Rifts Mutant Animal Powers:
Note: These powers are available to all mutants at the listed
prices. Some mutant types have powers available to them at lower costs then
those listed because their original animal stock had these powers. For
instance, because a normal Teepowka has a natural chameleon ability, a
mutant Teepowka only needs to spend 20 BIO-E to gain this power, instead of
the usual 25 required. In these cases the special prices are listed in the
animal's power section.
PHYSICAL POWERS:
- Adhesion - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Alter Physical Body - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Armor: Heavy - 300 S.D.C./18 A.R. - 45 BIO-E
- Armor: Light - 130 S.D.C./13 A.R. - 15 BIO-E
- Armor: Medium - 240 S.D.C./16 A.R. - 30 BIO-E
- Bend Light - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Body Control - The mutant can enhance any one physical ability to
incredible levels for 3D6 minutes once per 8 hours. They can gain
the equivalent of the super abilities of Super Vision: Advanced Sight,
Heightened Sense of Hearing, Heightened Sense of Touch, Heightened Sense
of Smell, Extraordinary Physical Endurance, Extraordinary Physical Prowess,
Extraordinary Physical Stregnth. - 15 BIO-E
- Body Weapons - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Breath Under Water - Ability to extract oxygen from the water. - 15 BIO-E
- Chameleon - Same as the major super ability. - 25 BIO-E
- Clock Manipulation - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Double Jointed - As the power in the Mutants In Orbit Random Mutation Table. - 5 BIO-E
- Endurance: Advanced - Same as Crazy's O.C.C. power number 1. - 10 BIO-E
- Endurance: Supernatural - Can exert himself for 20 times longer than normal. +4 to save vs. poison and drugs - 15 BIO-E
- Energy Expulsion: Electrical Field - Same as the minor super ability in Heroes Unlimited. - 25 BIO-E
- Energy Expulsion: Electricity - Same as the minor super ability in Heroes Unlimited. - 25 BIO-E
- Energy Expulsion: Energy - Same as the minor super ability in Heroes Unlimited. - 25 BIO-E
- Energy Expulsion: Fire - Same as the minor super ability in Heroes Unlimited. - 25 BIO-E
- Energy Expulsion: Light - Same as the minor super ability in Heroes Unlimited. - 25 BIO-E
- Energy Resistance - Same as the minor super ability in Heroes Unlimited. - 25 BIO-E
- Extraordinary Mental Affinity - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Extraordinary Mental Endurance - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Extraordinary Physical Beauty - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Extraordinary Physical Endurance - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Extraordinary Physical Prowess - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Extraordinary Physical Strength - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Extraordinary Speed - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Flight: Fast - 150 mph and +2 to dodge and damage.- 30 BIO-E
- Flight: Glide - Same as the minor super ability in Heroes Unlimited. - 15 BIO-E
- Flight: Hyper Fast - 300 mph and +4 to dodge and +6 to damage- 35 BIO-E
- Flight: Medium - 60 mph - 25 BIO-E
- Flight: Slow - 30 mph - 20 BIO-E
- Healing Factor - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Heightened Sense of Hearing - Same as the minor super ability in Heroes Unlimited. - 5 BIO-E
- Heightened Sense of Sight - Same as the minor super ability in Heroes Unlimited. - 5 BIO-E
- Heightened Sense of Smell - Same as the minor super ability in Heroes Unlimited. - 5 BIO-E
- Heightened Sense of Touch - Same as the minor super ability in Heroes Unlimited. - 5 BIO-E
- Hibernation - As the power in the Mutants In Orbit Random Mutation Table. - 5 BIO-E
- Horror Factor - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Impervious to Fire and Heat - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Leaping: Advanced - Double normal jumping distance of the mutant. - 10 BIO-E
- Leaping: Supernatural - Four times normal jumping distance of the mutant. - 15 BIO-E
- Low Body Mass - As the power in the Mutants In Orbit Random Mutation Table. - 5 BIO-E
- Low Oxygen Use - As the power in the Mutants In Orbit Random Mutation Table. Can hold breath for P.E. minutes. - 10 BIO-E
- Manipulate Kinetic Energy - Same as the minor super ability in Heroes Unlimited. - 25 BIO-E
- Mega-Damage: Major - Convert S.D.C. and hit points into M.D.C. when on Rifts Earth, Phase World and Wormwood etc. - 35 BIO-E
- Mega-Damage: Medium - M.D.C. equal to P.E.x2 plus 1D6 per level when on Rifts Earth, Phase World and Wormwood etc. Natural armor adds half the amount in M.D.C. than it would in S.D.C. - 25 BIO-E
- Mega-Damage: Minor - Has ten times normal S.D.C. and double hit points and can survive minor mega-damage when on Rifts Earth, Phase World and Wormwood etc. - 15 BIO-E
