Converting GURPS and Rifts

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Stats

ARMOR EQUATIONSRIFTSGURPS
SDC = ((DR+4)^3)/3(IQ-11)/2+10IQ
(ME-IQ-1)/2Will
(MA-11)/2Charisma
MDC = SDC/100PS-1 (common)
PS*4/3 (hero)
PS*3 (super)
ST
(PP-11)/2+10DX
DR = (300MDC)^(1/3) - 4(PE-11)/2+10HT
(PB-11)/2Appearance Bonus
Spd/3Move

Basic starting wealth for Rifts is $15,000 (75,000 Cr). Additional starting money can be purchased at a rate of $7,500 (37,500 Cr) per character point. There is no limit to number of points a character can spend on starting money. (Glitter Boys spend around 400 to get their armor.)

Classes & Templates

These classes assume that the GM is using the optional Fatigue=HT and Hit Points=ST rules. If not, the GM will have to decide whether to add reduced fatigue and hit points when the appropriate stat increases.

Borg (166/239)

Partial Conversion Borgs have the following: Strength +14 (145), Dexterity +1 (10), Damage Resistance/12 {arms & legs only -40%} (22) Enhanced Move 1/2 (5), and Magic Resistance/2 (4). They have the disadvantages of Social Stigma (Minority) (-10), and a Reputation/-2 (Dangerous) (-10). Of course, Borgs may also have and purchase further bionic systems. The above represents the minimum values. Partial Conversion Borgs on Rifts are limited to ST 27, DX 14, DR 27 (everywhere), DR 44 (arms & legs), and 3 ranks of Enhanced Move. A partial conversion costs 166 character points.

Full Conversion Borgs have the following: Strength +15 (150), Dexterity +4 (45), Damage Resistance/20 (60), Enhanced Move 3 (30), and Magic Resistance/2 (4). They have the disadvantages of Appearance (Hideous) (-20), Social Stigma (Property) (-10), and a Reputation/-4 (Dangerous) (-20). Of course, Borgs may also have and purchase further bionic systems. The above represents the minimum values. Full Conversion Borgs on Rifts are limited to ST 100, DX 18, DR/50 and 11 ranks of Enhanced Move. Their appearance may be lowered to Monstrous (-25) but not raised past Hideous. The basic Full Conversion costs 239 character points.

The GM may allow Borg characters to have certain disadvantages without having them count against the disadvantage limit. (Callous (-6), Oblivious (-3), and Solipsist (-10) are particularly appropriate.)

Full Conversion Borgs can be built using the rules in GURPS Robots. However, the ratio between ST and Move will not match the Palladium values, and Palladium power values are, as always, screwy.

Crazy (422)

+15 Strength (150), +3 Dexterity (30), Combat Reflexes (15), Discriminatory Smell (15), Enhanced Move/1 (10), Extra Hit Points/10 (50), High Pain Threshold (10), Increased Speed/1 (25), Manual Dexterity/2 (6), Perfect Balance (15), Fit (5), Regeneration/Regular total concentration required (25-50%), Strong Will/3 (12), Telescopic Vision/6 (x64) (36), ESP/5 (15), Healing/3 (15). May gain further points by taking insanities.

Juicer (400)

+20 ST (175), Altered Time Rate/1 (100), Damage Resistance/5 (15), Enhanced Move/2 (20), Enhanced Time Sense (45), Extra Encumbrance (5), High Pain Threshold (10), Less Sleep/5 (15), Regeneration/Slow (10), Terminally Ill [5 years] (-20), Toughness/2 (25).

Line-Walker

See Magical Classes.

Mystic

Mystics should take a variety of psionics, the Natural Spellcasting (15) advantage, and the disadvantage "May only learn spells through Natural Spellcasting" (-10). Alternatively, a mystic may have Harmony with Tao (20), and the disadvantage "May only learn spells cast with Harmony with the Tao" (-5).

Magical Classes

The abilities of Line Walkers, Techno-Wizards, Shifters, Mystics, and other magic-using types are learned. They do not spring into being full blown. In a GURPS Rifts campaign, the special abilities of the different types of mage can be mixed and matched or even ignored. The abilities of the different Rifts classes are given below, along with a point total and any special restrictions.

Dimensional Rift Home (50):This ability is based on the GURPS World-Jumper advantage, and can be expanded to that if the player desires. The jump home costs 10 Fatigue. Buying off the "can only travel to home world" limitation costs 30 points, and leaves the mage with the "cannot follow" limitation which can be bought off for 20 points.

Familiar Link:Familiars may use the ally rules, familiar rules, or (sometimes) Supers gadget rules. The GM should decide which on a case by case basis.

Initial Magic or Spell Knowledgeis totally at the option of the creating player. Many technowizards have limited magery including the new Magery (Double Cost) 11+8/level over 1. Double Cost magery causes the mage to spend double the normal fatigue for all spells. There is no penalty for ritual magic use.

Ley Line Observation Ball (23):As described in Rifts. Move is 11, and the ball will be destroyed by any damage taken.

Ley Line Phasing (56):This ability is as described in Rifts. A mage may carry heavy encumbrance. It has an activation roll of 15 (failure doescount against the daily usage). Being able to phase more than six times per day adds 7 to the cost.

Ley Line Rejuvenation (13):This ability can restore up to 8 HP once per day to the mage only. Alternatively, the mage may rest and gain the benefits of Rapid Healing. This ability only functions in a ley line.

Ley Line Transmission (32):This ability has an activation roll of 15. It is otherwise as described in the Rifts book.

Line Drifting (9):As described in the Riftsbook (speed is move 3). This ability has an activation roll of 15. The mage may sleep or meditate if he is hovering (though he is subject to winds), and may use Recover Strength even when moving.

