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In document ESCUELA UNIVERSITARIA DE POSGRADO (página 29-50)

1. Sense and See the Ghostly: Ectohunters are uniquely at-

tuned to ethereal energy beings and spirit-like life essences, in- cluding Astral beings, Russian ghosts, all entities (including possessing entities), ethereal spirits, ethereal demons like the Banshee, and the splintered life essences of alien intelligences, gods and demon lords. In the case of splintered or shared life es- sences, the Ectohunter can sense true witches and mortal ser- vants who have spiritually "joined" with a supernatural life force/a shared life essence.

This ability enables the Ectohunter to sense the presence of such creatures within 100 feet (30.5 m) per level of experience, and see them whenever they are within his line of sight. In the case of possessing spirits and splintered life essences, the Ectohunter can actually see the aura of the possessing entity/es- sence and will have a strong "sense" of what it is. This means the ghost killer will have a good idea of how powerful it is, and know what particular type of demon, possessing entity, or alien essence it may be, but not exactly who. As helpful as this may sound, the possessing entity/essence knows it can be seen and the Ectohunter will know it knows. Furthermore, the being can, if it so desires, identify exactly who or what it is (usually to in- timidate the Ectohunter). Note: This is an innate ability and does not require the expenditure of P.P.E. or concentration.

2. Recognized by the Ghostly: Just as the Ectohunter can

see and hear ghostly beings, they recognize him. Like two long-time enemies who spot each other in a crowd, ghost and ghost hunter instantly see each other for what they are and re- spond accordingly. Such a response may be conversation, threats, flight, or combat, depending on the situation and the characters involved. While this recognition may get ghostly be- ings to flee or try to negotiate an amicable resolve with the Ectohunter, it also makes sneaking up on them difficult and in- stantly marks the Ectohunter as an enemy.

3. Communication with the Ghostly: All Ectohunters pos-

sess this ability whether they have psionic powers or not (about 30-40% do). Both the ghost (entity, essence, astral being, etc.) and the Ectohunter can speak and understand each other on some metaphysical, mental level. The actual process is probably similar to telepathy and enables the Ectohunter to communicate directly with the ghost-like being with his mind. This means he can have a mental conversation or argument with the entity/es- sence without anybody realizing it. To spectators, this invisible conversation may seem as if the Ectohunter is day-dreaming or has lapsed into a trance, or that he's gone crazy, as he moves

and gestures as if he's talking to somebody only he can see (and

usually without verbally speaking other than a word here and

there).

Ghosts/entities/essences often speak to the Ectohunter the moment they realize he is present (they know and recognize the distinctive aura and energy that radiates from them). Unfortu- nately, this discourse typically involves the entity/essence issu- ing threats, taunts and foul remarks rather than a

discussion, but conversation can happen, sometimes. In fact, this is how Ectohunters get most of their information concerning whether the being is hostile, stubborn, playful, sad, dangerous, etc.

4. Ghost Killing! The Ectohunter can mentally focus and

summon magical energy to deliver damaging blows to ghosts, spirits, entities, astral beings and even the energy form of alien intelligences. Such a blow can be delivered from an ordinary punch (1D6 M.D. to such beings) or through ancient, S.D.C. weapons held by the Ectohunter (i.e. daggers, swords, spears, arrows, etc.). These temporarily, magically charged weapons in- flict Mega-Damage equal to the weapon's usual S.D.C. +1D6 M.D. — this means if a sword normally did 2D6 in the hand of the Ectohunter against ghostly beings and spirits, the weapon inflicts 3D6 M.D. (2D6 Against vampires, the weapon will do its normal S.D.C. damage +1D6 S.D.C. addi- tional.

Duration: As long as the character can concentrate and focus; typically Four melee rounds per level of experience, but longer if motivated. Using any skill other than combat and W.P. related ones cancels the effect. Ectohunters under 5th level must con- centrate for one full melee round (15 seconds) before the power manifests. Experienced Ectohunters (5th level and higher) can instantly draw upon this power.

P.P.E. Cost: Two points per use.

