The Vitalli
A VERY powerful Character race for RIFTS®

*NOTE: GM's, the Vitalli are a VERY powerful race. You should look over the following information carefully before allowing them into your game. They are easily on par with demigods, Cosmo-knights and Phantoms. Be sure to play up the negative social implications of their weaknesses. I also recommend that you insist that all super powers are rolled randomly (There is a good randomizing table in Aliens Unlimited™)

"Vitalli" means "Lifeforce"; in dragonese. The Vitalli are human beings born with unusual abilities. Unlike other super-powered mutants, the Vitalli's powers are totally instinctive, and they seem to have a permanent dwoemer of magic about them. The Vitalli seem to originate solely from the city of Tolkien. The Elders of Tolkien have surmised that when a child is born just as a person with a lot of psychic potential dies (i.e. psychic, magic user, child, etc.), that child is often a Vitalli. (The P.P.E. released as the psychic dies, combined by the concentration of ley lines surrounding old Minneapolis, creates a Vitalli).


Alignment: Any

Attributes: standard human, but minimum 10 I.Q.

Hit Points: Standard human, unless a power gives him M.D.C.

S.D.C.: 1D4x10, plus those gained from physical skills (not applicable to M.D.C. Vitalli)

M.D.C.: only by super powers

Natural A.R.: None

Horror Factor: See Weaknesses

P.P.E.: 2D6, unless a magic user, then � base P.P.E. for their O.C.C.

Natural Abilities: All Vitalli have an innate ability to sense Life and Death. They can sense a birth or death within 100 feet 40%+2% / level ability to track down the exact location of the birth/death. *If a Vitalli senses more deaths than his M.E. number simultaneously (i.e. within one full melee), he must save vs. insanity. If he fails, he passes out from psychic shock for 1D6 minutes.

• Additionally, the Vitalli can choose a number of Super Abilities. Pick one of the following combinations:

3 Major Powers | 2 Major Powers & 1-3 Minor Powers | 1 Major Power & 1-4 Minor Powers | 1-5 Minor Powers

•Note: Special Exceptions:

1) “Alter Physical Structure” powers are always on. In fact, the character can only assume standard human form for a total of 1 hour per day per level.

2) “Animal Abilities” and “Animal Metamorphosis” powers grant the ability to talk to the specific animal.

3) “Disruptive Touch” -Optic Nerve touch affects robots, power armor, vehicle and cybernetic optic systems (save 15+). Disrupt Nervous system works likewise (incapacitates all motor functions of robots and power armors except thrusters, weapon systems, etc.

4) “Energy Absorption-Energy flash is bio-energy, doing 2D6 damage to all targets in area (S.D. to S.D.C. creatures, M.D. to M.D.C. creatures)

5) “Mimic” is not an available super power.

6) “Plant Control” includes the ability to make vegetation into an equivalent M.D.C. structure. Duration: 15 + 5 min/level. Range 40 feet or touch


Weaknesses: for every power that the Vitalli has (except the life/death sensing), he must roll on the following weakness table. For each Minor Power, roll on the Lesser Weakness table. For every Major Power, roll on the Greater Weakness table.

Lesser Weaknesses: these weaknesses only manifest when the power that they correspond to is activated. They last as long as the power is in use. Any powers that have a constant effect cause the weakness to be permanently active.

01-10• Character is -1 to strike / parry / dodge for one attack after the power has been used. If power is permanent, then character is permanently -5 to strike / parry / dodge
11-20• Character’s skin turns a strange colour while the power is being used (GM’s choice)
21-30• Character has a third eye (permanently) [01-33 = on forehead; 34-66 = on left palm; 67-99 = on right palm; 00= in middle of chest] that opens when the power is used; and, if feasible, is the source or the power (i.e. energy expulsions)
31-40• Character can only use this power while the sun is shining on him, or if he is standing on a ley line. However, he has a power reserve of 1D4 hours; It recharges after 8 hours’ exposure to sunlight or ley energy.
41-50• Character’s eyes glow when the power is used. (01-20 = white / 21-40 = red / 41-60 = blue / 61-80 = green / 81-00 = violet)
51-60• Character emits a “psionic static” whenever he uses this power (40 ft. area). Ally psionic within that area must spend 2� as much I.S.P. to make their powers work. Enemy psionics find that they only have to spend � as much I.S.P. The static remains for 1D2 melees after the power is used. Multiple uses are not cumulate effect, but they do extend the duration. If power is constant, then so is the static.
61-70• All nonliving S.D.C. structures touching the character’s bare skin instantly disintegrates whenever the power is used (this character would love to get Bio-Mancer-woven clothing!)
71-80• Character turns translucent whenever the power is used. He is still fully tangible. Character is +10% to prowl, but only while using this power. On the negative side, the character cannot hear or be heard while translucent. This could be very interesting if the power is constant.
81-90• Character’s P.B. is reduced by 1 for 1D4 hours each time the power is used. Effects are cumulative. If P.B. is already 0, the character takes 1 H.P. damage each time the power is used. If the power is always on, the character permanently has a P.B. of 1 and a Horror Factor of 9.
91-00• Character has a gem-like crystalline node somewhere on his body that glows when the power is used. Glow is about 35 watts, the character can choose the colour. GM and player decide the node location, or roll random on the table below. The glow is always visible through S.D.C. clothing and armor.
01-08forehead (or somewhere on face)
09-16palm of hand
17-24middle of chest
25-32small of the back
33-40in belly button
41-49instep (top of foot)
50-57sole of foot
58-65shin
66-73inside of forearm
74-82on shoulder blade
83-91upper thigh
92-00back of neck
Greater Weaknesses: These weaknesses are either active at all times, or activate whenever any power (including life/death sense) is used.

