Name: Jacques Monte Claire<br/>Age: ?? (Appears to be in early 20’s)<br/>Gender: Male<br/>Weight: 220 lbs<br/>Height: 6’2”<br/><br/>Description:<br/>A tall and well-built figure, this handsome man carries numerous armaments, and is accompanied by a large, black steed. When not covered by a black cowboy hat, his hair is revealed to be as dark as his equine companion, and neatly cut short, and a pair of sunglasses shield his bright blue eyes during the daylight hours. Every step is accentuated with a certain swagger, full of confidence, and though he appears cocky and self-motivated, a good look into his face will show the man is nothing if not well-intentioned.<br/><br/>OCC/RCC: Psi-Slinger<br/>Alignment: Scrupulous<br/>Experience/Level: 0/2,150 (1st)<br/>HP: 24, SDC: 84, ISP: 88<br/>IQ: 17, ME: 21, MA: 21, PS: 21, PP: 28, PE: 24, PB: 16, SPD: 15<br/><br/>H-t-H combat: Commando<br/># Attacks: 5 (6 with handguns), Initiative: +11<br/>Damage: +6, Strike: +7, Parry: +9, Dodge: +9, Roll: +5, Pull: +6, Disarm: +4<br/>Leap: ,Knock-out: 20, Stun: 20, Critical: 20, Death:<br/>Saving throws:<br/>Lethal poison(14): +5, Non-lethal poison(16): +5, Harmful drugs(15): +5,  Possession: +4, Insanity(1?): +4, Psionics(10): +3, Magic spell(1?): +5, Ritual(16): +5, Horror: +3, +18% vs. Coma/Death<br/>65% Chance to Invoke Trust/Intimidate, 30% to Charm/Impress<br/><br/>Armor: Branaghan Armor (With Coat)<br/>MDC: 75 (+28), Weight: 15lbs (+6lbs), Prowl: -20%(-5%), Speed: Fair Mobility<br/><br/>Skills:<br/>American (98%)<br/>French (98%)<br/>Find Contraband (43% +4%)<br/>Basic Electronics (58% +5%)<br/>Horsemanship: Cowboy (82%/66% +3%)<br/>Interrogation (48% +5%)<br/>Streetwise (37% +4%)<br/>Palming (38% +5%)<br/>Prowl (43% +5%)<br/>Recognize Weapon Quality (53% +5%)<br/>W.P. Revolvers<br/>W.P. Automatic Pistols<br/>W.P. Energy Pistols<br/>W.P. Energy Rifle<br/>Mathematics: Basic (63% +5%)<br/>Literacy (48% +5%)<br/>Wilderness Survival (38% +5%)<br/>Lore: Demons and Monsters (43% +5%)<br/>W.P. Paired Weapons (From H-t-H)<br/><br/>Gymnastics<br/>-Automatic Kick Attack (2d4)<br/>-Sense of Balance (55% +5%)<br/>-Work Parallel Bars and Rings (63% +3%)<br/>-Climb Rope (72% +2%)<br/>-Back Flip (75% +5%)<br/>-Climb (25%)<br/><br/><br/>Secondary skills:<br/>W.P. Knife<br/>Boxing<br/><br/>OCC Abilities and Powers:<br/>1. Energy Expulsion: The Psi-Slinger can fire bolts of energy<br/>from his fingers or with the touch of a charged hand. Damage<br/>& I.S.P. Cost: 1D6 S.D.C. costs 1 I.S.P., 3D6 S.D.C. costs 2<br/>I.S.P., 6D6 S.D.C. costs 3 I.S.P. and 1D4 M.D. costs 6 I.S.P.<br/>Range: Touch or 20 feet (6 m) +5 feet (1.5 m) per level of experience.<br/><br/>2. Psychic Weapons: These guns are reminiscent of Techno-<br/>Wizard guns that fire M.D. energy blasts rather than bullets. In<br/>this case, the Psi-Slinger can power or charge the projectiles in<br/>any S.D.C. weapon with destructive energy by linking with the<br/>weapon! The firearm effectively becomes an extension of the<br/>psychic gunslinger. Damage & I.S.P Cost: This turns conventional<br/>ammunition into mega-damage rounds that inflict 1D6<br/>M.D. each with the expenditure of 10 I.S.P.; the projectiles are<br/>surrounded by an aura of energy. Limitations: Affects all rounds<br/>in the weapon, up to 15 tota<br/><br/>3. Energy Conversion: Psi-Slingers can transform mega-damage<br/>energy beams and blasts directed at them into S.D.C./hit<br/>point blasts! Even the Psi-Slinger isn't sure how he does this. It<br/>could be his unique aura or some unconscious fear response that<br/>reaches out and alters the energy a micro-second before it hits<br/>him. This is an automatic reflex response beyond the Psi-Slinger's<br/>control. Only energy blasts that inflict 30 M.D. or more<br/>cannot be affected and will inflict half (M.D.) damage.<br/>Mega-damage projectiles, mini-missiles, hand grenades, explosives,<br/>Vibro-Blades, psionic blasts and psi-swords, and magic<br/>weapons, wards, and spells do full damage. So do hit<br/>point/S.D.C. projectiles (arrows, bullets, thrown knife, etc.) and<br/>weapons like swords, knives, clubs, etc., all do full damage.