Range: Self and hand-held weapons, from a sword to a cud- gel or chair.

Note: The ghost-killing ability works only against ethereal

energy beings and spirit-like life essences, and not solid, M.D.C.

flesh and blood demons and monsters, hence part of the

reluctance to challenge such creatures.

5. Sense supernatural evil: Like psychic sensitives, the

Ectohunter can physically feel the presence of supernatural evil,

although not quite as developed. The Ectohunter can tell whether the source of evil is represented by one, a or many beings, and the general level of power: low, medium, powerful, incredibly powerful, and whether it is demonic in nature or something else (ancient god, spirit, elemental, alien intelligence, witch, necromancy, etc.). Likewise, the Ectohunter can tell if the

supernatural evil is caused by vampires. Unlike and

Dog Boys, the sensation cannot be tracked to its source. Note:

The ability is constant and automatic, just like our own sense of

hearing, and does not require the expenditure of P.P.E.

Range: 200 feet (61 m) per level of experience; double the range if the source of supernatural evil is an alien intelligence, a group of vampires or a gathering of witches or demons (20 or

more).

6. P.P.E.: An Ectohunter starts with 4D6 P.P.E. plus the P.E. attribute number. The character rolls and adds the result to the base P.P.E. with each level of experience.

7. Resistance to Horror Factor: When it comes to supernat-

ural monsters and horrors, the Ectohunter is +1 to save at levels 1, 2, 4, 5, 6, 7, 8, 9, 10, 12 and 14. However, the sight of blood, brutality and other things may still be disturbing and hor- rific.

8. Resistance to Possession: The Ectohunter is +10 to save

vs possession and +1 to save at levels 6, 8, 10, 12 and 14.

9. Magic Abilities: Ectohunters can use magic items and

read scrolls.

10. O.C.C. Bonuses:

+2 on initiative against ghostly beings only. +1 to pull punch.

+1 to save vs illusions.

11. Vulnerability: Insanity. The ability to see the spirit

world has its price, and slowly wears the Ectohunter hunter down. Their experiences with the supernatural can cause terrible emotional upheaval, anxiety, and trauma which in turn can lead to insanity.

Every other level of experience, there is a 01-50% chance that the character permanently loses one M.E. point.

Every third level of experience (starting with level three), there is a 01-66% likelihood of developing an insanity. If the percentile roll is 1-66, roll on the Random Insanity Table on page of the Rifts® RPG. A roll of 67-00 means no insanity.

Ectohunter O.C.C.

Also known as Ghost Hunters and spiritualists. Alignment: Any, but most are selfish.

Racial Restrictions: None, although the majority (70%) are hu-

man. Psionics: Psionic abilities are not a requirement, but ap- proximately one third possess minor or major psionics.

Attribute Requirements: 9, M.E. 14 or higher. A high M.A., P.S. and P.E. are also helpful but not required.

O.C.C. Skills:

Basic Math (+10%)

Speaks Russian at 98%

Speaks Euro and two other languages of choice (+20%). Literacy: Russian

Lore: Demons & Monsters.

Lore: One of choice. Radio: Basic (+10%)

Surveillance Systems

Read Sensory Equipment Intelligence

Pilot: One of choice (+5%).

Land Navigation

Wilderness Survival (+5%)

W.P. Ancient, one of choice (any). W.P. Energy Weapon of choice (any).

Hand to Hand: Basic to start, but can be changed to Expert for the cost of one O.C.C. Related Skill or two skills for Mar- tial Arts (or Assassin if evil).

O.C.C. Related Skills: Choose eight other skills at level one

and two additional at levels 3, 6, 9 and 12.

Communications: Any (+10%)

Domestic: Any Electrical: Any (+5%) Espionage: None

Mechanical: Basic and Automotive only.

Medical: First Aid only. Military: None

Physical: Any, except Gymnastics and Acrobatics.

Pilot Skills: Any, except robots, power armor, military vehi- cles, ships and aircraft.

