Field Adjuster P.C.C.

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There are a great many kinds of psychics in the Megaverse, but perhaps the greatest of them all is the Field Adjustor. Those who follow this rare psychic discipline are not only endowed with great psychic ability, but also with the ability to control such powers in others.
Some Adjusters take the role of healer, others become great warriors. There is really a wide variety of uses for what has come to be known (among those who have heard of it) as the ultimite psychic ability.

Alignment Restrictions: None
Attribute Restrictions: M.E. of 14 or higher
Bonuses: +2D4 M.E., +1D4 P.E., +1D6 H.P.
Saving Bonuses: +4 to save vs psionics, mind control, possession, and mind-altering drugs. +1 to save vs. all other poisins and toxins. +10% to save vs. coma/death

Basic Psionic Abilities: Field Adjusters are considered Master psionics. I.S.P. begins at M.E. x 3 + 15 per level. Adjusters start with 3 Super psionics, 4 Healer psionics, and 3 psionic abilities from any of the three lesser categories (including Healer). They gain 1 Super pisonic ability at every fourth level, and 1 lesser ability at every second level of advancement.

Field Adjuster Psionic Abilities:

NOTE: All of these abilities require sustained physical contact unless otherwise noted. This physical contact may be through clothing or soft body armor, but hard body armor will block the effect.
NOTE: Robots and other Field Adjusters are immune to these powers. It is up to the individual GM as to whether powerful mystical beings such as gods, demons, elementals, etc. are immune. The GM will also have to make a judgement call as to whether undead beings or golems are affected.

