Psychie
Princess Psychie
- Attributes and Bonuses
- Skills
- Jeet Kune Do
- Psi Powers
- Mystic Tattoos
- Equipment
- Cyber Knight Zen Combat Bonuses
O-Ren Ichi
Character Class: Cyber Knight / Undead Slayer
Race: Atlantian
Gender: Female
Alignment: Principled
Age: 35
Iq: 22 +8% to all Skills
Me: 24 +5 to Save vs Psionics
Ma: 15
Ps: 37 (Supernatural)
Pp: 31 +8 to Strike, Parry and Dodge, +1 to Initiative
Pe: 30 +10 to Save vs Magic
Pb: 18
Spd: 44
Inflicts 6d6 S.D.C. on a restrained punch, 5d6 M.D. on a full strength punch, or 1D6x 10 M.D. on a
power punch (counts as two melee attacks).
MDC: 255 +375 from Invulnerablity, +10 per level, +13 per tattoo
ISP: 58 - Recovers 6 per hour of meditation, +2d4 per level
PPE: 226 - Recovers 20 per hour of meditation, +10 per level, +6 per tattoo
The character can draw PPE from Ley Lines and Nexus points, 20 PPE per activation of a tattoo or 15 PPE to power a magical device.
Level: 5 == Cyber Knight 4 / Undead Slayer 1
Xp: 28,800 / 32,001 for next level
Number of Attacks: 7 - +1 from Enhanced Reflexes, +1 vs Vampires and other supernatural evil creatures (9 total)
Strike: +10 (+12)
Parry: +13 (+17)
Dodge: +13 (+17)
Roll: +5
Initiative: +5 (+8)
Damage: +1
Perception: +8 (+11)
Critical Strike on an unmodified 18-20
Literacy: American: 88% +5%
Language; American: 98%
Language Dragoneese/Elf: 98%
Language: Spanish 80% +3%
Language: Japanese 80% +3%
Anthropology: 73% +5%
Body Building
Gymnastics
--Sense of Balance: 75% +3%
--Work Parallel Bars and Rings: 85% +3%
--Back Flip: 91% +2%
--Climb Rope/Rappel: 81% +2%
--Prowl: 63% +5%
Horsemanship - Cyber Knight: 90% +3%
Land Navigation: 78% +4%
Lore - Demon and Monster: 73% +5%
Paramedic: 78% +5%
Swimming: 88% +5%
WP Sword +1 to Strike at levels 1, 3, 6, 9, 12, and 15. +1 to Parry at levels 2, 4, 7, 10, and 13.
WP Archery +1 to Strike at levels 1, 2, 4, 6, 8, 10, 12, and 14. Rate of Fire: Two per melee at level 1, +1 at 2, 4, 5, 8, 10, 12, and 14.
WP Shotgun +1 to Strike at levels 1, 3, 6, 10, and 14.
WP Energy Rifle +1 to Strike at levels 2, 4, 6, 8, 10, 12, and 14.
HtH: Jeet Kune Do
Boxing
Wrestling
WP Energy Pistol +1 to Strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
WP Heavy MD Weapons +1 to Strike at levels 2, 4, 7, 10, and 13.
WP Staff +1 to Strike at levels 1, 3, 7, 10, and 13. +1 to Parry at levels 2, 5, 8, 11, and 14.
Radio - Basic: 73% +5%
Detect Ambush: 63% +5%
Detect Concealment: 58% +5%
Tracking (People): 58% +5%
Sing: 63% +5%
Play Musical Instrument - Guitar: 63% +5%
Lore - Magic: 53% +5%
Lore - Faeries and Creatures of Magic: 53% +5%
Fencing +1 to Strike and Parry, and +1d6 to Damage
Pilot Tanks and APCs: 60% +4%
Pilot Truck: 64% +4%
Pilot Motorcycle: 84% +4%
WP Shield +1 to Parry at 1, 3, 6, 9, 12, and 15
Skills at Level 3
Acrobatics
Mystic Tattoo: Invulnerability
Skills at Level 5
WP Targeting
WP Axe
Mystic Tattoo: Nuclear Symbol
Recognize Weapon Quality: 33%
Running
Level Advancement Bonuses
1st - +1 to Perception, +2 to Parry, +2 to Dodge.
