Rank: Veteran Advances Left: 0
Race: Psi Stalker
Iconic Framework: CS Ranger (MARS/Wilderness Scout)
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d8
Pace: 10, d10 running; Parry: 6; Toughness: 17(8); Strain: 0
Skills:
- Athletics d8+2 to Climb
- Common Knowledge d8+2 for people/geography in NA
- Electronics d8
- Fighting d8
- Notice d12+2
- Occult d8
- Piloting d8
- Persuasion d4
- Repair d6+2
- Riding d6
- Shooting d10
- Stealth d8+2 in wild (but see Frontiersman)
- Survival d10+2 in North America, +2 more in wild
Hindrances
- Driven (Major): He wants to be the very best and show that his tribe’s reputation is well-founded.
- Loyal (Minor): Good hunters don’t leave their men behind.
- Quirk (Minor): He’s got a thing for soda and it gets him in trouble from time to time.
Racial Abilities
- Ambidexterity: Psi-Stalkers start with the Ambidextrous Edge.
- Animal Empathy: Psi-Stalkers start with Riding d6 and animals treat them as one of their own, though this can be problematic with territorial predators.
- Fast: Increase Pace by +2 and Running die by a die type.
- Mutant (Minor): Psi-Stalkers can be creepy and off-putting, especially to magic users and psionics. Not fully accepted in Coalition high society and despised by the Federation of Magic, initial Reactions often start off Uncooperative.
- Psychic Sense: Psi-Stalkers have the inherent ability to detect arcana, this is an extra sense which is always active. They use the Notice skill to detect the presence and location of anything psychic, magic, or supernatural including invisible or astral beings, and arcane items. They can track specific beings and items using the Survival skill. Psychic Sense doesn't work inside sealed armor or vehicles. Every point of cybernetic Strain imposes a −1 penalty to Psychic Sense.
- Psychic Vampire: Though Psi-Stalkers can absorb PPE from ley lines, the energy is distasteful. Even when not stalking targets with an Arcane Background, the wilds of Rifts Earth teem with supernatural critters, demons, faerie folk, entities, and elemental beings which constitute a veritable buffet for Psi-Stalkers. They must consume at least 25 Power Points (PPE or ISP) a week or suffer a level of Fatigue—they starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP consumed restores a level of Fatigue—these Power Points cannot fuel psionic powers. As an action at a range equal to Spirit, the Psi-Stalker makes an opposed Spirit roll against an injured supernatural target (must be successfully Shaken or Wounded with an attack, fully Soaked attacks don't count). On a success they consume their Spirit in Power Points from the target. With a raise—or when the target is Incapacitated/killed— they consume all of their target's Power Points; any excess is available for nearby comrades (this is how entire Psi-Stalker tribes can feed on one large kill).
- Racial Enemy: Psi-Stalker and Simvan tribes (see page 68) have been at war for generations. Meetings start argumentative and get worse. Psi-Stalkers suffer −2 Persuasion with Simvan.
- Restricted Paths: Psi-Stalkers cannot take an Arcane Background or Iconic Framework using PPE.
Edges and Iconic Abilities
- Fleet Footed (MARS): Pace +2, increase running die one step.
- Woodsman (MARS): +2 to Survival and Stealth in the wilds.
- Ambidextrous (Psi-Stalker): Ignore –2 penalty when making Trait rolls with off-hand.
- Quick (F&G): The hero may discard and redraw Action Cards of 5 or lower.
- Frontiersman (HJ): The wilderness skills of some Wilderness Scouts and other explorers—such as the “Swamp Stompers” of Dinosaur Swamp— become so finely-honed they give them an edge over more classically-trained companions. A Frontiersman gains +2 to identify animals, monsters, plants, and weather conditions in the wild. He may also substitute Survival for Stealth when stalking a target or trying to avoid a predator while in the great outdoors.
- Alertness (HJ): +2 to Notice rolls.
- Mr. Fix-It (HJ): +2 to Repair rolls, half the time required with a raise.
- Soldier (Hindrances): Strength is one die type higher for Encumbrance and Min Str. Reroll Vigor rolls when resisting environmental Hazards.
- Field Intel (Advance): This character is skilled at picking out advantageous sites for enemy or allied forces to conduct combat operations, prepare ambushes, or hide. She gains a +2 bonus on rolls versus Surprise and Notice or Electronics rolls made to detect location, activity, concealment, and movement of opposing forces. When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Stealth rolls.
- Killer Instinct (Advance): The hero gets a free reroll in any opposed Test he initiates.
- Arcane Resistance (Advance): Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
- Double Tap (Advance): +1 to hit and damage when firing no more than RoF 1 per action.
- Conditioned (Advance): Using coping techniques and physical conditioning, this character has learned to push her body to its limits. She gains a +2 bonus to rolls made to resist interrogation (social checks made to elicit information from the character) and ignores 1 point of Fatigue penalties from environmental Hazards.
- Psychic Bloodhound (Advance): A few Psi-Stalkers and Dog Boys become quite refined in their senses. Their Psychic Sense gains the effect of the Exalted Detect Arcana power modifier.
- Command (Advance): +1 to Extras’ Shaken recovery rolls in Command Range.