Rank: Friggin Legend
Advances Left: 0
Iconic Framework: Psi-Operator
Attributes: Agility d10 (3), Smarts d10 (2), Spirit d10 (3), Strength d8 (2), Vigor d10 (2)
Pace: 6; Parry: 7; Toughness: 16(7); Strain: As If
- • Athletics d10+1 (climbing) (2)
• Common Knowledge d8 (2)
• Electronics d10 (1)
• Fighting d10+2(unarmed) (4)
• Notice d10+2 (1, using F&G result)
• Occult d10 (2, using F&G result)
• Persuasion d6 (1)
• Psionics d12 (0, using F&G result)
• Repair d10+2 (0, HJ result)
• Shooting d10 (Marksman & Sharpshooter) (4)
• Stealth d10+1 (urban) (3)
• Thievery d8+1 (3)
- • Heroic (Major): At this point, it’s time to face facts: Maggie is a hero, despite her best efforts.
• Quirk (Minor): Loves kids; is everybody’s cool aunt.
• Loyal (Minor): Nobody gets left behind
- • Ghosting: A Psi-Ghost may “ghost”—gaining the effect of intangibility—or reappear as an Innate Ability with no roll or ISP cost. Power modifiers can't be used with this ability. While ghosted she gains +4 Stealth and +2 Intimidation, and is also vulnerable to gas-based attacks (such as tear or poison gas).
• Mutant (Minor): Though they may pass as normal humans, Psi-Ghosts know they are Mutants and interact poorly in most social settings. Whether their identity is revealed or not, initial Reactions often start off Uncooperative due to their aloof nature and disregard for civil society.
• Presence Sensing Psionics: Psi-Ghosts begin with Psionics d6, Arcane Background (Psionics), and 10 ISP. One of their three powers—chosen from the standard list—must be detect/conceal arcana*, which has the Range (self) limitation. Detect arcana always
activates with the Presence Sense modifier at no additional cost or prerequisite. If a Psi-Ghost chooses an Iconic Framework providing Arcane Background (Psionics), she follows all the normal rules for the Framework except one of his starting powers is detect/conceal arcana* (even if not normally allowed by that Framework), and she gains two additional power to her starting total (e.g., a Psi-Ghost Burster gets five).
• Restricted Paths: Psi-Ghosts cannot take an Arcane Background or Iconic Framework using PPE.
• The Psi-Ghost Code: Even under pain of torture, Psi-Ghosts will not rat out each other to those who hunt them, nor will they betray the terms of a contract. Begin with the Vow (Major) Hindrance.
• Wanted (Major): Psi-Ghosts are pursued by many powerful groups—including the Coalition States and True Federation—who seek to either forcibly recruit them or, failing that, eliminate them before their abilities can be leveraged by rivals.
- • Arcane Background Psionics (Race and MARS)
• Major Psionic (MARS): A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges. Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
• Telemechanics (MARS): When activating mind link the psionic can telepathically connect to a machine instead of an individual. They gain a +2 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. Though it can boost the hero’s understanding of machines, Telemechanics
does not allow the Master Psionic to telepathically control intelligent machines, cybernetic/bionic systems, vehicles, or weapons. Telemechanics is completely ineffective on arcane items or constructions (including Techno-Wizardry devices).
• Gadgeteer (MARS): Some mechanical gurus can build incredible devices out of most anything. A Gadgeteer can spend up to three Power Points to “jury rig” a device
from most any reasonable collection of spare parts. This allows her to use any power normally available to Weird Scientists of her Rank or lower in her particular setting, with
a Power Point cost of 3 or lower. The total cost of the power (plus any modifiers) cannot exceed the points spent to create it, but she may create multiple devices as long as she has the points to do so. This takes one entire turn, during which she can do nothing else but make a Psionics roll at −2 (she cannot take Multi-Actions that turn). The inventor uses Power Points directly from her pool for the device, but once its initial Duration is finished (it cannot be maintained) it falls apart into its component pieces. The Weird Scientist power list in Rifts is: arcane protection, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/darkness,protection, relief, slumber, smite, sound/silence, speak language, sloth/speed, stun, telekinesis, teleport, wall walker, and warrior’s gift.
• Nerves of Steel (F&G): Ignore 1 point of Wound penalties.
• Ms. Fix It (HJ) +2 to Repair, ½ time needed on a raise
• Martial Artist (HJ): Fists and feet count as Natural Weapons; increase unarmed damage to Str. +1d4; add +1 to unarmed attacks.
• Thief (HJ): +1 to Thievery and +1 to Athletics (climbing) and Stealth in urban areas.
• Channeling (HJ): On a raise on the activation roll, her powers cost 1 ISP less.
• Sidekick (Hindrances): Steven, her mechanical buddy who she rescued from an illegal research lab.
• Power Points (Multiple Advances): She’s got the power! +10 ISP each time.
• Marksman (S3 Advance): The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 as her first action, she may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
• Champion (V2 Advance): +2 damage vs. supernatural evil.
• Field Intel (V4 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 free reroll versus Surprise and +2 on Notice or Electronics rolls made to
detect location, activity, concealment, disposition, combat effectiveness, and movement of opposing forces. When checking to conceal forces or set ambushes, this Edge gives a +2 bonus to Electronics, Stealth, and Survival rolls. She also gains a +2 on Notice or
Electronics rolls to encrypt/decrypt signals, find valuable documents, and glean data from enemy remains, equipment, or transmissions.
• Elan (H3 Advance): +2 to rerolls using Bennies
• Monster Slayer (L2 Advance): The hero has expert knowledge of the supernatural forces common to Rifts Earth and is trained to exploit their weaknesses. When confronted with a supernatural opponent, Monster Slayers may take an action to roll Occult to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. If successful, the Monster Slayer has identified the foe, the GM reveals the being’s weaknesses (if any) and the Monster Slayer’s advice grants allies a +1 bonus to Trait rolls versus such creatures until the end of the encounter. On a raise, the target’s special abilities of note (if any) are revealed, and the bonus to Trait rolls is increased to +2.
• New Powers (L5 Advance): 2 new powers.
• Danger Sense (L6 Advance): Your hero can sense when something bad is about to happen. When rolling for Surprise (page 108), he adds +2 to his Notice roll to act in the first round. With a raise, he starts the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives
him a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and
take appropriate action. If this was an attack and the hero makes his Notice roll, the foe
doesn’t get The Drop against him.
• Scavenger (Sig Item): Once per encounter the hero may find, “suddenly remember,” or dig up some much needed piece of equipment, a handful of ammunition, or some other useful device. The Game Master decides what constitutes an encounter, and has the final word on what can and can’t be found. NOTE: Sig item allows for use twice per encounter.
• Sharpshooter (L7 Advance): Ignore an additional 2 points of Shooting penalties or add an additional +1 to Shooting, can be used while moving.
• Major Psi (L8 Advance): Double ISP, spend ISP for neat bonuses.