Link to the Supernatural! (-5): That's right! In GURPS terms this power is a disadvantage. Smart mages will bargain for more than the abilities below. Any mage who establishes this link gains 4 fatigue (for magic only), DR/1, an additional rank of magery, and six points to put into new spells (he must still have the necessary prerequisites. He also gains a patron, a duty (of roughly equivalent value to the patron), and either a secret (Demonic Patron) or a Reputation (to everyone) of -6 (Servant of Demons).

Magic Bonuses (special): GURPS players should ignore the bonuses to save vs. magic and spell strength. These are subsumed by the GURPS magic system. Save vs. horror factor is the advantage of Fearlessness (2/level). GURPS Fearlessness is 3/4 the Rifts bonus to save vs. horror.

P.P.E. (special): PPE is generally ignored in GURPS Rifts. If it becomes significant 10 PPE = 1 fatigue. GURPS mages can buy Extra Fatigue (for magic only) for 2 points/level.

See Magic Energy (0): Use the magical perception ability described under Magical Aptitude in GURPS with the addition that it works on things that are invisible.

Sense Ley Line (special):Sense Ley is a super power (Area/Mental) with the prerequisite of Magery/0. It has a base cost of 1 per power level (mile range) which enables the mage to sense the number, condition, and location of all ley lines in range. The power is often purchased with the following limitations: can not sense condition -15%, sense only nearest -10%, only general direction -5%, and can not tell distance -5%. This ability also requires the Sense Ley Line skill (S/H) to use. Note that this ability can be learned, even though it functions like a super power.

Sense Ley Line Nexus (special):is a hard skill based off the Sense Ley Line power. It is typically purchased with the limitation only in ley line -45%. It is subject to all the limitations placed on the Sense Ley Line power.

Sense Magic in Use (0): Use the magical perception ability described under Magical Aptitude in GURPS with the addition that a mage does not have to see something, just be in its vicinity.

Sense Rift (0): This ability is part of magical aptitude. All mages are aware of Rifts opening within 40 miles (Sense Ley adds its range). Sense Ley Line skill will reveal the same information about rifts as it would about Ley Lines. Nothaving this ability is possible, but is not a limitation.

Read Ley Lines (20):This ability is not quite as automatic as described in Rifts. A mage may gain one piece of information per second, and requires a roll of 15 or less where a critical failure requires a roll on the critical failure spell table. Possible enhancements & limitations: no critical failures +5%, requires 1 fatigue per point of information -50%.

Organoborg (350)

Organoborgs are created by The State using biological implants and organs. While any person may get implants, organoborgs have their systems replace wholesale. Note that the stat modifiers are not racial, and that the player will have to pay for the actual stat. Newly created organoborgs will have a minimum ST 18, DX 11, IQ 11, and HT 12.

ST +10 (110); DX +1 (10); IQ +1 (10); HT +1 (10); PD/1 (25); DR/14 {nonrigid -35%} (27); Acute Vision/4 (8); Alcohol Tolerance (5); Breath Holding (2); Catfall (10); Clinging {4 limbs required -30%, Crawl Only -20%} (12); Double-Jointed (5); Extra Fatigue/5 (15); Filter Lungs (5); Hard to Kill/3 {1 for aging and heart stress +20%} (16); Hyper-Reflexes {Cardiac Stress -40%} (9); Hyper-Strength {Cardiac Stress -40%} (18); Immunity to Disease (10); Increased Speed/2 (50); Longevity (5); Manual Dexterity/1 (3); Night Vision (10); Resistance to Poison (5); and Reduced Hit Points/4 (-20)

Shifter

Any Shifter will likely have the following 42 Spells: Apportation, Beast Summoning, Beast-Soother, Blur, Bravery, Charm, Command, Conceal, Continual Light, Darkness, Daze, Death Vision, Detect Magic, Disorient, Fear, Flight, Foolishness, Forgetfulness, Hawk Flight, Heal Plant, Hide, Identify Plant, Lend Health, Lend Strength, Levitation, Light, Loyalty, Mammal Control, Persuasion, Planar Summons, Plane Shift, Plant Growth, Seek Plant, Sense Emotion, Sense Foes, Sense Spirit, Summon Spirit, Teleport, Timeport, Turn Spirit, Turn Zombie, Zombie.

Also see Magical Classes.

State Ord Soldier Template [100 points]

Since militia takes the place of regular military in The State, the Ord Soldier is a special forces template. While ords with less DX or IQ will be assigned to support positions, the Ord Soldier is a combatant who may someday be upgraded to Organoborg or Elite Pilot.

Attributes:ST 10 [0], DX 13 [30], IQ 13 [30], HT 11 [10]

Advantages:Combat Reflexes [15], Military Rank/3+ [15+], Panimmunity/TL9 [2]. Plus 8 points from the following: Alertness/1 [5], Ally Group {5 people, 6-} [5], Claim to Hospitality [1/level, max 5], Cool [1], Fearlessness [2/level], Fit [5], Magic Resistance [2/level], Patron (Superior Officer, 6-) [5], Psionic Resistance [2/level], Rapid Healing [5], Reputation (Military Only) [up to 8 points], Strong Will [4/level].

Disadvantages:Duty (State Military, 15-) [-15], plus -25 points from the following: Addiction [-5 or -15], Bad Temper [-10], Bloodlust [-10], Code of Honor [-5 to -15], Compulsive Carousing [-5], Compulsive Gambling [-5], Fanaticism [-15], Honesty [-10], Lecherousness [-15], Light Sleeper [-5], Paranoia [-10], Selfish [-5], Selfless [-10], Sense of Duty [-5 to -15], Truthfulness [-5], Vow [-5], Weirdness Magnet [-15], Workaholic [-5], and Xenophilia [-5 or -15].

