THE ANODYNE
A Psychic Character Class for RIFTS®

The Anodynes, or “Genebenders” as they are often derogatorily called, are Master Psychics with powers of healing. As well as having all Healing Psionics, they have certain Super Psionics geared towards healing, including several that are unique to them. Specifically, LIFESCAN, a power similar to Remote Viewing and Psychic Diagnosis, and MICROKINESIS; the ability to kinetically alter a person’s body (anything from super-charging some one’s immune system, to actually re-ordering their genetic structure!).

Naturally, this has made these psionics greatly feared. But this fear is a misunderstanding. The ANODYNES seem to be exclusively honorable alignments (principled, unprincipled, aberrant-those with more chaotic minds seem unable to use these powers. The irrational fear of a Anodyne messing up one’s genetic code is also unfounded. Unless the alterations are done prenatal, the effects of genetic alteration are minimal. Prepubescents can be slightly augmented/altered, and genetic diseases can be repaired, but don’t expect these psychics to spontaneously turn a normal human into a super-powered juggernaut, or a genetic disaster area. (after all, the Anodyne only has existing genetic material to work with).

The fact that they also seem to be ageless (possibly immortal), also causes a great deal of fear. Many ignorant people have killed an Anodyne upon discovering what he is. The Coalition States DO NOT allow Anodynes to enter their cities; and usually react to reports of them with deadly force (despite the Coalition’s growing tolerance of psychics, Emporer Prosek flatly refuses to have anything to do with these psychics, and their reported ability to spontaneously mutate himans into super-powered monsters). Psyscape, Dwoemer, Stormspire and the True Federation of Magic all welcome the Anodynes among them.

Special Anodyne R.C.C. Powers

1) Immune to transformation (as per True Atlanteans). The Anodyne is constantly aware of his or her own body; and any changes to it are instinctively corrected. This also means that they are immune to any type of draining or mutating attacks; including Mind Bleeding, Bio-Manipulation, and a Vampire’s Slow-Kill Bite.
As another side effect, the Anodynes are effectively immortal (they can choose to remain either pre-pubescent or at their physical prime. Of course, they can still be killed, like anyone else).

2) Personal Bio-Regeneration: (Costs 0 I.S.P.). The Anodyne can activate a double-strength bio-regeneration (self) at will for no I.S.P. cost. Of course, as with any psionic, it takes an action to activate this ability.

3) Super Healing Touch: (Costs 6 I.S.P.). The Anodyne’s special version of this psionic heals 5× as much as the normal power, for the same I.S.P. Cost

4) Lifescan: (Costs 10 I.S.P.; 20 I.S.P. for Nanoscan).
        Duration: 2D6+6 second flash
        Range: Special - target must be within 3 feet of the Anodyne
This is a specialized psionic unique to the Anodyne, which combines the powers of both Ramote Viewing and Psychic Diagnosis. It allows the psychic to actually “see” microscopically within the target’s body, and quickly locate infection, disease or internal injury. This makes it possible for him to use Psychic Surgery or Microkinesis (see below), to repair the damage. The use of LIFESCAN before using Psychic Surgery increases the chance of coma recovery by 10%+1% per level.
By spending an extra 10 I.S.P., the Anodyne can increase the sensitivity of the Microscan to a Nanoscan. This allows him to scan the person’s genetic structure to check for defects. Lifescan cannot be used to microscan or nanoscan non-organic matter.

5) Microkinesis/Nanokinesis: (Cost: varies). This specialized form of telekinesis allows the Anodyne to alter and repair a living body with microscopic kinetic alterations. Lifescan MUST be preformed on the subject before this is done, otherwise, the power simply fails to work. Subjects can voluntarily waive their saving throw against this power if they are willing to undergo the procedure. Each manipulation requires a trance lasting about 10 minutes to a half hour to perform (GM’s discression)(Nanomanipulations take about 1 hour per alteration) The Anodyne may do nothing else while in the trance. If he even moves, he will have to begin again, including re-using Lifescan to orient on the change he is making. This ability can even be used to remove magical parasites or symbiotes without harming the host, or even reverse the effects of Gene Splicing or Bio-Wizardry! The I.S.P. cost varies, depending on what is being done.

Neutralize Poison/toxins (including those due to microbial infections)3 I.S.P. (double to neutralize magical poisons/drugs/potions)
Curing Macro-disease (i.e. removing tumors, bullets, other foreign matter, microbial infection)8 I.S.P. (double to remove magical parasites)
Curing Micro-disease (i.e. repair hormonal imbalances [like diabetes], viral infection)14 I.S.P. (double to remove magical symbiotes)
Curing Genetic Disorders (i.e. removing birth defects, curing cancers)22 I.S.P.
Removing the effects of a certain specific Gene-Spliced or Bio-Wizard alteration35 I.S.P.
Genetically altering a foetus (before birth)
Change general appearance (eye colour, hair colour, general build, ± 8 inches of height (at maturity)20 I.S.P.
Add/subtract 1D4 to one specific attribute (can only be done up to 4 times to a specific foetus), increaseing/decreasing the chance for psionics by 10%, heighten one sense to extraordinary levels, deactivate one sense (i.e. Blind, Deaf)28 I.S.P. + 1 I.S.P. from your permanent pool.
Make one attribute supernatural [or lowing one attribute to 1D4] (only 1 can be done), add a ¼ resistance to a specific thing , or increase susceptibilty to something by ½ (i.e. toxins, heat, cold, light)40 I.S.P. + 5 I.S.P. from your permanent pool.
Doing any of these alterations to a child after birth but before puberty costs twice as much (including double the permanent costs). No genetic augmentation/limiting can be done to an individual after they have gone through Puberty.
The GM may allow other changes to be done. Use these example as guidelines for costs.

