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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:

  1. 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.

     
  2. 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.

     
  3. 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.

     
  4. 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.

     
  5. 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.

     
  6. 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:

  • IQ 12, PE 14, and ME 12.

 

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.
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