Psychic Soldiers PCC

CS Psychic Soldier
Whether they are human dominators, psi-nullifiers, or bursters, CS psychics undergo intense training which integrates them into the military and focuses their potential. Each MOS represents a separate type of Psychic.

Determining type of Master Psionics All Psi-troopers are Master Psychics. To determine which kind of master psionic they are: 01-05%: Zapper 06-28%: Burster 29-50%: Soaker 51-75%: Psi-Nullifier 76-95%: Psi-Tech 96-00%: Dominator

O.C.C. Bonuses: +1 on initiative at levels 2, 4, 6, 8, 10 and 12; +2 to pull punch, +1 to disarm, +2 to save vs Horror Factor, +2 to save vs possession, +1 to save vs mind control, +1 to M.E., +1 to M.A., +2D6 I.S.P. and +2D6 to S.D.C.

O.C.C. Skills: Body Building Climbing +5% Language (of choice +15%) Lore: Demons and Monsters (+20%) Lore: Psychics and Psionics (+10%) Military Etiquette (+5%) Radio: Basic (+10%) Read Sensory Equipment (+10%) Running W.P. Energy Rifle W.P. Energy Pistol WP Ancient of Choice Two Communications, Espionage, or Military Skills of choice (+10%) HTH: Expert Hand to Hand: Expert can be changed to Martial Arts or CQB for the cost of one skill selection.

Also, choose one MOS Package from the list that follows. Make sure to add all of the bonuses from these Packages, as well as the psychic powers.

Other Skills: Choose five other skills from the list below. Select an additional skill at level four, one at level eight, and one at level twelve. All new skills start at level one proficiency. Communications: Any (+5%) Domestic: Any (+5%) Electrical: Basic electronics only. Psi-techs and Zappers may choose any Espionage: Intelligence, Detect Ambush, Disguise, Escape Artist, Tracking and Wilderness Survival only (+5%). Mechanical: Basic and Automotive Mechanics only. Psi-Techs may choose any Medical: First aid only. Military: Any (+10%). Physical: Any, except Acrobatics. Pilot: Any (+10%) Pilot Related: Any (+5%) Rogue: Any, except Computer Hacking and Ventriloquism. Psi-techs and Zappers may choose Computer Hacking Science: Mathematics only Technical: Any (+10%) Weapon Proficiencies: Any Wilderness: Any

Secondary Skills: The character also gets to select four secondary skills from the previous list plus one at levels 3, 6, 9, and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parenthesis. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as indicated in the list on page 300 of Rifts: Unlimited Edition.

Standard Issue Equipment: One assigned suit of CA-1 or CA-2 Body Armor (usually light armor), three fatigue style uniforms, one dress uniform, heavy wool winter jacket, set of PT clothes (jogging/workout clothes), running shoes, combat boots, combat knife, polarized goggles or polarized sunglasses, air filter & gas mask, walkie talkie, canteen, two medium sacks, and a large rucksack (to carry everything).

Standard Equipment on Assignment: One energy rifle with sling, one energy pistol with choice of shoulder or waist holster, 4 e-clips for each, 2 fragmentation grenades, 3 signal flares (in a standard small pouch), an additional non-energy weapon (generally a vibro-blade, neural mace, or S.D.C. Pistol or Rifle).

Equipment available upon special assignment: Any weapon types, extra ammunition, Spider-skull Walker, other robot vehicles, hovercraft (especially hover cycles), tank, jet pack, camera, disc recorder, optical enhancement, and food rations for weeks. Vehicle and equipment repair. Note: All weapons and equipment are given out on an as needed basis, with the commanding officer deciding whether or not the item(s) is really necessary or not. If the officer doesn't like the character(s), the availability of items may be extremely limited.

Money: The grunt gets a roof over his head, food, clothing, and all other basics provided free as part of his pay, as well as military facilities. The Psychic Soldiers draw monthly salaries commiserate with their rank, plus special hazardous duty pay and bonuses for jobs well done. Those CS Psi-Officers who lead a Dog Pack are treated and paid the same as an NCO. Starts off with one month's pay. The soldier's quarters is a nice dormitory arrangement shared by four individuals. Each gets a private bedroom/study complete with CD stereo system, television and VCD, mini-refrigerator, desk, dresser, and comfortable bed.

Cybernetics: None to start and usually restricted to medical implants and prosthetics, not augmentation. Tend to prefer natural abilities to cybernetic augmentation.

Burster M.O.S.
One of the many kinetics which make up the bulk of the Psi-Battalion's human psychics, the burster is the unmatched master of fire. Able to literally eat and bathe in flames, they are highly saught after in the I.S.S. where their abilities make them excellent first responders to fire, and very capable of dealing with inhuman menaces. But these abilities are hardly wanted only in the I.S.S., and a great many find aceptance, if mixed with fear, in normal army service.

1. Impervious to fire and heat: A psionic aura radiates around the Burster, making him, and what he is wearing, completely impervious to fire and heat. Even mega-damage plasma, napalm, a dragon's fiery breath, and magic fires do nothing but minor cosmetic damage (singe clothing or armor, damage a delicate item, etc.). Even the most intense mega-damage blaze will inflict no more than one tenth its normal damage. This also means the character can pick up and hold hot coals, burning timbers, eat fire (for show, not nourishment), and walk or stand in fire without discomfort or catching on fire; it feels natural and invigorating. This natural ability also means the Burster is unaffected by smoke. He can breathe reasonably well in its toxic, billowing clouds. Vision is only slightly impaired, roughly half the usual distance and clarity of sight, speed is reduced by 10%, and combat penalties are only -1 to strike, parry, and dodge; most humans and D-bees are blinded by smoke (-9 on all combat rolls, -25%-50% on spd,) and choke on the noxious fumes (roughly the same as tear gas, and can kill a normal person from smoke inhalation). Electricity does half damage and this character never sweats. Note : These are natural abilities that are constantly in effect at no I.S.P. cost.

2. Extinguish Fires: The Burster can instantly put out flames without need of chemicals or water. The fire just disappears because the character can psionically channel and control the energy to make it stop spreading and quickly go out. Range : 100 feet (30.5 m) +10 feet (3 m) per level of experience. Radius of Affect: The psychic can extinguish a 200 foot (61 m) radius per level of experience. His/her level of control is such that the Burster can either go for the maximum (usually in an effort to save lives and/or property) or narrowly focus it to effect a comparatively small area. Duration : Permanent; until the fire is reignited. I.S.P. Cost : 4

3. Flame Burst (self): The psychic can seemingly cause himself to burst into flames and become completely engulfed in fire. In reality, this is a fiery aura around him. Nothing on the Burster's person is actually on fire, so nothing is damaged. Furthermore, the character can move around without difficulty. However, the fire will ignite anything he touches, such as carpeting, drapes, furniture, paper, wood, etc. Range : Self. Duration : Two minutes per level of experience. I.S.P. Cost : 4 Damage : 6D6 S.D.C. damage per strike to anyone or thing that he touches. Damage is accumulative. Plus, all combustible articles such as clothing, will catch on fire, doing an additional 6D6 S.D.C. damage per melee round until extinguished. The flames are not powerful enough to damage M.D.C. items/armor unless within a mile (1.6 km) of a ley line nexus point, then the damage can be increased to 1D4 M.D. (and 2D4 directly at a nexus), but costs two extra inner strength points. 1D6 M.D. (or !D6xlOO S.D.C.) can be inflicted (2D6 at ley lines and 3D6 at a nexus) if the Burster concentrates intensely. This 1D6 M.D. can be added to damage from the Burster's punches, kicks, or simply by being touched! Note: Additional cost of 8 I.S.P., lasts only one melee round per level of experience and each M.D. fire attack (punch, kick, head butt, grapple, etc.) counts as two melee actions/attacks. Fiery Body Protection (Special): The aura of fire also provides a limited mega-damage field of protection equal to 30 M.D.C. +2 per level of experience and which renews itself (like fire burning oxygen) at a rate of 3D6 M.D.C. per melee round (never more than the normal maximum). Note : There is no extra I.S.P. cost for this aura of protection.

