Psi-Slayer Guilds

Ley Line walkers, Juicers, Coalition Troops, Samas, Tolkeen, & The Federation Of Magic. Come together here to discuss all things Rifts®.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
darthauthor
Hero
Posts: 1391
Joined: Sun Jan 05, 2020 8:55 pm

Psi-Slayer Guilds

Unread post by darthauthor »

The Psi-Slayers Society.

A guild made up of Psi-Slayers and their support personnel.
The guild is dedicated to servicing the careers needs of its Psi-Slayer members.
It's members are not a family or brotherhood bound by a sense of justice, but adventurers with a thirst for the exhilaration of the hunt. They are the wanderers of the wild, the masters of the psychic arts who seek out challenges not for any grand cause, but to sate their own personal hunger and appetite for adventure.

To pay for a faster pace of life (find people to kill who are worth the fight without having to wait months), the
Psi-Slayers of this guild have their staff promote their services and manage their jobs and customers.

They have their humans advertize them out as:
Man and monster hunting specialist, as well as small-unit combat missions.

Typically they deploy as either Individuals, pairs and squads (including taking support people with them)

They are NOT front line troops who fight in large numbers like platoons.

In many ways The Psi-Slayer Society is a bounty hunter guild except they only want to take
case to kill their targers.

Operating Methods:
They are hunters and snipers who rely on stealth instead of doing their fighting with war machines.
In most squads mission assignments they have to be in charge.
At the very least, no one can tell them what to do.
IF they do, they had better be superior in their ability to fight.

A Psi-Slayer led squad typically has the other members waiting around to be told what to do. The Psi-Slayer will carry out the action part of the mission. Someone else can spend hours or even days on surveillance, listening to radio frequencies while reading and writing messages or hacking into security cameras. Likewise, a motorhead can tune the pursuit or getaway vehicle, and put a tracking device. A forger and tailor can make the fake uniforms and badges to get close to a target. While a vagabond or city rat can go through the garbage for used razor blades and toenail clippings or pluck the hair out of comb or the barber shop floor.
In the field, the Psi-Slayer could use a pilot, a mechanic, a doctor or scientist to find forensics material with which they can use their psychic ability to Locate & Track Mark (6; Psyscape page 72).

The Psi-Slayer Society: Guild: around 200 members (80 Psi-Slayers; 120 support personel):
145 POINTS are available, plus 10 POINTS for vehicles, 10 POINTS
for outfits, and 10 POINTS for weapons.

A. Sponsorship: None. +10 Points wherever

B. Outfits: Open Wardrobe. 10 Points
The typically Psi-Slayers dress individualisticly and wear whatever they want.
The support personnel wear matching uniforms the guild provides, repairs, and replaces.

C. Equipment: Basic Equipment & Medical Equipment. 15 Points

D. Vehicles: Fleet of vehicles. 10 Points

E. Weapons: Basic Weaponry. 10 Points
Psi-Slayers are issued one common type of energy rifle and an energy pistol
They have access to weapons like particle beams and plasma ejectors upon request.
The guild's fortified headquarters has an E-clip recharger.

F. Communications: Full Range System. 15 Points
Staff of: 2 comms specialists, 2 electrical engineers and 5 assistants.
Exist to securely transmit details of jobs to and from Psi-Slayers in the field.
The guild's fortified headquarters has a communication tower.

G. Internal Security: Lax. 2 Points
These are human guards and lookouts who go on missions with their Psi-Slayer squad leader.
The Psi-Slayers hate boring guard duty.
Standing around waiting is not what a Psi-Slayer likes.
Others can guard their human staff and stuff.
The guild's fortified headquarters security is Iron Clad.

H. Permanent Bases: Fortified Headquarters. 20 points.
-First, for the paying clients to find or radio contact the society to hire them.
-Second, mundane human staff to work from, feel safe, work on their vehicles, and
store their stuff at, as well as to recover medically and rest.
-Third, for kids who are beginning their physical and psychic training to become a Psi-Slayer.

