FLASHER
A Psychic Character Class for RIFTS®
Flasher Flare

Flashers are a type of Erupter Super-Psionic that has appeared recently. There seems to be some similarity between Flashers and the Star Children™ of Europe. In fact, many think Flashers are actually someone's attempt to reproduce the enigmatic Star-Child's power. However, Flashers seem to be nothing more than a spontaneous psychic ability, like Bursters™ and Zappers™

A Flasher's abilities revolve around the psychokinetic manipulation of light, and to lesser degrees, other forms of focused energy. Flashers have a tendancy towards personal freedom and justice, so many of the highly-beaurocratic and monarchy-based kingdoms dislike them due to their constant tendancy to "meddle in the normal chain of command". (specifically, The Coalition States™ The True Federation of Magic™ and Atlantis)

Special Flasher R.C.C. Powers

1) Immune to Light Flashers are immune to all forms of light attack, from a Blinding Flash spell, to a combat laser. They cannot be blinded by light. Weapons/attacks that utilize other forms of focused energy do ½ damage (i.e. Ion Beams, Lightning, Fireballs or Flamethrowers). However, this applies to FOCUSED energy only. Raw electricity, open flames and explosives are samples of non-focused energy, and thus do FULL damage to the Flasher. Note that Particle Beams are not energy, but energized matter, and as such, do normal damage to the Flasher. This protection extends to cover non-environmental body armor.
Flashers can also See the Invisible, even if the target was rendered invisible by magic. This excludes things that have no physical body, or electromagnetic energy pattern (i.e. he can see Phantoms (Phase World™) and Astral Bodies in the physical world, but not ghosts and and other supernatural beings that only have a metaphysical form. Special Note: The Psychic Invisibility power from Psyscape™ is a telepathic power, and thus will still hide the user from a Flasher.
Duration: Constant
I.S.P. Cost; None, a natural ability

2) Radiate Light The Flasher can produce light from specific parts of his body, or his entire body. The Flasher can regulate the intensity, up to a maximum of 100 Watts, plus 75 Watts per level. He can also choose the colour he wants to glow (visible spectrum, Near Infrared and Near Ultraviolet only). Instead of a general glow, the Flasher can choose to emit a beam of light, range 200 feet + 50 feet per level. Note that this is not sunlight, so it does not damage vampires and other sunlight-sensitive creatures. Once activated, the light will remain on until consciously shut off. It will even persist for a short time after going to sleep or being rendered unconscious.
Duration: As long as wanted. Will remain up to 10 minutes per level after being rendered unconscious
I.S.P. Cost: None, a natural ability

3) Absorb Light: This is a more potent example of the Flasher's ability to manipulate light. This has various applications, from preventing glare for others, stopping light from reflecting off unsheathed weapons and neutralizing an opponent's advantage given to them by attacking with the rising sun behind them. All these, and other similar applications cost nothing. However, the more powerful applications of this do have an I.S.P. cost.
Zone of Darkness
Range: Self
Area: 50 feet + 25 feet radius per level of experience. Note that within this area of unnatural darkness, any type of vision or sensing based on the electromagnetic spectrum (other than visible light) is restricted to 30% range, including radar. Sonar works as normal. Normal vision, passive nightvision and the natural ability of Nightvision are useless. The Flasher can see normally within his own darkness, and even within the Zone of Darkness created by another Flasher, or those with the super-power, Darkness Control.
Duration: Two minutes per level of experience
I.S.P. Cost: 4

Invisibility The Flasher can render himself invisible to all forms of electromagnetic vision or sensing. He cannot be detected by Thermo-Imaging, IR, UV or Radar. However, the concentration required to absorb that much light puts penalties on the Flasher. While invisible, he is reduced to two actions per melee, and has NO combat bonuses of any kind. He may move at maximum Spd. of 8 while invisible. Other Flashers can see those rendered invisible by this power.
Range: Self
Duration: Two minutes per level of experience
I.S.P. Cost: 6

4) Mega-Damage™ Light Aura: The Flasher can erect an aura of light that gives him limited M.D.C. protection. It only gives off about 80 Watts of light, but it has an M.D.C. of 30+2 per level of experience.So long as there is any light in the area, the aura will regenerate at a rate of 3D6 M.D.C. per melee round (never more than the maximum). Note that others do not take damage from touching the aura; it is protective only.
Duration: Two minutes per level of experience
I.S.P. Cost: 4