4. Fire Bolt: A fiery energy bolt can be hurled or fired from the forehead or hands (even if the latter is an artificial appendage). Range : 200 feet (61 m) +20 feet (6 m) per level of experience. Duration : Instant; counts as one melee action/attack. Bonus to strike : +4; line of sight. Damage : Mini-bolt 2D6 S.D.C./Hit Points, medium bolt 4D6 S.D.C., heavy bolt 6D6 S.D.C. or mega-damage plasma bolt: 2D6 M.D. I.S.P. Cost : Two regardless of the size and damage of an S.D.C. blast and four points to create an M.D. blast.

5. Fire Eruption: The pyrokinetic can cause a fire to erupt in front of somebody or an area (never directly on a living creature) instantly and without the need of combustible material. The size of the flame can be controlled to be only a few inches tall and cover only an inch or two area, or several yards/meters across and tall. The flame will burn as long as its creator wills it to (costs one additional I.S.P. per ten minutes) and can not be extinguished by normal means because it is fueled by psychic energy. If the Burster is rendered unconscious, blinded or distracted, the flame will disappear. If the fire eruption is created in an area where other combustible items are located (carpet, wood, flooring, walls, ceiling, paper, fuel depot, etc.), they will catch fire within 1D4 melee rounds (i.e. one minute or less). The burning of these materials is a separate, regular fire that can be extinguished normally, but will spread and may cause immense damage just as any fire would. Range: 100 feet (30 m) +20 feet (6 m) per level of experience. A specific target must be visible, while a target area does not have to be visible, but its precise location must be known to the Burster, i.e. causing a fire to erupt in the adjoining room or the room directly above him, etc. Note : -25% to accurately hit a target he can not see if it is smaller than 20 feet (6 m) in circumference. Duration : The flame eruption will stay ignited for 10 minutes or until the Burster cancels the effect, which can be done at will. The psychic can keep the fire burning by expending an additional one I.S.P. every ten minutes, but must stay within range and concentrate on maintaining the fire. Penalties: Melee actions are reduced by half and fighting is impossible unless he breaks his concentration, causing the fire to disappear. However, any combustible items set ablaze will continue to burn and the fire spreads until extinguished, even after the psionic fire is gone. Bonus to Strike : This is a little different than the usual strike attack. The Burster must learn to judge distances and focus his thoughts in order to create the eruption exactly where he wants it. So instead of an attack bonus, there is a Base Skill: 48% +4% per additional level of experience (roll percentile dice). A failed roll means the eruption happens 2D6 yards/meters off target. The Burster is -25% to accurately hit a target he can not see if it is smaller than 20 feet (6 m) in circumference. Huge targets are easier to hit, but even then the blinded Burster is -5% to strike. S.D.C. Damage : Tiny flame 1D4 S.D.C., 1-2 yards/meters fire 4D6 S.D.C., a towering pillar or wall (6 feet/1.8 m tall or bigger) !D4xlO S.D.C., filling a room or 20 square foot (6 m) area or larger causes 2D4xlO S.D.C. damage (or one M.D. point) per melee round or whenever somebody attempts to run through it. Mega-Damage : The fire can be increased to mega-damage destruction by expending twice as many I.S.P.; applicable only to the larger fires, walls, pillars, and areas. An M.D. fire wall or pillar inflicts 2D6 M.D., 20 square foot (6 m) area does 4D6 M.D. and 40 feet or bigger does 6D6 M.D. per melee round, or whenever somebody tries to run through it. Combustible items burn hotter and the fire spreads four times faster than a normal S.D.C. fire. I.S.P. Cost : 10 for S.D.C. fires regardless of size. 20 I.S.P. to create a mega-damage fire. Maximum Size Limitations : 20 square foot area (6 m) plus five additional square feet (1.5 m) per level of experience.

6. Sense Fire: This psionic ability enables the character to sense if there is fire as small as a burning candle nearby. To sense the fire, the Burster must stop and concentrate for a moment (15 seconds/one melee round). A moment later, he receives psychic impressions that indicate the approximate size (big, medium, small, tiny) and the approximate distance (near or far), the general direction (north, south, east, west, and, if in a building, up or down). He can also tell whether it is contained, spreading slowly, or raging out of control, whether it is a natural/accidental fire or an intentional/man-made or magical fire (arson), and how long it has been burning (minutes, hours, days). The psychic can also examine burnt objects or ashes and effectively "object read" them to get an impression of how long ago the fire last burnt and whether it was natural or man-made. This affinity with fire also enables the Burster to recognize fire Elementals and sense the presence of supernatural creatures of fire, including Fire Elementals of all kinds, Baal-Rog Demons, Seraph Spirits of Light (see Rifts® Conversion Book One), and Fire Demon Automatons (see Federation of Magic™), but not Fire Dragons or other Bursters, unless the latter has burst into flames or is controlling a psionically induced Fire Eruption. Note: This psychic power does not disclose who made the fire, nor how many people may have been involved, nor are exact locations revealed, although it can be used to track down a fire in a search. Also note that the sense fire ability applies to fires, not machines or engines that radiate heat. Range : Sensing for a burning fire will cover an 800 foot (244 m) radius +100 feet (30.5 m) per level of experience. Examining ashes or burnt debris requires touching it. Duration : Requires 15 seconds of preparatory concentration, but the psychic impressions and being in tune to the fire(s) lasts for four minutes, thus the character can use this ability to track down fires, i.e. "we're getting close" ... "oh no, it's spreading" ... "it's behind that door," and so on. Damage : None. I.S.P. Cost : Two Note : If a Burster has the power of telepathy, empathy or see aura, he can sense if the target of his psychic probe is a fire bug/arsonist. 7. Super Fuel Flame: The character can feed a fire with psychic energy, increasing its size by as little as twofold or as much as 10 times. Area Affect : 20 foot (6 m) area per level of experience. Range : 100 feet (30.5 m) per level of experience. Damage : Increased proportional to the size of the fire; G.M. discretion. I.S.P. : 8 8. Other Psionic Powers: Can select three minor psionic powers from the following list at level one, and one additional at levels 3, 6, 9, and 12. Death Trance Empathy Levitation Mind Block Radiate Horror Factor (Super; counts as two selections) Resist Fatigue Resist Thirst Deaden Pain Resist Hunger See Aura Sense Time Telepathy 9. I.S.P.: Roll 3D4x10 plus the character's M.E. attribute number to determine the base Inner Strength Points. The character gets another 10 I.S.P. for each additional level of experience. The Burster is considered a Master Psychic. I.S.P. is regained at the rate of 2 per hour of activity, or 12 per hour of meditation or sleep.

10. Saving throw versus psionic attack: As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks.

11. P.P.E.: Most of the Burster's P.P.E. has been expended in the development of psychic abilities. The remaining permanent P.P.E. base is only 2D6.