Primary Skills:Beam Weapons/A (Lasers) (P/E) DX+1 [2]-16, Camouflage (M/E) IQ-1 [.5]-12, First Aid/TL9 (M/E) IQ [1]-13, Forward Observer (M/A) IQ-1 [1]-12, Leadership (M/A) IQ-1 [1]-12, NBC Warfare (M/A) IQ-1 [1]-12, Stealth (P/A) DX+1 [4]-14. Plus one of the following specializations:

Communications:Computer Programming/9 (M/H) IQ-1 [2]-12, Elect Ops (Communications) (M/A) IQ+1 [4]-14, Traffic Analysis (M/H) IQ-1 [2]-12,
Demolitions:Demolition/9 (M/A) IQ+1 [4]-14, Engineer/9 (Combat) (M/H) IQ-1 [2]-12, Explosive Ordnance Disposal (M/A) IQ [2]-13,
Heavy Weapons:4 points in one and 2 points in the rest of the following: Gunner/A (Lasers) (P/A), Gunner/9 (Missiles) (P/A), Guns/9 (Grenade Launcher) (P/E).
Medic:Diagnosis/9 (M/H) IQ-1 [2]-12, Physician/9 (M/H) IQ-1 [2]-12, Surgery/9 (M/V) IQ-1 [4]-12.
Pilot:Pilot (Hover) (P/A) [1]-12, Gunner/A (Lasers) (P/A) DX [2]-13, Gunner/9 (Missiles) (P/A) DX-1 [1]-12, and either Pilot (VTOL) (P/A) DX+1 [4]-14, or Pilot (Mecha) (P/A) DX+1 [4]-14.
Scout:Navigation (M/H) IQ-1 [2]-12, Scrounging (M/E) IQ+1 [2]-14, and 4 points in the following: Axe/Mace (P/A), Knife (P/E), or Shortsword (P/A).
Technical:Driving (Wheeled) (P/A) DX-1 [1]-12, Driving (Tracked) (P/A) DX-1 [1]-12, and 4 point in one and 2 points in the other of Armory (Lasers) (M/A) and Mechanic/8 (M/A) (IC Engine).

Secondary Skills:Administration (M/A) IQ-2 [.5]-11, Electronic Ops/9 (Sensors) (M/A) IQ-2 [.5]-11, Naturalist (M/H) IQ-2 [1]-11, Orienteering (M/A) IQ-2 [.5]-11, Tactics (M/H) IQ-2 [1]-11. Plus any two of the following: Battlesuit/9 (M/A) IQ-2 [.5]-11, Brawling (P/E) DX-1 [.5]-12, Electronic Ops/9 (Recording) (M/A) IQ-2 [.5]-11, Gesture (M/E) IQ-1 [.5]-12, Judo (P/H) DX-3 [.5]-10, Karate (P/H) [.5]-10, and Traps/9 (M/A) IQ-2 [.5]-11.

Background Skills:Computer Operation/9 (M/E) IQ-1 [.5]-12, Detect Lies (M/H) IQ-3 [.5]-10, Language (not American) (M/A) IQ-1 [1]-12, Psychology (M/H) IQ-3 [.5]-10, Research (M/A) IQ-1 [1]-12, Running (P/H-HT) HT-3 [.5]-8, Savoire-Faire (Military) (M/E) IQ-1 [.5]-12, Script (American) (M/H) IQ-2 [1]-11, Swimming (P/E) DX-1 [.5]-12, Plus any two of the following: Carousing (P/A-HT) HT-2 [.5]-9, Climbing (P/A) DX-2 [.5]-11, Flight (P/A) DX-2 [.5]-11, Gambling (M/A) IQ-2 [.5]-11, Intelligence Analysis (M/H) IQ-3 [.5]-10, Interrogation (M/A) IQ-2 [.5]-11, Pilot (Jetpack) (P/A) DX-2 [.5]-11, Sex Appeal (M/A-HT) HT-2 [.5]-9, Writing (M/A) IQ-2 [.5]-11.

Customization Notes:The soldier's duty does not count against the disadvantage limit, so a character can get a total of another 30 points of disadvantages and those with an extremely hazardous duty can get even more. The State usually trains Impulsiveness out of its heros. Confirm any allies and patrons with the GM. Most serious injuries will be corrected by bioware or cybernetics. Soldiers specializing in hand-to-hand should consider taking maneuvers or even a complete martial art. Teaching is not part of this template, but is required for certain assignments (like village guardian). The soldier will have a State Laser Carbine, a suit of Environmental Armor, a skinsuit (with inserts), a sidearm (either tangler, heavy pistol or grenade launcher), and gear appropriate to his specialty. Common biomods for higher point campaigns include: Auxiliary Heart (Extra HP/2, Hard to Kill/3) [25], Bone Stimulation (Extra HP/1) [5], Dermal Armor (PD/0, DR/4 {flexible}) [10], Eye Upgrade (Acute Vision (max 4) [2/level] and/or Night Vision [10]), and Liver Upgrade (Alcohol Tolerance and Resistant to Poisons) [10].

Completed Examples:
Magic Scout:Scout specialty, plus Edgy [-5], Obsession (become a mage) [-10], Alchemy (M/V) IQ-3 [1]-10, Occultism (M/A) IQ-1 [1]-12, Ritual Magic (Academic) (M/V) IQ-3 [1]-10, Sleight of Hand (P/H) DX-2 [1]-11, Thaumatology (M/V) IQ-3 [1]-10, plus 15 points in spells not requiring magery [15], and five quirks. (Note that 2 points must be put into a spell to meet prerequisites.)
Military Trainer:Any specialty, plus Appearance/Unattractive [-5], Code of Honor (produce competent soldiers) [-5], Nightmares [-5], Military Rank/4 [+5], plus Acting (M/A) IQ-1 [1]-12, Diplomacy (M/H) IQ-1 [2]-12, Teaching (M/A) IQ-1 [1]-15, 11 more points in skills, and 5 quirks.
Messenger:Pilot specialty, plus Dependent (Spouse or Child) [-5], Incurious [-5], Skinny [-5], Contacts [5], Area Knowledge (The State) (M/E) IQ+3 [6]-16, Riding (Horse) (P/A) DX [2]-13, Riding (non-Horse) (P/A) DX [2]-13, 5 more points in skills, and 5 quirks.

