WITCH HUNTER
Witch Hunters, also commonly
referred to as Inquisitors, are individuals who have become experts at hunting
down dangerous psychics and the rare magic user or supernatural creature. They
have psychic abilities themselves, but those abilities are focused on
protecting them from supernatural and psychic effects.
Witch Hunters can come from Terrans,
Xintrin, Arkhon, Rhtharians and Mogg'Theran. The Nix and Sigmari have
individuals who perform the same role, but they use the Mystic O.C.C. instead.
They do not exist among the Arnuban.
In most cases, a witch hunter's
abilities appear to have been triggered by contact, often violent and
traumatic, with supernatural or psychic abilities during their developmental
years. Some theories are that these were latent psychics whose powers were
activated by such trauma. Thus it is little surprise that they gravitate toward
hunting that which once hurt them or their loved ones. It is common to hear
witch hunters tell of parents murdered by rogue empaths, or being the sole
young survivor of a ship attacked by strange aliens or entities.
Most witch hunters are freelance
agents that take jobs as they come and travel frequently from place-to-place on
the hunt. It is rare that a government or corporation hires them as full-time
employees. For one reason, they often believe in things, like magic and demons,
that many others do not. This is especially true among Arkhons, Mogg'Theran and
Terrans. While all three of those races believe in psychic abilities, they do
not believe in "real" magic or demons. They consider such things to
simply be misunderstood psychic powers and aliens. For another reason, witch
hunters tend to be eccentric and intense.
When something truly
metaphysical does rear its head, witch hunters are called in to get rid of it,
and are often paid well to do so. They are like psychic exterminators, rooting
out infestations of entities, tracking down murderous psychics and slaying
unnamable things from beyond the Terminus Line. They are well-equipped and
well-paid and experienced combatants in just about any situation, although they
are often at a disadvantage when facing technologically savvy foes.
Special
Abilities
1.
Psionics: All witch hunters are major psychics with the following psionic
abilities:
Mind Block Auto-Defense
Exorcism
Presence Sense
Suppress Fear
Sense Evil
Summon Inner Strength
See Aura
At every even-numbered level,
the character can select one additional psychic ability from the healing or
sensitive categories.
I.S.P.:
1D4x10+ M.E. plus 1D6+1 I.S.P. per each additional level of experience. Do not
subtract I.S.P. for Mind Block Auto-Defense.
2.
Innate Magical Abilities: The Witch Hunter has limited spell casting
abilities that manifest as innate powers. At first level they can cast the
spells Constrain Being and Dispel Magic Barrier. These are not cast like a
normal spell. They do not require the expenditure of P.P.E., but they do
require two attacks/actions to cast and each spell can only be cast once every
24 hours. They otherwise work exactly like the invocations. At levels 3, 6, 9
and 12 they can select a new spell from the following list that works just like
those above: Banishment, Commune with Spirits, Desiccate the Supernatural, Expel
Demons, Locate, Magical-Adrenal Rush, Negate Magic, Remove Curse, and Turn
Dead.
3.
Intestinal Fortitude: Facing down unnamable horrors that
defy science and mind-bending psychic killers is not for the faint of heart. The
Witch Hunter gets an additional 2D4 M.E. (minimum of 16), and a +4 to save vs.
Horror Factor. As a major psychic, Witch Hunters only need to roll a 12 or
better to save vs. psychic abilities. Also receives a +1 to save vs. magic at
levels 1, 3, 5, 7, 9, 12 and 15, and a +2 vs. Horror Factor at levels 2, 6, 10
and 14.
4.
Incorruptible: The Witch Hunter is impervious to trust/intimidate,
charm/impress, mind control and any magic or psionic abilities that change how
the person thinks or affects their alignment, like Empathic Transmission or the
spells Compulsion, Trance and Befuddle, Mental Shock, etc. If the spell or
psychic ability alters how the character thinks, it simply does not work. No
save needed. However, the Witch Hunter is still vulnerable to curses and powers
that affect the nervous system, like the psionic ability Bio-Manipulation and
the spells Agony and Life Drain.
Alignment:
Principled, Scrupulous or Unprincipled are most common. Only about 10% are
Anarchist and none are of an evil alignment. Even Aberrant is not possible, due
to susceptibility of all evil alignments to corruption. In societies like the
Arkhon, this means the Witch Hunter is even often more eccentric, because he or
she does not subscribe to the generally more evil bent of the general
population.
Gender: Any.
Attribute
Requirements: None, but a high P.S. and P.E. are recommended.
Starting
S.D.C.: 1D6x10+10.
Racial
Restrictions: Arkhon, Mogg'Theran, Rhtharian, Terran and Xintrin only.
O.C.C.
Skills
Speak and Read Native Language
98%
Speak and Read Demongogian
(+15%)
Advanced Mathematics (+10%)
Tracking (people) +10%
Body Building
Running
Prowl (+15%)
Tailing (+10%)
First Aid
Forensics (+5%)
Biology (+10%)
Chemistry
(+10%)
Psychology (+15%)
Lore: Demons and Monsters (+10%)
Lore: Psychics & Psionics (+10%)
Lore: Magic (+10%)
W.P. knife
One Ancient W.P. of choice
Two Modern W.P.s of choice
Hand to hand: Expert
Hand to hand can be upgraded to
martial arts at the cost of one "other" skill, or commando at the
cost of two "other" skills.
O.C.C.
Related Skills: The Witch Hunter receives six other skills at level one,
and two additional skills at levels 3, 7, 10 and 13.
Communications: Any.
Cowboy: None.
Domestic: Any.
Electrical: Basic Electronics
only.
Horsemanship: Any.
Mechanics: Basic Mechanics only.
Medical: Any (+5%).
Military: Any.
Physical: Any (+10% where
applicable).
Pilot: Any non-military.
Pilot Related: Any.
Rogue: Any (+5%).
Science: Any (+5%).
Technical: Any (+10%).
W.P. Ancient: Any.
W.P. Modern: Any.
Wilderness Skills: Any.
Secondary Skills: Select six Secondary Skills at first level from the Secondary Skill Section of Rifts Ultimate Edition: These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high I.Q. All Secondary Skills start at the base skill level.
Standard
Equipment: A modest wardrobe of traveling and formal clothes, M.D.C.
body armor of choice, a silver dagger, plus one ancient weapon (can be a
vibro-blade or similar) and two modern weapons matching O.C.C. skills, four
extra clips for each firearm, portable forensics and evidence collection kit, a
dozen iron stakes, a dozen wooden stakes, a mallet, survival kit, wrist
computer, wrist computer and personal items.
Vehicle: If
they have a vehicle, it is likely to be small and fast, like a hoverbike, that
can be easily loaded on a ship and transported from planet-to-planet in pursuit
of their quarry.
Starting
Money: Starts with 1D4x10,000 credits. Can often demand exorbitant
fees for their services, but most do not, satisfied with enough to continue to
fund their efforts to destroy supernatural evil menaces.
Cybernetics: None
to start and will not get any at all, due to the effect on their psionic and
magic abilities.
Experience: Use
the Techno-Wizard experience level chart in Rifts Ultimate Edition.