Choose from the following MOS options: Monster Hunter M.O.S.: Trained in anti-vampire techniques, anti-demon techniques, and techniques to counter a host of other threats, these special forces soldiers are highly effective at identifying and killing supernatural threats. These soldiers are often given access to specialized equipment and intelligence. These soldiers are often assigned to deep insertion search and destroy patrols with major supernatural baddies as their targets. They are also sometimes assigned to normal patrols to give them a dedicated anti-supernatural specialist to rely on when they encounter something big and bad. Reconnaissance Landing Teams often use these talented anti-supernatural hunters to help them eliminate enemies of the state who use monsters for guards and soldiers. Requirements : M.E. 15, P.E. 14

Lore: Undead/Vampire Hunting (+20%) Lore: Magic (+25%) Lore: Religion (+15%) W.P. Handguns W.P. Rifles W.P. Archery Rank : Monster Hunters start out at E-2.

Infantryman M.O.S.: This is your typical psychic soldier or marine.

Camouflage (+20%) Detect Concealment (+15%) Detect Ambush (+20%) Military Fortification (+20%) Physical Skill of choice (+20%) W.P. Heavy Military Weapons Rank: Infantrymen start out at E-2.

Military Police M.O.S.: Trained to secure bases from both outside interference, and the actions of drunk, disorderly, and disobedient soldiers, CS MPs are both discrete and hard-nosed. While some may later go into ISS, not all do. Requirements : I.Q. 10, M.A. 11

Find Contraband, Cybernetics, and Weapons (+20%) Law (CS) (+15%) Streetwise (+20%) W.P. Blunt W.P. Handguns W.P. Shotgun Bonuses : MPs get +1 to Perception, due to alertness and detailed analysis training. They also get +1 on initiative at levels 1, 3, 7, 10 and 14, +1 to save vs. magic illusion and mind control, and +2 to save vs. horror factor at levels 2, 4, 7, 10, 12 and 15. Rank: Military Police start at E-2.

Reconnaissance Landing Team: Psychic Commandos: AN RLT consists of ten highly trained infantrymen, plus a senior NCO and a Lieutenant (usually J.G.). The primary mission of an RLT is reconnaissance of amphibious landing sites and enemy positions. Additionally they are trained to perform special operations missions, such as search and destroy patrols, sabotage, assassination (usually by sniping), hostage rescue, and more. Unlike the other RLT M.O.S. choices, the RLT: Psychic Commando is a special ops generalist. Requirements : I.Q. 12, P.S. 12, P.E. 12

Swimming (+20%) SCUBA (+10%) Detect Ambush (+20%) Detect Concealment (+20%) Land Navigation (+15%) Prowl (+15%) Bonuses : RLT operatives get a +1 bonus to perception checks, due to alertness training, and detailed observation drills during training. They also get an additional +1 to initiative at levels 1, 5, 10, and 15. Rank: RLT Commandos start at E-2. Note : The Army version, Also called the Psychic Commando, is almost identical to the RLT version, replace SCUBA with Pilot Jet Pack. The main difference is they are part of the Ranger Corps.

Dominator M.O.S.
Dominators are the least numerous (about 8%) and most dangerous group of Master Psychics. Their range of power is extensive and crosses all classifications of power, from healing and sensitive to physical and Super-Psionics. This power makes them supremely confident, forceful and manipulative. It also makes them, sometimes, lose sight of their humanity. Many of their greatest mind powers focus on controlling and influencing others (empathic transmission, bio-manipulation, hypnotic suggestion, etc.). By concentrating the individual can accomplish incredible mental feats that can include telekinesis, mind reading (telepathy), bio-regeneration and even the ability to create sword-like streams of pure psychic energy as a weapon. These individuals are extremely dangerous in the world of Rifts. As soon as a CS Dominator shows any signs of criminal activity or a disregard for human life, they are executed without a trial.

Dominators who are not loyal citizens are known as Mind Melters. They are killed on sight, and never allowed access to CS Cities.

Special Dominator R.C.C. Powers 1. Master of Psionics: At first level the character automatically has the following psionic powers. Alter Aura (self) See Aura Sixth Sense Mind Block Also select three additional powers from each of the four psionic power categories: Sensitive, Physical, Healing, and Super. In regards to the Super category, the following can not be selected at first level: Mind Wipe, Psi-sword, and Posses Others. These three are not available until third level. • At second level the psychic can select a total of three powers from the Sensitive, Physical, and/or Healing categories, and one from the Super category (except Mind Wipe, Psi-sword, and Posses Others). • At third level the psychic can select a total of three powers from the Sensitive, Physical, and/or Healing categories, and one from the Super category (including Mind Wipe, Psisword, and Posses Others). • At fourth level the Melter can select two powers from the Super category only. • From Fifth level on, the psychic can select a total of two psychic powers from any of the psychic categories, excluding Mind Bleeder. 2. I.S.P.: To determine the character's initial amount of Inner Strength Points, take the number of M.E. as the base, roll 3D6xlO and add it to the base number. The character gets another 10 I.S.P. for each additional level of experience. Considered a master psionic. 3. Saving throw versus psionic attack: As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks. 4. P.P.E.: Most of the psychic's P.P.E. has been expended in the development of his/her psychic abilities. The remaining permanent P.P.E. base is only 2D4. 5. R.C.C. Bonuses: +3 on initiative, +1 to strike, +2 to pull punch, +4 to save vs possession, +1 to save vs all forms of mind control, and +1 to save vs magic illusions. +1 to save vs Horror Factor at levels 1,2,4, 5, 7, 8,9, 11,13, and 15

Skills: Due in part to the entirety of the training they receive, Mind Melters receive even fewer skills than normal for psychic troopers. You may pick three skills from Espionage, Military, Medical (except any M.D. skill), Physical, Pilot, Technical, or W.P. skill categories. +10% bonus applies where applicable.

Psi-Nullifier M.O.S.
The Nullifier is a human Master Psionic whose mental "reactive" powers have developed to provide a remarkable defense against psionics and magic. From an early age, the Nullifier has the ability to erect a barrier of mental energy that renders the character virtually immune to mind-altering psionic powers, along with the ability to interfere with and negate them. Furthermore, this defense mechanism can interfere with the mental powers of other psychics and, to a lesser degree, the powers of magic practitioners.

This ability is involuntary, for the most part, and occurs as a natural reaction to the presence of powerful mystical or mental forces. In essence, the character is a living battery of negative energy that can disrupt psionics or magic in close proximity. This makes the Nullifier character a powerful force in the psionic and magic-rich environment of Rifts Earth.

The Coalition States, spearheaded by the powers at Chi-Town (and in the past, Free Quebec), recognize the invaluable power and defenses a Nullifier provides and has developed an experimental (and some say inhumane) regime of rigorous training designed to shape young reactive psychics into Nullifiers. The program has a frighteningly high success rate in producing Nullifiers; approximately 72% of all inductees into the program become Nullifiers. Of the remaining 28%, half are driven insane, while the other half usually become some other type of Master Psionic, typically Bursters, Zappers or Psi-Slayers; 1.5% become Mind Melters. Approximately 320 experienced Nullifiers (levels 4-7) currently serve in a Psi-Battalion headquartered at Chi-Town, with another 80 in the ISS and about 160 in active duty at other Coalition States. Most serve in special branches of the CS Military as anti-psychic and anti-supernatural specialists, as well as fugitive retrieval specialists, spies and espionage agents.