2nd - Eye-flick + Roundhouse combination (one Strike roll for both effects), +1 to Initiative, +1 to Strike, +1 to damage.
3rd - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 19 or higher.
4th - Way of the Intercepting Fist (Special! Once per round, upon his opponent's attack, the JKD artist may attempt to Simultaneously Attack the opponent. If successful, the JKD artist has the option to intercept before the opponent's strike connects. If the JKD artist's strike is successful, roll damage. The opponent must Save vs. Pain [14]. Failing the saving throw results in the opponent losing his attempted attack), +1 to Strike, +1 to Parry, +1 to Dodge.
5th - Flying Side Kick causes knockdown, +1 Attack per Round, Critical Hit on a natural roll of 18 or higher.
6th - Self-knowledge, One-Inch Punch (Special! May only be used once per melee, and must be the first attack used that round; does 2D6 damage + knockdown), +1 to Initiative, +1 to Strike, +1 to Damage.
7th - Flying Side Kick does 4d6 damage + knockdown, +1 Attack per Round, +1 to Perception, +2 to Body Flip/Throw.
8th - +1 to Initiative, +1 to Strike, +1 to Damage, Critical Hit on a natural roll of 17 or higher.
9th - Self-knowledge, +1 to Parry, +1 to Dodge, Knockout on a natural roll of 19 or higher.
10th - One-Inch Punch causes 4d6 damage + knockdown, +1 Attack per Round, +1 to Roll, +1 to Body Flip/Throw.
11th - Death Blow on a natural roll of 19 or higher. Critical Hit on a natural roll of 16 or higher.
12th - Self-knowledge, +1 to Initiative, +1 to Strike, +1 to Damage.
13th - +1 to Parry, +1 to Dodge, Knockout on a natural roll of 18 or higher.
14th - Death Blow on a natural roll of 18 or higher, +2 to Perception.
15th - Self-knowledge, +1 Attack per Round, Critical Hit on a natural roll of 15 or higher.
Master Psychic: ISP Base: 6D6+ 10 + M.E. attribute number +2D4 ISP per level of experience. As a Master Psychic, the Cyber-Knight needs a 10 or higher to save vs psionic attacks. Select a total of 8 additional psychic powers from the categories Healing, Sensitive, and Physical. The Cyber-Knight also gains ONE Super-Psionic power at levels 2, 6 and 10, and does an additional + 1d6 M.D. with his Psi-Sword at levels 2, 5, 9 and 13. These are in addition to the three psionic powers known to all Cyber-Knights.
Create Psi Sword - 0 ISP, Damage of 5d6 MDC +1d6 at levels 2 ,3, 5, 6, 9, 12, 13, and 15.
Create Psi Shield - 15 ISP: 80 MDC
Meditation - 0 ISP cost
Sixth Sense - 2 ISP
Range : 90 feet (27.4 m).
Duration : Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
Saving Throw: None.
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it
will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees)! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his ISP the Sixth Sense is temporarily rendered inoperative.
Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
Range: 60 feet ( 1 8 .3 m) and must be visible.
Duration : 2 melees (30 seconds).
Saving Throw: None, but a Mind Block will hide the presence of psychic abilities, the level of P.P.E., and possession by a supernatural force.
All things, organic and inorganic, have an aura. The aura has many distinctions and indicates things to the psychic normally invisible to the ordinary eye.
Seeing an aura will indicate the following:
Estimate the general level of experience. Low ( 1 -3), medium (4-7), high (8th and up).
The presence of magic (no indication of what type or the power level).
The presence of psychic abilities (again though, not the type or power level).
High or low base P.P.E.
The presence of a Possessing Entity.
The presence of an unusual human aberration and/or indicates a serious illness, insanity, or that the individual is not-human, could be mutant or supernatural, but does not specify which.
Note: A psychic can not tell one 's alignment by using this power.
Range: 120 feet (36.6 m); double on a ley line.
Duration: 1 minute per each level of experience.
Saving Throw: None.
The character can see entities, beings, forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, Entities, Elementals and Astral Beings.
Telekinesis Combat Bonuses :
+3 to strike with Telekinesis; physical/skill bonuses to strike do not apply when Telekinesis is used.
+4 to parry with Telekinesis by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium heavy object; costs 8 ISP. Note : Only these two bonuses apply to TK
combat.
