(Psi-Goblins are from the Psyscape Rifts book. Nice drawing of them here.)
They’re from another world, a fantasy realm dominated by faerie folk.
Psi-Goblins are pretty low on the pecking order of their native world, so when a few thousand of them arrived on Rifts Earth and found that their powers and toughness were amplified by the abundant energy of the Magic Zone, they decided they’d found a new and better home. Without a lot of faerie folk to pick fights with, they’ll gladly mix it up with anyone, human, D-bee, or otherwise.
They’re unpleasant creatures to say the least, and can most often be seen serving Lord Dunscon in his army and in other capacities. Otherwise, they’re found in places like MercTown and Stormspire operating as enforcers for street gangs or as muscle for mercenary outfits. Some others operate in packs as bandits and thieves.
In addition to being vindictive, spiteful, and cruel, Psi-Goblins are quick, strong, and tough, and smarter than most people assume at first glance.
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Climbing d10, Driving d4, Fighting d10, Intimidation d6, Knowledge (Arcana) d4, Notice d6, Piloting d4, Psionics d8, Shooting d10, Spellcasting d8, Survival d6, Streetwise d6, Throwing d8, Taunt d6
Cha: -2, Pace: 6, Parry: 7, Toughness: 13(4)
Hindrances: Mean, Bloodthirsty, Vengeful, Ugly
Edges: Arcane Background (Magic), Arcane Background (Psionics), Level-Headed, Major Psionic
Powers (Psionic): barrier, detect/conceal arcana, telekinesis.
ISP: 20
Powers (Magic): bolt, entangle, invisibility.
PPE: 30
Gear: vibro-sword (Str+d10, Mega Damage, AP 4), frag grenades (3) (Range 5/10/20, 3d6 Mega Damage, LBT) Note: a leader might have a TW weapon or two.
Special Abilities:
Claws: Str+1d6 Mega Damage, AP 2
Goblin Armored Hide: MDC, natural (+2 Toughness, +4 Armor) when on Rifts Earth (SDC armor in their home realm).
Psychic Affinity: +2 vs psionic powers.
Low Light Vision: Psi-Goblins ignore penalties for bad lighting in all but pitch darkness.
Flexible Joints: +2 to Trait rolls when Grappling or escaping bonds or entanglement.
Slow Regeneration: make a natural Healing roll once per day, and can regrow lost limbs within weeks.
Long Lifespan: up to 1,000 years.
Categories: Monsters