 Special Nullifier R.C.C. Abilities '''1. Psi-Nullification & Interference''': As a living battery of negative psychic energy, the Psi-Nullifier has the ability to disrupt or interfere with magic and psionics that are directed against him or in close proximity. This is a natural defense mechanism developed by the mutant to protect against hostile psychic and magic attacks. It is an involuntary reaction that occurs automatically whenever psionic or magic forces are directed against him or within 10 feet (3 m) of him. As soon as a psychic, magic practitioner or supernatural menace comes within range or focuses their mental will or magic for an attack against the Psi-Nullifier, he instinctively floods his attacker(s) with a wave of negative psychic energy. This negative energy destroys positive psionic and magic energies, cancelling them out completely or reducing their power. Every one point of I.S.P. expended by the Psi-Nullifier negates three positive I.S.P. points, or one positive P.P.E. point of magic power! The Psi-Nullifier automatically releases enough negative psychic energy to cancel or diminish most psi-powers or magic spells used within his disruption range. As a disruption of magic, the Psi-Nullifier instinctively expends 1D6 I.S.P. which negates an equal amount of P.P.E., which, in most cases, will be enough to prevent the spell from being successfully cast due to insufficient P.P.E.! The spell caster's only defense, when he knows that he is confronted by a Psi-Nullifier, is to expend seven more P.P.E. than is normally necessary to cast the spell. This can turn into a mental chess game, because the Psi-Nullifier can anticipate the mage to compensate and willingly expend a specific amount of I.S.P. to disrupt the spell, provided it is greater than six (7, 10, 13, 18, 25, whatever). Under all circumstances, the P.P.E. expended by the spell caster, whether the spell is successfully cast or not, is lost in the attempt. Against psionic powers, the Psi-Nullifier also instinctively expends 1D6 negative I.S.P. which negates 3x that amount in positive I.S.P. unleashed by his attacker (i.e. one negative I.S.P. negates three of his opponent's, two negates six, three negates nine, and so on). If the amount of negative I.S.P. dispels an amount equal to or greater than the I.S.P. needed to cast the psionic power, it is completely negated! The attacker spends the necessary I.S.P., but nothing happens. If the negative I.S.P. destroys half the positive I.S.P., the psionic power works, but at half its strength: reduce range, duration, damage and penalties by half. If the negative I.S.P. destroys a third or less of the positive I.S.P. needed, then reduce the effectiveness and power level of that attack by 20%. Additionally, each point of negative I.S.P. energy counts as a -5% penalty against the success ratio of psi-powers that require skill and interpretation (Object Read, Ectoplasmic Disguise, Telemechanics, etc.); at least while within the radius of the Psi-Nullifier's influence. Like the spell caster above, an enemy psychic's only countermeasure is to expend more I.S.P. than is normally necessary to use the psionic power. Likewise, the Psi-Nullifier can willingly increase the amount of negative I.S.P. (as above) to further prevent attempts to circumvent his nullification power. Note: The nullification power is a reflex action that responds to all (even multiple) psionic and magic attacks directed at himncluding area affect spells) as well as any unleashed within 10 feet of him. It is an involuntary action, so the character cannot hold it back or decide when not to defend against psychic attack to conserve I.S.P. It is a natural and instinctive response to danger. It happens even when the Psi-Nullifier is rendered unconscious and while he is asleep. This unique power cannot be used against enemies who are aiming their attacks against others, unless the Psi-Nullifier is aware of their intention and willingly uses his nullification power to protect an ally or an innocent. The nullification power must be released the moment the spell or psi-power is cast, but Psi-Nullifiers have an uncanny ability to do so (roll initiative, with the Psi-Nullifier having a +6 bonus to let loose his negative I.S.P. in time to negate or reduce it). Maximum range for such a preemptive strike is 100 feet (30.5 m) +10 feet (3 m) per level of experience. 2. Null void: Unlike the Nega-Psychic, the Psi-Nullifier is not closed to the world around him, but he is closed to other psychics and location and sensing magic. Thus, fellow psychics cannot sense his presence, see his aura, sense psionics in him, sense his P.P.E., or remotely view him. They can pick up unshielded emotions and surface thoughts via Empathy and Telepathy, but that can be prevented via Mind Block. Likewise, magic that senses anything about a person, dominates or controls a person (calling, dominations, etc.) are powerless against the Psi-Nullifier; he's impervious to them. 3. Other psionic powers: The Psi-Nullifier starts with the following psychic abilities: Mind Block, Mind Block Auto-Defense, Psychic Omni-Sight, Sixth Sense, Alter Aura, Psychic Purification, and two additional powers of choice from the Sensitive or Healer categories. Each subsequent level, one additional psionic ability can be selected from the Healer or Physical categories, and at levels 2, 4, 5, 6, 8, 10, 12 and 15, the character can select one Super Psionic power; Mind Bleeder powers are not available. 4. Saving throw versus psionic attack: As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks. 5. I.S.P.: Roll 3D6x10 plus the character's M.E. attribute number to determine the base Inner Strength Points. The character gets another 2D4+2 I.S.P. per each level of experience. I.S.P. is regained at the unnatural rate of four per hour of activity, or 20 per hour of meditation or sleep. 6. P.P.E.: The Psi-Nullifier has more P.P.E. than most other psychics. The P.P.E. base is equal to the P.E. attribute number + 4D6. 7. R.C.C. Bonuses: The Psi-Nullifier is impervious to the bite and mind control powers of vampires, impervious to the Mind Bleeder powers and all forms of possession, as well as being +3 to save vs mind control drugs and magic and +1 to save vs Horror Factor at levels 1, 3,4, 6,9, 12, and 15. +1 on initiative, +1 to dodge, +1 to pull punch, and +1 to roll with impact or fall.

MOS Choices: Monster Hunter M.O.S.: Trained in anti-vampire techniques, anti-demon techniques, and techniques to counter a host of other threats, these special forces soldiers are highly effective at identifying and killing supernatural threats. These soldiers are often given access to specialized equipment and intelligence. These soldiers are often assigned to deep insertion search and destroy patrols with major supernatural baddies as their targets. They are also sometimes assigned to normal patrols to give them a dedicated anti-supernatural specialist to rely on when they encounter something big and bad. Reconnaissance Landing Teams often use these talented anti-supernatural hunters to help them eliminate enemies of the state who use monsters for guards and soldiers. Requirements : M.E. 15, P.E. 14

Lore: Undead/Vampire Hunting (+20%) Lore: Magic (+25%) Lore: Religion (+15%) W.P. Handguns W.P. Rifles W.P. Archery Rank : Monster Hunters start out at E-2.

Infantryman M.O.S.: This is your typical psychic soldier or marine.

Camouflage (+20%) Detect Concealment (+15%) Detect Ambush (+20%) Military Fortification (+20%) Physical Skill of choice (+20%) W.P. Heavy Military Weapons Rank: Infantrymen start out at E-2.

Military Police M.O.S.: Trained to secure bases from both outside interference, and the actions of drunk, disorderly, and disobedient soldiers, CS MPs are both discrete and hard-nosed. While some may later go into ISS, not all do. Requirements : I.Q. 10, M.A. 11

Find Contraband, Cybernetics, and Weapons (+20%) Law (CS) (+15%) Streetwise (+20%) W.P. Blunt W.P. Handguns W.P. Shotgun Bonuses : MPs get +1 to Perception, due to alertness and detailed analysis training. They also get +1 on initiative at levels 1, 3, 7, 10 and 14, +1 to save vs. magic illusion and mind control, and +2 to save vs. horror factor at levels 2, 4, 7, 10, 12 and 15. Rank: Military Police start at E-2.