Technowizard

Technowizards should consider taking Eidetic Memory/1 (30), and Telemechanics and its prerequisites (Electrokinesis/3 (15), ESP/3 (9), Psychokinesis/3 (15)). Starting technowizards tend to concentrate on spells from the Fire, Light & Darkness, Movement and Technology colleges. Any potential technowizard must have the (non-cinematic) Gadgeteer advantage (25). This is magicalgadgeteering; if a player wishes the character to also be a technological gadgeteer, the cost must be paid for separately.

Also see Magical Classes.

Technowizards are not enchanters. They use the Gadgeteering Rules in Compendium I. However, unlike standard gadgeteers, their devices are based on boththeir technology skills andtheir magic spells. Technowizards can create devices for spells which they cannot cast, but must be somewhat sensitive to magic (possessing at least Magery/0). They can also create devices for spells which they do not know, but the base skill roll in that case is their improvised magic roll for the college they are working in minus 8.

Example: A technowizard wishes to build a complete psionic shield powered by a fetish (Rift's Talisman). She will need the Psionics skill, the Fetish spell, and the Psionic Shield spell. She has the Fetish spell, but since there isn't a Psionic Shield spell, the wizard will have to use her improvised Protection & Warning skill. The GM rules that this is a Complex gadget. Luckily, the wizard's skill is just high enough for this (18's in all 3 skills), so she gathers the $250,000 of tools needed to create the device, and the $250,000 the GM judges needed to build the device itself. The wizard's player rolls 1d6 for the number of months the device will take to build and gets a 1! After two weeks the player rolls again vs. each needed skill: 13 for Psionics (18-4, barely successful), 4 for Fetish (18-4, critical success!), and 9 for Psionic Shield (18-8-4=6, failure). In two weeks the player will have to roll again vs. Psionics and Psionic Shield, but will not have to roll again for Fetish. After four months of work, the wizard finally succeeds and has her device. If she wishes to duplicate it in the future, it will only take $250,000 and four weeks.

As with all gadgeteers, technowizards who wish to have their devices built or maintained by non-gadgeteers must use the New Inventions rules. Most of the specific technowizard devices listed in Riftssourcebooks havebeen invented. That's why they're so easily available.

RACES

Amazon, Rifts (475/375)

Rifts Amazons primarily dwell in South American, but some can be found elsewhere. They have a ST +16 (155), DX +4 (45), and HT +2 (20). They have an additional ST +33 (28) in areas of normal or greater mana and high magic {-20% limitation}. They have the Advantages of Appearance: Beautiful (15), Damage Resistance/5 (15), Damage Resistance/+30 in high magic areas like Rifts (72), Early Maturation/2 (10), Extended Lifespan/5 (15), Fit (5), Magery/1 (15), Nightvision (15), Strong Will/1 (4), and Telescopic Vision/3 (18), They have the powers of Electrokinesis/3 (15). ESP/5 or Danger Sense (15), Psychokinesis/3 (15), and Telepathy/3 (15), They have the disadvantages of Code of Honor: Amazon (-10), Incurious (-5), and Odious Personal Habit Regarding Males (-10). They automatically learn Occultism (1), at least one ranged combat skill (1), and at least one meelee combat skill (1). It requires 475 points to play an Amazon on Rifts, or 375 to play one off Rifts in a low magic environment.

Atlantean, Rifts (350)

Rifts Atlanteans have ST +14 (145), IQ +2 (20), and HT +3 (30). Their advantages are Appearance: Beautiful (15), Charisma/2 (10), Enhanced Move: Half Level (5), Extended Lifespan/2 (10), Invulnerability (Physical Transformation) Very Rare (*1/6) (50), Magery/2 (25), Sense Vampires 1000' (2), Tattoo Knack: Create Superior Weapon (10), Tattoo Knack: Resistance to Disciplines/3 (9), and Very Fit (15). They have the skills of Hidden Lore (Pyramid) @ IQ-1 (1), Hidden Lore (Tattoo Magic) @ IQ-1 (1), Hidden Lore (Vampire) @ IQ (2). It requires 350 points to be an Atlantean.