<br/>However, S.D.C. energy attacks, including fire and electricity do<br/>half damage. Impervious to the effects of the Neuro-Mace. Damage<br/>Conversion: M.D. to S.D.C.; i.e. 24 M.D. is turned into 24<br/>H.P./S.D.C. points of damage; an especially handy ability in<br/>showdowns and shootouts where one's opponent is armed with<br/>an M.D. energy weapon. I.S.P. Cost: None; an automatic and<br/>natural response. Note: This power cannot be used on energy<br/>weapons fired by the psionic to turn their damage into S.D.C.,<br/>only on energy that will strike the psychic.<br/><br/>4. Other Psionic Powers: Considered a master psionic.<br/><br/>5. Expertise with all handguns: The Psi-Slinger has a W.P.<br/>in the use of all types of revolvers and pistols, whether they fire<br/>bullets or energy bolts.<br/><br/>6. Quick-Draw Initiative: Revolvers and Pistols: This is a<br/>P.P. bonus that is fundamentally the same as the Gunslinger, except<br/>it applies only to weapons the Psi-Slinger is linked to (otherwise<br/>reduce by half when using just any gun): +1 to initiative<br/>for every P.P. point 18 and above<br/><br/>7. Paired Weapons: Revolvers & Pistols (special): The<br/>psionic Gunslinger can draw and shoot two handguns (or throw<br/>two knives) simultaneously at the same target, inflicting full<br/>damage from both weapons, but counts as one melee attack!<br/>In the alternative, the two-gun attack can be divided between<br/>two different targets visible to the shooter, and within his range<br/>of peripheral vision. The divided attack counts as one simultaneous<br/>melee action directed at two different foes. The quick-draw<br/>initiative bonus still applies, but the shooter must roll two separate<br/>times to hit each target (roll to strike for each), and the bonus<br/>to strike each is reduced by half because the attack is<br/>divided.<br/><br/>8. W.P. Snapshooting Specialty: The Psi-Slinger automatically<br/>gets Sharpshooting with revolvers and pistols (projectile<br/>types only) to which the character is psionically linked. Not applicable<br/>to ordinary handguns which are not psychically bonded<br/>to the character or energy pistols, meaning the Psi-Slinger cannot<br/>pick up just any revolver or energy pistol and use it with<br/>sharpshooting bonuses.<br/>Sharpshooting is a combination of special expertise and trick<br/>shooting with a particular type of weapon. Includes +1 melee at-<br/>tack when using that specific weapon for the entire melee round.<br/>Shooting bonuses, and trick shooting which includes:<br/>1. Can fire a traditional two-handed weapon, like a rifle, one<br/>handed without penalty (normally the shooter loses all strike bonuses).<br/>2. Can shoot over his shoulder by holding up a mirror and using<br/>the reflection to aim; no penalties, keep full bonuses to<br/>strike.<br/>3. Accurately shoot while riding a horse or a moving vehicle<br/>(normally a wild shot), but strike bonuses are half and a "called"<br/>shot is impossible.<br/>4. Shoot accurately while standing on head or hanging upside<br/>down; all bonuses applicable at full.<br/>5. Dodge, roll or somersault and come up shooting (normally<br/>a wild shot), with no bonuses or penalties to strike; straight roll<br/>of the dice.<br/>6. Ricochet shot! The shooter can bounce bullets, arrows,<br/>slings, and other fired projectiles (depending on the specific<br/>W.P.) off of one surface and angle the shot in such a way that<br/>the projectile ricochets/bounces off and hits a different/second<br/>target! Inflicts only one point of damage to the first surface and<br/>full damage to the second. Reduce bonuses to strike by half.<br/>This can also be done with laser weapons but the ricocheting<br/>surface must be mirrored or highly polished. Glitter Boys are excellent<br/>reflective surfaces for performing a rocochet laser shot.<br/>Particle beams, ion blasters, rail guns, mini-missiles and other<br/>types of weapons cannot be used.