Essence Powers

QUICK-LINKS
 ThunderLightFireHydroCryo
Level 1
Level 2
Level 3
Level 4
Level 5
SPECIAL

Essence powers are a new form of mutation that has appeared in RIFTS®. They tend to occur in twins. Unlike many mutant abilities, these powers manifest within 4 years of birth. Buying an Essence Power for a character during character creation costs 1 Major and 2 minor powers. (only Scholars and Adventurers can get super powers in RIFTS®)

Each level of power within an Essence Power has an audio/visual display associated with it, described as its Manifestation. Many also have an ongoing Manifestation. Each power has certain automatic powers that the character can always use. The levels of the power require a "Power up" time to access them; this is listed as the level's "Requirement". Requirements do not take up actions (except for the time listed for the duration of the Initial Manifestation), they just list how long it takes to power up the necessary energy to jump to the next power level. Each level of the power can only be maintained for 2 melees per level, preventing the character from operating at level 5 at all times. The powers of lower levels are still accessible when powered up to a higher level. Bonuses listed under each level are only applied when powered up to that level (or higher)

In a small town called Manata, within the Magic Zone, every birth within the past 10 years has been of twins with Essence Powers. The reason for this is not known.



Thunder Essence
Automatic Powers
: Impervious to Electricity, Jump distance 3� normal, leaves a slight trail of electricity behind as he runs

LEVEL 1: Lightning Speed
320+20 mph / level, +1 attack per melee, +2 initiative, +2 strike, +6 parry/dodge, +4 roll, +4 S.D.C. damage per 20 mph (best from a standing start is +8)
MANIFESTATION
Initial- takes one action [ring of energy appears on ground, enclosing the character. It then moves up and off the top of the character's head and disappears]
Constant- leaves behind a rainbow trail when running (as per LIGHTSPEED from Marvel Comic's Power Pack)
REQUIREMENT: 1 action (power up)

LEVEL 2: Thunder Punch
punch does +1D6 M.D. / 2 levels, +3 strike. Power punch (2 actions) does �3 damage
MANIFESTATION
Initial- takes one action [3 lightning bolts strike the character's upraised fist]
Constant- as per level one
REQUIREMENT: 2 actions at Level One

LEVEL 3: Electric Flight
400+25 mph / level, +1 attack per melee, +1 initiative, +1 strike, +2 parry/dodge; all only applicable when flying. Electric ram punch does +3D6 M.D.
MANIFESTATION
Initial-takes 2 actions [multiple vectors of energy converge on and are absorbed by the character]
Constant- Electricity seems to "spill" out of the glowing eyes of character, and off the fingertips. This manifestation is merely a show; it does no extra damage.
REQUIREMENT: 2 actions at Level Two

LEVEL 4: Electric Field
an electrical field (4ft radius) that protects with an M.D.C. of 25 per level. Non-magical solid projectiles do no damage to the field (melt on contact). Anything touching the field takes 1D4�10 M.D. up to 2 times per melee, and adds 2D6+1D6 M.D. / level to hand to hand attacks. A lightning bolt can also be fired from the field once per melee as an extra action. Bolt does 2D6+1D6 M.D. / level. Range 2000 ft., +3 to strike (no hand to hand bonuses).
MANIFESTATION
Initial- takes 2 actions [hologram of character appears overlapping character, and expands to field size and turns to electricity.]
Constant- Visible bolts of blue electricity crackle around character.
REQUIREMENT: 3 actions at Level Three

LEVEL 5: Thunder Ball
Character can create and hurl ball lightning. He gathers energy from his Electric Field (temporarily shut it off until next action) Thunderballs do 1D6�10 (+2D6 M.D. / level). The collected ball will remain for one melee (only one can be made at a time). When hurled, roll to strike (Natural roll +10), but due to its large size and obvious power-up, mansize (up to 8 ft.) or smaller targets are +5 to dodge. Thunderballs are impervious to all attacks except energy draining (as per super power, the ball has 1 Gigawatt)
MANIFESTATION
Initial- takes one action (hands glow and seem to expand to twice normal size)
Constant- Electricity flows from field to glowing hands and forms a ball (takes one action to form)
REQUIREMENT: 4 actions at Level Four