Blind Warrior Woman (575) -- Altara

Altarans have ST +17 (160), DX +5 (60), IQ +1 (10), and HT +3 (30). They have the advantages of Active Vision [Altersight] (5), Alertness/1 (5), Altersight [Altara Radar Sense] (21), Appearance/Beautiful (15), Charisma/3 (15), Damage Resistance/2 (6), Discriminatory Smell (15), Negative Encumbrance/3 (35), Parabolic Hearing/6 (24), Racial Memory (40), Rangefinding (5), Resurrection [Custom -50%] (75), See Invisible (15), Strong Will/2 (8), Telescopic Vision/2 (12), Unaging (15), and Very Fit (15). Their basic powers are ESP/5 [Danger Sense] (15), and Telepathy/3 [Empathy] (15). They have the disadvantage of Coarse Vision (-3), Illiteracy (-10), Incurious (-5), No Visual Sense (-25), Selfless (-10), and Social Stigma/-4 (-20). Social Stigma may be replaced by other disadvantages (example: Involuntary Duty, Reputation, or Secret) if it seems appropriate. Their quirks are Congenial (-1), Incompetence (Medical Skills except First Aid) (-1), Incompetence (Hard Scientific Skills) (-1), and Incompetence (Soft Scientific Skills) (-1). All Blind Warrior Women have the skills of Acrobatics @ DX* (0.5), Axe/Mace @ DX-2 (0.5), Beam Weapons (Blaster) @ DX+1 (1), Beam Weapons (Laser) @ DX+1 (1), Beam Weapons (Sonic) @ DX+1 (1), Bow @ DX-1 (2), Broadsword @ DX (2), Clairaudience @ IQ-1 (2), Climbing @ 17* (0.5), Combat Sense @ IQ-1 (2), Cooking @ IQ-1 (0.5), Emotion Sense @ IQ-2 (1), First Aid @ IQ-1 (0.5), Hidden Lore (Demons) @ IQ-1 (1), Judo @ DX-2 (1), Karate @ DX-2 (1), Knife @ DX (1), Mind Shield @ IQ-1 (2), Naturalist @ IQ-1 (2), Navigation @ IQ-1 (2), Precognition @ IQ-1 (2), Psi Sense @ IQ-2 (1), Psychometry @ IQ-1 (2), Running @ HT-3 (0.5), Seeker Sense @ IQ-2 (1), Signature Sniffer @ IQ-1 (2), Stealth @ DX-1* (0.5), Swimming @ 18* (0.5), and Throwing @ DX-1 (2). It requires 575 points to play a Blind Warrior Woman.

Altara strength is quite a bit less than the normal conversion would grant. That is because Negative Encumbrance from the GURPS Gulliver rules were used. See those pages for more information.

The Altara Radar Sense perceives the vast majority of objects as translucent. Only psi shields and certain dense non-crystalline materials are opaque to their vision. Only invisibility which directly affects an Altara's mind will affect them. On the other hand, most gases are transparent to their vision, including active fires. Altara vision is better over distance (x4 magnification), but is not as good at making out details (Coarse Vision/1). Altara also have the ability to detect distance, direction, and speed equivalent to laser range finders, but without the possibility of being detected.

Negative Encumbrance grants the following bonuses: +230 lbs. to all levels of encumbrance, +50% to Unencumbered Move; +1 to Dodge, Dancing, Jumping, Stealth, many Sports skills (including Skiing, Skating etc.), and balance rolls (DX rolls to stop or change position suddenly, to keep standing after knockback or a failed kick, or otherwise to maintain balance and footing); and +3 to Acrobatics, Climbing, and Swimming. All skill bonuses only apply when unencumbered. GURPS Gulliver presents a more detailed version of these rules.

Altaran Resurrection is described in RiftsAtlantis, and has many more constraints than the standard GURPS Resurrection. Note that when resurrection activates, the character will gain disadvantages before losing abilities in the racial template.

Dwarf, Palladium (70)

Palladium Dwarves have ST +5 (60) and DX +1 (10). They have the advantages Damage Resistance/1 (3), Extended Lifespan/2 (10), Infravision (15), and Single Minded (5). They have the disadvantages of Appearance/Ugly (-10), Odious Personal Habits: Dirty & Unkempt (-10), and Reduced Move/2 (-10). They have the quirks of Chauvinistic (-1), Incompetence with Spells (-1), and Staid (-1). Palladium Dwarves may not have magical aptitude, but may have hedge magic associated with their crafting skills. They may be priests, witches or other magical types where alltheir magical ability comes from a supernatural entity (their incompetence does not affect them in this case). It costs 70 character points to play a Palladium Dwarf.

Dwarf, Khazak (45)

Khazak are a type of dwarf that can interbreed with both Palladium and GURPS dwarves, but come from a different world. They are rare outside The State. Khazak have ST +3 (30). They have the advantages 3D Spacial Sense (10), Damage Resistance/1 (3), Extended Lifespan/2 (10), Extra Encumbrance (5), Infravision (15), and Single Minded (5). They have the disadvantages of Greed (-15), Odious Personal Habit: Extremist (-5), Reduced Move/1 (-5), and Selfish (-5). They have the quirks of Chauvinistic (-1), Never Shave Beards (-1), and Staid (-1). Khazak may not have magical aptitude, but may learn spells for use in high mana areas or use hedge magic associated with crafting. They may also be priests, witches or similar types whose powers depend on a supernatural entity. It costs 45 character points to play a Khazak.

Elf, Palladium (35)

Palladium Elves have DX +1 (10) and the advantages of Appearance/Handsome (15), Extended Lifespan/5 (15), and Night Vision (10). They have the disadvantages of Code of Honor of Culture (-5), Odious Racial Habits Arrogant and Snobbish (-10), and Selfish (-5). They have a skill bonus of +4 to Fast-Draw Arrow (4) and the racial skill of Naturalist at IQ-2 (1).

Gargoyle Kin (Various)

This section discusses Palladium Gurgoyles, Gargoyles, Gargoyle Lords, Gargoyle Mages, and Gargoylites.

The Basic Gargoyle package includes the advantages of Combat Reflexes (15), Damage Resistance/45 (135), Early Maturation/6 (30), Fearlessness/6 (12), Night Vision (10), Regeneration {1 per 15 min.} (30), Striker: Tail (5), Telescopic Vision/x16 (24), and Unaging {up to 1,000 year lifespan} (15). All gargoyle kin have the power of Telepathy/7 (35). They have the disadvantages of Bad Temper (-10), Bully (-10), Callous (-6), Inconvenient Size {see type description} (-10), Reputation/-2 (-10), Self-Centered (-10), and Sense of Duty to Tribe (-10). They have the quirk of Congenial (-1). The gargoyle package costs 244 character points.