I. Intelligence Resources: Information Operatives. 10 Points.
The guild's fortified headquarter has an intelligence department.
Their rooms are sweeped for bugs. They have built and safeguarded the rooms form spies and being spied upon.
It is here, a team of mundane human experts on spycraft and information analysts put together the bits and pieces. Study maps, get the word on the street, keep calendars, listen to rumors, stare at computer screens, pictures, and video. Research. Together the team sends the field Psi-Slayer mission plans they recommend.

J. Special Budget: Nickels and Dimes. 5 points
Up to 10,000 or even 20,000 credits are available for any one operation. But it better be a success!

K. General alignment of personnel: Evil & Anarchist. None. 0

L. Criminal Activity:

-Con Man (Sales Representative): 5 points
A charismatic (M.A. 24 - 80% trustworthiness) 6th level Vagabond who has an eye ball a fella (71%).
Also a minor psychic with Empathy & See Aura.
Skills of Note: Barter, Find Contraband, Gambling, I.D. Undercover Agent, Research, and Seduction

-Forger. 30 Points. Makes the Psi-Slayers fake I.D.'s and such for their assignments.

-Locksmith: 25 points

-Prostitutes (3): 5 points

-Psychic Enforcer (1): 15 points
A 6th level Mind Melter who polices as the camp disciplinarian. Where the regular security guards defend the headquarters from without this Mind Melter watches the employees from within.
He is on the lookout for double agents, imposters, mistakes on the part of the normal security guards (Iron Clad internal security in the camp), saboteurs, shapeshifters, spies, thieves, traitors and turncoats.
He’s intimidating and has cultivated a sentiment about him that he is always watching or will find out eventually.
His psychic powers have developed mostly as a psi-sensitive (Bio-Manipulation, Bio-Regeneration, Clairvoyance, Commune with Spirits [if a staff member dies he can ask their spirit who killed them],
Electrokinesis (to find electronic listening devices-bugs),
Empathy, Empathic Transmission, Exorcism,
Induce Pain (victims feels like he’s being tortured but suffers no actual harm),
Mental Possess Others,
Mind Bond (this is an extreme he won’t use except as a last resort or emergency when he has to know something right away),
Mind Wipe, Object Reading, Psionic Invisibility (to spy on employees),
Psychic Omni-Sight,
Radiate Horror Factor (to intimidate the staff; HF:14),
Remote Viewing (to spy on employees),
See Aura [can recognize everyone aura like you never forget a face], See the invisible, Sense Dimensional Anomaly, Sense Evil, Sense Magic, Sixth Sense, Telekinetic Force Field, Telekinesis (Super), Telepathy, Total Recall)

Skills of Note: Detect Concealment: 58%, I.D. Undercover Agent: 75%,
Intelligence: 60%, Interrogation: 58%, Surveillance: 58%, Tailing: 65%

M. Reputation: Scoundrels. 1 Point
They have a reputation for being overly violent.
Sometimes their is property damage or collateral damage.
The remains of their targets are not always easy to I.D.
Also, the kills are not disguised to look like accidents and are not without incident.
Wanting a challenge and fight the Psi-Slayers of this guild sometimes give their target a chance to fight back.
Nobody is actively pursuing the company.

N. Salary: Freelance. 2 Points
It’s the mundane human employees who get a secure wage and access camp amenities (food, housing, and transportation)

The Psi-Slayers of this guild are motivated by adventures, challenges, and fighting.
Everyone needs to eat but Psi-Slayers eat what they kill and feed on P.P.E.
Most live in the wilderness by choice, so no leases or mortgage.
They don’t like being on a leash or tied down.
The guild advertises for assassinations or bounties (dead or alive).
They vet the clients, information, and the jobs.
Work out the collection of payment.
Get the right information to the nearest or most suitable Psi-Slayer for the job and any money, tools, transportation, and weapons they need.
Last edited by darthauthor on Sun Apr 07, 2024 10:47 pm, edited 2 times in total.
User avatar
taalismn
Priest
Posts: 48026
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Psi-Slayer Guilds

Unread post by taalismn »

Interesting take on the 'Devil Hunter Family' theme....only the families and lineages are Psi-Stalkers and they're a lot more free-wheeling.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
darthauthor
Hero
Posts: 1391
Joined: Sun Jan 05, 2020 8:55 pm

Re: Psi-Slayer Guilds

Unread post by darthauthor »

Thanks for the input.

