MegaPsychics

MegaPsychics are men and women who have an extraordinary ability to control physical reality in various ways. Their powers are far beyond even a mind melter. They possess a powerful 'mental self' that is capable of doing such things as lift a car several feet in the air to totaly destroying a tall building or severyal tall buildings. Although very rare, these beings are feared by most, and probably hated by more. A lone psi-stalker wont even attempt to hunt a MegaPsychic, unless the in a large group of other stalkers.

MegaPsychic R.C.C.

note: this RCC is humans only. other races are not applicable.
 

Attributes
IQ: 3D6+3; ME: 14+2D4; MA: 3D6; PS: 3D6; PP: 3D6; PE: 3D6; PB: 3D6; Spd: 3D6
PPE: 2D4. this is due to the beings incredible mental abilities and ISP
ISP: ME attribute plus 3D6x10
            Recovers ISP at a natural rate of 4 per hour awake, and 14 per hour of meditation or sleep
 
 

Special Powers
The MegaPsychic has a unique mental self that is capable of lashing out and manipulating its surroundings. Anyone with the see aura ability will notice an aura several times larger than the psychics bod and sense its strength just by looking at it. All the following can be done without the expenditure of ISP:

Telekinetic Powers:  The psychics ME attribute becomes the mental selfs PS attribute. Treat the mental selfs strength as supernatural strength. So things like lifting weight and carrying things are the same as figuring out a creatures Supernatural strength, only use the ME attribute instead of the PS attribute. Note that this only applies to the mental self and gives the psychic what appears to be super telekinetic like abilities. The range of this ability is a mear 60ft, similar to telekinetic ability.

Other things that this ability can be used for is to push or grab someone or move things out of the psychics way. Once again, the mental endurance of the psychic determins his mental selfs strength. Each time this power is used it counts as one melee attack/action.

Telekinetic Damage:  The mental self is also capable of doing a temendous amount of damage in the form of punches. This is said to be the psychics most damaging ability. He/she can mentaly punch anything within a 60 ft range with mega damage force. At first level, the punch does 3D6 damage. At levels 4, 9, 12, and 15 add another 2D6 to that damage.

Another thing this power can do is divide the attack damage between the 2 foes. Example: lets say a level one character wants to punch 2 demons. His punch does a mear 3D6 in damage so that means one demon takes 2D6 and the other takes only 1D6.
note that all rules still apply if the characte wants to hit a certian area, like the head of a monster, that is hard to hit. And each time this power is used it counts as one melee attack/action. The Double attack only counts as one melee action though.

Hide Mental self: Similar to the Alter Aura power, but this shuts down the mental self and hides it, making the MegaPsychic look like a minor psychic of the same level. The psychic must bring his mental self out of hiding to be able to use ANY powers that he has. This power is an such an innate abilit of the Psychic that it doesnt count as a melee action to use. It is an automatic ability.

Additional Psionic Powers:

They also possess the following powers (these cost ISP):

See Aura
Mind Block
See the Invisible
Sense Magic

Select an additional 3 powers from the physical, sensitive, and super catagories. Powers on the following list can be selected as well, any time the character gets a chance to select new powers. The character can select 2 powers or 1 super power every level of experience. For the super catagory, only powers that are physical in nature can be selected. i.e., powers like mentaly possess others or mind wipe shouldnt be selected, but powers like mental illusion or invisible haze can be (because they produce seemingly physical effects in someones mind).

(see Heroes Unlimited pg 300-314 and Nightbane, Between the Shadows pg 112 for complete details on the following powers and abilities)

Physical                                                                 Super Abilites
Deaden Senses                                                        Invisible Haze
Ectoplasmic Disquise                                                Mental Illusion
Float                                                                        Astral Transference
Spontaneous Combustion                                          Dreamdance (superior)
Telekinetic Leap                                                        Block Breaker
Teleport Object
Activate Dimensional Portal
 
 

Mental Self MDC:
The mental self has its own MDC which, when the mental self is active, takes all damage before the psychic does. Once all the MDC of the mental self is depleted, all of the psychics powers are temporarily  inactive and the psychic himself takes 3D6 damage to SDC. The mental self requires a full 48 hours to regenerate back to full if it is depleted in this way. The psychic also suffers intense headaches which make him -10% on all skills and he loses any initiative bonuses he might have had.

The MDC of the mental self is the hit points and SDC of the psychic x2+30. The mental selfs MDC grows as the psychics hit points and SDC grow. Adjust acordingly.

Note: the mental self MDC is also used as its Astral SDC. Make the usual adjustments for SDC in the dream stream.

Bonuses:
Is concidered a master psychic: roll a 10 or higher to save vs psionics. Also gets a +6 to save vs horror factor, possession and mind altering drugs. And the psychic gets a +3 to save vs any magical illusions. Any ME bonuses also apply.

Penalties:
Reduce all PHYSICAL ATTRIBUTES by 2, including PB.
 
 

R.C.C. Skills

Due to the characters large amount of power, he/she has very little formal education tending to rely on his/her natural abilities.

RCC skills

Native Language: 98%One piloting skill of choice with a +5% bonus
One WP of choice
Hand to hand: basic

Hand to hand: basic can be changed to Hand to hand: expert at the cost of one other skill, or hand to hand: martial arts (assassin if evil alignment) for the cost of 2 other skills.

RCC Related skills

The character can select 6 "other" skills limited from those from the following list with a +10% bonus:

Communication, Domestic, Electrical: basic only, mechanical: automotive only, military, medical: first aid only, physical: any accept acrobatics, gymnastics, and wrestling, pilot, pilot related, rogue, science: math only, technical, W.P., and wilderness.

Note: these skills are meant to be taken from the Rifts RPG book. If other skills from other games can be logicly fit into the characters background, then they can be, with the discretion of the GM, used. This character has a lot of psychic ability so it is usually best to keep his education and skills to a minimum

Secondary skills

The character gets 8 secondary skills without any bonus. At levels 4 and 8 the character can select an additional 4 skills. They also are limited to what is stated above for "other" skills.
 
 

Standard Equipment

Any kind of clothing that the character may own or be wearing. Sleeping bag, backpack, utility/ammo belt, canteen, sunglasses or tinted goggles, air filter or gasmask, knife, food rations, and personal items. Also has light megadamage body armor (nothing too heavy to restrict movement).

Weapons include an energy weapon of some kind, and one non energy weapon. They can be of players choice. Techno-Wizard weapons are also used by these characters. They are suitable for beginer level characters.

Vehicles can be anything. Usually refects Piloting skills. Even TechnoWizard devices can be selected if so desired. But keep in mind that these characters are very reliant upon their own powers and will not have many TW devices.

Money: starts out with 3D6x100 in credits and 2D4x1000 in saleable blackmarket items. Most of this guys money has been spent in pleasure and in clothing.

Cybernetics: NONE! They inhibit his natural powers and he tends to avoid them. Even if he is missing a limb, the telekinetic power of his mental self will be able to make up for this loss in a limb by serving AS the limb.


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