5) Laser: The Flasher can create a laser beam that he can fire from his eyes, forehead, hands or fingertips (even if the latter two are artificial).
Range: 2000 feet, plus 100 feet per level of experience
Duration: Instant; counts as one melee attack/action, but multiple blasts can be fired from different appendages at the same target (at full I.S.P. cost for each blast. If the Flasher wants to fire thirteen 2d6 M.D. blasts at one target simultaneously, he can; but he has to pay the 52 I.S.P. for that massive assault). He can also choose to fire at two different targets (that's the maximum number of targets in one attack), but both shots are at -5 with NO bonus. Alternatively, a sustained beam can be fired for as long as the Flasher wishes to pay the cost.
Bonue to Strike: +4; line of sight. There is no bonus for firing simultaneously at multiple targets
Damage: Mini-blast 2D6 S.D.C./Hit Points, medium-blast 4D6 S.D.C./Hit Points, heavy-blast 6D6 S.D.C./Hit Points or Mega-Damage blast 2D6 M.D. A continuous beam will inflict its damage on a target 4 times per melee. If the target is ambulatory, it may move out of the way, requiring the Flasher to devote one or more of these "beam" attacks to retargetting the beam.
I.S.P. Cost: 2, regardless of the damage of an S.D.C. blast, and 4 points to create a M.D. blast. A continuous beam can be trained on a target, doing constant damage. It costs 8 I.S.P. for S.D.C. beams, or 16 I.S.P. for a M.D. beam

6) Other Psionics: The Flasher can select 4 minor psionics from the following list, and one additional at levels 3, 6, 9 and 12.
       Bio-Regeneration
       Exorcism
       Increased Healing
       Alter Aura
       Levitation
       Mind Block
       Intuitive Combat (Psyscape™)
       Remote Viewing (Psyscape™)
       See Aura
       Sense Time (Psyscape™)
       Sixth Sense
       Speed Readin
At levels 5 and 10, the Flasher can select one Super Psionic from the following list
       Psi-Shield
       Psi-Sword
       Psychic Omni-Sight (Psyscape™)

7) I.S.P.: Roll 3D4×10, plus the character’s M.E. attrubute number to determine the base Inner Strength Points. 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 Flasher’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: +4 to initiative, +1 to strike, +1 to pull punch, +1 to roll with impact or fall, +1 vs. possession, +3 vs. magic, +3 vs. Horror Factor.
The Influence of Ley Line Energy: The duration and range of the Flasher's’s traditional psychic powers and exclusive Flasher 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!

Experience Table: Use the BURSTER P.C.C. table.

The Flasher Psychic R.C.C.

Alignment
: Principled, Scrupulous, Unprincipled and Aberrant only. Flashers tend to have a high sense of personal freedom and justice

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

Racial Restrictions
: Most common among Humans (76%), Elves (12%), Aerolons (4%), Ogres (2%), Hobbits (2%) and others (4%); the latter are typically human-like races. Both Males and Females can be Flashers, but there seems to be a slightly higher ratio of male Flashers than females. (no pun intended)

R.C.C. Skills

Speaks American and one language of choice (+30%)
Literacy: One language of choice (+10%)
Basic Math (+30%)
Land Navigation
Physics (+5%)
Pilot: one of choice (+10%, any non-military)
WP (one of choice)
Hand to Hand: Basic
Hand to Hand: Basic can be upgraded to Expert at the cost of one R.C.C. Related Skill Selection, or to Martial Arts at a cost of two skill selections. Hand to Hand: Assassin and :Commando cannot be taken.

R.C.C. Related Skills: At first level, the character can choose 6 other skills, plus one additional at levels 4, 9, 12 and 15.
Communications: Any (+10%)
Cowboy: None
Domestic: Any (+10%)
Electrical: Basic only
Espionage:Detect Ambush and Detect Concealment only
Mechanical: Basic and Automotive only
Medical: First Aid, Animal Husbandry and Brewing only
Military: Find Contraband only.
Physical: Any, except Wrestling and Acrobatics
Piloting: Any
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any (+5%)
Weapon Proficiencies: Any
Wilderness: Any.

Secondary Skills: The character gets 6 secondary skills from the list above; excluding those marked “None”. Add 1 additional secondary skill 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, food rations for a week, and personal items.
Weapons will include a knife, one energy (like lasers a lot) and one non-energy weapon of player's choice.
Vehicles are limited to non-military means of transportation, including hover vehicles, or souped-up motorcycles or cars.

Money: The Flasher starts with 4D6×100 credits and 3D6×1000 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.™, Burster™, Coalition States™ True Federation of Magic™ and Psyscape™ are Trademarks owned and licenced by Kevin Siembieda and Palladium Books, Inc.

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