I have to look up Devil Hunter Family.
I don't know about that one.

I was reading in Psyscape about Psi-Slayers.
What I read said that Psi-Slayers are made.
From what I remember, basicall they take a child who would grow up to be a Mind Melter.
Then they train them to be a Psi-Slayer instead.

Well, the words in the book say there are Psi-Slayer Guilds.
So the guilds are the ones who "recruit" children they raise to become Psi-Slayers.
I thought, what would a Psi-Slayer Guild look like.
So the above is my 1st attempt to build one.

I may not have written it clear enough but the ideas I was going for are the Psi-Slayes, of the guild, work and live mostly in the wilderness.
Every so often their communciators BEEP and they get an audio or digital message.

The message provides the name, location, and details of the target they are supposed to kill.
That or they send a support crew of humans to deliver the mission details such as a piece of hair.
That way the Psi-Slayer can track them.

The guild headquarters is for the support crew and to raise the Mind Melter kids as they are trained to become Psi-Slayers.
User avatar
taalismn
Priest
Posts: 48026
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Psi-Slayer Guilds

Unread post by taalismn »

darthauthor wrote: Thu Feb 22, 2024 1:09 pm Thanks for the input.

I have to look up Devil Hunter Family.
I don't know about that one..
Ypu won't find it in Palladium...I'm referring to the anime genre of 'Devil Hunters', which usually run in groups and families in various anime/manga.
But in Rifts you have Psi-Stalkers and Psi-Slayers with born-in abilities(inherent in the former, more random in the latter), so it makes sense to have respectively clannish/guild-style organizations.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
darthauthor
Hero
Posts: 1391
Joined: Sun Jan 05, 2020 8:55 pm

Re: Psi-Slayer Guilds

Unread post by darthauthor »

The Nomad's Ire

The guild is a sanctuary for those Psi-Slayers who carry with them an insatiable vendetta. Their vendettas are as varied as the members themselves, ranging from personal scores with ancient enemies to broader battles against entities that have wronged them or their kind. Each member's journey is a saga of unresolved conflict, driving them deeper into the wild unknown in search of challenge.

This guild does not actively train kids to become Psi-Slayers.

It's chief purpose is revenge; both personal and professional. However, revenage is not always attainable on one's own. Besides, that revenge is more satisfying when you live to enjoy it. Then there is a Psi-Slayers greatest flaw; impatience. Great and hunting but terrible at waiting Psi-Slayers like it when those with magic, psychic power or skills can tell or show them where to find the group or one they are hunting. Likewise, with transportation, when a Psi-Slayer doesn't feel like hustling through the wilderness while their mind is on that customer who paid them in fools gold.

Membership in the guild is not just about shared revenge; it's about shared experiences and the understanding that, despite their nomadic tendencies, they are not alone. They are a family of sorts, bound by shared vendettas and the joy of the hunt.

They see the wilds as the ultimate arena, a place where their skills are both tested and honed to perfection. The wilderness is not just their battleground; it is their home, a sprawling, untamed domain that offers endless opportunities for the thrill of the chase and the satisfaction of a challenge met.

The jobs chosen by the Nomad's Ire are not dictated by notions of right or wrong but by the personal codes of each Psi-Slayer. They engage in combat to settle old scores, or simply to keep their skills sharp. Each encounter is a dance of psychic prowess and physical agility, a test of their abilities against worthy adversaries.