Gurgoyleshave ST +83 (202), DX +6 (80), HT +6 (80), and IQ -2 (-15). They have the advantages of Damage Resistance/+5 (15), Gargoyle Package (244), and Strong Will/1 (4). Gurgoyles have the disadvantages of Appearance/Ugly (-10), Phobia: Mild Xenophobia (-15), and Social Stigma/Valuable Property (-10). They have quirks of Incompetence in Electronics (-1) and Incompetence in Mechanics (-1). They have skills of Mind Shield IQ+4 (12), Suggest {Self Only -30%} IQ+2 (6), Telesend IQ+4 (12), Telerecieve IQ+4 (12). Gurgoyles typically do not learn Medical or Scientific skills and average 10' tall. It costs 615 character points to play a Gurgoyle.

Gargoyleshave ST +65 (193), DX +6 (80), HT +6 (80), and IQ -1 (-10). They have the advantages of Charisma/1 (5), Damage Resistance/+10 (30), Enhanced Move Flying/2.5 (25), Flight {Small Wings, Cannot Hover} (30), Gargoyle Package (244), and Strong Will/1 (4). Gargoyles have the disadvantages Appearance/Ugly (-10), Phobia: Mild Xenophobia (-15), and Reduced Move Running/2 (-10). They have the Quirks of Incompetence in Electronics (-1) and Incompetence in Mechanics (-1). Gargoyles have the skills of Mind Shield IQ+3 (10), Suggest {Self Only -30%} IQ+1 (4), Telesend IQ+3 (10), Telerecieve IQ+3 (10). Gargoyles typically do not learn Medical or Scientific skills, and stand 15' tall. It requires 678 character points to play a Gargoyle.

Gargoyliteshave ST +55 (188), DX +4 (45), HT +5 (60), IQ -1 (-10). Body of Stone/5 {3/day, 6 hours/use} (40), Charisma/3 (15), Damage Resistance/45 (135), Enhanced Move Flying/1 (10), Flight {Small Wings, Cannot Hover} (30), Gargoyle Package (244), Invisibility {switchable} (44), Strong Will/1 (4). The power of ESP/5 (15). Knack of Fire Breath (40). Appearance/Ugly (-10), Greed (-15), Reduced Move Running/4 (-20). Quirks of Incompetence in Electronics (-1), Incompetence in Mechanics (-1). Skills of Mind Shield IQ+3 (10), Psychometry at IQ+3 (10), Suggest {Self Only -30%} IQ+1 (4), Telesend IQ+3 (10), Telerecieve IQ+3 (10). Gargoylites typically do not learn Medical or Scientific skills, and stand 3' tall. It requires 877 points to play a Gargoylite.

Gargoyle Lordshave ST +83 (202), DX +6 (80), HT +6 (80). Charisma/1 (5), Body of Stone/4 {3/day, 6 hours/use} (32), Damage Resistance/+20 (60), Enhanced Move Flying/2.5 (25), Flight {Small Wings, Cannot Hover} (30), Gargoyle Package (244), Invisibility {switchable} (44). Knacks of Teleport (120) and Fire Breath (40). Appearance/Unattractive (-5), Phobia: Mild Xenophobia (-15), Reduced Move Running/2 (-10). Quirks of Incompetence in Electronics (-1), Incompetence in Mechanics (-1). Skills of Mind Shield IQ+2 (8), Suggest {Self Only -30%} IQ (2), Telesend IQ+2 (8), Telerecieve IQ+2 (8). Gargoyle Lords typically do not learn Medical or Scientific skills and stand 17.5' tall. It requires 948 points to play a Gargoyle Lord.

Gargoyle Mageshave ST +65 (193), DX +6 (80), IQ +1 (10), HT +6 (80). Their advantages are Charisma/2 (10), Damage Resistance/+10 (30), Enhanced Move Flying/2.5 (25), Flight {Small Wings, Cannot Hover} (30), Gargoyle Package (244), Invisibility {switchable} (44), Magical Aptitude/1 {Earth & Plant Colleges only} (13). They have the power of Healing/2 (10), and the knacks of Teleport (120) and Fire Breath (40). Their disadvantages are Appearance/Ugly (-10), Phobia: Mild Xenophobia (-15), Reduced Move Running/2 (-10). They have the skills of Empathy at IQ+1 (6), Healing at IQ+1 (6), Mind Shield at IQ+1 (6), Suggest {Self Only -30%} at IQ-1 (1), Telesend at IQ+1 (6), and Telerecieve at IQ+1 (6). Gargoyle Mages average 17.5' tall. It requires 999 points to play a Gargoyle Mage.

Goblin, Palladium (0/72)

Palladium Goblins have ST +4 (45), DX +1 (10), IQ -2 (-15). Goblins have the advantages of Alertness/2 (10), Dark Vision (25). They have the disadvantages of Appearance/Ugly (-10), Bully (-10), Edgy (-5), Illiteracy (-10), Reduced Move Running/2 (-10), Sadism (-15), Self-Centered (-10). Their quirks are Dislikes larger & handsomer races (-1), Dull (-1), Likes Thief/Spy Skills (-1), Loves Energy Weapons (-1), and Unforgiving (-1). To play a Goblin requires 0 character points. They stand 3.5 feet tall.

Cobbler Goblins are the same as regular Goblins, but show some magical ability. All are Goblins (0) with Magery/2 (25). They have the innate spells of Permanent Shapeshifting (16), Repair {wood only -50%, max 2/day -30%} (2), Wither Plant {max 2/day -30%} (2.8), Mage Sight {max 2/day -30%} (2.8), Gift of Tongues {max 2/day -30%} (5.6), Loyalty {max 2/day -30%} (2.8), and Darkness {max 2/day -30%} (2.8). They get a +2 to skills when working with wood (12). It requires 72 points to play a Cobbler Goblin.