Pilot Related Skills: Any (+10%)

Rogue Skills: None, other than Streetwise. Science: Any (+5%)

Technical: Any (+10%; +15% to language or computer skills).

W.P.: Any Wilderness: Any

Secondary Skills: The character also gets to select four Second- ary Skills from the previous list at level one and one addi- tional at levels 2, 4, 6, 9 and These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited as previously indicated. Standard Equipment: Light suit of M.D.C. body armor, a

(1D6 M.D.), one M.D. weapon of choice, a pair of silver knives, small silver cross, wooden cross, mallet and six wooden a box of large, resealable plastic bags (for specimens), two medium sacks, clothing, backpack, bedroll, canteen or water skin, belt, boots, flashlight, lan- guage translator, note pad, 2D4 markers, feet (3 of thin nylon cord (600 lb./270 kg test strength), and a handful of personal items.

Additional weapons, special items and magic items may be acquired over time (and through role-playing).

Vehicle: Starts with a used and battered looking hovercycle or other basic means of transportation. The vehicle will be miss- ing of its M.D.C. from the main body, but looks to be in fairly good condition (and is).

Secret Resources: None per se, and most people dislike these arrogant, sanctimonious, money-grubbing, spectral bounty hunters (at least that's how many people think of them). They are especially disliked by and other humanitarians, and they are something of a joke to Huntsmen who see Ectohunters as foppish sissies.

Money: Starts with credits, and in trade- able goods. Wealth, along with fame and glory, is of the ut- most importance to most Ectohunters. Many build strong reputations and some amass sizable fortunes.

Cybernetics: None to start; varies with the individual. Some avoid them while others like them. Most avoid bionics as they are harmful to psionics and magic abilities.

Explorer O.C.C.

Like other traditional professions, the Explorer on Rifts Earth is no academic, sitting behind a desk and typing thesis after the- sis. He is instead, a wandering adventurer who goes to the ends of not only the Earth, but the Megaverse! These men and women, humans and D-Bees, have an insatiable desire to travel, explore and learn about people, places and secrets everywhere. They are fascinated by alien races and cultures and tantalized by new discoveries. Their quests and wanderlust may take them to mountain temples or the depths of the ocean, burning deserts, nexus points and beyond, perhaps even into other dimensions.

With this in mind, the explorer is always ready for a new expe- dition to another land and carries most everything he needs on his back — the experiences and knowledge he carries in his heart and mind.

This all-around adventurer has grown in number in Europe and Russia for the last couple of generations. About 40% come from the New German Republic, but they can originate from al- most anywhere, as being an explorer is more a state of mind than an exact profession. Russia and Asia are prime areas for exploration mainly because they are such exotic, unknown wil- dernesses. Africa and India are also becoming increasingly at- tractive to explorers, not to mention far off places like Australia and Southeast Asia. The O.C.C. combines informal training with bits of formal education and life experience.

Regardless of their reasons, these individuals live for the ex- otic, exciting, new, and unexpected. They love mysteries and find answers. They are most often brave (although some would say "crazy"), and willing to take risks to achieve their goals. These goals often set them against others who have opposing views or dislike the explorers' openness to alien peoples and customs. Searching for lost cities, ancient temples, legendary monsters, and so on, may sound interesting, but such searches are fraught with danger. In some cases the very people, creature or thing that they search for may be hostile, dangerous not want to be found.

The exact appearance, attitude and background of an explorer can take on many forms. Surprisingly, two thirds originate from

civilized and comparatively modern, even advanced cultures, in- cluding the New German Republic, Poland, the Coalition States, Atlantis and others; which also means 50% are foreigners and about 30-40% are D-Bees from other worlds entirely! Some are very physical and combat oriented (difficult to tell from mercenaries), others are more brainy and scholarly or scientific, and others are little more than vagabonds. Explorers make natu- ral adventurers, and adventurers are often explorers, but dedicated explorers are driven by wanderlust, a thirst for knowl- edge, excitement, and their latest quest for the fabled person, place or thingamajig. They are by nature, seekers of mysteries, searchers of answers and above all else, restless travelers always wondering what's around the next corner, and anxious to see it.