SPECIAL
Two people with Thunder Essence powered up to level 5, who touch flesh to flesh will activate Thunder Bomb. Thunder Bomb does 2D6�100 M.D. to all except initiators within 200 ft. Dodge is only possible on a natural roll of 18-20 (if feasible). Afterwards, both characters have 30% HP, and are unconscious for 2D6 minutes. When they awake, they have 2 actions per melee ONLY, no bonuses, and 20% Spd for 24 hours. During that time, they cannot use any powers. After the 24 hours, all bonuses return, and the missing 70% HP are restored.
MANIFESTATION
Does not take any actions if both characters are within reach. [explosion which disintegrates everything within 200 ft. radius of targets. Note that the characters will most likely be at the top of a 200 ft. deep hemispherical hole in the ground when effect is over. In addition to this, they will be unconscious. Falling 200 ft. does 2D6�10 S.D. or M.D.]
REQUIREMENT: 2 people with Thunder Essence powered up to level 5



Light Essence
Automatic Powers
: Imperious to lasers & light, Run speed � 2.5 (glows faintly while running [about 5 watts]), nightvision 1000 ft., extraordinary vision (10� better). Undead & Supernatural Intelligences take double damage from all levels.

LEVEL 1: Light Burst
As per Energy Expulsion: Light (+1 wild, +3 aimed), but only does 1D6 M.D. per 2 levels, and doesn't include light radiation power
MANIFESTATION
Initial- takes one action [sunbeam illuminates character, then concentrates on hands]
Constant- hands glow white (about 15 watts)
REQUIREMENT: 1 action (power up)

LEVEL 2: Light Refraction
Character can divert light and laser beams as an autoparry (natural roll +4). By using an action, he can redirect it at a target, even with a 180� reflection. This includes redirecting his own light burst (as an extra action). He can also use this power to make himself (only) invisible to mirrors and cameras/monitors
MANIFESTATION
Initial- takes one action [cross wrists with fists clenched, Character emits a bright flash of light]
Constant- hands no longer glow, but eyes glow (character's choice of colour; can be changed at will)
REQUIREMENT: 2 actions at Level One

LEVEL 3: Light Aura
Character glows white (400 watts). Light aura protects against all attacks except those that effect the mind (but gives +4 to save). The aura has 25+25 M.D.C. per level, and regenerates 25 M.D.C. per melee. While light aura is up, strength becomes supernatural. Hitting the glowing character is difficult, due to the glare (unless wearing polarized lenses, others are -2 to hit ranged, -5 to hit if within 50 ft.)
MANIFESTATION
Initial-takes 2 actions [50 ft. around character grows dark as he seems to "absorb" the light. Normal illumination of area returns immediately]
Constant-Character glows (cannot shut it off without dropping this and higher levels of the power)
REQUIREMENT: 2 actions at Level Two

LEVEL 4: Light Speed
Not truly lightspeed (3�108 m/s), but actually Mach 3 flight and the capability to manoeuver at that speed. +2 attacks, +4 initiative, +4 strike/parry/dodge. Supersonic Ram at 800+ mph does 4D6 M.D., body block does 1D6�10. Light aura prevents character from taking ram damage.
MANIFESTATION
Initial- takes 2 actions [10 illusions appear on each side of character. Illusions slide sideways until they all overlap the character.]
Constant- Character leaves a rainbow trail as he flies (as per LIGHTSPEED of Power Pack)
REQUIREMENT: 3 actions at Level Three

LEVEL 5: Laser Blast
Character can fire huge, devastating laser beams from his chest and arms together. Damage is 1D6 � 10 M.D. / level. Strike is natural roll + 10, but due to the beam's size and its obvious power-up, mansize or smaller (8ft.) targets are +5 to dodge. Beam can only be fired twice per melee, but can be combined with other actions.
MANIFESTATION
Initial- takes one action [multiple vectors of light converge on upraised fist]
Constant- Glow concentrates on arms and chest just before firing (light aura shuts off until next melee round)
REQUIREMENT: 4 actions at Level Four

SPECIAL
Two people with Light Essence powered up to level 5, who touch flesh to flesh will activate Laser Bomb. Laser Bomb does 2D6�100 M.D. to all except initiators within 200 ft. Dodge is only possible on a natural roll of 18-20 (if feasible). Afterwards, both characters have 30% HP, and are unconscious for 2D6 minutes. When they awake, they have 2 actions per melee ONLY, no bonuses, and 20% Spd for 24 hours. During that time, they cannot use any powers. After the 24 hours, all bonuses return, and the missing 70% HP are restored.
MANIFESTATION
Does not take any actions if both characters are within reach. [soundless explosion of light which disintegrates everything within 200 ft. radius of targets. Note that the characters will most likely be at the top of a 200 ft. deep hemispherical hole in the ground when effect is over. In addition to this, they will be unconscious. Falling 200 ft. does 2D6�10 S.D. or M.D.]
REQUIREMENT: 2 people with Light Essence powered up to level 5



Fire Essence
Automatic Powers
: Imperious to fire & heat, Run speed +20 (leaves a faint trail of fire when running), breathe smoke without distress.