• S.D.C. Damage from Hurled Objects: Very Small: 6 ounces to 1 pound (0.23 to 0.45 kg) : 1d4. Small: 1.5 to 2 Ibs (0.6 to 0.9 kg): 1d6. Medium Small: 2-4 Ibs (0.9 to 1.8 kg): 2d4. Medium : 5 to 10
Ibs (2.25 to 4.5 kg) : 3d4. Medium Large : 11 to 25 Ibs (4 .95 to 11.2 kg) : 3d6. Large : 26 to 40 Ibs (1 1.7 to 18 kg) : 4d6. Add 1d6 damage for each additional 20 Ibs (9 kg).
Note: This form of Telekinesis is not a force field, thus, while it can be used to parry/block a punch, kick, club, knife or even sword, it cannot stop bullets, arrows, gas, flying tackles, and similar attacks. Furthermore, a failed roll to make a telekinetic parry means the psychic did not parry and is struck by his opponent. Telekinesis moves, lifts and throws physical objects with the power of the mind, so it may be used to hurl a victim into something as a slam attack but NOT as a crushing or thrusting attack in and of itself. Objects thrown would be equivalent to objects thrown by a physical hand.
Telekinesis does not allow psychics to levitate themselves or fly, due to the weight limitation (see Super Telekinesis).
Range: Self.
Duration : Permanent.
Saving Throw: None.
The ability to will oneself free of disease or poison and back to health, and heal physical damage and injury. Unfortunately, this ability cannot be used to heal others. The process requires one full minute of concentration, which means the character cannot use any other psionic power during that time. Bio-Regeneration does not restore missing limbs, but it does restore 2d6 H it Points or 3d6 physical S.D.C. points per melee round. In addition, when cuts and scrapes are healed through Bio-Regeneration there is no scarring. This power can be used as often as once every two minutes (every eight melee rounds). Note: Recovering more than half of one 's Hit Points or SDC this way in less than an hour takes a toll on the character, causing some weakness for 1d4+2 hours : reduce the PS, PE and Spd attributes by 30%. Adjust attribute bonuses accordingly.
Range: Touch.
Duration: Instant, with lasting effects.
Length of Trance: Two minutes (8 melee rounds).
The Healing Touch is a remarkable healing ability that can instantly heal cuts, burns, bruises and similar physical wounds. The touch restores 2d4 Hit Points or 2d6 S.D.C. The Healing Touch can only be used on other living creatures, never on the psychic himself.
Range: Self.
Duration: Two minutes per level of experience.
When a psychic uses this ability, he greatly enhances his mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of his body. For the duration that this power is in use, the psychic gains the following bonuses: +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.
Range: Self.
Duration: Five minutes per level of experience.
The psionic power provides the psychic with a +3 to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
Electrokinesis is a psychic power that allows the psychic to exert amazing physical control over electricity.
1. Electrical Resistance. The psychic can manipulate his body so to become resistant to electricity. Up to 60,000 volts will inflict no damage or ill effect. Currents greater than 60,000 volts, including lightning and magic electricity, do half damage.
Range: Self.
Duration : 3 minutes per level of experience. ISP : 4.
2. Electrical Discharge. The character can cause static electricity within a six foot ( 1 . 8 m) area, as well as emit an electrical discharge by touch. The discharge can be a little jolt or inflict up to 1D6 S.D.C. damage as often as once per melee.
Range: Touch or 2 feet (0.6 m) distance.
Duration: Instant.
ISP: 2 per each discharge.
3. Electrical M.D. Attack. The psychic can fire a light M.D. electrical blast.
Range: Touch or 10 feet (0.3 m) per level of experience.
Mega-Damage : 1D6 M.D. to 3D6 M.D.
Duration: Instant.
ISP : 6 ISP to inflict 1D6 MD, 12 ISP. to inflict a 2D6 M.D. blast, 18 ISP. to do a 3D6 MD blast.
4. Manipulate Electrical Devices. Through focused thought the psychic can enforce a limited control over electrical devices, such as tum off and on light switches, computers, televisions, radios, blenders, microwave ovens, flashlights, toys (battery and plug types), windshield wipers, and all types of electrically operated appliances, toys and devices. He can also manipulate the controls of the device, such as volume, channel selection, tuners, speakers, change speed, dim lights, and so on. A dozen different electrical functions can be manipulated each melee. This can mean flicking the light off and on six times (12 functions/6 off, 6 on) or tum on the T.V., turn its volume up to the max. and turn on 10 other appliances (12 functions in all).