Reconnaissance Landing Team: Psychic Commandos: AN RLT consists of ten highly trained infantrymen, plus a senior NCO and a Lieutenant (usually J.G.). The primary mission of an RLT is reconnaissance of amphibious landing sites and enemy positions. Additionally they are trained to perform special operations missions, such as search and destroy patrols, sabotage, assassination (usually by sniping), hostage rescue, and more. Unlike the other RLT M.O.S. choices, the RLT: Psychic Commando is a special ops generalist. Requirements : I.Q. 12, P.S. 12, P.E. 12

Swimming (+20%) SCUBA (+10%) Detect Ambush (+20%) Detect Concealment (+20%) Land Navigation (+15%) Prowl (+15%) Bonuses : RLT operatives get a +1 bonus to perception checks, due to alertness training, and detailed observation drills during training. They also get an additional +1 to initiative at levels 1, 5, 10, and 15. Rank: RLT Commandos start at E-2. Note : The Army version, Also called the Psychic Commando, is almost identical to the RLT version, replace SCUBA with Pilot Jet Pack. The main difference is they are part of the Ranger Corps.

Psi-Tech M.O.S.
Psi-Techs are psychics with an innate understanding of technology and an ability to operate, repair and build all kinds of machines, electronics and gadgets. They are essentially Technical Specialists with the added benefit of Master Psionic powers. This character can build a radio from a toaster, rebuild a vehicle from mismatched parts, and hack into sophisticated computer networks (even military ones) undetected (via Machine Ghost). However, unlike your prototypical electronics whiz-kid or computer geek, the Psi-Tech is able to mentally interface with machines and devices using his psionic powers. The ability to interface or "communicate" psionically with machines and devices affords the Psi-Tech a mastery over technology unequalled by any nonpsychic human. This is because he can "see" with his mind's eye the inner workings of any device and "sense" where the problem may be, where the regular mechanic and Operator has to disassemble the same device and/or use a diagnostic computer or a series of tests to locate what is wrong or damaged. Additionally, the Psi-Tech instinctively knows exactly how to fix the problem with uncanny precision and speed. Moreover the Psi-Tech is able to figure out how to piece together a working machine in a flash of psychic insight just by looking at parts and components. This highly specialized psychic has abilities that are predominantly dedicated to the study, repair, building and the use of machines. Total Recall enables them to call forth an exact schematic or a recollection of work on a similar device; Machine Ghost enables them to commune with computers, and all the various Telemechanics powers make the psychics virtually one with the machines they work on. However, there is a downside to this savant-like affinity with machines, most Psi-Techs are lousy with people. They tend to be quiet and shy. Many are uncomfortable around "normal" people, especially women, and most lack social skills. These mechanical whiz kids are often easily intimidated by those who are outspoken, confident and physically or magically strong. They tend to underestimate themselves in everything except their mechanical aptitude, and the most insecure will shun contact with the outside world, preferring to associate with other Psi-Techs, robots and machines.

1. Telemechanics: The Psi-Tech's inborn expertise with all things technological comes from an enhanced form of the super psionic ability Telemechanics. In most respects, it is identical to the standard power described on page 127 of the Rifts® RPG. Where it differs is that this ability is a constant one that requires no expenditure of I.S.P. on the part of the Psi-Tech. In addition, the duration is doubled. The level of skill expertise is equal to 85% plus 1% per level of experience.

2. Machine & Electrical Diagnosis: The Psi-Tech can sense the cause of a malfunction, pinpoint the problem or damage, and know what needs to be done to fix it (still needs to use/roll for specific skills or psi-powers) — a more specific and specialized form of Object Read. Range : Touch. Duration : Two minutes per level of experience. I.S.P. Cost : 6

3. Soup-Up Machines: The Psi-Tech has a knack for getting the most out of a machine, including vehicles. They can increase the speed, fuel efficiency/range (when applicable), and M.D.C. of vehicles and bots by 10%, and the speed and performance of computers by 15%. They can even tweak weapon systems to increase the effective firing range by 10%, and can jury-rig parts together in an emergency three times faster than what's normal. They perform all mechanical and computer skills about two times faster than normal.

4. Mental link to Robots, Power Armor & Vehicles: In addition to the Machine Ghost and Telemechanic powers, the Psi-Tech can make and maintain mental contact with machines designed to be piloted. In this capacity, the Psi-Tech maintains his own individuality and awareness, but partially becomes the machine as well. This union of man and machine provides the following bonuses beyond the usual robot or vehicle piloting skills the character may have. All apply only when piloting power armor, a giant robot, or a vehicle (hover cycle, car, airplane, 'bot vehicle, etc.). +1 attack/action per melee round. +1 on initiative with the machine. +2 to pull punch of the machine. Run, Drive, or fly 10% faster. Leap 10% higher and farther. +10% to piloting skill for that machine/special maneuvers. 5. Other R.C.C. Psionic Powers: The character also starts with the psionic abilities of Telemechanic Mental Operation, Telemechanic Paralysis, Telemechanic Possession, Machine Ghost, Object Read, Speed Reading and Total Recall, plus two Sensitive powers of choice. At each subsequent level, the character gets to select one new power from any of the Physical or Sensitive categories. The character also gets to select one Super-Psionic ability at levels 2, 4, 8, and 12.

6.I.S.P.: 3D4x10 I.S.P. plus the M.E. attribute number. Add an additional 10 I.S.P. per level of experience.

7. P.P.E. Base: 1D6+2

8. Other R.C.C. Bonuses: +5 to save vs Horror Factor when robots or machines are involved, +1 to save vs possession, and +2 on initiative when competing with or against machines and bots.

9. Additional Skills: All Psi-Techs are literate (Base percentage) in American. Additionally, they lose their Military and Espionage Skills of choice, but gain Computer Operation (+25%) and Computer Programming (+20%) as additional O.C.C. Skills instead.

Choose from any of the following M.O.S. Options. Armor and Weapons Engineer M.O.S.: Coalition weapons can be maintained quite easily by their users, especially specially trained munitions technicians. But if there is modification, repair, or any major design work to be done, it is the Armor and Weapons Engineer who will do it.

Computer Repair (+10%) Electrical Engineering (+10%) Field Armorer & Munitions Expert (+10%) Mechanical Engineering (+15%) Recognize Weapons Quality (+15%) Weapon Engineering (+20%) Rank: Armor and Weapons Engineers start at E-2 (Seaman or Private)

Combat Engineer M.O.S.: Whether it’s building bases, repairing bridges, clearing mines, or fighting fires, Combat Engineers are the multi-purpose knives of the Technical Corps. While other engineers are need for long term viability, a combat engineering brigade can start the work quite efficiently. Requirements: M.E. 12

Damage Control and Disaster Response (+15%) Demolitions: Disposal (+15%) Detect Concealment (+5%) Excavation and Rescue (+15%) Fire Fighting (+5%) Trap/Mine Detection (+10%) Rank: Combat Engineers start at E-2 (Seaman or Private)

Computer and Communications Engineer M.O.S.: C&C Engineers work on some of the most advanced electronics in the Coalition arsenal. Beyond simple maintenance or use, these technological wizards make these systems dance, performing well above the level any technician or specialist can get out of them.