Although, once the target of revenge is been dealt with a Psi-Slayer can feel unsatisfied. They need to kill again to get more revenge. If a gang member wrong them and they killed the guy. Not long afterward's they want more and decide to take out the gang one by one.

One might think that such a "guild" would run its course after members have taken their revenge; with no one left in the guild it would come to an end. However, part of the membership is to help at least two others with their revenge. Likewise, the same member and past members who left come back with more people they have to settle a score with. Things like the war in Tolkeen and retribution squads give the Nomad's Ire so many applicants and vendettas they have to turn people down.

A. Sponsorship: None. 0 Points
B. Outfits: None. 0 Points
C. Equipment: None. 0 Points
D. Vehicles: None. 0 Points
E. Weapons: None 0 Points
F. Communications: None. 0 Points
G. Internal Security: 0 Points
H. Permanent Bases: None. 0 Points

I. Intelligence Resources: Magic Specialist: 20 Points
A Necromancer and a Mind Melter
A Necromancer is good for added insult to the corpse of a Psi-Slayer's enemy.
For example, they can turn the corpse into a zombie to serve the Psi-Slayer until he grows wear of him.
Like wise, this necromancer can quickly dispose of the remains of the body or make the bones into a soveniger or trophy. While the Psi-Slayer's enemy is alive he can have the Necromancer curse him to make the misery last. While the Necromaner gets to do what they love and keeps some body parts for themselves.

J. Special Budget: None. 0 Points
K. General alignment of personnel: Miscreant and Aberrant. None

L. Criminal Activity: Robbers & Smugglers: 30 Points.

-Smugglers and Sellers of Contraband. 15 Points
Used to fence the loot they take from their kills.

-Gang of Robbers.
Steal the mark’s ride and maybe what he has at home.

M. Reputation: Hunted. None. 0 Points
They have a reputation of collecting bounties for people they were going to kill anyway. Also, have some collateral damage sometimes. Torture instead of kill. Excessively torture. Kill without proof of death. Stole things in the target’s possession that belong to others.

N. Salary: None. 0 Points
They are in it for revenge and challenge. If there is anything left they split the spoils of the dead.

Total Points Spent: 70 POINTS
Size & Orientation: Small time Company.
User avatar
darthauthor
Hero
Posts: 1391
Joined: Sun Jan 05, 2020 8:55 pm

Re: Psi-Slayer Guilds

Unread post by darthauthor »

The Phoenix

This elite and secret Psi-Slayer guild exists to train kids to become Psi-Slayers.

Its founders help their sponceer (a criminal organization) take over a small town.
Now they own and run the town.
The decided to name it The Town of Phoenix.

The School of Phoenix is in plane sight but believed by the town's residence to be a school for those gifted with psychic powers.
Adjacent to the school is the sheriff's office which the guild's support members staff and run as official law enforcement for the town.
On the other side of the school, the town's medical clinic is really the guild's which serves the guild's members first. After they may diagnose treat "paying" customers for practice, profit, public perception that they are innocuous.

Being a Psi-Slayer school it needs students to teach.
It's only prerequiste is that the child has enough psychic potential.
These kids can come from anywhere.
There are parents can sort of turn them over like a boarding school.
When they "graduate" they are free to leave.
If the parents can't or don't want to pay the "tuition" the graduate is expected to work it off.
They could have been found in an orphanage.
If they graduate they too are expected to work for the guild.
Some are bought out of slavery or kidnapped from them.
Their rescue is followed by an indoctrination into the guild.
Then there are those who are just kidnapped by the guild.

The emphasis of the guild is on recruitment and training.
Their philosophy is that if they train them right they will be worth the time and pay the guild back.
Failing that, the Psi-Slayer will at least eliminate targets for the guild and come to its defense.

Most children are recruited between the ages of 8-12 and complete their training by age 16-20 .