LEVEL 1: Fire Burst
As per Energy Expulsion: Fire (+1 wild, +3 aimed), but only does 1D6 M.D. per 2 levels
MANIFESTATION
Initial- takes one action [sunbeam illuminates character, then concentrates on hands]
Constant- hands glow white (about 15 watts)
REQUIREMENT: 1 action (power up)

LEVEL 2: Fire Whip
Character can manifest a 15 ft. long whip-like tendril of flame. The entire length is under the character's mental control. +4 to strike, and does 4D6 M.D. It is possible to loop it around things, but the object takes 4D6 M.D. up to 2 times per melee. 73% chance of igniting combustibles
MANIFESTATION
Initial- takes one action [ ring of energy appears around one wrist (character's choice), and passes down over hand, and dragging a flame into whip shape]
Constant- 15 ft. tendril of flame attached to the palm of one hand
REQUIREMENT: 2 actions at Level One

LEVEL 3: Fire Aura
Character is surrounded with an aura of M.D.C. flame that protects him from energy and physical attacks. 25 M.D.C. per level. Aura regenerates 25 M.D.C. per melee. Those who touch the flame aura take 3D6 M.D.
MANIFESTATION
Initial-takes 2 actions [Character seems to spontaneously combust, starting from feet, and moving up]
Constant-Appears to be a humanoid-shaped fire (like a Fire Elemental)
REQUIREMENT: 2 actions at Level Two

LEVEL 4: Rocket Flight
Character can fly at 280+20 mph / level. + attack, +1 initiative, +1 strike, +3 parry and dodge. Fiery ram punch does (+) 5D6 M.D. Anyone within 12 ft of character when he takes off or lands takes 1D4�10 M.D. from rocket blast
MANIFESTATION
Initial- takes 2 actions [eyes flash, and flame aura becomes blue.]
Constant- lower legs seem to fuse into a single trail of fire when flying. A loud rocket roar accompanies flight.
REQUIREMENT: 3 actions at Level Three

LEVEL 5: Fire Ball
Character can gather and hurl a huge ball of flames. Damage is 1D4 � 10 M.D. / level. Strike is natural roll + 10, but due to the beam's size and its obvious power-up, mansize or smaller (8ft.) targets are +3 to dodge. Fireball can only be fired twice per melee, but can be combined with other actions. 99% chance of setting combustibles alight.
MANIFESTATION
Initial- takes one action [White flames swirl around upraised fist]
Constant- Flame aura swirls onto hands where it forms into a ball (flame aura shuts off until next melee round)
REQUIREMENT: 4 actions at Level Four

SPECIAL
Two people with Fire Essence powered up to level 5, who touch flesh to flesh will activate Fire Bomb. Fire Bomb does 2D6�100 M.D. to all except initiators within 200 ft. Dodge is only possible on a natural roll of 18-20 (if feasible). Afterwards, both characters have 30% HP, and are unconscious for 2D6 minutes. When they awake, they have 2 actions per melee ONLY, no bonuses, and 20% Spd for 24 hours. During that time, they cannot use any powers. After the 24 hours, all bonuses return, and the missing 70% HP are restored.
MANIFESTATION
Does not take any actions if both characters are within reach. [explosion of flame which disintegrates everything within 200 ft. radius of targets. Note that the characters will most likely be at the top of a 200 ft. deep hemispherical hole in the ground when effect is over. In addition to this, they will be unconscious. Falling 200 ft. does 2d6�10 S.D. or M.D.]
REQUIREMENT: 2 people with Fire Essence powered up to level 5



Hydro Essence
Automatic Powers
: Breathe underwater indefinitely, imperious to water pressure, swim speed �3, cold does � damage, sense water (1 mile)

LEVEL 1: Water Blast
A concentrated high-pressure burst of water erupts from the character's hands at will (about 2 gallons per blast/level). +1 strike wild, +3 aimed. 1D4 S.D. / 2 levels (to vampires 2D6 M.D. per level, Fire beings 1D6 M.D. / lev)
MANIFESTATION
Initial- takes one action [illusionary water forms a bubble over character's hands, and soak in]
Constant- hands have a sparkling blue aura
REQUIREMENT: 1 action (power up)

LEVEL 2: Snow/Ice Balls
Character can create and throw snow or ice balls of various sizes (snow does S.D., ice does M.D.)
1D4 S.D./M.D. per level (to vampires (2D6 +10) M.D. / level from snow only, fire beings take 2D6 M.D. per level from either type)
MANIFESTATION
Initial- takes one action [ snow momentarily swirls around character]
Constant- hands glow blue-white, with large snowflakes floating inside aura around hands
REQUIREMENT: 2 actions at Level One