Grigeri (35)

Grigeri or "little hairy men" stand some 2.5' tall and weigh 20 lbs. They have ST -6 (-50), DX +3 (30), IQ -1 (-10), and HT +2 (20). Advantages: Alertness/3 (15), Chameleon/1 (7), Danger Sense (15), and Fur (4). Disadvantages: Chummy (-5), Cowardice (-10), Edgy (-5), and Reduced Encumbrance/1 (-5). Quirks: Chauvinistic (-1), Humble (-1), and Love of Plants (-1). Skill Bonus: +3 to all Outdoor skills including Agronomy & Herbary (18). Skills: Blowgun P/H DX-1 (2), Herbary M/VH IQ+1* (2), Precognition M/H IQ+3 (8), and Stealth P/A DX (2). Note that a grigeri with a strength of 8 is as rare as a human with a strength of 20, and they are -2 to target with ranged attacks due to their small size.

* Includes Racial Skill Bonus.

Nymph, Palladium (180)

Palladium Nymphs are always female, and a combination of spirit, fae, and faerie. They have ST -4 (-30) and HT +1 (10). They have the advantages Acute Vision/2 (4), Appearance/Beautiful (15), Combat Reflexes (15), Dark Vision (25), Enhanced Move Flight/2 (20), Faerie Sight (5), Flight (40), Glamourie/1 (5), Increased Speed/1 (25), Insubstantiality (40) {always on; may not pass through manufactured materials, but such materials still do no damage as weapons}, See Invisible (15), and Unaging (15). They have the disadvantages of Odious Racial Habit Flighty (-5), Sense of Duty to Chosen Land (-10), and Weak Will/1 (-8). They have the quirks of Distractible (-1).

Glamours:Beast/1 (5), Compel/3 (30), Plant/3 (15), Water/3 (30), Air/9 (90).

It requires 180 character points to play a Palladium Nymph.

Note: The rules for Glamourie appeared in Pyramid magazine on August 21, 1998. The Plant, Water, and Air Glamours were not in that article and were created by the author.

Wolfen (55)

Wolfen have ST +4 (45) and the advantages of Damage Resistance/2 (6), Discriminatory Smell (15), Night Vision (10), and Strikers: Claws & Sharp Teeth (20). They have the disadvantages of Hidebound (-5), Inconvenient Size/8' tall (-10), Intolerance: Racial (-5), Odious Personal Habits/-2 Reaction (-10), and Short Lifespan/1 (-10), and the quirk of Staid (-1). It costs 55 points to play a Wolfen, and they are unrestricted in their professions.

MONSTERS

Supernatural creatures on Rifts Earth get extremely powerful, even if they come from GURPS sources. Use the conversions below when bringing in supernatural creatures from GURPS sources.

Rifts DR equals 6 times (standard DR plus 1). If you think a creature should be particularly challenging, the multiplier can be 8 instead of 6.

Rifts ST (or damage) equals three times the standard GURPS ST or damage.

The GURPS stats of some Rifts creatures are listed on my Creatures page.

EQUIPMENT

d6 = ((600MDC)^(1/3) + 6) / 3.5

Wherever possible, find the equivalent item from the appropriate GURPS sourcebook and use that. Where it becomes necessary to translate damage directly use the equation to the left to turn average MDC damage into GURPS d6. Note that d6 can be divided still further to provide a multiplier to a smaller number of dice, and should be divided by shots per second for lasers. Note that Palladium's figures for "high" damage weapons do not reflect GURP's high deadliness (the Glitter Boy's boom gun is a perfect example). Such weapons can (should) be given whatever armor divisor the GM feels is appropriate to bring the damage to appropriate levels.

The world prior to the coming of the Rifts was TL/9 nearing TL/10. Technology on Rifts today ranges up to early TL/10, with a concentration on military devices. Non-military technology is typically a mature TL/8. The situation is complicated by the fact that certain technologies are kept secret.

Most equipment is built at TL/8. The following list describes the level of technology available to different suppliers. Coalition: advanced TL/9 Northern Gun: TL/9, Triax & NGR: Unknown (early TL/10?), Wilk: TL/8,

The GURPS $ is approximately equal to 5 Rifts credits. Wherever costs disagree, use the Rifts price.

Armor

In Rifts, personal armor is extremely light for the protection it affords. Multiply the weight of all lightGURPS armor by 0.75 to get appropriate weights for Rifts armor. Note that Coalition armor is built at TL/10, while most standard armors are built at TL/8-9. In general, use the armor from the Rifts books, translating MDC to DR as described above.

Personal Weapons

Cheap (break 1-4d6 each heavy use) weapons cost 0.15 times the listed GURPS price or 3/8 of the listed Rifts price. Good or standard weapons (break 1-2d6 each heavy use) cost 40% of the standard GURPS price, or the standard Rifts price. Fine (+1 damage, break 1-1d6 each heavy use) weapons cost the standard GURPS price or 2.5 times the standard Rifts price. Very Fine (+2 damage) weapons cost 4 times the standard GURPS price or 10 times the standard Rifts price. Durasteel (+3 damage) weapons cost 20 times the standard GURPS price or 50 times the standard Rifts price.

Vibroblades (+1d cutting vs. 1/5 DR) cost $200 (1000 Cr) in addition to the basic price, plus an additional $200 for every point of damage the basic weapon adds to swing damage. Special order vibroblades double the cost. Existing blades can not be modified to vibroblades. Monowire blades (+1d cutting vs. 1/10 DR) are not available in the Coalition, but cost $500 (2500 Cr) in addition to the basic weapon price, plus an additional $500 for every point of damage the basic weapon adds to swing damage where they are manufactured. Existing blades of fine or better quality can be modified to Monowire. Vibro-monowire combination blades use vibro effects when vibrating, and monowire effects when not.

