Psi-Druid
Special R.C.C. Abilities of the Psi-Druid
1. Weather Sense: The Psi-Druid's psychic affinity with nature enables him to sense changing weather conditions with astonishing accuracy. By opening himself to nature and all its various elements and aspects, the psychic can sense the rise and fall of temperature and barometric pressure, humidity, frost, wind speed, wind direction, fog, the likelihood of rain, the likelihood of dangerous storms (tornados, hurricanes, ley line storms, torrential rain followed by flash flood conditions, snow storms, etc.) and predict within 10 minutes of accuracy when they will reach his location and approximately how severe they will be. This, of course, allows people to batten down the hatches and take cover. The character can also sense when a weather phenomenon is unnatural, i.e. induced or created by magic.
The Psi-Druid can not make weather predictions more than 24 hours into the future, the only exception being incredibly powerful storm fronts heading his way. In this case, the Psi-Druid may sense its approach and danger 6D6+24 hours in advance.
Base Skill: 70% +2% per level of experience.
I.S.P. Cost: 3, and requires 1D4 minutes of meditation.
2. Dowsing: Psi-Druids are natural psychic divining rods who have the ability to sense and locate fresh water thanks to their psionic link with nature. Whenever fresh water is within the psychic's sensing range, the character instantly and automatically senses its presence, just like a Psi-Stalker naturally senses the presence of supernatural beings. Sensing the water is
easy (requires no skill roll), but actually pinpointing its exact location is a little more difficult and requires that the Psi-Druid make two consecutive skill rolls. Furthermore, after making a
successful skill roll, the character can sense whether or not the plants and ground are dry and approximately how long it has been since the last rain.
Base Skill: 60% +3% per level of experience.
Range: 1000 feet (305 m) plus 200 feet (61 m) per level of experience. Note that the dowsing range is doubled when the Psi-Druid is in the presence of ley lines and nexus points.
I.S.P. Cost: None; an instant and automatic ability.
Divining for things other than water: The Psi-Druid can also attempt to dowse for other resources that occur in nature. Ley lines can be located at half the usual dowsing skill ability, while magnetic and/or dimensional disturbances, mineral deposits, and powerful supernatural presences (one powerful one like a godling or alien intelligence, or many smaller ones like a gathering of demons, entities or other supernatural beings), all at a base skill of 18% +1% per level of experience
3. See Plant & Animal Auras: All things, organic and inorganic, living and inanimate, have an aura. Psi-Druids are more keenly aware of these than most other psychics and can see the auras of plants and animals with the slightest concentration and the expenditure of only one I.S.P. This ability is limited to plants and animals only, meaning the psychic cannot use this
power to see the auras of humans, D-bees and other beings or objects unless he has the psi-power of See Aura. The aura of a plant or animal will indicate the following: Whether it is indigenous (native) to Earth or extraterrestrial; the specific dimension remains unknown.
Whether it is a predator or not. Whether it is healthy or sickly, young or old. The general growth/life cycle and whether an animal is pregnant. Whether the animal/plant is edible or poisonous to humans. Estimate the level of intelligence. Plant (no distinguishable I.Q. or personality), low animal intelligence (I.Q. range 1 to 4), high animal I.Q. (4-8 range), or human-like intelligence (average I.Q. of 8-10). Estimate the general level of experience; applicable for Dbee plants/animals like the Emirin and Kisent. Low (1-3), medium (4-7), high (8 and up).
The presence of magic, including magical and/or healing properties of plants as well as magic casting abilities (no indication of specific abilities or power level). The presence of psychic abilities. High or low base P.P.E. The presence of a possessing entity.
Range: 60 feet (18.3 m) +10 feet (3 m) per level of experience, and must be visible.
Duration: Two melee rounds.
I.S.P. Cost: One
Saving Throw: None for plants or lower animals, standard for most animals; a mind block will hide the presence of psychic abilities, the level of P.P.E., and possession by a supernatural
force.
4. Heal Plant & Animal Life: A psychic healing power like the healing touch whereby the Psi-Druid can channel his own I.S.P. energy to heal the plant or animal completely. If the subject animal is a sentient creature like the Emirin, or a large animal (mountain lion or wolf-size or bigger), the power restores just 2D6 hit points or S.D.C. and closes open wounds. On most small animals and plants it will restore 20% of their hit points and S.D.C., and heals cuts, scrapes, bruises, strained or pulled muscles, damaged feathers, skin conditions (mange, rashes, etc.), as well as blighted leaves, damaged bark, and dried or damaged roots. The Psi-Druid's healing touch can only be used on plants and animals, it cannot be used to heal humans, D-bees or supernatural creatures.
Range: Touch.
Duration: Instant, with lasting effects.
I.S.P. Cost: Varies: Two to heal a small flower, plant or mouse-size animal; five for shrubs/bushes and squirrel-size animals, 10 to heal a sapling, cat to dog-sized animal or sentient plant, 20 for a young adult tree or deer to bear-sized animal, 40 to heal an old tree (100+ years) or hippo-sized animal, 70 to heal an ancient tree (500+ years) or large, elephant-sized animal.