<br/>Note: See the W.P. Sharpshooting Specialty skill description<br/>for full details.<br/><br/>9. Reputation & Horror Factor: Basically the same as the<br/>Gunslinger: Horror Factor of 8; +1 at levels 2, 4, 5, 6, 8, 10, 11,<br/>13, and 15.<br/><br/>10. Other Bonuses: Add 2D6+4 to S.D.C., +2 to pull punch,<br/>+2 to disarm on a "called" shot, +2 to save vs possession, and +1<br/>to save vs Horror Factor at levels 1, 3, 4, 5, 7, 8, 9, 11, 12, 13,<br/>and 15.<br/><br/>Special powers of<br/>the Psyscape™ Psychics<br/>1. Radiate their nature. All advanced Psyscape Psychics<br/>will radiate their nature and intentions to some degree, and with<br/>such magnitude that any psychic will feel it up to 100 feet (30.5<br/>m) away and non-psychics within 12 feet (3 m). This radiation of<br/>their feelings and intentions is the equivalent of a weak empathic<br/>transmission.<br/><br/>2. Dreamvision. Psyscape psychics can speak to kindred spirits<br/>(only) — people like them, with the same goals, alignment,<br/>general outlook on life or personality and feelings — by appearing<br/>to them in a dream and talking. This is actually a form of<br/>telepathic communication and involves conversation, not visions,<br/>cryptic images, or a dreamscape — just the dreamer and<br/>his Psyscape pal talking, only the conversation takes place in a<br/>dream, and the dreamer can never be certain that it was real. The<br/>Psyscape psychic can talk about anything, just like real people,<br/>although the dreamvision power is typically used to give the<br/>dreamer advice, encouragement, something to think about, or a<br/>warning.<br/>When the dreamer awakens, that particular dream will be unusually<br/>vivid and the character will remember most<br/>(5D6%+70%) of what was said.<br/><br/>3. Transform into energy beings: Can transform body and<br/>mind into pure psychic energy! In this form they can place themselves<br/>into stasis and exist inside a ley line for decades (minimum<br/>one year, maximum one hundred). This can be done for<br/>any number of reasons, but typically to meditate and resolve<br/>some problem or inner turmoil within themselves. While inside<br/>the ley line, they can focus on their own thoughts but are not<br/>aware of the passage of time or most things happening in the real<br/>world. They can be aroused and choose to awaken when a Rift<br/>opens on that ley line, if the energy of ley line drops precipitously<br/>(40% or more), or when they sense a powerful supernatural<br/>evil or intense desperation, fear or need of people on or near<br/>the line. They, as living beings, cannot be absorbed or used to<br/>cast magic as part of the ley line.<br/>The psychic can also turn into energy if he is flung into a dimension<br/>where the physical body cannot exist but energy can.<br/>Both situations are very uncommon and require intense concentration<br/>and the expenditure of 2701.S.P.<br/><br/>4. Sense Supernatural Evil and Magic Energy: Fundamentally<br/>the same as the Psi-Hound. Like a bloodhound smelling a<br/>familiar scent, the Psyscape psychic (Master, Major and Minor)<br/>can detect the presence of supernatural evil and magic energy<br/>(P.P.E. used as a spell, in magic devices and large amounts in<br/>people; 80 or more points). The ability is constant and automatic,<br/>just like the ability to see and smell.<br/>The psychic can sense whenever a magic spell is used within<br/>the range of sensitivity. If the energy is being continually expended,<br/>like a series of magic attacks, or is of a duration/affect<br/>longer than one melee round (15 seconds), the character can<br/>trace it with relative ease to the source (i.e. the supernatural creature<br/>or the character using magic).<br/>Base Skill: 72% +2% per level of experience to identify the<br/>specific type/race of paranormal creature, and includes alien intelligences,<br/>gods, demigods, demons, vampires, entities and<br/>creatures of magic, like dragons. This ability can also detect<br/>whether a person is possessed by supernatural beings.