The Hybrid Hunter is a creation of Alien controlled selective breeding. These Creatures were "Bred" for sport. The Aliens that made them were hunters by nature and wanted something "more dangerous" to hunt so they created the Hybrids! They are similar to the Predator as far as attitude and prowess go, but were bred and genetically changed in able to make them better hunters. At first, the Hybrids were only allowed their wits and a couple natural weapons for them to use and some minor psionic abilities. But when the Hybrids found out that they were being made a plaything and slave by the Alien race they became angered lead a guerilla war in the jungle environment of planet where they were created. This war lasted 50 years and ended up with the Hybrids as the victors. With this victory under their belt, they discovered much of the technology of their creators and used it to their benefit. While now a SEMI-civilized race they still had the lust for the Hunt. And with their newfound technology they began to wander the universe in search of more powerful foes and more duly earned trophies.
Alignment:
Any, but the vast majority are aberrant or anarchist.
Attributes: The number of dice rolled is as designated: I.Q.: 3D6,
M.E.: 4D6, M.A.: 2D6+5, P.S.: 4D6+25, P.P.: 4d6+20, P.E.:
4d6+15, P.B.: 1d8, SPD.: 6D6+25. Physical Attributes are
considered to be Supernatural
M.D.C.: P.E. x 10 plus 2D6 M.D. per level of experience.
Horror Factor:
11 with face plate on 13 with it off, 17 for during the ritual after the hunt.
P.P.E.: 1D4 x 10
Natural Abilities: Natural M.D.C. body structure, supernatural strength
and endurance (can carry 100 times P.S. in pounds, and can lift 200 times P.S.
in pounds), heightened sense of hearing (equal to cybernetic amplified hearing),
superior eagle-like vision (able to read a sign from three miles) Can also use
natural sonar (much like that of a bat)Bio-Regenerate 3d6 M.D. per minute,
Auto-dodge, Back Flip, can leap 30 feet across (double with a short run) and 20
feet up (double with a short run)
Attacks: Two plus those gained from hand to hand combat skills and
boxing.
Bonuses: +2 on initiative, +2 to strike, +2 to parry and dodge, +5 to
save vs. horror factor +2 to save vs. poisons and toxins, plus those gained from
attributes and skill bonuses.
Damage: Variable depending on P.S. attribute. See supernatural strength
chart. Hybrids change the S.D.C. P.S. Bonus in Rifts RPG book into Mega-Damage
Magic: The hybrid has no initial spell knowledge and cannot learn spells
except for their Create Shift Suit Ritual. However, they can use techno wizard
devices, magic items, Rune Weapons, and magic potions.
Create Shift Suit:
This is sort of a rite of passage for young hybrids into adulthood. It’s kind
of a mix of ritual magic and techno wizardry. They fashion a set of forearm
gauntlets (including the wrist blades) and find two special plates of metal to
be grafted onto their skin. This usually takes place at the age of 70 when
Hybrids reach maturity. A magic ritual is performed where the Hybrid bonds with
both the gauntlets and the metal. The metal plates absorb into the hybrids back
and are charged with temporal energy. Then the second half of the ritual takes
place. The hybrid fashions his armor in the way he wants it to look and wears it
while meditating and fasting for 1 week. After that the bonding is complete and
the Hybrid is exhausted from the strain and usually has to spend 1 month in
recovery from this mentally straining ritual. As soon as the bonding is complete
the hybrid can summon and send his shift suit at a mental command. The suit
always magically form fits his body no matter what he is wearing and the suit
cannot be taken off. All his P.P.E. and I.S.P. was burned temporarily during
this ritual. He will regenerate 1 point every week until he is back to full
base.
Psionics: Select any 3 abilities from each of the Healing, Sensitive or
Physical categories. Plus select one super psychic power. Hybrids are limited
psychics and only gain one more non-super psionic power from each category at
level’s four and eight. Their ability does not increase with experience.
I.S.P.: 2D4 x 10 + M.E.
R.C.C. Skills of Note: Language: Hybrid 98%, Literacy: Hybrid 98%,
Mathematics: Basic 98%, Climbing 90%, and Prowl 80% +5%. Skills gained from the
heightened sense of hearing: Estimate the distance of sound: 60% +5% per level
of experience; estimate the speed of the sound's approach or departure: 50% +5%
per level of experience; recognize a voice or sound: 40% +5% per level of
experience; imitate a voice 35% +5% per level of experience. W.P. Spear, W.P.
Razorwind (exclusive to the Hybrid hunter) W.P. Forearm Blades. Hunting skills
are as follows: Wilderness Survival: +30%, Land Navigation: +30%, Tracking:
+35%. Additionally select six espionage/military/wilderness skills, 2 ancient
W.P., 2 modern W.P., four physical, and two Lore skills, all with a bonus of +1
5%. Select either Martial Arts or Assassin as the hand-to-hand combat skill.
Also select six secondary skills from any of the categories.
Level of Experience: Player characters use the same experience table as
the Techno-Wizard.
Average Life Span: 200 to 350 years.
Enemies: None per se. They have annihilated the Alien Race that has
created them. They live for the hunt and the adventure now.
Allies: None per se.
Size: 6’6" to 9"10"
Weight: 350lbs to 550lbs
Appearance: They look humanoid except for the fact that their body is
covered in a thick scaly M.D.C. skin and the sharp retractable claws on their
fingers. Their face looks like that of a humanoid lizard with a mouth full of
fangs and jet black eyes. Their skin is usually anywhere from a dark black to
brown to a dim golden color.