Advanced Electronic Warfare (+10%) Laser Communication (+15%) Computer Repair (+25%) Cryptography or T.V./Video (+20%) ECM (+15%) Electrical Engineering (+30%) Bonuses : Communication Specialists also get Read Sensory Equipment at (+35%), instead of (+15%) Rank: C&C Engineers start at E-2 (Seaman or Private)

Motor Pool Maintenance Engineer M.O.S.: Maintaining, improving and designing the Coalition War Machines vehicles, aircraft, and hover vehicles is a full time job. These are the Engineers who make it their life’s work.

Mechanical Engineer (+10%) Electrical Engineer (+10%) Aircraft Mechanics or Automotive Mechanics (+15%) Computer Repair (+10%) Weapons Engineer (+15%) Pilot Truck (+5%) Pilot Tanks and APCs (+5%) Rank: Motor Pool Engineers start at E-2 (Seaman or Private)

Robot and Power Armor Maintenance Engineer M.O.S.: Maintaining, improving and designing the Coalition War Machines Robots and Power Armor is a full time job. These are the Engineers who make it their life’s work.

Mechanical Engineer (+10%) Electrical Engineer (+10%) Robot Mechanics (+15%) Robot Electronics (+15%) Computer Repair (+10%) Weapons Engineer (+5%) Pilot Robots and Power Armor (+5%) Rank: Robot Engineers start at E-2 (Seaman or Private)

Zapper M.O.S.
The most dangerous and rare of the physical psychics are those whose powers manifest in the form of kinetic energy. Just as the Burster controls fire, the Zapper commands kinetic energy at a frightening magnitude. All Zappers enjoy total mastery over electricity and all forms of Telekinesis! According to witnesses, the power of the Zapper is even more sensational to behold than the pyrokinetic displays of the Burster. Just by concentrating, the Zapper character can surround himself with rippling electricity, shoot mega-damage lightening bolts, and drain energy from electronic devices. Very few of these Zapper psychics exist, with no more than a few thousand throughout North America, probably less. For some reason, they seem most common in the regions once known as the Canadian Empire and the northeastern portions of the American Empire. The Coalition Military and Psi-Battalion includes a surprisingly large number of Zappers among them; so does Free Quebec. There are currently 92 on active duty at Chi-Town, 40 others scattered throughout the CS and another two dozen undergoing training.

Special Zapper R.C.C. Abilities The Zapper effectively has super-electrokinetic powers superior to the normal electrokinesis power.

1. Impervious to Electricity: An invisible electrokinetic aura surrounds the Zapper, making him, and what he is wearing (body armor included), completely impervious to electricity, including magical electrical attacks. Even mega-damage lightning strikes do no damage. Most other energy attacks do only half damage, including lasers, plasma and particle beams; magic energy attacks, other than electrical, do full damage. So do magic melee weapons, explosives and projectiles! Duration : Constant. I.S.P. Cost : None; a natural ability.

2. Sense Electricity: The psychic can sense or feel electricity and pinpoint its exact location as well as the approximate amount of electricity at the source (tiny, small, big). Range : 100 feet (30.5 m) +10 feet (3 m) per level of experience. Duration : Two minutes of extreme sensitivity so he can pinpoint every source of electricity in the area. I.S.P. Cost : Two

3. Electrical Aura & Radiate Electricity: The psychic can seemingly cause himself to become engulfed in crackling electricity. In reality, this is an electrical aura around him. Nothing on the Zapper's person is actually touched or affected, so nothing is damaged. Furthermore, the character can move around without difficulty. However, the electrical energy will cause a jolt to anything it touches and causes the hair of anybody within six feet of the character to stand on end from static electricity. Range : Self. Duration : Two minutes per level of experience. I.S.P. Cost : 5 Damage : 6D6 S.D.C. damage per strike to anyone or thing that he touches or which touches him; 01-65% likelihood of any electronic device that is not shielded or grounded being shorted out. Damage is cumulative. Static Discharge: 2D6 S.D.C. damage from electric shock and the discharge will temporarily interfere with communications (radio signals garbled and unclear, video images snowy, broken and distorted) and temporarily knock out bugs, video cameras and sensors for 1D4 minutes. 2D6 M.D. can be inflicted with an electrical energy bolt (4D6 M.D. at ley lines and 6D6 M.D. at a nexus) if the Zapper concen trates intensely. This 2D6 M.D. can be added to damage from the Zapper's punches, kicks, or simply by being touched, if he so wills it to happen! Note : Additional cost of 8 I.S.P., lasts only one melee round per level of experience. Each M.D. electric attack (bolt, punch, kick, head butt, etc.) counts as one melee action/attack. Maximum range of the energy bolt is 30 feet (9m) per level of experience; triple at a ley line and quadruple at a nexus point. Electrified Body Protection (Special): The aura of electricity also provides a limited mega-damage field of protection equal to 20 M.D.C. +2 per level of experience and which renews itself at a rate of 2D6 M.D.C. per melee round (never more than the normal maximum of 20 M.D.C.). Note : There is no extra I.S.P. cost for this aura of protection.

4. Electricity Absorption: The power to draw electricity/energy from devices in the immediate vicinity which can be used by the mutant character to heal damage. Even if the character is fully healed, he can still use this ability to drain electricity from machines, engines, generators and electric power lines! The Zapper can use this ability to drain the energy from the machine, to make it temporarily useless (until recharged) or to reduce the energy/power level one degree or 8% per level of experience (dims lights, reduces the energy flow to cause brownouts and mechanical malfunctions, reduces the speed of an engine or computer, etc.). In the alternative, the character can draw on and absorb electricity to rejuvenate himself. The equivalent of 1D6 M.D. negates fatigue (feels fresh as a daisy), while every 2D6 M.D. of electricity restores 1D6 hit points or 2D6 S.D.C. A mild but constant flow of electrical current goes through the Zapper while meditating, increasing normal healing by threefold. Absorption Range : Touch or 20 feet (6 m) per level of experience. Duration : Varies based on need and desired effect. Can be instant or last 10 minutes per level of experience. I.S.P. Cost : Four per activation of the power to absorb or drain.

5. Other psionic powers: Automatically gets Electrokinesis (double normal range), Telekinesis (super), Telekinetic Force Field, Telekinetic Acceleration Attack, Telekinetic Punch, and the Mind Bleeder powers of Brain Scan, Neuro-Touch and Neuro-Strike. Moreover, he can select one minor psionic power from the physical category at levels 2,4, 6, 8,10 and 12.

6. I.S.P.: Roll 3D4xlO plus the character's M.E. attribute number to determine the base Inner Strength Points. The character gets another 2D4+4 I.S.P. for each additional level of experience. I.S.P. is regained at the rate of 2 per hour of activity, or 12 per hour of meditation or sleep.

7. Saving throw versus psionic attack: As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks.

8. P.P.E.: Most of the Zapper's P.P.E. has been expended in the development of psychic abilities. The remaining permanent P.P.E. base is only 2D6.

9. R.C.C. Bonuses: +2 on initiative, +1 to strike, +1 to pull punch, +1 to roll with impact or fall, +4 to save vs horror factor, +1 to save vs possession and loves action and excitement.

The influence of ley line energy: The duration and range of the Zapper's pyrokinetic and other psychic powers are increased by 50% whenever on or near (within one mile/1.6 km) a ley line. The duration, range, and damage of his powers are doubled when at or near (one mile/1.6 km) a ley line nexus point!

