MYSTIC SLAYER

Beings with incredible vampire slaying abilities, the Mystic Slayers are revered where ever vampires plague humanity. Inborn mystic gifts give them the ability to sense, track, and kill vampires, with or without any weapons at all! A mere punch from a mystic slayer is enough to do damage to a vampire directly, making them the bane of vampire intelligences everywhere. Mystic slayers are found in many places in the megaverse, including RIFTS Earth. While there may not be many on earth at the moment, their numbers are continually on the rise. Unknown to them, some force is slowly drawing all the slayers together to fight the evil that is the vampire. Is Rifts Earth the place of the slayers' gathering? Or is it some other world that is in darker chaos?

Mystic Slayer R.C.C.


 
 

Note: can be any non supernatural humanoid creature with no psychic or magic abilities of its own (the race chosen cannot have any natural magic or psychic powers; this RCC excludes True Atlanteans). Use description of that particular race to determine wether or not they would/could be a mystic slayer.

Alignment: Any good, including unprincipled
Attributes
Add 1D6+6 to PS, 1D6 to PE and Spd, +4 to PP, and a 1D6+3 to ME
Hit Points: Standard
SDC: 50, plus those gained from from any skills
PPE:  Mystic Slayers have an unusually high amount of magic energy in them. They have a base PPE of 2D6x10+10 plus 3D6 per level of experience
ISP: They also have a fair amount of ISP. They have a base ISP of 1D4x10, plus 1D4+1 per level of experience.

SPECIAL ABILITIES
Impervious to a vampires bite and any psychic attacks that come from vampires (be it the vampires natural abilities, or some psychic powers it had before becoming undead), can carry 200 times PS in pounds and can lift 300 times PS, fatigues at half the normal rate, and can do hand to hand damage direct to a vampires hit points (explained elsewhere in this section), and has the following:
Sense vampires: Can sense vampires or vampire intelligences within a 1000 ft radius (305 m)
Recognize vampires: Can tell whos a vampire just by looking at them. Sees a gray aura around anyone whos a vampire.
Sense ley lines and nexuses: Can sense a ley line within 5 miles per level of experience and is 20%+5% per lvl to follow the feeling to locate the ley line. Can find a nexus at 25%+5% per lvl.
Sense rifts: Can sense the sensations of a rift opening anywhere within a 15 mile area +5 per lvl. Can't tell where exactly the rift is, but can distinquish its size (big, small, etc...)
Sense other Mystic Slayers: Upon sight, a slayer can tell if another individual is a mystic slayer as well. All slayers know and remember one another and can tell if someone they dont know is a slayer or not simply by seeing him, be it through binoculars hundreds of feet away, or by looking at someone in the same room as them.

Hand to hand damage direct to vampire Hit Points
As it states above, the mystic slayer can do damage direct to a vampires hit points. This damage only includes hand to hand combat, NO WEAPONS OF ANY KIND. Only kicks and punches get this benefit. If something like handspikes are used, they do not do damage, unless they are made of silver or wood, then they do the normal damage for that particular weapon.
AT LEVEL 1 a mystic slayer gets a +2 to damage ONLY when attacking vampires in this way. At levels 4, 8, 12, and 15 add an additional +3 to this damage ability.

Blade of Light
This ability is exactly like the super psychic psi-sword ability, except that it is a magic power, not psioinic. The slayer can create a sword of pure white light using potential psychic energy that does damage to any being it slashes. At first level, the blade of light does a mere 1D6 MD, but does double damage to vampires! At levels 3, 6, 9, 12, and 15 add 1D6 MD, noting the doubling effect it has towards vampires. This damage can be regulated in incriments of 1D6 (2D6 when dealing with vampires). So at level 6 a slayer can do a total of 3D6 damage to any creature or being or a total of 6D6 to vampires, regulating this damage down or up by the aformentioned increments. The sword also gives off enough white light to use to somewhat see in the dark, but not enough light to ward off any amount of vampires.
PPE: costs 15 PPE to use
Duration: Lasts 5 minutes per level of experience, or until canceled

