Seer
OCC
By: Anna
Brink
The Seer is a psionisist of the
highest magnitude, with powers and abilities unlike any other
psychic. They are one of the few characters that automatically
attains psionics from any category including super!
Like most psycics in the world of
Rifts, the Seer relies on his/her super psychic powers more than
anything else. Seer's of good alignments make excellent diplomats
and advisors, whereas those of selfish or evil alignments may
choose to use their special abilities to become a criminal
mastermind or an advisor to a viscous dictator or even mislead
and confuse a well intentioned leader into starting a war just
for laughs. The Seer can be a powerful and influential character
and an evil Seer is one that should be feared.
All Coalition Seers are registered
psycics and bear the IC bar code and implant. Criminal Seers are
hunted by Psi-Stalkers and Dog-Packs.
Psionics
The Seer is a master psionisist with 2D4x10+ME ISP at first
level. Add 2D6 additional ISP per level. The character starts
with the following psionic abilities.
Detect Psionics
Clairvoyance
Empathy
Object Read
See Aura
Sixth Sense
Mind Block Auto Defense
1D4+1 additional sensitive psionics of choice and one each from
the healing and physical categories.
The Seer also gains an additional
sensitive power at each level and two powers from either the
healing or physical categories at levels 3,6,9,12 and 15; they
also gain one super psionic at levels 3,7,11 and 15.
Special Bonuses
+1D6 to ME
+1D4 to MA
+6 vs. insanity
+4 vs. mind controlbrossession
OCC Skills
Like most psychics the Seer has had minimal education, having
spent most of their time learning and mastering the complexities
of their psionic powers. The individual has come to rely on those
powers, their wits and experience.
Language: Two of Choice (90%)
Literacy: Native (98%)
Literacy: Two of Choice (+15%)
Pilot: Two of Choice (+5%)
OCC Related Skills
Choose six "other" skills at +10% from the following list.
Communications: any
Domestic: any
Electronics: Basic only
Espionage: none
Mechanical: Automobile only
Medical: First aid and Holistic medicine only
Military: any
Physical: any but Acrobatics, Boxing or Wrestling
Hand to Hand: Basic only
Pilot: any
Pilot Related: any
Rogue: any
Science: any
Technical: any
Wilderness: any
Weapon Proficiencies: any
Secondary Skills
Choose 8 skills from the above list with the same restrictions
(any, only, none). No bonuses apply to these skills.
Special Abilities
1. See through the eyes of others
ISP: 12/melee
This is the ability to actually see through someone else's
eyes.
This ability does not give the Seer the power to read the
persons thoughts on what it is that s/he sees or to be able to
read any language that the Seer does not know.
The base percentage for using this ability is 20%+5%/level.
Add the following bonuses for personal knowledge of the
subject
+5% for someone that you have met only once or twice.
+10% for someone that is a casual acquaintance.
+15% for someone that you know well.
+20% for a close, personal friend.
+25% for someone you know intimately.
Range: At first level line of sight only
At second level 1000'+1000' for each additional level.
2. Object Read: Superior
ISP: 20
At fourth level the Seer can read the entire history of an object
by touching it and totally focusing all of his/her concentration
the object. No other actions can be taken. The Seer will get a
mental picture of everything that the object has been through.
For every melee the Seer spends concentrating s/he will be able
to view six hours of the objects history. If the Seer wants to
view a specific point in time the percentage chance for finding
the exact moment that s/he is looking for is 30%+5%/level. If the
object being read is a weapon or other implement of death or
extreme violence the Seer must make a roll vs. insanity if it has
been implemented in three or more deaths. The Seer will
experience all of the deaths at once and suffers a -1 penalty to
his/her saving throw for each 10 deaths associated with the
object.
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