- Mental Stun - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Multiple Limbs - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Nightstalking - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Oxygen Retention - As the power in the Mutants In Orbit Random Mutation Table. - 10 BIO-E
- Power Channeling - Same as the minor super ability in Heroes Unlimited. - 40 BIO-E
- Pressure Support: Advanced - Can survive the pressure under water up to 1 mile. - 10 BIO-E
- Pressure Support: Basic - Can survive the pressure under water up to 300 feet. - 5 BIO-E
- Pressure Support: Supernatural - Can survive the pressure under water up to 5 miles. - 15 BIO-E
- Prehensil Tail - Acts as a partial hand. - 15 BIO-E
- Prehensil Tongue - Acts as a partial hand with half the normal reach and P.S. of an arm. - 10 BIO-E
- Sonar - The ability to see objects by bouncing high pitched sound off them. - 10 BIO-E
- Sprinting - Can double normal running speed for 1D4 minutes once every 15 minutes. - 5 BIO-E
- Strength: Supernatural - Add 6 to P.S. attribute. Stregnth is equal to supernatural P.S. - 25 BIO-E
- Superhuman Strength - Same as the minor super ability in Heroes Unlimited. - 20 BIO-E
- Supervision: Advanced Sight - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Supervision: Infrared & Ultraviolet - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Supervision: Nightvision - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Supervision: X-Ray Vision - Same as the minor super ability in Heroes Unlimited. - 10 BIO-E
- Thick Fur - Add 30 S.D.C. and takes half damage from cold. - 10 BIO-E
- Vision: Infrared - The ability to see into the infrared spectrum. - 5 BIO-E
- Vision: Ultraviolet - The ability to see the UV spectrum. - 5 BIO-E
PSIONICS POWERS:
- Animal Control: Lesser - Can control non-intelligent animals of the same base species as the mutant only. - 10 BIO-E
- Animal Control: Medium - Can control non-intelligent animals of the same general type as the mutant. - 20 BIO-E
- Force Field: Greater - Personal telekinetic force field that has 150 M.D.C. plus 10 M.D.C. per level and lasts 10 minutes per level. Costs 10 I.S.P. to activate. - 30 BIO-E
- Force Field: Lesser - Personal telekinetic force field that has 10 M.D.C. per level and lasts 1 minute per level. Costs 10 I.S.P. to activate. - 10 BIO-E
- Force Field: Medium - Personal telekinetic force field that has 90 M.D.C. plus 10 M.D.C. per level and lasts 4 minutes per level. Costs 10 I.S.P. to activate. - 20 BIO-E
- Healing Psionic Power: Advanced - Any one healing psionic power. Can activate at will. - 10 BIO-E
- Healing Psionic Power: Basic - Any one healing psionic power. Costs ISP to activate. - 5 BIO-E
- Mental Affinity: Advanced - Add 2D6 to M.A. and +10% to pick pockets, all skills of deception and slight of hand. - 15 BIO-E
- Mental Endurance: Advanced - Add 2D6 to M.E. - 15 BIO-E
- Physical Psionic Power: Advanced - Any one physical psionic power. Can activate at will. - 10 BIO-E
- Physical Psionic Power: Basic - Any one physical psionic power. Costs ISP to activate. - 5 BIO-E
- Sense Ley Line and Magic Energy - Same as the Line Walker O.C.C. power number 1. - 10 BIO-E
- Sense the Supernatural: Advanced - Same as the Psi-Stalker R.C.C. power. - 15 BIO-E
- Sense the Supernatural: Basic - Same as the Dog Pack R.C.C. power number 2. - 10 BIO-E
- Sensitive Psionic Power: Advanced - Any one sensitive psionic power. Can activate at will. - 10 BIO-E
- Sensitive Psionic Power: Basic - Any one sensitive psionic power. Costs ISP to activate. - 5 BIO-E
- Super Psionic Power: Advanced - Any one super psionic power. Can activate at will. - 30 BIO-E
- Super Psionic Power: Basic - Any one super psionic power. Costs ISP to activate. - 15 BIO-E
- Telekinetic Flight: Greater - Can telekinetically fly up to mach one at will, no ISP cost. - 30 BIO-E
- Telekinetic Flight: Lesser - Can telekinetically fly up to 100 mph one at will, no ISP cost. - 20 BIO-E
- Telekinetic Flight: Medium - Can telekinetically fly up to Spd. 20 one at will, no ISP cost. - 10 BIO-E
- Will Force - The mutant can focus his inner energy on increasing one mental ability. Add 5 plus 1 per level above first to I.Q., M.A., or M.E. for 5 plus 1 per level above first melee rounds. Or increase the level of one psionic power by the same amount. Can only be done once every 4 hours. - 10 BIO-E
A note about psionics: Mutants with any of these powers become
minor psionics, those who spend 40 BIO-E or more on them become major
psionics. ISP is the same as for minor and major psionics given in the
character generation section of Rifts. Only characters with psionic
powers that require ISP to activate them get ISP.
Created by Mathew R. Ignash, January,
1999 (mathewignash@comcast.net)
- Back to Matt's Rifts Page.-