A. Sponsorship: Criminal. Organized Crime:

B. Outfits: Standard Uniform. 5 Points
School uniforms for the students and staff.
Medical Clinic and law enforcement have their own uniforms according to their profession.

C. Equipment: Medical Clinic. 20 Points
The Clinic has a staff
1 Medical Doctor: 90%/80%; Field Surgery: 65% (Merc with the Medic MOS)
1 Major Psychic with 8 psionic powers from the Healing category).
4 Nurses
2 Paramedics (retired City-Rats).
Emergency medical budget of 1 million credits and an inventory of 5 million in cybernetics
The clinic can hospital bed 20 people.

There is also a veterinaryn office (with an actual veterinarian) next to the town stables.

D. Vehicles: Basic Transportation. 3 Points
Horses and horse-drawn wagons
Trucks and motor-home trailers that are used as housing
Old hover trucks and other heavy-duty vehicles
All are unarmed and unarmored to convince others the town is harmless.

E. Weapons: Basic Weaponry 10 Points


F. Communications: Full Range System. 15 Points
2 communications specialists (Mercs with Communications MOS)
2 electrical engineers (Operators)
5 assistants are on staff.
All equipment is good quality and well maintained.

G. Internal Security: None. 0 points. OUTSIDE OF THE TOWN

H. Permanent Bases: Company Town. 40 Points
Took over a town as camouflage of the school.
The guild is the real power of the town.

The town itself is heavily fortified being enclosed by protective walls and
has a town clock with a bell from which are used as watchtowers.
Also there is a town militia of 16 sort of retired mercenaries (8th level).
They live in the town and know it and its people well.

Security for the whole town is tight.
Alert security guards patrol the wall and guild 24 hours a day.
In combat, the whole guild is in a state of readiness (security sleeps with their weapons).
10 of the guild's members (support staff or Psi-Slayers are "on duty" at all times).
A rigid check is made of students, staff, and permanent resdience of the town for spies.
Supernatural safeguards include security teams familiar with common
supernatural and magic occurrences and how to handle them (items
such as silver crosses, garlic and holy water are available).

Iron Clad security is enfore at most guild-operated areas.

With Paranoid level secuirty at strategically vital areas.
About two years' worth of food, weapons and supplies
for the entire population are stockpiled in several secure
spots around the town Phoenix.

I. Intelligence Resources: Psionic and Magic Operatives: 20 Points
-Mind Bleeder (7th level): Looks Human (Anarchist). Uses his powers to detect psychics and their potential. Used in recruiting kids and discipline them or track them down and bring them back if they run away.
Mind Bleeder powers (8): Bleed Truth, Brain Bleed, Brain Scan, Day Dream (dreams for sale), Impervious to Bio-Manipulation, Mental Block (to manipulate), Mental Block Removal, Neural Strike
Other Powers (6): Bio-Regeneration (self), Clairvoyance, Read Object, Remote Viewing, Sixth Sense, Telepathy
Super-psionic Powers (2): Bio-Manipulation (10), Implant Memory

-Psi-Nullifier (7th level): Human (Anarchist)

J. Special Budget: None. 0 Points

K. General alignment of personnel: Anarchist: 2 Points
They are in it for the money and treat it like a business.

L. Criminal Activity: 20 Points.
- Con Man (1): Rogue Scholar teacher and smooth talker.

- Cyber-Doc (1). A cyber-doc and one assistant.

M. Reputation: Unknown. 5 Points

N. Salary: Good Salary: 10 Points
The guild members and their support personal live in the town of Phoenix. The rest of the time they are recruiting, field training a future Psi-Slayer or is a Psi-Slayer on assignment.