10. Additional Skills: All Zappers are literate (Base percentage) in American. Additionally, they lose their Military and Espionage Skills of choice, but gain Computer Operation (+25%) and Basic Electronics (+30%) as additional O.C.C. Skills instead.

Choose from any of the following M.O.S. Options. Computer and Communications Engineer M.O.S.: C&C Engineers work on some of the most advanced electronics in the Coalition arsenal. Beyond simple maintenance or use, these technological wizards make these systems dance, performing well above the level any technician or specialist can get out of them. Special: Upgrade Basic Electronics skill to Electrical Engineer (+30%)

Advanced Electronic Warfare (+10%) Laser Communication (+15%) Computer Programming (+10%) Computer Repair (+25%) Cryptography or T.V./Video (+20%) ECM (+15%) Bonuses : Communication Specialists also get Read Sensory Equipment at (+35%), instead of (+15%) Rank: C&C Engineers start at E-2 (Seaman or Private)

Infantryman M.O.S.: This is your typical psychic soldier or marine.

Camouflage (+20%) Detect Concealment (+15%) Detect Ambush (+20%) Military Fortification (+20%) Physical Skill of choice (+20%) W.P. Heavy Military Weapons Rank: Infantrymen start out at E-2.

Monster Hunter M.O.S.: Trained in anti-vampire techniques, anti-demon techniques, and techniques to counter a host of other threats, these special forces soldiers are highly effective at identifying and killing supernatural threats. These soldiers are often given access to specialized equipment and intelligence. These soldiers are often assigned to deep insertion search and destroy patrols with major supernatural baddies as their targets. They are also sometimes assigned to normal patrols to give them a dedicated anti-supernatural specialist to rely on when they encounter something big and bad. Reconnaissance Landing Teams often use these talented anti-supernatural hunters to help them eliminate enemies of the state who use monsters for guards and soldiers. Requirements : M.E. 15, P.E. 14

Lore: Undead/Vampire Hunting (+20%) Lore: Magic (+25%) Lore: Religion (+15%) W.P. Handguns W.P. Rifles W.P. Archery Rank : Monster Hunters start out at E-2.

Reconnaissance Landing Team: Psychic Commandos: AN RLT consists of ten highly trained infantrymen, plus a senior NCO and a Lieutenant (usually J.G.). The primary mission of an RLT is reconnaissance of amphibious landing sites and enemy positions. Additionally they are trained to perform special operations missions, such as search and destroy patrols, sabotage, assassination (usually by sniping), hostage rescue, and more. Unlike the other RLT M.O.S. choices, the RLT: Psychic Commando is a special ops generalist. Requirements : I.Q. 12, P.S. 12, P.E. 12

Demolitions (+10%) Demolitions: Disposal (+10%) Detect Ambush (+20%) Detect Concealment (+20%) Land Navigation (+15%) Prowl (+15%) Bonuses : RLT operatives get a +1 bonus to perception checks, due to alertness training, and detailed observation drills during training. They also get an additional +1 to initiative at levels 1, 5, 10, and 15. Rank: RLT Commandos start at E-2. Note : The Army version, Also called the Psychic Commando, is completely identical to the RLT version. The main difference is they are part of the Rqanger Corps.

Robot and Power Armor Maintenance Engineer M.O.S.: Maintaining, improving and designing the Coalition War Machines Robots and Power Armor is a full time job. These are the Engineers who make it their life’s work. Special: Upgrade Basic Electronics skill to Electrical Engineer (+30%)

Mechanical Engineer (+10%) Robot Mechanics (+15%) Robot Electronics (+25%) Computer Repair (+20%) Weapons Engineer (+5%) Pilot Robots and Power Armor (+5%) Rank: Robot Engineers start at E-2 (Seaman or Private)

Soaker M.O.S.
Bursters are masters of fire and Pyrokinesis. Zappers have uncanny control over electricity with their Electrokinetic powers. So, too, it is the Soaker, a Master Hydrokinetic, whose expertise is the command over water. They can even summon it from the air around them. The Coalition, like many other nations, is recruiting Soakers as vampire slayers or as Naval Commandos. Most Soakers end up serving with the Naval Infantry, though a few work for Army Special Operations. Soakers make ideal scouts and saboteurs, sneaking on and off hostile ships with minimal diving gear. Soakers often make their living at sea, and many join the Navy just to have that chance.

Powers and Abilities of the Soaker 1. Water Senses: The Soaker has a natural affinity for water and can sense the location of water sources over great distances as well as discern the quality of water (drinkable or polluted). Sense Large, Open Sources of Water: The Soaker can sense lakes, rivers, or streams, at 75% accuracy (+2% per level of experience). They can sense the general direction and distance of the water source, as well as its approximate size (a trickle or a vast supply). Range : 100 miles (160 km), plus 10 miles (16 km) per level of experience. Duration : 10 minutes per level. I.S.P. Cost : 4 Sense Underground or Hidden Sources of Water: Whether underground, or sealed in a container, the Soaker can still sense these hidden sources of water. Range : 1000 feet (305 m) plus 20 feet (6.1 m) per level of experience for underground water sources; half that for sources sealed in containers. Duration : 5 minutes per level of experience. I.S.P. Cost : 4 Sense Depth of Water: The Soaker can accurately estimate the depth of any body of water. The estimate will be within 2 feet for rivers, streams, and small lakes, and within 20 feet for major lakes or oceans. Range : 100 feet (30 m), plus 20 feet per level Duration : 5 minutes per level I.S.P. Cost : 2 Sense Impurities: The Soaker is able to sense impurities in water, as well as determine the general nature of the contaminant. Range : Up to 50 feet (15.2 m), plus 5 feet (1.5 m) per level. Duration : 2 minutes per level of experience. I.S.P. Cost : 2 Cleansing Touch: Furthermore, the psychic can eliminate any poisons or toxins in the water. Range : Up to 50 feet (15.2 m), plus 5 feet (1.5 m) per level. Duration : Instantaneous Amount of Water Purified : Four gallons (15.1 liters) per level of experience I.S.P. Cost : 10

2. Create Water: The Soaker is able to condense the moisture in the air, soil, and even plant life into water. This water can then be manipulated via any of the Soaker’s other powers. The water can be placed in a container or made to hover in place via telekinesis. Limitations: Using this power in very dry climates costs twice as much I.S.P. Range : 10 feet, maximum Duration : Instant creation I.S.P. Cost : 2 Draw the Body’s Water: As horrible as it sounds, this power can be used to draw water from a living person! Such an action would be an evil act, but it does make for an excellent assassination technique. Range : 30 feet, maximum (must be exposed skin on the target) Damage : 3d6 directly to Hit Points; I.S.P. Cost : 10 Note : If Hit Points are depleted, the victim is -30% to save versus Coma and death. This attack does no damage to supernatural beings or creatures of magic; only affects mortal foes. Water Aura: this power can be used to surround the psychic with an aura of water. The water is held in place via Telekinesis and appears in the form of water rings or a tornado like swirl of water. While it does not provide Mega Damage protection, it is useful in fighting fires, and it terrifies vampires (Horror Factor of 14). The water makes the Soaker difficult to fight. They are slippery to the touch, and the flowing water impairs an attacker’s vision. Attackers are -2 to strike or parry, and -4 to entangle. Range : Self only. Duration : 2 minutes per level of experience. I.S.P. Cost : 6 S.D.C. Protection : The Aura provides 50 SDC, plus 10 S.D>C. per level of experience, and regenerates at a rate of 10 per melee round. This is running water, and will inflict 4d6 to vampires per strike (anytime the vampire touches the aura, or when the soaker hits a vampire).