LEVEL 3: Aqua Aura
Character is surrounded by a floating envelope of water. Protects against all attacks with an M.D.C. or 25 per level. Aura regenerates 25 M.D.C. per melee. Lasers/light beams do � damage. Vampires and Fire Beings touching the aura take 3D6 +12 M.D.C. up to two times per melee. Character has no heat signature (*can dodge volleys of missiles!), and is unaffected by lack of air/ airborne toxins. Freezing the aura requires 100� longer than normal water, and once frozen, only stays frozen for 10 minutes, unless conditions do not permit any type of thawing (i.e. in outer space). Character is in stasis while frozen; awakens unharmed when thawed (but Hydro Essence is no longer powered up)
MANIFESTATION
Initial-takes 2 actions [Atmospheric water coalesces on character]
Constant-Flowing sheath of water completely covers character, about 6 inches thick
REQUIREMENT: 2 actions at Level Two

LEVEL 4: Fluid Form
Character becomes a being of water-like liquid. Base M.D.C. = 100 + Aqua Aura (which is still active). Physical projectiles and attacks do no damage. Intense cold causes pain (and damage), but the liquid character will not freeze until ambient temperature reaches 0° Kelvin (-273° Celsius), at which point, the character hibernates as per Aqua Aura. Character can manipulate his shape as per ALTER PHYSICAL STRUCTURE: LIQUID. Cannot use Water Burst or Snow/Ice Balls unless form currently has hands. Changing shape takes one action
MANIFESTATION
Initial- takes 2 actions [Aqua aura absorbs into skin, which turns translucent, then transparent]
Constant- Being of transparent liquid (remains same colour as character's skin tone)
REQUIREMENT: 3 actions at Level Three

LEVEL 5: Water Blitz
Character can emit an incredibly high-pressure stream of water, capable of damaging even M.D.C. structures and knocking back tanks! Damage is 1D4 � 10 M.D. / level. Natural roll + 10 to strike, but due to size of blast, and obvious power-up, mansize or smaller (8ft.) targets are +5 to dodge. It can only be fired twice per melee, but can be combined with other attacks. Pushes with a force equal to a robotic strength of 30 + 6 / lev, and has been known to snap Glitter-Boys right off their pylons!
MANIFESTATION
Initial- takes one action [character grows to 2� size]
Constant- all fluid contained in character's form shoots out at target at supersonic speed. Character returns to normal non-fluid form until next melee round (no Aqua Aura or Fluid form). He again grows to 2� size just before he fires again.
REQUIREMENT: 4 actions at Level Four

SPECIAL
Two people with Hydro Essence powered up to level 5, who touch flesh to flesh will activate Hydro Storm. Hydro Storm does 2D6�100 M.D. to all except initiators or energy fields within 200 ft (Vampires or Fire Beings caught in the blast take 2D6�1000 M.D.(ouch!!)). Dodge is only possible on a natural roll of 18-20 (if feasible). Afterwards, both characters have 30% HP, and are unconscious for 2D6 minutes. When they awake, they have 2 actions per melee ONLY, no bonuses, and 20% Spd for 24 hours. During that time, they cannot use any powers. After the 24 hours, all bonuses return, and the missing 70% HP are restored.
MANIFESTATION
Does not take any actions if both characters are within reach. [Characters discorporate, and form into swirling droplets of water and M.D.C. acid which dissolves all matter within 200 ft. radius of targets. Note that the characters will most likely reform at the top of a 200 ft. deep hemispherical hole in the ground when effect is over. In addition to this, they will be unconscious. Falling 200 ft. does 2D6�10 S.D. or M.D.]
REQUIREMENT: 2 people with Hydro Essence powered up to level 5



Cryo Essence
Automatic Powers
: Imperious to cold, S.D.C. � 2 (or if an M.D.C. creature, then �1.5), S.D.C. fire heals the character (+1 S.D.C. or HP per point of damage-M.D.C. fire damages as normal [S.D.C. fire will not heal an M.D.C. creature]), aging process slowed (life-span �2, +6 to P.B.). All cryo attacks do �2 damage to fire/thermo beings.