While the Microkinesis power can be used on things other than lifeforms, the psychic requires some way to view the area he is working on at a microscopic (or nanoscopic) scale. Also, where Lifescan gives the Anodyne an instictive indication of what needs to be done to accomplish his goal, the psychic must have the knowledge to accomplish what he wants when working on inorganic matter. Even so, the chance of succeeding in altering inorganics is � his skill in the appropriate skill (i.e. Electronic Engineer skill for attempting to repair a microchip).

6) Other Psionics: All Healing Psionics, Empathy, See Aura, Telepathy, Bio-Manipulation. Select one additional Sensitive or Physical psionic at levels 4, 8 and 12

7) I.S.P.: Roll 3D4×10, plus the character’s M.E. attrubute number to determine the base Inner Strength Points. (note that this base may go down as the Anodyne spends permanent points to do Genetic Augmentations. Add 10 I.S.P per level of experience. The Anodyne is considered a Master Psychic.
I.S.P. is regained at a rate of 2 per hour of activity, or 12 per hour of sleep or meditation.

8) Saving Throw versus Psionic Attack: as a Master Psychic, the character needs a 10 or better.

9) P.P.E.: Most of the Anodyne’s P.P.E. has been expended in the development of psychic abilities. The remaining permanent P.P.E. base is only 2D6.

10) R.C.C. Bonuses: +2 to initiative, +2 to pull punch, +4 vs. possession, +1 to save vs. all forms of mind control, +3 vs. poisons/toxins, +1 vs. Horror Factor at levels1,3,5,7,9,11,13 and 15.
The Influence of Ley Line Energy: The duration and range of the Anodyne’s traditional psychic powers are increased by 50% whenever on or near a ley line. The duration, range and effect are doubled when at or near a ley line nexus point! At a nexus point, the Anodyne may also pay 1 less permanent I.S.P. when using the Micoknietic powers that require permanent expendature during Noon or Midnight. At a Solstice or Equinox, he may pay up to 3 less permanent I.S.P.

Experience Table: Use the ZAPPER P.C.C. table. (page 157 PSYSCAPE)

The Anodyne Psychic R.C.C.
Note: This is a potent class, easily abused. It is best to asume that it is INCREDIBLY rare for a Player Character to have been augmented by an Anodyne during his or her childhood.

Alignment
: Principled, Unprincipled and Aberrant only

Attribute Requirements
: an M.E. of 10 or higher. A high P.E. is recommended but not required.

Racial Restrictions
: Most common among Humans (86%), Elves (6%), Aerolons (4%), Ogres (2%), and others (2%); the latter are typically human-like races. Both Males and Females can be Anodynes, but there seems to be a slightly higher ratio of female Anodynes than Males.

R.C.C. Skills

Speaks American and two languages of choice (+30%)
Literacy: American and one language of choice (+10%)
Basic Math (+30%)
Land Navigation
Holistic Medicine (+10%)
Biology (+15%)
Pilot: one of choice (+10%, any non-military)
WP (one of choice)
Hand to Hand: Combat must be purchased as an R.C.C. Related skill. Hand to Hand: Basic counts as one selection, Expert is two selection and Martial Arts is three selections. Hand to Hand: Assassin and Commando cannot be taken.

R.C.C. Related Skills: At first level, the character can choose 9 other skills, plus one additional at levels 3, 6, 9, 12 and 15.
Communications: Any (+5%)
Cowboy: None
Domestic: Any (+5%)
Electrical: Basic only
Espionage:Detect Ambush, Detect Concealment and Tracking only
Mechanical: Basic and Automotive only
Medical: Any (+10%)
Military: Find Contraband only.
Physical: Any, except Boxing and Acrobatics
Piloting: Any
Pilot Related: Any
Rogue: Any
Science: Any (+10%)
Technical: Any (+15%)
Weapon Proficiencies: Any
Wilderness: Any.

Secondary Skills: The character gets 4 secondary skills from the list above; excluding those marked “None”. Add 2 additional secondary skills at levels 3, 6, 9 and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level.

Standard Equipment: Set of clothing, set of travelling clothes, light M.D.C. armor, sleeping bag, backpack, utility belt, canteen, sunglasses or tinted goggles, air filter or gas mask, a PDD/Portable Digital Disc player & recorder, food rations for a week, and personal items.
Weapons will include a knife and one other weapon of choice.
Vehicles are limited to non-military means of transportation. Although mechanical means is often used, many Anodynes show a preferance for riding animals. There is a 1-10% chance that the character can begin with a robot horse, TW horse or other TW vehicle (no bigger than a 2 man).

Money: The Anodyne starts with 4D6×100 credits and 3D4×1000 in saleable Black Market Items.

Cybernetics: Starts with none, tends to avoid implants and rely on his natural powers.

Mega-Damage™, S.D.C.™, I.S.P.™, P.P.E.™, Zapper™, and Coalition States™ are Trademarks owned and licenced by Kevin Siembieda and Palladium Books, Inc.

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