01-10• Character has the “Crazyman” affliction (pg 62, RIFTS®)
11-20• Use of any power temporally destabilizes the character. Each time a power is used, the character must roll on the following table (or once a day if they have any constant effect powers). These changes are permanent.
01-12 • Age 1 year 51-62 • Youthen 1 year
13-24 • Age 1D4+1 years 63-74 • Age 2D6 years
25-36 • Youthen 1D6 years 75-86 • Age 1D6+8 years
37-50 • No Change 87-00 • Youthen 2D6+1 years
21-30• Character is vulnerable to a specific common substance. Contact with this substance causes 1D6 damage per round of contact. Weapons made of that substance inflict double damage to the character (if they are an M.D.C. structure, this damage is in M.D.)
01-10 • Raw (pure) iron 51-60 • Gold
11-20 • Hardwood 61-70 • Glass
21-30 • Ice (not water) 71-80 • Amber
31-40 • Silver 81-90 • Carborundum (gemstones)
41-50 • Quartz 91-00 • Ivory / Bone
31-40• Character radiates an aura that causes fear / terror in others. He has a horror factor of 30- his P.B. (max 19). This horror factor has to be rolled by anyone meeting him after being away from him for more than 12 hours.
41-50• Character cannot be affected by benign or healing psionics or magic, but gets +2 vs. all other magic and psionics.
51-60• Character takes triple damage from rune weapons, holy weapons, Wormwood crystal magic, Millennium Tree wands, staves and weapons, and Biomancer Bio-blasts and weapons
61-70• Character physically metamorphoses anytime he uses a power (including the instinctive life/death sense). If any of the character’s powers have a constant effect, the changes remain until he rolls his normal form, otherwise, it lasts 2 hours. Attributes, HP, S.D.C., M.D.C., abilities, etc. are unchanged from the character’s natural form; the change is only cosmetic (his essence remains the same) GM roll random, or choose (for best effect)
01-10 • 8 year old child 51-60 • Lizard Man
11-20 • Opposite sex 61-70 • Puck (faerie folk)
21-30 • Dog-Boy 71-80 • Syvan
31-40 • Wolven (or Coyle, Kankoran) 81-89 • Spirit of light (Cheruu, Seraph, Ariel, Tharsis)
41-50 • Ogre 90-99 • Elf
00 • Revert to normal form
71-80• Character is a P.P.E. vampire. If a magic using class, they do not regenerate P.P.E. on their own; he must absorb it from ley lines, magical items or living creatures (like a Psi-Stalker). If not a magic user, the Character must feed on at least 50 P.P.E per week, just like a Psi-Stalker. The only exception is that the character can feed on non psychically active people.
81-90• Character requires twice as much sleep as a normal person. If they only get 10 hours or less sleep, treat their effective P.E. as � of what it normally is as it relates to fatigue and encumbrance. Effects of consecutive nights of insufficient sleep are cumulative.
91-00• Character’s appearance is very emaciated and corpse-like (P.B. = 1D6). Character appears to be some sort of undead, although he is still alive. HF = 12. This character has +3 to save vs. the psychic shock of sensing multiple deaths.

Combat: as per humans

Bonuses: +1 vs. Horror Factor

Psionics: none, unless they have a P.C.C.

Average Life Span: 100 years

O.C.C.: Equivalent of Coalition Grunt (add Literacy +40%, remove Robot combat: Basic), Military specialist (no Cybernetics), Technical officer, Cyber-knight (but only 01-55% chance of being psychic), Glitter Boy, Headhunter (cannot have cybernetics/bionics unless they have no powers that cause a physical transformation, or any that give them physical M.D.C.), any Scholar / Adventurer, Ley Line Walker, Mystic, Shifter, Techno-Wizard, V.R. Alchemist, Priest, Burster, Mind Melter, Mind Bleeder

Skills of Note: Paramedic or Holistic Medicine (+20%)

Habitat: So Far, found exclusively originating from Tolkien, but some tend to travel

Enemies: Coalition States, Supernatural Evil

Allies: Tolkien Residents and other Psychics and Magic Users

Size and Weight: as per normal human

* NOTE: Vitalli’s tendency towards high intelligence means they tend to learn quickly. That, and the possibility of the Temporal Instability weakness means that adventurer characters could be as young as 11 years old (physically). Then again, a first level character may look up to 45 years old.

Cybernetics: Depends on the character’s O.C.C. and powers (any character with a power that causes him to physically transform, regenerate or become an M.D.C. creature preclude their use of cybernetics)

Mega-Damage™, M.D.C.™, S.D.C.™, P.P.E.™ Cosmo-Knight™, Wormwood™, Millenium Tree™, Biomancer™, Coalition Grunt™, Cyber-Knight™, Glitter Boy™, Techno-Wizard™, Burster™, Mind Melter™, Mind Bleeder™ and Coalition States™ are Trademarks owned and licenced by Kevin Siembieda and Palladium Books, Inc.
This is a derrivative work, and has nothing to do with Palladium Book's actual intent for the City of Tolkien.

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