Aura of Daylight
This powerful ability creates an aura of shimering white light around the slayer and causes all vampires in the immediate area to lose all initiative for as long as they are within 50 feet of the him/her. The aura also prevents the slayer from taking ANY damage from ANY vampire. This applies to vampires only. It also causes the vampire to take 1/4 of the damage that was supposed to be delt to the slayer. In other words, if the vampire does 12 damage to the slayer who has Aura of Daylight active, the slayer takes no damage and the vampire takes 3 damage. If 1/4 of the damage delt to the slayer is less than one, round up to one. It also provides 75 MDC per lvl of experience whenever activated to protect against other mega-damage creatures.
PPE: 35 PPE
Duration: Lasts 5 minutes per level of experience, or till the MDC is depleted. It can also be canceled at will
Note: Due to its powerful nature, this ability is not avalible till third level

Psychic Powers
Mystic slayers also have a few minor psychic powers that help them in their battles with vampires and other evil beings. Select 4 from the list below. These powers are permanent and new ones cannot be aquired.

Mind Block
Object Read
See the Invisible
Sense Evil
Sense Magic
Sixth Sense
Summon Inner Strength
Resist Fatigue
Nightvision
 

R.C.C. SKILLS

Language (speaks native language and Dragonese/Elf at 96%, plus 3 more of choice at +30%)
Lore: Vampire at 98% (See Nightbane RPG, PG 57)
Land Navigation (+16%)
Paramedic (+15%)
Climbing (+10%)
Acrobatics (+5%)
Running
Piloting: select 2 from the following list: Automobile, Motorcycle, Hover Cycle, Horsemanship, Jetpack, or Truck ( +10%)
W.P. Sword
W.P.: select 2 ancient
W.P.: select 2 modern
Hand to Hand: Martial Arts

R.C.C. Related Skills
Gets 8 other skills. Plus, select two additional skills at level 3, 5, 8, and one at level 12. All new skills start at level one proficiency.

Communications: Radio basic and Radio scramblers and Optic systems only (+5%)
Domestic: Any
Electical: None
Espionage: Any (+5%)
Mechanical: Automotive only
Medical: None other than the R.C.C. skill
Military: None
Physical: Any, except gymnastics, wrestling, and boxing (+5 where applicable)
Pilot: Any
Pilot Related: Any
Rogue: Any, except Computer Hacking
Science: Basic and advanced math only (+5%)
Technical: Any, except Computer Programming (+10%)
W.P.: Any
Wilderness: Any (+5%)

Secondary Skills
The characer also gets 4 secondary skills fromt he previous list. These do not get the bonus listed in paranthesis. All secondary skills start at the base skill level. They are also limited (any, only, none) as previously indicated on the list.
 

Standard Equipment
A suit of personalized heavy mega-damage body armor, and some plain clothes body armor (if availible). Various sets of clothing (ranging anywhere from sunday best to greasy work clothes), an air filter or gas mask, sunglasses or tinted goggles, first aid kit with anticeptic and extra bandages, suture thread and pain killer, tent, knapsack, backpack, saddlebags, two canteens, emergency food rations for two weeks, geiger counter, and some personal items. Two ancient weapons of choice, modern handgun and rifle (most likely energy weapons), and 2 weapons made specificly for killing vampires (be it a tw water gun, a crossbow with wooden arrows, or a silver plated sword, it doesnt matter, just as long as its made to kill vampires and the GM allows it).

Transportation can be just about anything, but usually leans towards whatever pilot skills are known. Lean towards real horses, robot horses, hover cycles, modified motorcycles, or any kind of automobile. Are also known to use magic devices. Rarely use power armor or robot vehicles.

Money: Starts out with 2D6+3x100 in credits, and has a black market item(s) that will garner another 1D6x1000 credits.

Cybernetics: NONE! They inhibit the characters natural abilities.
 
 


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