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Artificial Newtype RCC
Created by Daniel Ross 05/27/03
With the realization that Newtypes were dominating the battlefield, and the other realization that there were only so many of these psychic piloting wonders to be found, a new way to tap the energy and prowess inherent in the Newtypes had to be found. Enter the age of the Artificial Newtype. Even more disjointed than their natural-born brethren, artificial Newtypes were more highly trained and yet still less reliable. Being a product of genetic manipulation has taken it’s toll on these marvels. Most suffer from one or many insanities, cope even less well with the stresses of day to day life, and are even more driven (and capable) on the battlefield... to the point of obsession.
Race: Psychic Genetically Manufactured Human only
IQ: 3D6 ME: 2D6 MA: 2D6 PS: 3D6 PP:5D6 PE: 3D6 PB:3D6 Spd: 3D6+3
PPE: 1D6 only. Due to the development of their psi abilities and the fact that they are unnatural creatures Height/Weight: Human norm Hit Points/SDC: Human Norm
ISP: 3D4x 10, +12 per level Considered a Master Psychic except for saving throws, then considered a Major Psychic.
Special Psionic Powers
1)Artificial Newtype Link Even more intense than even the natural Newtype. The Artifiical Newtype has almost nothing but their Mobile Suit(s) and the bond with them. +12 to PP!!!! +3 to initiative +5 to all combat rolls (in addition to PP boost. All effects cumulative) +4 attacks per round Auto Dodge Auto Parry ISP cost: 30 Duration: 3 melee rounds +1 per 2 levels This Power is involuntary and simply engages whenever combat ensues. It refreshes automatically (until ISP is depleted) as long as combat continues. If still engaged in combat and out of ISP for this power, most Artificial Newtypes will retreat due to their sense of helplessness
2) Artificial Newtype Combatant Link This “power” has much more devastating effects on an Artificial Newtype than natural one. However, unlike the natural-born, the Artificial Newtype does not automatically set up a rapport with ANY psychic opponent. Only if telepathically contacted (via Newtype Combatant Link or simple telepathy) does this power manifest itself. Many do not even know that it will happen until they are struck with it the for first time. Again, this sets up telepathic rapport with an opponent for 3 melee rounds, during which, the following penalties apply:
-4 attacks per round Lose initiative During the entire 3 melee rounds, no strikes may be made against opponent with whom the rapport is set up. However, dodging, parrying, rolling, and strikes against other opponents is still possible.
ISP cost: 20 Duration: 3 melee rounds
Other psi abilities are limited to Sixth Sense and See Aura. No other psi powers are ever possible.
Other penalties/vulnerabilities 1) If fighting against another Newtype of any sort, the Artificial Newtype will have a 50% chance of going insane if he/she loses. Tyically (80%), they will go into an almost idiot savant state, whereby the only stimuli they respond to is Mobile Suit combat. Beyond that, they will simply follow the orders of anyone who speaks to them.
2)Upon discovery that one is an Artificial Newtype, 40% will go insane (idiot savant state is most likely-60% chance). If they fight the insanity, they are free to do as they please, often turning against their former masters.
3)Masters of their destiny: During the process of construction, the Artificial Newtype is also brainwashed into being a military slave to whatever organization spawned them. Typically this means recognizing uniforms and rank insignia, and kow-towing to anyone in proper uniform that shows a higher rank than they hold.
Note: Player characters will most likely already have discovered what they are and freed themselves from their bonds of servitude.
OCC Skills
As said before, Artificial Newtypes are actually better trained than normal Newtypes. However, their training has much more focus and direction.
Communications: Radio Basic (+10%), Scramblers (+10%) Domestics: none Electrical: none Espionage: Disguise, Pick Locks (+5% each) Mechanical: none Medical: First Aid only Military: Demolitions (+10%) Physical: Hand to Hand: Martial Arts, Acrobatics, Boxing, Gymnastics, Prowl (all skills +20% where applicable) Pilot Skills: Special: An Artificial Newtype is a master pilot of ANY one person mobile suit, power armor, or other mecha. Within a maximum of 3 melee rounds, they can pilot any of these with a skill level of 98%. With basic systems familiar to the character, one round is all that is needed to reach that level. Wherever applicable, the character has the equivalent of Elite training in that mecha. No other piloting skills attain this purity. Pilot Related: All (+20%) Rogue: none Science: none Technical: Literate and speaks one language of choice 98% WP: Sword, Paired Weapons, Energy Pistol, Energy Rifle, two others of choice Wilderness:none
OCC Related Skills Due to their training and slave-like upbringing, only 2 skills +1 every 4 levels are available to the character. Choices are limited to: Communications, Physical, Pilot, and WP’s
Secondary Skills: 2 from any except Electrical, Espionage, Mechanical, Medical, or Rogue +1 every 4 levels
Standard Equipment/Money: Typically, one mobile suit will be assigned to the conscript, all other needs are taken care of by whatever military establishment created them. They are also not paid. If an escapee, one mobile suit, one side arm with 2 extra e-clips, and the clothes on their back. Everything else needed must be bartered for or flat out stolen.
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