The Explorer O.C.C.

Alignment: Any.

Racial Restrictions: None; at least are

Attribute Requirements: 9, M.A. 9, and P.E. 9 or higher. High M.E., P.S. and Spd are helpful but not required.

Psionics: Psionic abilities are not a requirement, although about

have minor or major psionics.

O.C.C. Bonuses:

to dodge

+2 to roll with punch, fall or impact. +1 to save vs poison and disease. +2 to save vs Horror Factor

O.C.C. Skills:

Basic Math

Speaks native language at 98% and three other languages of choice

Anthropology (+20%) Archaeology

Lore: Two of Choice

Pilot: Two of choice (+10%). Radio: Basic (+5%) First Aid (+10%) Swim (+10%) Climb (+5%) Land Navigation Wilderness Survival Prospecting (+10%) W.P. two of choice. Hand to Hand: Basic

Hand to Hand: Basic can be raised to Hand to Hand: Expert for the cost of one O.C.C. Related Skill, or Martial Arts for the cost of two skill selections.

O.C.C. Related Skills: Choose seven other skills at level one

and two additional at levels 4, 8 and 12. Note: Many have video, photography, writing or art skills to document their explorations.

Communications: Any (+5%) Domestic: Any (+5%) Electrical: Basic only.

Espionage: Intelligence and Escape Artist only (+5%). Mechanical: Basic and Automotive only.

Medical: Brewing and Holistic Medicine only. Military: None

Physical: Any, except Boxing, Gymnastics and Acrobatics. Pilot Skills: Any (+5%), except robots, power armor, mili- tary vehicles, ships and military aircraft.

Pilot Related Skills: Any (+10%)

Rogue Skills: Computer Hacking, and Streetwise only (+5%).

Science: Any (+5%)

Technical: Any (+10%; +15% to art and language skills). Any

Wilderness: Any (+5%)

Secondary Skills: The character also gets to select three Sec-

ondary Skills from the previous list at level one and one addi- tional at levels 2, 4, 8 and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited as previously indicated.

Standard Equipment: Light suit of M.D.C. body armor, and

one weapon for each W.P. plus extra ammo-clips for each. Other items include a survival knife, pocket knife, fold- ing shovel, hand axe, pen flashlight, large flashlight, lighter, box of matches, portable language translator, 1D6 small sacks, six medium-sized sacks, two large sacks, a box of

plastic sandwich bags, a box of 100 large

plastic bags, backpack, bed roll, two canteens or water skins, belt, travelling clothes, note or sketch pad, markers, me- chanical pencil with extra 50 feet m) of cord (600 lb./270 kg test strength), air filter, sunglasses, and a handful of personal items.

Additional weapons, special items and magic items may be acquired over time (and through role-playing). They are especially attracted to magical and alien weapons and arti- facts because of their exotic nature.

Vehicle: Starts with a used and battered looking hovercycle,

motorcycle or similar small vehicle suitable for exploration. It is missing of its M.D.C. from the main body and looks shabby, but is in otherwise good condition.

Secret Resources: None per se, although with time and travel,

they will make and acquaintances all over the world.

Note: Reavers and soldiers of the War Camps consider

most explorers to be lazy wanderers, shiftless gypsies, or vagabonds (i.e. hold them in low regard). Explorers in gen- eral and foreigners and D-Bees in particular will be regarded with suspicion and may be accused of being spies, thieves, assassins, and rabble-rousers and subjected to searches, inter- rogations, threats and harassment. If believed to be a spy, the explorer may be beaten, tortured, imprisoned or executed!

Money: Starts with 2D4xlOO credits and 2D4xlOO in

goods, including artifacts.

Cybernetics: Depends on the individual's personality. Some

explorers' love and others disdain them. The explorer O.C.C. starts with no cybernetics, but they may acquire im- plants and the occasional bionic limb when they can afford them.

The Huntsman-

In document ESCUELA UNIVERSITARIA DE POSGRADO (página 29-50)

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