Holy shit- it's the WWF meets Image Comics.
PSYCHO-STALKER O.C.C.
Role: Action Junkies, Psychic Vampires
PL 9 (170), PL 11 (170) Temporary Boosts
STRENGTH 3/6
STAMINA 3/5
AGILITY 3/6
FIGHTING 8/10
DEXTERITY 4
INTELLIGENCE 0
AWARENESS 0
PRESENCE 3
Skills:
Acrobatics 2 (+8)
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+12)
Expertise (Mercenary) 8 (+8)
Expertise (Survival) 4 (+4)
Intimidation 5 (+8)
Investigation 3 (+3)
Perception 5 (+5)
Stealth 2 (+8)
Technology 5 (+5)
Vehicles 4 (+8)
Advantages:
Benefit (Rank- Coalition Soldier), Equipment 11 (CS Gear), Ranged Attack 4
Powers:
"Juicer Bio-Comp System"
Enhanced Strength & Agility 3 [12]
Enhanced Stamina 2 [4]
Enhanced Fighting 2 [4]
Enhanced Advantages 8: Diehard, Evasion, Great Endurance, Improved Initiative, Move-By Action, Quick Draw, Seize Initiative, Uncanny Dodge [8]
"Elite Athletes"
Speed 3 (16 mph) [3]
Leaping 2 (30 feet) [2]
Regeneration 2 [2]
"Saving Throws"
Enhanced Fortitude 1 [1]
Enhanced Will 2 (Flaws: Limited to vs. Psionics) [1]
"Temporary MDC Being" Protection 3 (Extras: Impervious 9) (Flaws: Fades) [9]
"Psi-Hunter" Senses 4 (Detect Psionics- Ranged, Tracking, Acute) [4]
"Mage-Hunter" Senses 4 (Magical Awareness- Ranged, Tracking, Acute) [4]
"Monster Hunter" Senses 3 (Supernatural Being Awareness- Ranged, Acute) [3]
"Bonuses" Enhanced Will 4 (Flaws: Limited to Psionics) [2]
"Minimal Food Requirements" Immunity 2 (Starvation & Thirst) (Flaws: Limited to Half-Effect) [1]
"Psionic Empathy With Animals" Features 2: Immediately Accepted by Domesticated Animals, Animals Treat Like Another Woodland Creature [2]
"Low-Level Psionics- Sensitive"
"Telepathy" Mind-Reading 4 Linked to Communication 1 (Mental) (Flaws: Limited to Brief Messages) (11) -- [16]
- AE: "Empathy" Mind-Reading 6 (Flaws: Limited to Emotions) (6)
- AE: "Astral Projection" Remote Sensing (Vision) 3 (Flaws: Physical Body is Defenseless) (3)
- AE: "See The Invisible" Senses 2 (Vision Counters Concealment) (2)
- AE: "Mind Block" Immunity 20 (Mental Powers) (Flaws: Fades) (10)
- AE: "Object Reading" Postcognition (Flaws: Limited to Objects) (2)
- AE: "Drain P.P.E." Weaken Powers 10 (Flaws: Limited to Psionics & Magic Creatures, Limited to Bleeding Victims) (3)
Equipment:
"CS Gear"
"Dead Boy Body Armor"
Protection 2 (Impervious 5) (7)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"C-12 Heavy Assault Rifle" Blast 10 (Extras: Multiattack) (30)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Offense:
Unarmed +12 (+6 Damage, DC 21)
Vibro-Knife +10 (+8 Damage, DC 23)
SDC Bullet +8 (+4 Ranged Damage, DC 19)
Energy Rifle +8 (+10 Ranged Damage, DC 25)
Weaken Powers +10 (+10 Weaken, DC 20)
Initiative +10
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6 (+9 Armor, +12 Psycho-Boost), Fortitude +4 (+8 Juicer), Will +5 (+7 vs. Psionics)
Complications:
Responsibility (The Coalition States)- All Coalition military personell are expected to uphold the virtues of the CS, and are subject to "reorientation", or worse, if they stray.
Enemy (Tolkeen)- The Magic-heavy state is anathema to the Coalition States.
Hatred (D-Bees, Psychics, Magic)
Responsibility (Early Death)- Juicers must engage in the dangerous "Detoxification" process or die- a Juicer's lifespan is between five and seven years after they join the O.C.C., with no exceptions.
Addiction (Action)- Juicers are touchy, nervous and exciteable. They crave action, danger and adventure. Some have tossed themselves off of buildings for kicks.
Responsibility (Cannot Sleep)- Juicers cannot sleep without sedatives or tranquilizers.
Power Loss (Juicer Abilities)- If a Juicer Detoxes, they will not only lose all their Powers, but drop BELOW their baseline stats on occasion! They will also look ten years older than normal. Most Juicers crave the lifestyle, and many become suicidal or addicted to other drugs instead.
Responsibility (Kill-Switch)- Coalition Juicers are given "Kill Switches"- cybernetic installments that will kill them if they ever desert or turn on the Coalition. Most are unaware of this.
Power Loss (Psionics)- Psycho-Stalkers not only suffer from greater than normal hunger for psionic energy during the last two years of their live, but they lose ALL Psionic Powers- a dreadful fate for such a being!
Total: Abilities: 48 / Skills: 46--23 / Advantages: 16 / Powers: 77 / Defenses: 6 (170)
-Another Coalition O.C.C., the Psycho-Stalker is a bizarre combination of Juicer and Psi-Stalker. The creation is so weird (and features such a tiny piece of art) that I wonder why it's even in there. I guess they wanted something slightly DIFFERENT from a Delphi Juicer, or just wanted something to boost the somewhat-forgotten Psi-Stalker class (which really doesn't get much play in
Coalition War Machine or most other books)? I really don't know. The art looks like a guy in
Road Warrior facepaint and some Generic Rifts Armor.
-Psycho-Stalkers are essentially a combination Psi-Stalker/Juicer, gaining the attributes of both, with no negatives aside from halving the range of the Stalker's Psionic powers. PLUS, it gains the ability to temporarily convert all of their SDC & Hit Points to *MDC*, rendering them about 200-ish MDC higher than ordinary! Given that Coalition gear is typically 80-110 MDC, this turns you into a functional SAMAS in terms of durability, though the offensive capability is strictly "Juicer".