Total Points Spent: 165 POINTS
User avatar
darthauthor
Hero
Posts: 1391
Joined: Sun Jan 05, 2020 8:55 pm

Re: Psi-Slayer Guilds

Unread post by darthauthor »

Phoenix

The School for the Gifted

"The Teacher"

The Teacher is a NPC.
Build is a Rogue Scholar so he can teach most of the skills he knows.
He has the Survival Advanced Training and Demon Slaying Advance Training. Almost all of the schools for both are able to be taken and taught by the Rogue Scholar.
He also has almost all the skills for the Merc Soldier O.C.C.
The only skill his O.C.C. is unable to take is Military Etiquette.
The only one he is unable to teach is Force March.
Other than that, he is a pretty good teacher.

When it comes to kids who come into their psychic power he is an excellent teacher in psionics and in mercenaries arts and sciences.

Race: Human

I.Q.: 17
M.E.: 15
M.A.: 16
P.S.: 12
P.P.: 11
P.E.: 16
P.B.: 14
Spd: 22

Hit Points: 48
S.D.C.: 65
I.S.P.: 65

Alignment: Anarchist

9th Level Rogue Scholar and Major Psychic

Psionic Powers: Implant Image & Memory Bit, Open Third Eye, Sense Evil, Shared Experience, Sixth Sense, Speed Reading, Telepathy, Total Recall

O.C.C. Skills:
Literacy: American, Dragonese, Spanish, and Techno-Can: 98%
Language: American, Dragonese, Spanish: 98%
Appraise Goods: 88%
Computer Operation: 98%
Computer Programming: 88%
Creative Writing: 83%
Find Contraband: 78%
History: Pre-Rifts: 95%/89%
History: Post-Apocalypse: 98%/98%
Math: Basic: 98%
Public Speaking: 98%
Research: 98%
Pilot: Hover Vehicle: 98%
W.P. Knife +4 to strike
W.P. Energy Rifle +4 to strike

-O.C.C. Related Skills:
Astronomy and Navigation: 93%
Dowsing: 83%
Fishing: 98%
First Aid: 98%
Identify Plants and Fruits: 83%
Wilderness Survival: 88%
Land Navigation: 71%
Lore: Demons & Monsters: 83%
Lore: Magic: 83%
Lore: Psychics & Psionics: 83%
W.P. Energy Pistol +4 to strike

3rd (2):
Completes Demon Slayer Advanced Training
+ 1 attack per melee when facing a supernatural opponents
+ 2 to save vs possession, mind control and illusions.
-Sensory Equipment: 70%
-Whittling: 83% (68% for art)

6th (2):
-Electronic Countermeasure: 55%
-Sign Language (military; 53%)

9th:
Completes Survival Advanced Training
Survival Advanced Training (special): Bonuses combined with Rogue Scholar's Perception bonus
+10 on Perception Rolls to recognize changes in weather
Recognizes what should be a relatively safe place to hole up.
+10 on Perception Rolls to recognize plants. roots. and insects.
Has a strong stomach able to eat and digest such raw and exotic food.
+8 on Perception Rolls to recognize animal aggression
-Fored March
-Outdoorsmanship

Secondary Skills (3) :
Climbing: 83%/73%
Hand to Hand Combat: Basic 9th level
Optic Systems: 70%

2nd: Recognize Weapon Quality: 68%
5th: General Athletics
8th: Running

Number of Attacks per melee round: 6
+1 to strike
+3 to dodge and parry
Critical Strike on 19+
Judo Flip 1d6
Elbow: 1d6
Kick: 1d8
Knee: 1d6
Punch: 1d4
+2 to damage
+2 to pull punch
+3 to roll with punch, fall or impact.

Possessions:
Commonly wears: camouflage fatigues.
silver cross
Digital Watch.
wooden stake
Silver plated knife.
Survival knife
User avatar
darthauthor
Hero
Posts: 1391
Joined: Sun Jan 05, 2020 8:55 pm

Re: Psi-Slayer Guilds

Unread post by darthauthor »

I could use some ideas and suggestions.

What do you think a Psi-Slayer guild that trains Mind Melters to turn them into Psi-Slayers should look like?
Post Reply

Return to “Rifts®”