LEVEL 1: Ice Slide
Character can create at will a temporary sheet of ice before him, and slide on it at up to 70 + 15 mph / level. +2 initiative, +1 strike, +2 dodge and +4 S.D. per 20 mph while sliding. The slide will form over any solid or liquid surface, or can rise up to 2 ft. off the ground (double each level beyond one). Character can maintain speed even when sliding upwards at up to a 30° angle. Forming a ramp will allow the character to launch himself up to 10 ft./lev across and 4+4 ft. / lev upwards. Character's body heat will not melt the slide, so he can slide unimpaired even if barefoot. Slide breaks up and melts behind character based on current weather conditions.
MANIFESTATION
Initial- takes one action [character's feet and lower legs become surrounded by freezing mist]
Constant- freezing fog swirls off feet and lower legs and leaves a 2 ft. wide ice trail behind while sliding (character doesn't slip, but others may).
REQUIREMENT: 1 action (power up)

LEVEL 2: Freeze Bolt
Can fire a blue ray from hands or eyes that rapidly absorbs heat from target. (+1 to strike wild, +3 aimed). Does 1D4 M.D. per level to susceptible materials (M.D.C. metals take �, M.D.C. ceramics and creatures take full damage. S.D.C. creatures / materials take 1/20TH damage (i.e. 1 M.D. does 20 S.D.)). Energy Fields take no damage
MANIFESTATION
Initial- takes one action [vectors of blue energy coalesce from environment and converge on character's upraised fists]
Constant- faint aura of darkness surround the character's hands and eyes glow blue
REQUIREMENT: 2 actions at Level One

LEVEL 3: Ice Sheath
Character is encased in flexible M.D.C. ice. While it is on, the character need not breathe. The sheath has 25 M.D.C. per level, and regenerates 25 M.D.C. per level. Physical attacks do � damage to sheath, and lasers/light based attacks reflect off, doing no damage (but may hit another target, 5% chance it will reflect back at attacker). Strength becomes supernatural while the sheath is on (equal to 50% normal strength +5% / level)
MANIFESTATION
Initial-takes 2 actions [Character glows with intense blue-white light, accompanied by the sound of ice cracking]
Constant- glow fades, and character is encased in clear, faceted ice that move smoothly with character's movements without cracking or impeding
REQUIREMENT: 2 actions at Level Two

LEVEL 4: Ice Wall
Character can generate a wall of ice from nothing. Range is 60 ft., and wall is 8 � 4 � 4 ft. per level. The wall will have 40 M.D.C. or 200 S.D.C. per level (character's choice). Dropping a wall on some one does 1D4�10 S.D., regardless of size. This wall is unnatural and will melt in 4 min / lev. (unless atmospheric conditions make it melt faster; it will never melt slower, even in space). The wall can be shaped as a ball, dome, block, pyramid, etc.
MANIFESTATION
Initial- takes 2 actions [character's skin turns ice blue]
Constant- a spray of sparkling motes shoot from character's hand and forms the wall
REQUIREMENT: 3 actions at Level Three

LEVEL 5: Cryo Blast
Character fires a huge version of the freeze bolt from his chest and arms. Damage is 1D6 � 10 M.D.C / level, damages as per the freeze bolt. Strike is natural roll + 10, but due to size and obvious power-up, mansize or smaller (8 ft.) targets are +5 to dodge. However, those who only dodge by 10 or less still take 1/10TH damage. Beam can only be fired twice per melee, but can be combined with other attacks.
MANIFESTATION
Initial- takes one action [character pulses with blue energy. Temperature drops by about 30°C around him]
Constant- Glow concentrates on chest and arms just before firing-takes one action to "power-up" each shot
REQUIREMENT: 4 actions at Level Four

SPECIAL
Two people with Cryo Essence powered up to level 5, who touch flesh to flesh will activate Cryo Bomb. Cryo Bomb does 2D6�100 M.D. to all except initiators within 200 ft. This attack does full damage even to M.D.C. metal and energy fields due to the sudden and violent cessation of all molecular movement. Dodge is only possible on a natural roll of 18-20 (if feasible). Afterwards, both characters have 30% HP, and are unconscious for 2D6 minutes. When they awake, they have 2 actions per melee ONLY, no bonuses, and 20% Spd for 24 hours. During that time, they cannot use any powers. After the 24 hours, all bonuses return, and the missing 70% HP are restored.
MANIFESTATION
Does not take any actions if both characters are within reach. [burst of blue energy and razor-sharp ice shards that tears into and shatters everything within 200 ft. radius of targets. Note that the characters will most likely be at the top of a 200 ft. deep hemispherical hole that has been blasted into the ground by the energy wave when effect is over. In addition to this, they will be unconscious. Falling 200 ft. does 2D6�10 S.D. or M.D.]
REQUIREMENT: 2 people with Cryo Essence powered up to level 5


Mega-Damage™, M.D.C.™ and S.D.C.™ are Trademarks owned and licenced by Kevin Siembieda and Palladium Books, Inc.

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