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Extraordinary P.S.

By: Stephen Dragoo (stephenpdragoo@hotmail.com)


For those who have Heroes Unlimited (Revised 2nd Edition), it clearly states on page 204 that robots are considered to have superhuman strength. That means we now have the following Physical Strength strata in the Megaverse:

  1. Supernatural P.S.: able to carry 300 times and lift 500 times their P.S. score. (Example: monsters, aliens, supernatural creatures, PC's/NPC's with the Supernatural P.S. power)
  2. Superhuman P.S.: able to carry 200 times and lift 300 times their P.S. score. (Example: robots, PA's, and PC's/NPC's with the Superhuman P.S. power)
  3. Extraordinary P.S.: able to carry 100 times and lift 200 times their P.S. score. (Example: PC's/NPC's with the Extraordinary P.S. power)
  4. Strong: able to carry 20 times and lift 40 times their P.S. score. (Example: P.S. greater than 17; no P.S. related powers)
  5. Normal: able to carry 10 times and lift 20 times their P.S. score. (Example: P.S. up to 16; no P.S. related powers)

The damage tables for categories 4 and 5 are listed in the combat sections of each of the core rule books (Heroes Unlimited 2, Nightbane, Beyond the Supernatural, Rifts, etc.) and category 1 is listed in the applicable core rule books (S.D.C. versions are in Nightbane and Heroes Unlimited 2, with a M.D.C. version in RIFTS Conversion Book (One) and select world books). This means that we do not have P.S. damage charts for either Superhuman P.S. or Extraordinary P.S. Obviously, this is an injustice that must be corrected.

I have developed a P.S. damage chart for Extraordinary P.S., useful for those with the super power. (The Superhuman P.S. chart is available as well.)

  • P.S. 22 to 30: as per normal humans. Note that, due to the power description, the minimum P.S. for this power is 22. Of course, that also means a punch will do at least 1D4+7 S.D.C. as it is...
  • P.S. 31 to 35: 1D4 S.D.C. restrained punch, 1D6 S.D.C. full strength punch, 2D6 power punch.
  • P.S. 36 to 40: 1D4 S.D.C. restrained punch, 2D4 S.D.C. full strength punch, 3D6 S.D.C. power punch.
  • P.S. 41 to 45: 1D6 S.D.C. restrained punch, 2D6 S.D.C. full strength punch, 4D6 S.D.C. power punch.
  • P.S. 46 to 50: 1D6 S.D.C. restrained punch, 2D6 +2 S.D.C. full strength punch, 5D6 S.D.C. power punch.
  • P.S. 51 to 55: 2D4 S.D.C. restrained punch, 3D6 S.D.C. full strength punch, 6D6 S.D.C. power punch.
  • P.S. 56 to 60: 2D4 S.D.C. restrained punch, 5D4 S.D.C. full strength punch, 1D4 x 10 S.D.C. power punch.

* Note 1: add the usual P.S. attribute damage bonus to the damage noted above (the damage bonus is option for restrained punches and slaps)
* Note 2: power punches count as two melee attacks
* Note 3: a bite or head butt inflicts half the normal punch damage

Also note that no human will be able to actually reach P.S. 60 with this super power, however, some alien and D-Bee races can. Assuming, of course, they take all the physical skills that add to P.S. (+8), and they somehow get P.S. 52 from their racial bonuses, P.S. roll, and the 2D6 +6 roll. Although there are some alien type combos in HU2 that can gain this much P.S. or more, they will be very rare (GM's: hint, hint...) and will require extremely good or lucky rolls of dice (read: high fudge factor...).

As far as M.D. attacks in Rifts: that's a tough call. Technically, these are the guys who are as strong as the equivalent Juicer or Crazy; as such, follow the CB1 guidelines (P.S. 36 or higher: 1 M.D. power punch only), if you want straight rules. However, I have a separate solution:

Augmented Humans (non-supernatural Juicers/Crazies and characters with the Extraordinary P.S. power) do triple their normal S.D.C. damage in Rifts. But, those with P.S. of 36 or higher will do 1 M.D. to M.D. structures and triple their normal S.D.C. damage to S.D.C. structures with power punch only. So, a Juicer with P.S. 30 will do 3D4 +15 S.D.C. on a normal punch and 4D6 +15 S.D.C. on a power punch. Juicer B with P.S. 40 will do 2D6 +25 S.D.C. on a restrained punch, 4D6 +25 S.D.C. on a full strength punch, and 1D6 x 10 +25 S.D.C. on a power punch, but will do 1 M.D. to M.D. structures. So, even a puny Juicer with P.S. 22 will do 2D4 +7 S.D.C. per punch, enough to seriously hurt the average civilian (probably lost all their S.D.C., if they had any...), and can deal out a 4D6 +7 S.D.C. power punch, enough to seriously hurt anyone out of armor.

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