Psilencer O.C.C.
As one of GTR's most smiled-upon achievements, the Psilencer is a force to be reckoned with. The Psilencer Conversion is a bizarre mixture of DNA-transplants, Radiation, Drugs, and other not-so-fun ways to enhance someone. The process is simple. If someone wants to become (or gets elected to become) a Psilencer, GTR scientists merely expose Mind Melter DNA to large amounts of radiation, put the radioactive DNA into the victim, er, subject. And then offers the soon-to-be Psilencer a drug called "Psilence" (which has no effect on anyone who is non-psionic, but otherwise gives a "killer buzz"), which is composed of Witchling bone (smokable). Presto! A new Psilencer is born. If the Psilencer was elected to become one, he/she will immedeately be sent to one of GTRs military installations for Psilencer training. The (bad) side effects of the conversion is that the Psilencer loses the ability to talk (believed to be something in the Witchling bone; this effect is permanent), but gains some other good powers. About 75% of GTR's military is composed of Psilencers.
The powers of the Psilencer At first level the character automatically gets the following psionic powers: Alter Aura (self) See Aura Sixth Sense Mind Block Total Recall Also select 4 additional powers from each of the four psionic power categories, Sensitive, Physical, Healing, and Super. In regards to the Super category, the following psionic powers cannot be selected at first level: Mind Wipe, Psi-sword, and Possess Others. These three are not available until the second level.
At second level the psychic can select a total of 3 psionic powers from the Sensitive, Physical, and/or Healing categories and 2 from the Super category (including Mind Wipe, Psi-sword, and Possess Others).
At third level the psychic can select a total of 3 psionic powers from the Sensitive, Physical, and/or Healing categories and 2 from the Super category (including Mind Wipe, Psi-sword, and Possess Others).
At fourth level the psychic can select a total of 3 psionics from the Super category only.
At fifth level and beyond, the psychic can select a total of 2 psionic powers from any of the categories.
Regeneration Character can regenerate 1D4 Hit Points per minute
Psionic Detection Character can detect the use of psionics to a distance of up to 500 feet away. Character also gets the following skill- Recognize Psionic. Base % is 20%, +5 per level.
Beginning P.P.E. Roll 1D4 to determine character's P.P.E.
Beginning I.S.P. To determine the character's initial I.S.P., take the number of the character's M.E. as the base, roll 4D6x10+10 and add the result to the base. The character gets an addition 10 I.S.P. per level or experience. Considered a master psionic.
I.S.P. is regained at a rate of 5 per hour of activity, 15 per hour of sleep or meditation.
As a master psionic, the character only needs to roll a 10 or higher to save vs. psionic attack.
Bonus to Saving Throw vs. Psionic Attack Upon transfusion of Mind Melter DNA, the character gets a +6 save vs. Psionic Attack.
Attribute Requirements: None, however a high I.Q. and M.E. of 10 or higher are strongly suggested.
O.C.C. Skills: Radio: Basic (+10%) Literacy (+10%) Computer Operation (+5%) Intelligence (+10%) Pilot (3 of choice at +10%) Robot Combat: Elite Read Sensory Equipment (+5%) Weapon Systems (+10%) Running W.P. Energy Rifle W.P. (4 of choice) Hand to Hand: Expert Hand to Hand: Expert can be changed to hand to hand: Martial Arts at the cost of one "other" skill (or assassin if an evil alignment).
O.C.C. Related Skills: Select 8 other skills. Plus 4 additional skills at level 3, 3 at level 6, 2 at level 9, and 2 at level 12. All new skills start at level one proficiency.
Communications: Any (+10%) Domestic: Any Electrical: Basic electronics only (+5%) Espionage: Any (+10%) Mechanical: Automotive only (+10%) Medical: Paramedic only Military: Any (+20%) Physical: Any, except Acrobatics Pilot: Any (+5%) Pilot Related: Any (+5%) Rogue: Any Science: Math and Chemistry only (+10%) Technical: Any (+5%) W.P.: Any Wilderness: Any
Secondary Skills: The character also gets to select 8 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthesis (). All secondary skills start at the base level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: Energy Rifle and 5 other weapons of choice, four extra e-clips for each, survival knife, distancing binoculars, IRMSS, air filter and gas mask, dress clothing, camouflage clothing, backpack, canteen, sunglasses, combat boots, one non-energy weapon of choice, and a suit of personalized light or heavy mage-damage body armor.
Money: Character starts out with 3D4x1000 credits and 1D6x1000 in black market items.
Cybernetics: None whatsoever! Cybernetics and bionics can negate the Psilencer's psionic powers.
Experience: Uses the Juicer's Experience Tables (see RIFTS page 17)