Knife, Large: 800 Cr

Power Armor, Robots, and Vehicles

Converting the Power Armor, Robots, and Vehicles that are already in Rifts is easy. Use the existing stats, changing MDC to DR, and give a PD based on the DR as per Vehicles (DR/1=PD/1, DR/2-4=PD/2, DR/5-15=PD/3, DR/16+=PD/4 since most Rifts Vehicles are not sloped). Unfortunately, using GURPS Vehicles to create new vehicles for Rifts is not as easy.

Engines on Rifts seem to be ridiculously light and efficient. Divide the weight of all post-modern drivetrains, engines, power plants, and energy banks by 10, but keep the volumes and KWh at existing levels. Additionally, divide all fuel consumption by 10.

Under no circumstances should any native culture be permitted to use, research, or discover Contragravity or Reactionless Drives. (Unless Palladium has printed such a culture, of course.) These devices do not fit in with the Rifts background. Note that those non-native cultures that do use such devices (Kittani/Splugorth, Genestealers, etc.) are careful not to let the devices fall into human hands. Exception: the orbital cultures may have primitive versions of both these devices.

Other needed adaptions remain to be discovered.

MAGIC

Magic is easy on Rifts Earth. Damaging spells are limited to 8 times the limit listed in GURPS Magic (typically 24 dice). However, the spells do not require less than standard amount of fatigue (although fatigue isaffected by ley lines & nexi). Additionally, rather than being able to only build 1 die of damage per second, Rifts mages can build their magical aptitude +1 dice per second.

Mages may have more that 3 levels of Magical Aptitude. How much more is at the discretion of the GM for the particular character concept. Additionally, a mage may use experience to purchase higher levels of Magical Aptitude. The cost of Magical Aptitude is 5 plus the cost of IQ equal to levels of Magical Aptitude plus 10.

Spells which provide damage resistance, or a damage bonus instead of dice also have a limit eight times greater than the standard GURPS magic. This includes the Might spell, but not other spells which increase stats.

Spells do not have reduced fatigue costs on Rifts Earth. However, bonuses for high skill and ley line influences (below) do apply.

Magic Items

In general, the abilities of enchantment and alchemy are not practiced on Rifts Earth. Scrolls are available, but other types of standard magic items are extremely rare. Individuals with the Herbary (M/VH) skill may be able to create certain alchemical potions, but do not have access to all potions or the rest of the alchemy skill. Note that the skills work just fine, there are just very few people who know them. Even in areas where the skills are known (Japan), items are fairly rare.

Note that technowizards are magical gadgeteers, not enchanters.

The Powerstone spell is not generally available on Rifts Earths (due to the lack of knowledge of Enchantment). However, the Fetish spell (based on the Rifts Talisman) allows a mage to store spells or fatigue for later use.

To translate Rifts devices which contain PPE, divide by 10 to get the amount of fatigue for magic use only.

LEY LINES & NEXI

Ley Lines range in width from 100 yards to five miles, and tend to be as half as high as they are wide (but do extend underground). In certain areas, ley lines "pool" causing areas with the power of ley lines, but without their linear nature. The State calls such areas "Nexus Zones." Nexus Zones attract supernatural creatures, and are very dangerous. The "typical" ley line is 2 miles wide.

The majority of Rifts Earth is normal mana. There may be a few areas of low mana around, but they are small, few, and far between. No area of no mana has been identified, and the only such areas are likely to occur as the result of a Drain Mana spell by spellcasters from other dimensions. Such no mana areas will probably shrink at the rate of 1 yard per year, first becoming low mana, and then becoming normal mana.

Magic and psionics become easier as one gets closer to a ley line. The area from the edge of a ley line (including the air and below ground) to a distance equal to the line's width only requires that mages spend 2/3 of the normal fatigue for the spell (rounded up, minimum 1). Also within this area, psionic powers gain a half rank for purposes of range, and spiritualists (voodoo mages) gain a +1 to their rituals.

Within a ley line or within one mile of a nexus, anyone can cast spells (high mana area; Recover Strength is twice as effective), spells are at 1/2 cost, and the spellcaster can draw on the ley line for 1 point of fatigue for each spell cast (the caster must always use at least one point of his personal fatigue). Psionic powers gain a full rank, and spiritualists gain +2 to their rituals.

The area within 200 yards of a nexus is a very high mana zone where spells only require one-third of the normal fatigue, Recover Strength is four times as effective as within a standard very high mana area, and the caster can draw on the ley line for 2 points of fatigue for each spell cast (the caster must always use at least one point of his personal fatigue). Psionic powers gain two full ranks, and spiritualists gain +3 to their rituals.

(The limitation that a mage must use at least one point of personal fatigue per spell applies only to spells. Knacks and magic items may draw full power from a ley.)

When a rift opens, magic energy in the area surges wildly. The area within 15 yards of the rift becomes a wild magic area. Psionic powers gain two full ranks, and spiritualists gain +4 to their rituals. Certain nexi are known to contain permanent wild magic areas.

The energy available from a ley is also affected by time as shown on the following chart.

Time Period FatigueRiftRitual
Bonus
noon/midnight 2 4% +1
vernal equinox day 10 30% +6
autumnal equinox night 10 30% +6
24 hours of solstice 10 40% +6
solstice sunset 20 55%+12
solstice dawn 30 70%+18
partial lunar eclipse 40 77%+24
partial solar eclipse 100 88%+60
planetary conjunction 100 94%+60

Mana levels do not change over time. The stated fatigue may be drawn for each spell cast, but the spellcaster must always use at least one point of his personal fatigue. The fatigue and ritual bonuses are in addition to those from being on a ley, nexus, or rift. Knacks and enchanted object may notdraw on this time-based fatigue.

The figures for a rift occuring assume that a mage is casting a spell or a ritualist is working in the vicinity (whether or not he is drawing power from the ley). If neither is the case, the chance of a rift opening is halved. The chance of a rift opening should be rolled every hour.

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