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Soaker P.C.C.

By: Jeff Jordan (IamDaGM@aol.com)
Edited by: Dustin M. Ramsey (DustinM@rifts-rpg.com)


Soaker's were born of necessity. Bands of Bursters roamed the southeast in the years following the coming of the rifts, and offered their services as protectors. When towns refused, the bursters retaliated and would raze the town. Fire brigades were powerless against such power. It all began with one man. His friends called him Soaky, because of his innate ability to control water. A small group of Bursters had entered his town and demanded a protection payment within three days or the town would be destroyed. When the day came for the payment one man stood before the group of Bursters. When he refused to pay the Bursters began to torch the town, only to have each of their fires extinguished. The Bursters then turned their flames at their opponent only to have their own flames extinguished. The town cheered for their hydrokenetic, who disposed of the group of bursters, and became the town protectorate. Later in his life Soaky left the town to seek out others who shared his abilities, and he founded the School of Water. The School of Water is located in old North Carolina, in what was once the pre-rifts city of Winston-Salem, North Carolina. It currently houses 70 student Soakers, Soaky's great granddaughter being the School's headmaster. The School has a natural rivalry with all bursters. Once Soakers learn to use their abilities (between ages 13 and 20) they are sent out into the world to use them for good. At the age of 30-35 a Soaker returns to the school to teach.

Soaker P.C.C. Abilities and Bonuses

  1. Operate Underwater: Breath underwater, Swimming 98%, +2 strike and dodge when underwater. I.S.P.: None, natural ability.
  2. Boil/Freeze Water: Power to lower the temperature of water to freezing, or conversely to raise it to boiling. Range 100ft (30.4m) + 10ft (3m) per level of experience. Amount of water that can be controlled is 1000 gallons (3785l) + 500 gallons (1892l) per level of experience. Note that the change is not gradual its almost immediate (1 melee action). Additionally, while it is true that most being's bodies contain a large percentage of water, a Soaker is taught not to use this lethal form of retaliation. A fair fight is the only way, even when your opponent does not fight fair. I.S.P.: 8 ISP
  3. Liquefy: The Soaker can cause his body and clothing (not armor, equipment or weapons) to turn into water. A Soaker's body has no definite shape in liquid form but he can control his shape and stay in a human shape. In its liquid form the soaker takes no damage from physical attacks or from projectile weapons, and takes half damage from fire and energy. Electricity does no damage to the Soaker, however it does double damage to anyone in contact with the Soaker's liquid form. In liquid form the Soaker's body adapts to absorb M.D. attacks, and gains a M.D.C. value equivalent to that of his hit points. (i.e. if the Soaker had 31 hit points in it's liquid form it has 31 M.D.C.) Duration: 2 minutes per level of experience. I.S.P.: 6
  4. Water Spray: A strong gush of water can be shot or hurled from the soaker's hand. It causes no damage but has an 80% chance of knocking a man sized opponent off their feet and causing them to loose their next action. Bonus to Strike: +4. I.S.P.: 2
  5. Water Spout: Causes a spout of water to pop up beneath a person. The target is -9 to dodge the spout, and if struck is thrown 20 feet into the air, takes 2D6 S.D.C. damage from the fall back to earth, and is stunned for 1D4 melees. I.S.P.: 10
  6. Wall of Water: The Soaker can cause a wall of water to spring up between himself and his opponent. All attacks are -4 to strike through the wall. Size: 10ft (3m) high by 20ft (6.1m) long by 2ft (.61m) thick per level of experience. I.S.P.: 15
  7. Control bodies of water: This ability is only useful in large bodies of water such as lakes, rivers, oceans, and the like.
    1. Create Whirlpool: sucks target and everything in a 15ft (4.6m) radius (+5ft (1.5m) per level of experience) under water for one full melee. I.S.P.: 20
      Crushing Wave: A large wave crashes down on the opponent, and one additional target can be selected for every three levels of experience gained. Damage 6D6 S.D.C and stunned for 2D4 melees. I.S.P.: 25
  8. Create Water: Creates up to a gallon of water from thin air. The water just appears wherever the soaker wishes, be it in a bucket, flask, or another persons pants, however accuracy must be learned: 26% +4% per level. ISP: 10. The created water is actually drawn from moisture in the air. If the player is in a desert, the I.S.P. cost is double. If in a rainstorm or within 1000ft (305m) of a large body of water, the I.S.P. cost is halved.
  9. Sense Water: Soakers can sense water within 800ft (244m) +100ft (30.5m) per level of experience, and can also tell the state of the water (i.e. salt water or fresh water, contaminated, clean etc..) I.S.P.: 2
  10. Purify Water: Can purify water of all contaminates, 10 gallons (38l) per level of experience. I.S.P.: 8
  11. Healing: Heals 10 M.D.C./S.D.C. per each minute spent completely immersed in water. I.S.P.: 1 per minute of healing.
  12. Additional Psionic Powers: Select three from the following list: Death Trance, Mind Block, Impervious to Toxins/Poisons, Telepathy, and Mask I.S.P. and Psionics.

Soaker P.C.C.

Attribute Requirements: None, but a high M.E. is suggested.
Alignment: Principled, and Scrupulous, with a very rare, unprincipled. Characters with anarchist or evil alignments are not allowed in the school.
P.P.E.: Most of the person's P.P.E. has been expended in the development of psychic abilities. The remaining permanent P.P.E. is 2D6.
I.S.P.: M.E. attribute plus 3D4 x 10, and gains 10 I.S.P. per level of experience. Note that the character is considered to be a master psionic.
Skills: same as the Burster P.C.C.
Standard Equipment: same as the Burster P.C.C.
Money: same as the Burster P.C.C.
Cybernetics: Starts with none. Tend to avoid implants in favour of natural powers.
Experience Table: same as the Burster P.C.C.

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