  1. Transfer I.S.P.: The Adjuster is able to siphon I.S.P. from one person to another (himself or someone else). If the psionic being drained is willing, then the points are transfered flawlessly and effortlessly to the recipient at a maximum rate of 10 points per melee. If the target is unwilling, then he gets to save vs. psionics. A successful save means that he retains all of his I.S.P., but cannot use psionic powers for 1D4 melee actions. A failed save means that the I.S.P. is draine,d but at half the standard rate, and 20% of the energy is lost (ie: If 40 I.S.P. is drained from an unwilling subject, the Adjuster can only absorb 32 I.S.P.). This can also be done to P.P.E. or Chi, but at only 8 points per melee. I.S.P.: 2 per melee. NOTE: The recipient must be able to utilize the type of energy transfered into him or the attempt will fail.
  2. Increase/Decrease Psychic Energy Replenishment: This ability allows the Adjuster to increase of decrease the rate at which I.S.P., P.P.E., or Chi is replenished. This replenishment rate can be adjusted by up to 10% plus 5% per level of the Adjustor (meaning a fourth level Adjuster could raise the rate to 130% or reduce it to 70%). The duration of this effect is 3D4, but it may be renewed at the end of that time. Requires 1D4 melees of uninterrupted contact. I.S.P.: 6. Duration: 1D6 days
    Undo Energy Misalignment: This ability allows the Adjuster to restore a person's energy field to normal after it has been altered by a psionic, magical, or chi attack (it even negates Dim Mak). Success Rate is 30% + 5% per level (only 10% + 5% per level against effects placed by other Field Adjusters). Requires 3D4 melees of continuous contact. I.S.P.: 10. NOTE: This ability will negate ALL unnatural field alterations, even those which are beneficial to the person being "cured"
  3. Increase/Decrease Life Energy: This ability either enhances or diminishes the inherent life energy of the subject. For each level that life energy is raised, the following bonuses are granted (for reduced life energy, use this table but use the bonuses as penalties). The Adjustor can raise or lower a person by one level for every three levels that he (the Adjustor) possesses. Requires 1D4 melees of contact per level rasied/lowered. I.S.P.: 6 per level raised/lowered. Duration: 2D4
    1. +5 H.P., +10% to save vs. coma/death
    2. +3 H.P., +1 P.E., +2 to save vs. toxins and magic
    3. +3 H.P., +2 Initiative
    4. +4 H.P., +2 P.E.
    5. +5 to strike and parry. +4 to dodge. +5 H.P.
  4. Send Life Force: The Adjuster is able to convert his I.S.P. into life energy and send it into another person. This ability can be used to restore hit points (restores 2 hit points for every 3 I.S.P. expended). By converting this into negative life energy, the Adjustor can also harm a victim with an attack straight to hit points (negates 2 hit points per 3 I.S.P. expended). Requires 1D4 melees of contact for every 4 H.P. restored. A negative Life Energy attack can be delivered instantly (often, the Adjuster will combine this attack with a hand strike) but is limited to 1 hit point per level of the Adjuster. NOTE: It is possible to charge a character beyond his maximum H.P., but only by 50%. Those hit points will fade at a rate of one per hour until he has dropped to his maximum H.P. level
  5. Alter Energy Level: This ability changes the amount of energy that a person has. The Adjuster can make a person feel tired and listless, or super-invoragated. There are five levels of usage for this power, and an Adjustor can achieve one level for every three levels of experience that he has. Requires 1D4 melees of contact per level attempted. I.S.P.: 4 per level attempted. Duration: 2D4 days
    1. +/- 2 initiative. +/- 2 to strike/parry/dodge
    2. +/-3 initaitive. +/- 1 to damage
    3. +/- 2 initiative
    4. +/- 2 initiative, +/- 1 to strike/parry/dodge
    5. +/- 3 initiative, +/- 1 to damage
  6. Energy/Lethargy Aura: This can be either an aura of health and energ,y or an aura of lethargy and illness. The Adjuster will not be affected by his own aura, but all people within a radius of 30' + 5' per level will be affected (it is possible to save vs. the negative aura). Effeects of the Aura: +/- 2 to initiative. +/-1 to strike/parry/dodge, +/- 5% on all skills. +/- 1 H.P. per half hour. +/- 2 to save vs. toxins/psionics/magic, +/- 10% to save vs. coma/death. The postive aura will leave people within it's radius feeling energized and peppy. The negative aura gives people headaches and makes them feel ill and lethargic. Constant or chronic exposure (working in the same office, living with the Adjuster, etc.) to these auras will begin to affect a person's health. Prolonged exposure to the positive aura will decrease the odds of catching colds, diminish allegergies, etc. Prolonged exposure to the negative aura will increase the chance of getting ill and has been known to interfere with sleeping patterns. I.S.P.: 2 per hour
  7. Advanced Field Adjustor Powers: Each Field Ajustor also gets 3 of the following abilites, and may select one additional ability every third level. These powers all involve manipulation of psionic powers and super abilities. They do not affect magical abilities. They can NOT be used on Field Adjustors or Field Adjustor powers (even if the recipient is willing)
    1. Negate Powers: This ability allows a Field Adjustor to completely cancel all energy-based super abilites, psionics, etc. It does not work on magic. Reuires one melee of contact for every minute of cancelation (a tap attack negates powers for one melee). ISP: 6 + 2 per minute of cancellation
    2. Power Boost: This ability actually allows a Field Adjustor to increase a psionic or super ability's damage, range and duration. Each use of this power (the subject can have as many as 5 boosts) increases range by 25% of the orignal range, adds 50% to the duration, and adds 10% to damage. Note that only one power is affected by each boost. Duration: 3D6x10 minutes per level of Adjustor.
    3. Copy Powers: This ability allows the Adjustor to copy any psionic or energy-based super ability into himself. Requires one melee of contact for every minor psionic abilty, two melees for every super psionic ability or minor super ability, and 4 melees for a major super ability. Duration: 6D6 minutes per level of Adjustor. ISP: 6 plus 2 for every melee the transfer requires
    4. Bestow Powers (Requires Copy Powers): This ability allows the Adjustor to give another person a psionic or super power. The same restrictions and duration from Copy Powers apply (if the Adjustor is bestowing a power that he has copied, then the time that the Adjustor has had the power is deducted from the duration). ISP: Double the cost to do a basic Copy Powers. NOTE: This power can also be used to allow borgs to use their own psychic and magic. Cost is 5 I.S.P. per limb and 10 I.S.P. if the main body is bionic.
    5. Power Surge: This ability causes a power to be charged beyond safe limits. The effects are difficult to describe since every power will behave differently. Basically, the powers of the victim go hawwire. Any energy-expulsion powers will do 1/4 damage to the character every melee for the duration of the effect. The character also suffers 1D4 damage per melee for every 10 ISP he has (remaining, not total). Other effects will require GM creativity. Requires two melee attacks worth of contact. Success Rate: 20 + 5% per level. ISP: 10. Duration 1D4 melees plus 1D4 melees for every three levels of the Adjustor
    6. Convert Energy (Self): The Adjuster can trade 1 point of one energy reserve (HP, ISP, PPE, etc) for another. This ability can even be used to store energy in excess of the standard maximum for that stat (up to 150%). Reuires 1 I.S.P. per point translated.
    7. Convert Energy (Others): Same as Convert Energy: Self except it requires 2 poitns for every one point converted and stats can only be raised to 125% of their standard maximum. Requires 1 I.S.P. per point translated
    8. Mimic: Identical to the major super ability except only energy-based abilities can be copied and this ability also allows the copying of psionic powers (the Adjuster must still use his I.S.P. to use those psionic abilities however). 4 I.S.P. per minute. Physical contact is not needed to Mimic, but the Adjuster cannot use any of his own psychic abilities while using this power
    9. Energy Sink: The Adjuster can actually create a sphere of null-energy in which psionics and energy-related super abilities cannot function (they have no energy to run from). The radius is 5' per level. Saving throw is vs. psionics and a successful save means that the mutant/psychic is able to hold onto his energy for now, but must save agwain next melee. Requires 10 I.S.P. per melee and no other psionic powers can be used by the Adjuster. NOTE: This is the only Field Adjuster power which affects other Adjusters
    10. Life Curse: Similar to the dreaded Dim Mak, this ability allows a Field Adjuster to negate the victim's healing ability. While this effect is in place, the victim cannot regain any H.P. and S.D.C. is restored at 1/2 the normal rate. Requires 10 I.S.P. A saving throw of 20 (including bonuses) is needed to shake off the effect). Victims can roll to save once every day until cured. This ability also affects characters with Healing Factor, but they get to save every hour.
    11. Mind Curse: Identical to Life Curse except this ability prevents the restoration of I.S.P.
    12. Mystic Curse: Identical to Life Curse except this ability prevents the restoration of P.P.E.

Skills: Use the skills of a Mind Melter in Rifts or use any education level in Heroes Unlimited (but remove one skill program)

Cybernetics: Field Adjusters will not recieve cybernetics for any reason except dire medical need.


COPYRIGHT NOTICE: Rifts is a registered trademark owned by Kevin Siembieda and Palladium Books. Heroes Unlimited, Mega Damage, S.D.C., P.P.E., I.S.P., O.C.C., R.C.C., P.C.C. are registered trademarks of Kevin Siembieda and Palladium Books