Psionic Warrior OCC
By: Joshua Brink
The Psionic Warrior is a soldier of exceptional mind, body and ability.
They are champions of freedom and righteousness (with a few
Exceptions). The Psionic Warrior has dedicated his/her life (since the age
of two) to the power of "The Mind" and using that power to fight
"The Mind"s of injustice and tyranny.
Training
The training of the Psionic Warrior is strenuous at best and
downright brutal at worst. But if the training were any less
intense the Psionic Warrior would not survive his/her First battle and Dark
Psionic Warriors would be running rampant. They must be stronger, faster and
smarter than those that they oppose. The study of "The Mind"
builds both mind and body, becoming a way of life not just a
philosophy. In that respect it is very much like the martial arts
training of old. The ability to focus mind body and nature into
one. By drawing on "The Mind" and focusing it through his/her mind
the Psionic Warrior can affect the physical world with a thought.
Physical training involves years of study and practice in
gymnastics, body building and hand to hand combat.
Other areas of training include an understanding and
appreciation of other lifeforms and openness to magic and the
unknown. The Psionic Warrior recognize magic as another energy source that
can be tapped and used for good or evil. This open-mindedness in
this respect makes them one of the few OCCs that can intuitively
understand and use items created through Tecno-Wizardry.
Psionic Powers
All Psionic Warrior are Master Psionisists. But due to their ability to
draw on "The Mind" they can focus on psionic abilities at half of
the ISP cost.
Starting ISP is 2D4x10+ME. Add2D4 per level of experience. The
young Psionic Warrior will start with 1D6+4 psionic slots, minor psionics
costing one slot and major psionics costing two slots. Add one
minor psionic at each even level and one major psionic at levels
3,7,11,15,and 20. Psionic Warrior recover ISP at the rate of 1D6 per hour of
sleep or meditation.
Psionic Warrior requirements and skills
Attribute requirements: ME of 11, a high IQ, MA, PS and PP are
recommended but not required.
What is required is a strong will, a lust for life and a good
heart with a thirst for justice (Good or Aberrant, if Evil,
alignments only).
Special Bonuses
Add 1D4 to ME.MA, PS, PE and SPD attributes
Add 1D4x10 to SDC
+1 to initiative
Add 1 additional attack per round
These are in addition to any attribute and skill bonuses.
PPE Base: 6D6
Money:
The character starts with 2D6x100 credits and 1D6x1000 in
black market salable goods. As always money can be spent
immediately on additional equipment or saved.
Standard Equipment
A suit of light personalized body armor (70 MDC or less), a
set of dress clothes, and a set of black clothing for covert
operations. Also a gas mask and air filter, tinted goggles, a
hatchet for cutting wood, a knife (or two), a Energy Saber, first
aid kit with extra bandages and antiseptic, suture thread and
pain killer, tent, knapsack, backpack, two canteens, emergency
food rations (two week supply), Geiger counter, and some personal
items.
The Psionic Warrior's mode of transportation can be just about anything,
but lean toward horses and either hover or modified motorcycles.
They will also use magic devices but will rarely, if ever use
robot vehicles or power armor.
Cybernetics
The Psionic Warrior will try to avoid cybernetics unless necessary to
replace a lost appendage or to save their life, even then they
will try to acquire a natural bio-system if one is available. Due
to the nature of "The Mind" Psionic Warriors do not suffer the normal
penalties for having cybernetics.
OCC Skills
Literacy (+20%)
Language: two of choice (+30%)
Lore: Demon and Monster (+20%)
Anthropology (+15%)
Paramedic (+10%)
Land Navigation (+12%)
Horsemanship (+15%)
Pilot: two of choice (+10%)
Athletics (+5%)
Climbing (+10%)
Body Building/Weight Lifting
Gymnastics (+5%)
Swimming (+10%)
WP Sword
WP Ancient: two of choice
WP Modern: two of choice
Hand to Hand: Martial Arts (Assassin if Aberrant)
OCC Related Skills (Choose 8)
Communications: any
Domestic: any
Electrical: Basic only
Espionage: any (+5%)
Mechanical: Automotive or Weapons Engineer only
Medical: First aid or Holistic Medicine only
Military: any
Physical: any (+5%)
Pilot: any
Pilot Related: any (+5%)
Rogue: any
Science: any
Technical: any
WP: any
Wilderness: any (+5%)
Secondary Skills
Choose 4 from the above list without any bonuses.
Natural Abilities
Knowledge of how to build a Energy Saber is part of the Psionic Warrior
training. Whether or not the Psionic Warrior is able to increase the amount
of damage that a Energy Saber inflicts is entirely up to the GM (I
personally feel that if the Psionic Warrior has the proper skills s/he might
be able to do so. I do not believe that the level of the Psionic Warrior
should effect the size or damage inflicted by a Energy Saber.
(I.e. was Luke's Energy Saber any less effective when Han used
it?)
Special Abilities
1. Heightened sense of hearing, equal to cybernetic amplified
hearing+1 to parry, +2 to dodge, +6 to initiative.
2. Heightened sense of smell:
Recognize specific odors: 90%
ID specific person or animal by scent alone: 70% +1%/Level
Track by scent: 80% (-20% in cities or due to inclimate
weather.)
3. Heightened sense of touch: Recognize items by feel: 66%
+2%/level
4. Radar sense: Enables the Psionic Warrior to Know/sense the location of
people, objects, movement and the general shape of the
environment around them, Interpret shapes: 85%, Estimate
distances: 95%, Estimate exact location: 75% +1%/level.
5. Gain one random minor super power from Heroes Unlimited at
levels 5,10,15 and one super power at level 20.
Return to OCCs
Return Home