New Advantages Psi-Sword 20 points It is an extension of the person's body, basically treated as a sword (or similar weapon) that can never be taken away or used by another person. It takes one turn to activate (much like readying a weapon) and no time to deactivate. It essentially has no weight and cannot be broken by any means. It does the same amount of damage as the weapon it mimics (broadsword, two-handed sword, etc), except using the IQ on the ST-Damage table on page 74. A character must have the Cyber-Knight UB or be an Astounding Psionic to use one, unless a 20 point unusual background is paid, and a damn good story told. Bio-Comp System 150 points ST+3 DX+3 HT+2 Speed +2 10 Unusual Background, no bionics 10 High Pain Threshold 50 Fast Regeneration 10 Decreased Life Support (see GURPS Supers) -10 Reputation -2; crazy fool, everyone, all the time -50 Terminally Ill (3 years) Mind-Over-Matter Brain Implant or MOM Conversion 70 points ST+2 DX+2 HT+1 Speed +1 Alertness +1 High Pain Threshold Regular Regeneration 10 points worth of Psi skills (one-shot only, no psychokinesis) 10 Unusual Background -bionics allowed -25 various Mental disadvantages in addition to normal character disadvantages -15 Reputation: -3; Insane, everyone, all the time -40 Mental Stability Disintegration (see new disadvantages) Sense Ley-Line and Magic Energy 5 points/level every level will double the range, beginning at 10 yards Character must have Magery level 1. Sense Ley Line 5 points/level every level will double the range, beginning at 50 yards Character must have Magery level 1. Sense Nexus 5 points/level every level will double the range, beginning at 50 yards Character must have Magery level 1. Sense Rift 5 points/level every level will double the range, beginning at 50 yards Character must have Magery level 1. Sense Magic/Psionics in Use 5 points/lvl every level will double the range, beginning at 10 yards Character must have Magery level 1. See Magic/Psionic Energy 5 points People with the Magery advantage will stand out visually to these people. Character must have Magery level 1. Ley Line-Specific Advantages Read Ley Lines 10 points Character must have Magery level 1. Ley Line Transmission 15 Points Character must have Magery level 1. Ley Line Phasing 25 Points Character must have Magery level 1. Line Drifting 5 Points Offers no real ability to the user, except that the person can travel without exertion. That is, if the Ley Line is in line with where they want to go. GMs may wish to make this free to anyone who buys the Ley Line Walker OCC Package. Character must have Magery level 1. Ley Line Rejuvination 15 points Confers the ability of Regular Regeneration. Character must have Magery level 1. Ley Line Observation Ball 10 points Ley line drifting without the commitment. Range is the same. Character must have Magery level 1. Sense Supernatural Evil 15 points Character must have Magery level 1. Opening Oneself to the Supernatural 30 points Offers +4 on IQ to receive Ley Line Transmission, and increases chances of intercepting a transmission accidentally. Confers the Chameleon Super Power for the duration of the trance. 1-in-6 chance of being possessed by a being that does not have the characters' best interests in mind. Confers Psychic Resistence level 3 and Magic Resistence level 2. Character must have Magery level 1. Open Rift 30 points This advantage is conspicuously absent from the Rifts main book. There is Dimensional Portal spell, but that's only available at level 15. Maybe there's something I'm missing, but I just made it an advantage. The point cost could be higher or lower, depending on the attitude toward Rifts of the GM. I personally think that opening a Rift is opening a can of worms (although you don't know what kind of worms are in it, or if there are worms in it at all); you can get nice, squishy, pleasent worms or nasty, gnashing, biting, clawing worms. I suppose that, at its heart, it's just the Dimensional Jumper advantage from Time Travel, with the Supers enhancement of Effects Others. Character must have Magery level 2. Familiar Link 35 points Same as in Rifts Main Book, without the Endurance advantages and loss of hit points when the familiar dies. I always saw the familiar link as a parasitic relationship (the mage a parasite on the animal) instead of a symbiotic relationship. Supernatural Link 35 points to be done when I have time Sense Supernatural Being 15 points Identical to the Dog Boy RCC's ability Techno-Wizardry 70 points I have simply made this a really quick and clean way of making a magic item. Rifts, in Mr. Siembieda's wisdom, fails to mention whether this is a natural ability or a learned trade...not that it matters to me what he intended, I'm making it a learned trade. It comes with the appropriate Armoury skills and Engineering skills. That's what 20 of these points should be spent on. It allows the magical modification of any existing mechanical device. Any spell can be impregnated into any machine, within reason. Fire Ball can be fused into a gun, and so on. Only characters with Magery 1 may use these items, and it costs � the fatigue cost to use them. In items with multiple abilities, use the highest fatigue cost. It takes 12 hours of work (which may be spread out) for every 50 energy to be fused within the item, with no immediate fatigue cost at all. See the Magic Engines section of New Equipment Conversions for details on that. Intuitive Beast-Rider 20 points The character can ride any beast that has a good or better reaction to him. One skill, Riding (Any) is included, and can be improved like a PH skill. The skill begins at DX or IQ, whichever is higher. The advantage Animal Empathy is usually bought as well, but is not necessary. Thie does not mean that any animal will bow down and allow the character to ride it. A beast that simply cannot or intuitively will not allow him to ride him must be "broken in," like a bronco. This requires a contest of skills between the character's Riding skill and the beast's ST or DX, whichever is lower. Unusual Backgrounds City-Bred 25 points The character was born and raised within the safe confines of a fully-modern TL9 city. This allows them any bionic implants and high-tech skills they desire, as well as an unmodified Wealth cost. This may come hand-in-hand with other advantages and disadvantages, such as an Enemy (the city the character left) or a Patron (ditto). Bionic 10 points The character has, for whatever personal reason, been capable of gaining bionics before the start of the campaign. Thief/Spy Skilled 10 points The character has been able to learn the tricks of the unsavory trade. A good explanation must be given for the hows and whys. This advantage might well come hand-in-hand with other advantages and disadvantages, such as an Enemy (the military/mob boss/corporation who trained him) to a Patron (ditto). Practitioner of Magic 10 points The character has had a chance to learn the ars magica. Again, a good character story is always helpful. Minor Psionic 10 points The character is allowed up to 20 points of power levels in GURPS Psionics. This does not include Psychokinetic abilities or Teleportation. Skill levels do not fall under the 20-point ceiling. Major Psionic 30 points The character is allowed to spend 30 points on psionic power levels, with no level exceeding 10. Skills do not fall under this requirement Astounding Psionic 50 points The character has no limit to how many points or how many power levels they may spend or have in any psionic ability. This usually classifies the character as a "Mind Melter." Glitter-Boy Owner 30 points Finding one of these things nearly takes an act of God. Of course, the character could have been from a military or mercenary operation that gave it to him, but that alone is worth the 30 points. Robot Vehicle Owner 25 points These are incredibly difficult to find, and even more difficult to purchase. This is UB bought by someone with a wealth level of Very Wealthy or lower, for anyone above can buy one with starting cash, if they have it. Power Armor Owner 20 points These are somewhat easy to find, and aren't usually that expensive. This is bought by someone with a wealth level under Wealthy, for anyone above can buy one with starting cash, if they have it.