*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).
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
| 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 | Characters skin turns a strange colour while the power is being used (GMs 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 | Characters 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 characters 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 | Characters 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. |
| 01-08 | forehead (or somewhere on face) |
| 09-16 | palm of hand |
| 17-24 | middle of chest |
| 25-32 | small of the back |
| 33-40 | in belly button |
| 41-49 | instep (top of foot) |
| 50-57 | sole of foot |
| 58-65 | shin |
| 66-73 | inside of forearm |
| 74-82 | on shoulder blade |
| 83-91 | upper thigh |
| 92-00 | back of neck |
| 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 characters 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 characters 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 | Characters 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. | |