Range : 45 feet + 5 feet per level of experience.
Duration: 2 minutes per level of experience.
ISP: 4.
Note: The character does not need to see the devices to manipulate them. He can feel their presence.
5. Sense Electricity. The psychic can sense or feel electricity and pinpoint its exact location with fair expertise.
Range : 45 feet +5 feet ( 1 . 5 m) per level of experience.
Duration: 2 minutes of extreme sensitivity when he can pinpoint every source of electricity in the area.
ISP: 2 per every two minutes.
Base Skill : 55% +5% per each additional level of experience. A failed roll means only 1D6x 10% of all the electrical devices/sources of electricity could be sensed.
Tattoos
Sword Covered in Flames - 10 PPE to Activate
Duration: 15 minutes per level of experience or until cancelled.
Power: The weapon, whether it be a dagger, sword, club, arrow or whatever, inflicts the mega-damage equivalent of the usual S.D.C. damage. That is to say that if a normal short sword inflicts 1D6 S.D.C., a magic short sword, created by the tattoo, would inflict 1D6 mega-damage.
Duration: One hour per level of experience or until cancelled.
Power: The character is impervious to the bite (cannot be turned into a vampire or enslaved), and mind control powers of vampires and related species of undead. Note: Although greatly protected, the vampire can hurt and even kill the character by using a killing bite attack, the brute force of punches, claws, etc., and/or weapons.
Duration: 10 minutes per level of experience or until the total number of M.D.C. is depleted. The user of the tattoo can cancel the magic at will. The effects of the magic continues even when the user is rendered unconscious or mind controlled.
Power: Limited Invulnerability: The body can withstand 75 M.D. per level of experience (375 MD at 5th). A magic aura that glows a faint light blue color, encircles the character, protecting him and everything on his body. The aura provides protection from most forms of physical attack, including mega-damage weapons, damage from explosions and falls, poison, and drugs.
Duration: Fifteen minutes per level of experience
Power: Creates a bow and arrows that do MDC damage, doing a total of 4d6 MD per arrow. The wings triple the distance that the arrows can be fired for a total of 1,920 feet.
Duration: One minute per level of experience
Power: Turn Dead, equal to the invocation of the same name, up to 60 feet
The utterance of this invocation will tum/repel 1D6 animated dead per level of experience. This means that those creatures affected will tum and immediately leave the area without harming the spell caster or anyone near him. The dead who are turned will not come back for 24 hours. This magic only affects "animated" dead and skeletons or corpses that are magically animated like marionettes, but will not affect vampires, zombies, mummies, other undead or any corpse or skeleton possessed by a living entity.
Duration: One minute per level of experience
Power: Influence the element of air.
See the Invisible: The character can see Astral beings, entities, elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.
Float in the Air: This spell creates air currents which hold a person or object aloft, hovering about one or two feet (0.3-0.6 m) above the ground. It can be used to slow someone's descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. The floating individual suffers the following penalties: All attacks, strikes, parries and dodges are at - 1 ; normal speed/movement is reduced by half.
Wind Rush: This spell creates a short, powerful wind gusting at 60 mph (96 km), which is capable of knocking people down, knocking riders off mounts, blowing small objects 20 to 1 20 feet (6-3 6 m) away, or creating dust storms. The wind can be directed by the spell caster at a specific target or a general sweep can be made (maximum wind width is 20 feet 6.1m). Anyone caught in the wind is helpless and unable to attack or move forward. It takes an additional melee to recover, and 1D8 melees to gather up all items blown away.
Call Lightning twice per melee round - This spell creates a lightning bolt which can be directed at any specific target up to 300 feet (91.5 m) away. The lightning bolt shoots down from the sky, hitting the desired target. The target or area must be within the spell caster' s line of vision. The lightning bolt does one six-sided die (1D6) of M.D. per level of the spell caster.
Calm Storms: The spell caster can calm the tumultuous tempest of nature with a simple invocation. As a spell, the mage can slow a downpour to a light rain, reduce wind speed by half, reduce waves by half and lighten the dark, stormy skies. Using ritual magic, the mystic can tum a torrential rain into a drizzle, reduce winds to a gentle breeze, shrink ocean waves to normal, disperse a tornado in an instant and get the sun to peek through clearing
skies. Note: Calm Storms is effective against natural and magically induced storms.
