. Somehow you make it work. Beast Mode You go into a frenzy during sex, growing beast parts like claws, fur, wings, tail or scale. This can be intimidating to non-monsters (like 6 humans or elves) and provides Advantage in sex combat 7 Bloodplay 1 point of extra PPE damage when both parties are wounded 8 Bouncy Your ass (or tits, or dick) are so yuge, you get a permanent +1 to your PPE pool. 9 Brown Noser Advantage on all anal attacks Burster You produce so much cum or breast milk that you can fill buckets, stuff bellies or bloat enemies, slowing down your opponent’s initiative 10 and movement (they go last) or blind them temporarily. 11 Charmer Advantage on first time meeting to make a good impression 12 Chaste Heart You cannot be forced into sex combat and have an opportunity to escape 13 Clencher Advantage on all sex combat involving vaginal penetration 14 Corruptor You can pass on STDs to your opponent and everyone they touch, -1 CON per Day 15 Creameater You can swallow massive amounts of cum (or milk) with no ill effect, and gain 1 PPE for it. 16 Deflorator You gain double the PPE when in sex combat with a virgin. 17 Dominator Using tools like leashes/chains/cuffs/etc you can immobilize an opponent instead of draining PPE 18 Drink Me You can alter your size (smaller or larger) during sex combat to confuse/intimidate/stimulate. 19 Duodong Two dicks for the price of one, can service 2 holes or 2 targets at the same time 20 Exhibit A You gain Advantage by having sex in public or in front of neutral witnesses. 21 Experienced Years of pleasing partners give you a +1d6 for Satisfaction total 22 Femboy Using clothes and other tools you can switch between looking like a boy or a girl or in-between. +2 INI for surprise in Sex Combat. 23 Foulmouth You embarrass and humiliate your opponent with foul language, causing them a loss of reputation or status for all their friends/allies. 24 Golden Womb You can determine how many offspring you will have and what their sex will be, and how much of daddy’s traits are passed on to them 25 Harem After Bonding someone they follow you around as a loyal harem member 26 Juicy/Sweaty Bodily fluids stick and prevent movement/escape, +1 Sex Combat. 27 Lolita Advantage in sex combat against adult opponents if you're a minor. 28 Marking You inscribe sex runes, symbols and insults on your opponent, making them weaker for the next sex combatant they encounter 29 Megaschlong It's too big to fit! +1 PPE damage when penetrating 30 Memento You have a soul-mate and trade love-tokens; your connection allows you to always know where they are and to locate them quickly. 31 MILF/DILF Advantage on seduction and sex combat against opponents half your age or less. Cancels out Lolita perk. 32 Milkers You can spend 1 PPE to heal 3 PPE on other people using your breast milk (or cum for guys) 33 Multipass Can handle 2 or more sex combatants at the same time via DP/3P 34 Necroeros You can drain 1 PPE from a physically unconscious/defeated opponent by having sex with them. 35 Netter You gain 1 PPE from watching your loved one having live sex. 36 Paindoll You gain 1 PPE whenever you’re wounded in combat 37 Painter You gain 1 PPE from coating your partner in cum (or getting bukkake'd if a girl) 38 Pillows Giant mammaries smother opponents. 1 extra MD physical damage on the 2nd round of combat 39 Potent Seed +50 percentage points to Pregnancy check chances. Fertile for females. 40 Quickie You’re good at finishing sex play twice as fast as anyone; sex combat goes 2x as fast as regular combat for you and your opponent. 41 Radar Within a few minutes you can figure out the sex, orientation and 1 kink of a target. 42 Rapist Advantage on involuntary sex combat when victim is alone, and for getting away scot-free 43 Sexual Healing As long as your partner is Satisfied, you both regain 1 MDC at the end of sex 44 Shopper You can find several potential partners in any location you're in, no matter what. Size Queen All sizes fit inside you, your body & organs fitting around them whether it’s a horse cock or storm giant dong, with no damage to you 45 except for cum leaking out your nose and ears. Removes any Advantage opponents may have from size or perks like Burster. 46 Slurpee Advantage on non-penetrative sex using mouth and other eating orifices 47 Snack You can get swallowed whole by a monster with no ill effects, and get “passed out” very quickly 48 Spank Me Daddy When an ally hits you for 1 MD of non-lethal damage, you can gain 2 PPE 49 Sperm Bank You get 1000 silver pieces for a sex victory instead of a Bond (hush money, tribute, love gifts, etc) 50 Stamina Advantage in sex combat on the 3rd and subsequent rounds of combat 51 Steel Womb You can determine whether you get pregnant from sex or not 52 Sub You gain 1 PPE per encounter for being humiliated in some way. Sugar Daddy You are showered with gifts (and +1 bonus PPE) from a patron if you visit them for sex at least 2 times per week and never have to pay 53 for meals, inns, hotels, or other similar incidentals. 54 Taboo You have Advantage when seducing your family members, including extended family, and there are no ill effects from incest. 55 Tongue Long prehensile tongue can disarm opponents of weapons instead of PPE dmg in sex combat 56 Toybox You can apply a variety of sex toys to sex combat even if disarmed, which can grant +1 PPE damage per attack 57 Tricky Dick Advantage on first round of sex combat when attacking from hiding 58 Twister Advantage in sex combat against vanilla opponents with boring sex lives. Acrobatic flexible sex. 59 Vagina Dentata You also inflict 1 MD for each successful sex combat attack. 60 Wolfman You do more damage in sex combat with rough sex techniques like choking, slapping, bondage and light bruising.