Uncategorized Extras find their way here because they don’t quite apply to any of our five gateway categories. As such none of them require a specific Gateway to use though they do generally have other requirements
Cyber Armor (Requires a high concept involving being a Cyber Knight) (Cost 2)
- You have implanted cyber armor which looks similar to low profile cybernetic armor… but isn’t. Over time it actually becomes a living part of the cyber knight and it does a little more than just offer some additional padding. You gain Armor 6 if unarmored. If wearing armor you gain Armor -1. This does not stack with vehicles, robots or powered armor. You also gain an additional 3 stress box. Finally you gain +2 to any defense when being targeted via primarily technological means (robot / powered armor sensors, Advanced optics and similar. Does not protect against people who can simply see you).
Sword of the Mind (Requires a high concept involving being a Cyber Knight. May not have Major Gateway: Psychic) (Cost 1)
- Most cyber knights are psychic, but the order has learned how to teach some people to hone their wills into weapons and defenses. You may summon a psychic blade and/or shield. The blade functions as a weapon with a weapon value equal to your Will. The shield allows you to defend against physical attacks with your Will.
Racial Quirks (Requires a high concept involving being a near-human race) (Only Available at C-Gen) (Cost 1 per quirk, maximum of 2)
- Racial quirks covers racial abilities that are not defined in other packages, often specific unique things. Generally speaking these quirks are either ubiquitous or very widespread in a given race or culture. Racial quirks need not refer to genetic or biological abilities but can also be used to simulate rare technology never seen on Rifts Earth outside a given race’s hands. Sample quirks are provided at the bottom of the Creatures section, but others can be created for unique or previously unplayed races.
Inhuman Senses (Requires a high concept involving being a near-human race) (Only Available at C-Gen) (Cost 1)
- Your senses are keener – for whatever reason, than the human norm. Perhaps you have a sense of smell like a bloodhound, or can hear beyond the human range of sound. Whatever it is, you perceive parts of the world more keenly than humans do. Define one or two senses that operate at better than humanoid average. You are +2 to Notice and Investigate rolls that use these senses and may use this ability as justification to make rolls where humans might not as makes sense for the situation. As a downside, overcoming aspects like ‘Sensory Overload’ can be a problem for you. The difficulty of all such overcome rolls is increased by one.
Feeding Requirement (Requires a high concept involving being a near-human race) (Only Available at C-Gen) (Cost 0)
- Some species have unusual feeding requirements. The most common of these in North America are the psi-stalkers, who feed upon the exotic energies produced by people’s paranormal potential. Regular food does not nourish you, or perhaps it does but it doesn’t provide quite everything you need. Instead you must feed in some manner appropriate to your race. This seemingly often requires injuring the victim being fed upon and can cause any number of problems.