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Namek Shaman OCC
(Version
1.00 - Last Modified: 03/24/2002)
Where the Namek Warriors were the physical defenders of Namek, the Namek
Shamans were its spiritual and supernatural protectors. These dedicated people
can connect themselves to a planet so completely they gain incredible spells and
powers, which they use to defend their people. When the planet Namek was nearly
destroyed, the shamans became the most important part of what was left of
Namekian culture; they became the leaders of the remaining villages and were
instrumental in ensuring that each village survived.
When Nameks started to spread to other planets, the shamans discovered that
the close relationship that they shared with the planet Namek was also shared
with all other planets that supported life. The traveling shamans quickly
appointed themselves as guardians of many planets. While some shamans sought to
conquer the planets they protected, most simply tried to protect their adopted
planets.
All Namek Shamans possess impressive magical abilities, which supplement
their innate magical abilities, and their magic is further enhanced by those
that become guardians. In addition to their magical abilities, shamans possess
the unique ability to forge the powerful Dragon Balls, which were pivotal in the
struggle to protect the Earth from various enemies.
O.C.C. Abilities:
- Guardian of the Planet
Namek Shamans have a strange and unique connection with planets that
they occupy. Through a special magical ritual, the shaman can connect
himself with a planet and gain tremendous powers and abilities, but at
the cost of a great responsibility. Any Namek Shaman can use this ritual
on a planet that supports life of one form or another, and there can be
multiple guardians on the same planet, but few shamans do it because of
the huge responsibility. With the power of being a guardian, the shaman
has the responsibility of keeping the entire planet safe from danger.
This can involve something as simple as stopping or limiting pollution
to ensuring the destruction of an alien force that will destroy the
entire planet or every living thing on it. At any time, a shaman that
takes on the role of a guardian can renounce the title, but the Namek
instantly loses all abilities that they have been granted. Similarly, if
the shaman acts in a way that contradicts his responsibilities, the
Namek instantly loses all of the guardian bonuses and abilities. The
guardian does not necessarily need to be good, and can be selfish or
even evil, but they all must be dedicated to ensure the protection of
the planet they bond with.
- Powers: Begins with the following Biomancer spells: Commune
with Nature, Plant Virtual Sight, Accelerate Plant Growth, Strengthen
Plant, Suspended Animation, and Heal the Earth. At levels 4, 8, and 12,
the shaman gains one of the following spells: Tree Teleport, Tree
Warrior, Bio-Blast, or Woodland Entity. All spells are under Biomancy
Magic from Rifts Book of Magic.
- Bonuses: +2 to IQ and ME, +4 to MA, +3 to save vs. magic and
psionics, immune to horror factor and awe factor, +2D4x10+20 PPE, +100
to SDC, and +50 to Hit Points.
- Penalties: -3 to PS and PP, -1 attack per melee, and -2 to
strike with physical attacks.
- Forge Dragon Balls
Namek Shamans have the unique ability to forge the powerful artifacts
known as Dragon Balls. The Shaman is required to forge seven identical
spheres out of any substance (usually assisted by magic) and they must
have access to the spirit of a dragon. This spirit can either be
acquired by killing a dragon and completely this ritual within 12 hours
of its death, or the dragon can freely gives its spirit when the ritual
is complete. Only ancient dragons near the brink of death, usually from
old age, will consider freely giving their spirit, but that is how the
dragon balls on Earth and Namek were formed. With the seven spheres and
the dragon spirit, the shaman performs a grueling ritual that lasts for
six hours and uses up all of the shaman’s PPE, which must be full for
the ritual to begin. When the ritual is complete, the chance of success
is still only 20% +5% per level of experience. If the ritual is
successful, the balls will change color and become orange and will have
large dark orange stars on them, the first ball will have one star, the
second ball will have two stars, and so on. The actual power of the
balls is based upon the power of the dragon’s spirit in the balls. For
example, the spirit of a hatchling dragon will be no where near as
powerful as the spirit of an ancient dragon. The actual use of the
Dragon Balls is described under the Magic Items document.
- Spell Knowledge
The Namek Shaman has the following spell knowledge:
- Initial Spells: Select three spells from each level 1 to 5.
- New Spells: Each level of experience, starting at level two,
the shaman can select two additional spells of any type. Between level 2
and 4, the shaman can select spells from levels 1 to 5; at level 5, the
shaman can select from levels 1 to 6; at level 6, the warrior can select
from levels 1 to 7, and so on. Due to the mystical nature of the Nameks,
these spells cannot be taught to other mages, nor can any additional
spells be learnt.
- Permanent P.P.E. Base
The Namek Shaman possesses a large amount of PPE. Their base PPE, in
addition to the PPE that all Nameks possess, is 1D6x10 + PE attribute,
with an additional +2D6 per level of experience.
- Ki Manipulation Techniques
Namek Shamans train for many years in many different mystic areas, but
part of their training is dedicated to the manipulation of their Ki,
which gives them a few Ki Manipulation Techniques as a result. At levels
1, 7, and 15, the shaman can choose one technique from the following
categories: Standard Energy Attacks, Maneuvering Techniques, and Other
Ki Techniques.
- Permanent I.S.P. Base
With their small number of Ki Manipulation Techniques, Namek Shamans
possess very little ISP. Their base ISP, in addition to any ISP already
possessed, is 1D4x10 + ME attribute, with an additional 1D4+2 per level
of experience.
Attribute Requirements:
O.C.C. Skills:
- Language: two of choice (both at 80%)
- Literacy: two of choice (both at 98%)
- Technical: two of choice (+10%)
- Hand-to-Hand Combat: Basic
- Hand-to-Hand combat can be improved to Expert at the cost of one OCC
Related Skill and to Martial Arts at a cost of two OCC Related Skills.
O.C.C. Related Skills:
- Select six other skills. Select one additional skill at level 5, 10, and
15. All new skills start at a level one proficiency.
- Communications: Radio: Basic only
- Domestic: Any
- Electrical: Basic Electronics only
- Espionage: Interrogation only
- Mechanical: Basic Mechanics only
- Medical: Any (+5%)
- Military: None
- Physical: Any (+10% where applicable)
- Pilot: Any
- Pilot Related: Any
- Rogue: None
- Science: Any (+5%)
- Technical: Any (+15%)
- W.P.: Any
- Wilderness: Any (+10%)
Secondary Skills:
- Select six other skills with no bonuses. Limited to the list provided
above.
Standard Equipment:
- Nameks do not seek to own many possessions. Most Nameks, even evil ones,
see no purpose in material goods, as the near destruction of their planet
has given them a different perspective on life, their place in it, and
material goods. Nameks will have a few changes of clothing, often very
similar to each other, and they will have one or two weapons for each Weapon
Proficiency that they have chosen. Depending on their situation, Namek
Shamans may have rations and traveling equipment, or they may rely entirely
on a local village for what they need.
Money:
- Nameks start with 1D4x1000 worth of universal credits in tradable goods.
Since the devastation of their planet, Nameks have lost any economy their
society once possessed.
Cybernetics:
- None to start with, they interfere with their magical and martial art
abilities and most Nameks consider it a weakness. Cybernetic, bionic, and
bio-systems implanted in a Namek prevents them from splitting their soul and
fusing until the implant is removed.
Copyright © 2002-03, Cheethorne (Kevin Barrett).
All rights reserved, duplication in part or in full by permission only.
E-Mail Cheethorne
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