5. Empathic Animal Friendship: All Psi-Druids automatically have an affinity with animals of all kinds; a power similar to Psi-Stalkers. Domesticated animals will always take an immediate liking to them and will do their best to please the character. This empathy gives the psychic the ability to ride any horse or exotic animal suitable as a mount (wild or tame, although wild animals will have to be ridden bareback; they won't allow even the Psi-Druid to saddle or put a leash or rope around them) at a +10% bonus to the exotic horsemanship skill. There is an identical bonus (+10%) to applicable skills to work with any domesticated animals. Wild animals, even felines and mutant or alien predators, will react to the Psi-Druid as if he was a fellow woodland creature and allow him to walk among them without fear. This ability enables
the character to operate in the wild without causing animals to react to his presence; birds do not fly away, animals do not run, and therefore, do not indicate the approach of an intruder.
Even watchdogs will not sound a bark of alarm at the presence of a Psi-Druid, and CS mutant animals will feel safe and amicable with them. Note: The Psi-Druid never uses this affinity with animals to hunt them, and when the character does hunt, he does so only for food or other necessity, never for pleasure or sport. One third of all Psi-Druids are vegetarians, and all will feel sadness whenever an animal is in distress; the psychic will usually try to help it.
6. Other Psionic Abilities: Starts with Psychic Diagnosis, Healing Touch, Psychic Surgery, Clairvoyance, Empathy, Mind Block, Psychic Omni-Sight and two of choice from both the
Healing and Sensitive categories. A total of two additional abilities can be selected at subsequent levels of experience. Selections can only be made from the categories of Healing and Sensitive. Plus one Super-Psionic power can be selected at levels 3, 5, 7, 9 and 13.
7. I.S.P.: 1D6x10+15 I.S.P. plus the M.E. attribute number. Add an additional 2D4+2 I.S.P. per level of experience.
8. Saving throw versus psionic attack: As a Master Psychic, the character needs a 10 or higher to save vs psionic attacks.
9. R.C.C. Bonuses. +2 to save vs all types of drugs, poisons, and disease, +2 to roll with impact or fall, +2 to save vs magic potions and magic illnesses, and +3 to save vs Horror Factor.
The Psi-Druid Psychic R.C.C.
Player Character Note: Psi-Druids who are player characters are likely to be of the wandering healer variety with a taste for life on the road and a hankering for adventure.
Alignment: Any
Attribute Requirements: None. A high M.E. and P.E. attributes
are suggested but not required.
Race Restrictions: Most common among humans (82%), Elves
(8%), Ogres (3%) and 7% others. Both males and females
can become Psi-Druids.
R.C.C. Skills:
Languages: Two of choice (+15%)
Basic Math (+10%)
Holistic Medicine (+20%)
Brewing (+10%; see Rifts® New West"™)
Biology (+20%)
Botany (+15%)
Sewing (+10%)
Horsemanship: General
Horsemanship: Exotic (+10%; see Rifts® New West™)
Lore: Cattle/Animals (+10%; see Rifts® New West™)
Identify Plants & Fruits (+25%)
Preserve Food (+20%)
Cook (+20%; professional quality)
Skin and Prepare Animal Hides (+10%)
Wilderness Survival (+10%)
Land Navigation (+14%)
W.P. Choice of Energy Pistol or Energy Rifle
W.P. Archery or one ancient W.P. of choice.
Hand to Hand: Basic
Hand to Hand: Basic can be changed to Expert at a cost of one R.C.C. Related skill selection, or Martial Arts at a cost of two.
R.C.C. Related Skills: Select four other skills. Plus select two additional skills at levels 4, 7, 10, and 13. All new skills start at level one proficiency.
Communications: Any
Cowboy: Any
Domestic: Any (+10%)
Electrical: None
Espionage: Detect Ambush, Detect Concealment and Tracking only.
Mechanical: Basic Mechanics only.
Medical: Any (+5%)
Military: Camouflage and Trap/Mine Detection only.
Physical: Any, except Acrobatics and Wrestling.
Pilot: Any, except Military type combat vehicles.
Pilot Related: Any
Rogue: Concealment (+5%), Palming and Ventriloquism only.
Science: Any (+5%)
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select five secondary skills from the previous list and one at levels 4, 8, and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parenthesis. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: A suit of light, usually nonenvironmental, mega-damage body armor for maximum mobility and stealth, extra wilderness-type clothing (buckskin, camouflage, etc.), extra hiking boots, hat and/or hooded cloak, a utility belt and snowshoes or skis for winter travel.
Also sunglasses or tinted goggles, air filter, backpack, saddlebags, a couple pouches or sacks, canvas tent, several tie cords, 100 feet (30.5 m) of rope, 6 wooden spikes, hatchet for cutting wood, utility knife, skinning knife, fishing line and hooks, sewing kit with needles and thread, waterproof matches, flint and tinder, flashlight, first-aid kit with common healing herbs and 2D4 magic herbs (see Rifts® England).
Weapons: A sling or bow & arrows, a conventional hunting rifle, two ancient weapons of choice and an energy rifle of choice with 4 extra E-clips. Psi-Druids are not technologically
savvy, but may use Techno-Wizard devices and/or magic items.
Vehicle: None to start.
Money: 6D6x100 credits plus 1D4x1000 credits in Black Market or trade items. Psi-Druids generally place little value on money and material possessions. Most are nonmaterialistic
individuals who prefer life in woodland areas or farming communities. Money is viewed as a tool.
Cybernetics: None. Beyond the fact that cybernetics interfere with psychic powers, they are considered to be unnatural and inhuman to the nature-loving Psi-Druid.