3. Control Water: This is essentially an improved form of Hydrokinesis. The psychic can hurl water greater distances, summon water spouts, and even lessen the effects of tidal waves. Boil Water: Once heated to boiling point, the water can be splashed on opponents. Range : 40 feet (12.2 m) Duration : Instant Boiling, and stays hot for four minutes. Damage : Splashing hot water deals 2d4 damage, but tossing it in the face or groin causes the loass of all attacks for 1d6 melees, and tossing it in the face causes temporary blindness for 3d6 melees (-10 to strike, parry, and dodge) I.S.P. Cost : 2 per gallon (3.8 l) of water Bonuses :+1 to Strike Increase or Diminish Waves: Wave height can be controlled to add up to eight feet to the average wave, plus one foot per level of experience. Alternately, it can be used to decrease their size and intensity by the same amount. Range :Influence waters up to 1000 feet (305 m) away, controlling a radius of 300 feet (91 m) plus 20 feet (6.1 m) per level of experience. Damage : None, per se, but eight foot waves can capsize a smaller watercraft, and make life miserable for those on larger craft. Duration : The effects last for 20 minutes, plus 2 minutes per level of experience. I.S.P. Cost : 20 Hurl Water: Can shoot a stream of water from the psychic’s fingertips Damage : Minimal; 1d6 S.D.C. to most people, and may temporarily blind them (lose one attack and initiative); Does 4d6 to Vampires Range : 50 feet Duration : Instant I.S.P. Cost : 4 Bonus : +1 to strike

Water Stream: This is a much more powerful stream of water, like a firehose. It’s strong enough to knock most people over, and can literally melt vampires. Damage : 3d6 S.D.C. to most people, very likely will knock them over (lose one attack and initiative) – They must roll a 14 or higher (or successfully maintain balance) or fall over. Does 1d6x10 to Vampires and is likely to send them running for their unlives. Range : 80 feet Duration : Instant I.S.P. Cost : 6 Bonus : +1 to strike

4. Water Walk: The Soaker can run or walk across the surface of water with excellent speed and grace. Running Speed is only reduced by 25% Range : Self Only Duration : 5 minutes per level I.S.P. Cost : 25

5. Breathe Water: This is a form of psychic purification that enables the Soaker to absorb oxygen from water. This enables them to remain submerged without the aid of bulky diving gear. Because all transfer of oxygen is coming directly from the water, there are no bubbles to give away the Soaker’s position. Range : Self Duration : 15 minutes per level I.S.P. Cost : 6

6. Water Abilities and Bonuses: The Soaker is an instinctive swimmer with a skill of 80% plus 2% per level. Add +1 to initiative, +1 to parry, and +2 to dodge to dodge, while underwater. In addition, any dodge attempted underwater is an automatic dodge that does not cost any melee attacks. Also, speed is doubled while swimming. Can slip in and out of water with no sound and can hold breath for up to five minutes. The Soaker can also survive depths of up to 100 feet without the aid of any special gear. The Soaker can move in the water itself with deadly silence. They have a natural prowl ability underwater only, of 50%, or they can add +20% to their existing prowl ability. I.S.P. Cost : None, Automatic Abilities.

7. Other Psionic Powers: At first level, the Soaker has the following additional psionic powers: Impervious to Cold, Telekinetic Leap, and one from the following list at level one, and one additional at levels 3, 6, 9, and 12. Death Trance Empathy Levitation Mind Block Resist Fatigue Deaden Pain Resist Hunger See Aura Sense Time Sixth Sense Telekinesis (Physical) Telepathy

8. I.S.P.: Roll 3D4x10 plus the character's M.E. attribute number to determine the base Inner Strength Points. The character gets another 10 I.S.P. for each additional level of experience. The Soaker is considered a Master Psychic. I.S.P. is regained at the rate of 2 per hour of activity, or 12 per hour of meditation or sleep.

9. Saving throw versus psionic attack: As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks.

10. P.P.E.: Most of the Burster's P.P.E. has been expended in the development of psychic abilities. The remaining permanent P.P.E. base is only 2D6.

11. Bonuses and Skills: +1 Initiative, +1 strike, +1 parry and dodge, +2 roll with impact, +2 vs. Horror Factor. Also, replace the Two Military or Espionage Skills of choice with Pilot Water Scooters (+10%) and SCUBA (+15%)

MOS Choices: Monster Hunter M.O.S.: Trained in anti-vampire techniques, anti-demon techniques, and techniques to counter a host of other threats, these special forces soldiers are highly effective at identifying and killing supernatural threats. These soldiers are often given access to specialized equipment and intelligence. These soldiers are often assigned to deep insertion search and destroy patrols with major supernatural baddies as their targets. They are also sometimes assigned to normal patrols to give them a dedicated anti-supernatural specialist to rely on when they encounter something big and bad. Reconnaissance Landing Teams often use these talented anti-supernatural hunters to help them eliminate enemies of the state who use monsters for guards and soldiers. Requirements : M.E. 15, P.E. 14

Lore: Undead/Vampire Hunting (+20%) Lore: Magic (+25%) Lore: Religion (+15%) W.P. Handguns W.P. Rifles W.P. Archery Rank : Monster Hunters start out at E-2.

Infantryman M.O.S.: This is your typical psychic soldier or marine.

Camouflage (+20%) Detect Concealment (+15%) Detect Ambush (+20%) Military Fortification (+20%) Physical Skill of choice (+20%) W.P. Heavy Military Weapons Rank: Infantrymen start out at E-2.

Brown Water Patrol Crew M.O.S.: Much like the armor crews of the Army, the Brown Water Patrol Crews are trained in the operation and defense of the patrol boats and other armored watercraft. They can also manage minor repairs while in the field. They can also act as gunners, and many of them start out in turrets on CS patrol boats, tanks and Robots. Requirements :

Automotive Mechanics (+25%) Field Armorer and Munitions Expert (+20%) Naval Combat Piloting Pilot Warships and Patrol Boats (+25%) Vehicle Armorer (+5%) WP Heavy MD Weapons Bonuses : Brown Water Patrol Crew also get Weapon Systems and Read Sensory Equipment at (+15%) instead of (+10%). Rank: All Brown Water Patrol Crewmen start out at E-2 (Seaman).

Reconnaissance Landing Team: Psychic Commandos: AN RLT consists of ten highly trained infantrymen, plus a senior NCO and a Lieutenant (usually J.G.). The primary mission of an RLT is reconnaissance of amphibious landing sites and enemy positions. Additionally they are trained to perform special operations missions, such as search and destroy patrols, sabotage, assassination (usually by sniping), hostage rescue, and more. Unlike the other RLT M.O.S. choices, the RLT: Psychic Commando is a special ops generalist. Requirements : I.Q. 12, P.S. 12, P.E. 12

Demolitions (+10%) Demolitions: Disposal (+10%) Detect Ambush (+20%) Detect Concealment (+20%) Land Navigation (+15%) Prowl (+15%) Bonuses : RLT operatives get a +1 bonus to perception checks, due to alertness training, and detailed observation drills during training. They also get an additional +1 to initiative at levels 1, 5, 10, and 15. Rank: RLT Commandos start at E-2. Note : The Army version, Also called the Psychic Commando, is completely identical to the RLT version. The main difference is they are part of the Ranger Corps.

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