times longer before feeling the effects of exhaustion. Can re
main alert and operate at full efficiency for up to five days with
out sleep. Normally needs only three hours of sleep per day.
Special Bio-Feedback Power:
By refocusing psychic energy
(I.S .P.) points, the Psycho-Stalker can temporarily become an
M.D.C. creature ! Change all S.D.C. and Hit Points to M.D.C.
This process costs 25 I . S .P. and lasts one minute (4 melee
rounds) per level of experience. However, during this period,
the character cannot use any of its psychic abilities.
The transformation also burns up Potential Psychic Energy
and makes the Stalker hunger for a minimum of 20 P.P.E.
points. The hunger pangs/craving is intense and the mutant will
be irritable and distracted (reduce initiative by 3) until he feeds.
2.
S u per Strength :
Add
to P.S. attribute. Note: Mini
mum P.S. is 22, if lower adj ust to 22. When using the Bio-Feed
back Power (see # 1 above), this strength becomes supernatural.
3.
Super S peed :
Add 3 D4x 1 0 to Speed attribute. Can leap
30 feet (9. 1 m) across after a short run (half that from a dead
stop) and 20 feet (6 m) high (half without a short run).
4. Super Reflexes and Reaction Time Bonuses (includes
Juicer and Psi-Stalker bonuses):
+5 on initiative, +3 to Percep
tion Rolls, +2 to disarm, +2 to pull punch, +4 to roll with punch,
fall or impact, + 1 to Auto-Dodge at levels 1 , 2, 4, 6,
8,
1 0, 12 and
14, automatic parry or dodge on all attacks, even from behind/sur
prise; add two extra attacks per melee round, and add 2D6 to P.P.
attribute. Minimum P.P. attribute is 20, if lower adjust it to 20.
Penalties:
Same as normal Juicers, insomnia, restlessness, impa
tience, plus the range of natural Psi-Stalker powers are half.
5.
Saving Th row Bonuses :
+4 to save vs psionics (do not
add M.E. bonuses), +5 to save vs mind control (psionic and
chemical), + 1 to save vs magic, +6 to save vs horror factor, and
+6 to save vs toxic gases, poisons, and other drugs .
6.
Psi-Stal ker Powers :
All the powers of the Psi-Stalker
R.C.C. apply to the Psycho-Stalker, with the exceptions of phys
ical and saving throw bonuses (already taken into account
above). Among these powers are the ability to sense psychic and
magic energy, sense supernatural beings, nourishment (lives on
P.P.E., usually 50 to 1 00 P.P.E. a week; does not need food or
water), and psionic empathy with animals.
Note :
Reduce the
usual range for these powers by half For reasons unknown to
most researchers, the Juicer process seems to interfere with
(sometimes completely destroy) psionic powers.
7. Psionic P owers :
Choose six psi-powers from the Sensitive
Category. LS.P. : M.E. plus I D6 x 10 I.S.P., plus 10 I.S.P. for
each additional level of experience. Reduce range by half. Con
sidered a master psionic for save purposes. Also, add 1 06 to the
M.E. attribute.
8.
E nhanced Healing:
Standard: Heals four times faster than
normal, +20% to save versus coma/death. Virtually impervious
to pain, as per the normal Juicer.
9.
Low Life Span :
Same as normal Juicers : 5 years plus 406
months. During the last 2 years of life, the Psycho-Stalker be
comes ravenously hungry for P.P.E., requiring
as
much as 1 5 0
to 2 5 0 P.P.E. per week t o subsist. I n addition, they lose
ALL
psionic powers, including their
abilities to sense the su
pernatural and magic and empathy with animals ! This is akin to
a human losing his sense of sight or hearing. Many will go ber
serk and desperately seek to feed on (kill) supernatural beings or
46
other strong P.P.E. sources, like practitIOners of magic. The
worst become psychotic murderers consumed with hunting, kill
ing and feeding, so the name is ironically appropriate.
O.C.C. Skills:
Radio: B asic (+ 1 0%)
Pilot Hovercraft (+ 1 0%)
Pilot Motorcycle (+ 1 0%)
Read Sensory Equipment (+5 %)
Wilderness Survival (+ 1 5%)
Streetwise (+8%)
Prowl (+ 1 0%)
Climb (+ 1 0%)
W.P. Energy Rifle
W.P. two of choice
Hand to Hand Expert
Hand to Hand: Expert can be changed to Martial Arts (or As
sassin if evil) at the cost of one "other" skill.
O.c.c.
Related Skills:
Select four other skills. Plus select one
additional skill at levels four and eight. All new skills start at
level one proficiency.
Communications: Any (+5 %)
Domestic: Any (+5%)
Electrical: None
Espionage: Detect Ambush,
(+5%).
Mechanical: None
Medical: First aid only.
Military: Any (+5%)
B aSIC
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+ 1 0%)
Escape and Intelligence only
Physical: Any
Pilot: Any (+5 %)
P ilot Related: Any (+5%)
Rogue: Any
Secondary Skills:
The character also gets to select six Second
ary Skills from the Secondary Skills list in
Rifts® Ultim ate
Ed ition,
page 3 00. These are additional areas of knowledge
that do not get the benefit of the bonuses listed in parenthe
ses. All Secondary Skills start at the base skill level.
Standard Equipment:
Coalition Dead Boy armor (new or old;
see Coalition War Machine for new equipment), uniform,
survival kit, heavy energy rifle, energy weapon of choice and
six E-Clips for each, a pair of vibro-blades of choice, air fil
ter, sunglasses, canteen, backpack, and gas mask.
Money:
Pay is 2,500 credits a month plus room and board.
Starts with one month' s pay.
Cybernetics:
None, ever, except bio-systems if absolutely nec
essary.
Psycho-Stalker Juicer Conversion Cost:
Not applicable; avail
able only from the CS military.
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