<br/>Base Skill at tracking by this "psychic scent": 50% +5% per<br/>level of experience. 70% +3% per level of experience if the supernatural<br/>being is also using magic.<br/>Range: 100 feet (30.5 m) per level of experience to sense the<br/>presence of a supernatural being when it is not using any special,<br/>magical or psionic powers.<br/>1000 feet (305 m) +100 feet (30.5 m) per additional level of<br/>experience when the supernatural force is actively using its supernatural<br/>powers or magic. Half these ranges for Minor Psychics.<br/>Duration: Automatic and constant.<br/>I.S.P.: None, automatic.<br/>Note: Close proximity to ley lines and nexus points disrupts<br/>the psychic senses, rendering them useless.<br/><br/>5. Extended Psionic Power: The Psyscape Master and Major<br/>Psychics who have learned to use their Third Eye have double<br/>the range and duration of either all Sensitive or Healing powers<br/>(pick one category). Likewise, the Master character can have one<br/>Super-Psionic ability that is double its usual range, duration and<br/>power/damage/effect.<br/><br/><br/><br/><br/><br/>Equipment:<br/>7 e-clips for each weapon, 288 rounds for each weapon, 84 silver bullets, speed loaders, flashlight, binoculars, multi-optics band, laser distancer, pocket language translator, gun cleaning kit, cigarette lighter, pocket mirror, small silver cross, 2 pairs of handcuffs, 50 ft (15.2 m) of lightweight rope, survival knife, two-holster gun-belt, utility belt, knapsack,<br/>backpack or saddlebag, air filter, and two canteens.<br/><br/>Bandito Arms Arabian Robot Horse<br/>Model Type: RH-1003C<br/>Class: Robot Horse<br/>Crew: One humanoid rider with one additional rider possible in<br/>emergencies.<br/>M.D.C. by Location<br/>Head—100<br/>Legs (4) — 90 each<br/>*Main Body — 240<br/>* Destruction of the main body will destroy the bot. Destruction<br/>of the head shuts it down. Destroying one leg will hobble<br/>the robot and reduce speed and leaping distance and height by 33%.<br/>Speed<br/>Running: Maximum speed of 120 mph (192 km).<br/>Leaping: 20 feet (9 m) high and 50 feet (15.2 m) lengthwise,<br/>with a running start.<br/>Flying: Not applicable.<br/>Underwater Capabilities: The robot can function in/under water,<br/>able to walk along the bottom of the sea at about 25% its normal<br/>running speed, or swim at a speed of 3 mph (4.8 km or 2.6<br/>knots). Maximum Depth is 500 feet (152.4 m).<br/>Statistical Data<br/>Height: Usually about 15 hands (or 5 feet/1.5 m) at the shoulders.<br/>Width: 3 feet (0.9 m).<br/>Length: Approximately 9 feet (2.7 m).<br/>Weight: 1400 Ibs. (630 kg)<br/>Attributes of Note: Robot P.S. 28, P.P. 22, P.B. 11 (17 with<br/>hide), Spd 180; equivalent I.Q. 9.<br/>Power System: Nuclear, average life of 15 years.<br/>Cargo: Can carry one rider and one companion (if both are<br/>roughly human-size, otherwise space may be tight for the companion<br/>rider, and this second seat is never comfortable for long<br/>periods; an hour or more), up to 1200 pounds (540 kg). The robot<br/>horse can pull up to four tons!<br/>Combat Notes:<br/>Attacks per Melee Round: Three<br/>Bonuses: +3 on initiative, +2 to strike, +5 to dodge when running,<br/>and +1 to roll with punch, fall or impact.<br/>Damage:<br/>Restrained Hoof Strike: 1D4 M.D.<br/>Full Hoof Strike: 1D6 M.D.<br/>Rear Kick/Power Kick: 2D6 M.D.<br/>Stomp: 1D4 M.D.<br/>Running Body Block: 1D4 M.D.<br/>Head Butt: 6D6 S.D.C.<br/>Bite: 6D6 S.D.C.<br/><br/><br/><br/><br/><br/>Weapons:<br/>Wilk’s 237 “Backup” (x2, 3d6/6d6 MD, Range: 500 ft, Clip: 6/8 double shots)<br/>Wilk’s 457 Laser Pulse Rifle (3d6+2/1d6x10 MD, 2,000 ft, 30/10, +1 to hit)<br/>Model 1860 Colt .44 Revolver (x2, 5d6 SDC/1d6 MD, 130 ft, 6 shots)<br/>Colt .45 Pistols (x2, 4d6+3 SDC/1d6 MD, 100 ft, 10 shots)<br/>Vibro Blade (1d6 MD)<br/><br/><br/><br/><br/>Cybernetics/Bionics:<br/><br/>Psionics:<br/>Sixth Sense (2)<br/>Mind Block (4)<br/>Mind Bolt (Varies)<br/>Psi-Sword (30, Double all effects)<br/>Telekinesis (Physical) (Varies)<br/>Bio-Regeneration (6)<br/>