This suit of body armor gives the Hunter the incredible ability to blend in with his environment. In also has several built-in weapons. It is enchanted by the primal magic of the Hybrid which they only use once in their life and that is to create their shift suit. If the shift suit is destroyed they may create another but it is very unlikely that their shift suit will ever bee destroyed. (See Magic)
M.D.C.:
200
Weight Class: Medium Magical
Weight: 17lbs (7.7kg)
Prowl Penalty: Excellent mobility; no prowl penalty!
Note: Reducing the M.D.C. to zero will cause the suit to retreat into the parallel dimensional pockets. The suit regenerates damage at a rate of 1d6X10 M.D. per hour but ONLY when in the Dimensional pockets. The suit cannot be called back until it has regenerated at LEAST 75. M.D.C. The grafts regenerate damage at a rate of 6d6 per hour. If the 4 grafts are destroyed then the armor is destroyed forever, the Hybrid PERMANENTLY loses 50 M.D.C. they can never create another shift suit at its full capacity. The act of destroying the grafts is VERY taxing on the Hybrids and they must make a save vs coma/death to survive the ordeal (with a +10%). However, the grafts are extremely hard to hit. Both the back grafts and the wrist gauntlets require a called shot and even then the gauntlets are –7 to hit and the back grafts are –10 adding no modifiers from either Sniper or Sharpshooting. If hit, the Back plates have 45 M.D.C. And the wrist gauntlets have 60 M.D.C. Also, a detect magic spell or psionic power will indicate the suit as magical.
Features:
1. Shadow Chameleon: This power allows the Hybrid to bend light around
his suit and himself to become effectively invisible. If unmoving he cannot be
seen or detected. If moving, there is a 1-50% chance that someone will notice a
figure moving and THEN there is a 75% chance that they will dismiss it as their
mind playing tricks on them. If they do NOT see this as a trick of the mind,
then the Hybrid simply has to stand still while they investigate. The suit also
insulates his heat signature making him undetectable to heat imaging. AND the
See the Invisible Spell and Psionic power will not reveal him as he is bending
light and not doing anything magical.
Duration: Indefinite as needed.
2.Wrist Blades: super-sharp blades that help make the hunter deadly in hand-to-hand combat.
Mega-Damage: 3D6 M.D. + P.S. Bonus if applicable
Mega-Damage Capacity: 30 MDC before being destroyed
3.Battle Spear: A super-sharp spear that the Hunter often uses in hand-to-hand combat.
Mega-Damage: 1D4x10 M.D.
Mega-Damage Capacity: 25 MDC before being destroyed
4.Razorwind: A disc about the size of a small frisbee. Its edges are super sharp and capable of inflicting mega-damage. The razorwind can be thrown up to 1000ft and psionically controlled by the Hybrid and it will return directly to the Hybrid’s hand.
Mega-Damage: 6d6 M.D. plus the Hybrid can psionically make it rotate at incredible speeds adding another 4d6 M.D. I.S.P. Cost is 15
Maximum Effective Range: 1000ft
Mega-Damage Capacity: 30 M.D.C.
5. Dimensional Array: Parts of the suit are in dimensional pockets relative to the wearer. With a mental command the suit can be summoned from or sent back to the parallel dimensional pockets. When the suit is sent back to the dimensional pockets, it leaves only the holster for the battle spear and razor wind and the forearm gauntlets that house the wrist blades plus whatever the Hybrid was wearing before he summoned the suit in the first place. Since the summoning of the suit is done via mental command it doesn’t take a melee action to summon. The armor stays parallel to the wearer because 4 small pieces (the two fore arm gauntlets and two small plates along the spine) are grafted into the Hybrids skin. This technology is almost exclusive to the Hybrid race. They developed it during the time of the Jungle Wars as they were called.
6. Optics: The Shadow suit has full optics usually found on power armors.
7. Other Features: Insulated, high temperature shielding for up to 250 degrees Centigrade. Normal fires do no damage. Nuclear, plasma, magic fire, and energy weapons do half damage damage.
Money: The Hybrid have little or no need of wealth but to purchase items
from time to time. They will have 1D6 x 100 credits in cash and will also have
1D6 x 1000 worth of black market items.
Cybernetics and Bionics: Never get any, their bodies will reject them
Weakness: The Price of Power: an insane urge to kill. The Hybrid has the insatiable urge to hunt and kill honorably and has to do this to keep his sanity. Once the Hybrid has killed honorably they will eat the raw flesh of their prey, scalp them and keep their skull. This process of the Hybrid eating, scalping and cleaning the skull has a Horror Factor equal to 17. The Hybrid values the honorable hunt above all else. To maintain this urge the Hybrid must kill honorable at least every two weeks, It does not matter what trophy is gained as long as it was killed honorable. If for some reason the Hybrid hasn't killed honorably in two weeks (being locked up in jail) then roll on the following table, with percentile dice, each day after the two week point.
Roll on percentile Dice:
41-60: Develop insanity. Role once on the random insanity table.
61 - 85; The Hybrid suffers a complete Alignment change, they will act the exact opposite then before and (if evil, most are) start acting by the laws of good alignments (more so) and will not kill. This means that they will not harm any body unless attacked. This can make the character useless, as it will only attack if being attacked. The Hybrid will return to normal if they are given the skull of something or someone they have killed in defense, they will never get it by themselves and will have to be given it.
86 - 00; The Hybrid will try to commit suicide unless restrained for two melees, they will attack any body how tries to stop them. If restrained for two melee rounds they will return to normal but have to roll on Table 1 every hour until they kill honorably.