See Air Elementals
Communicate with Air Elementals
Duration: One minute per level of experience. As may as three healing touches can be performed per minute. Each healing counts as two melee actions
Range: Touch
Power: With the touch of her hand, the tattoo user is able to heal wounds; restoring 1d6 hit points and 3d6 SDC (or 1d6+3 MDC to mega damage beings) per touch.
Duration: Instant
Range: Touch or within 12 feet
Power: Super healing and resurrection of others! Using the power to super heal will restore up to 50 hit points and 50 SDC points, or 100 MDC if the creature being healed is a mega damage creature. Furthermore, the super healing cures all types of common diseases, Magic Minor Disorders, Magic Sickness, Minor Curse, and turns a victim of Petrification back to flesh.
Resurrection is possible only if performed within six hours after death. The resurrection costs 124 PPE and brings the dead person up to 3 hit points and restores/regenerates missing limbs and organs and completely heals all wounds without scaring.
Other Costs of Resurrection: In addition to the 124 PPE, the tattoo user permanently loses 1d6 hit points or MDC, 2d6 PPE, and one PE attribute point of her own each time a resurrection is performed. However, she permanently gains one MA point.
Duration: 10 minutes per level
Power: Can recognize magic circles, symbols, wards, and runes as being genuine articles involved in magic. 86% skill in reading and using magic scrolls, 74% skill in recognizing enchantment and possession, 62% skill of being able to read/identify specific wards and magic symbols. 50% skill in correctly identifying magic circles. 40% skill in reading runes. 30% chance of correctly identifying a magic item, including weapons and artifacts
Duration: 30 minutes per level
Power: The tattoo user can fly at a speed of 50 mph plus 10 mph per level. Maximum height is limited to 4,000 feet.
Bonuses when Flying: +1 to Strike and Dodge, +1 when the tattoo user reaches levels 4, 8 and 12, and +3 to damage from hand to hand attacks due to the height and speed advantage.
Duration: One melee round per level
Power: This temporarily makes the tattoo user impervious to all energy based attacks. Physical attacks do normal damage.
Duration: One melee round per level
Power: The tattoo user is immune to radiation of all kinds. Also, the T-Man can fire energy blasts from her hands. The damage is 1d4x10 +2 MD per level of experience, and the range is 30 feet per level of experience. Each blast counts as two melee attacks.
The same size and behavior as the real animal. 24 hit points and 10 S.D.C. Bite 2D4 SDC damage, slashing claws inflict 2D6 + 4 damage, and a diving claw attack 4D6 + 4 damage, but counts as two attacks. Four attacks per melee, +2 to strike and parry and +3 to dodge. Average speed flying is 50, about 35 mph (56 km), but can attain a speed of 75 mph (120 km) and maintain that speed for an hour. Nightvision 400 feet (122 m), exceptional vision and hearing, and track by smell 46%. Duration of one hour per level.
The same size and behavior as the real animal. 68 hit points, 80 S.D.C. Bite does 2D6 SDC damage, slashing claws 2D6 + 8 damage, four attacks per melee. +3 to strike and parry, + 4 to dodge. Average spd is 22, about 15 mph (24 km), but can run in bursts at a speed of 35 mph (56 km) for 1D4 minutes. Track by smell 50%, swim 80%, prowl 70%, climb 50%, leap up to 20 feet high (6 m) and 25 feet long (7.6 m), keen vision and hearing,and nightvision 60 ft (18.3 m). Duration of one hour per level.
500 MDC, Claws and Bite do 6d6 MD (1d4x10 from a Power Punch that uses 2 attacks), Fire Breath that does 3d6 MD with a 60 foot range, seven attacks per melee, +1 on initiative, +2 to strike, +1 to parry and dodge, +2 to pull punch, +2 to roll with impact, +3 to save vs horror factor and +1 on all other saving throws. Speed is increased by 50% for ground movement. Duration of 30 minutes per level.
Two Simple Weapons of Choice
Two Magic Weapons of Choice
BigBore "Room Sweeper" Belt-Fed Shotgun
The Room Sweeper could be the definitive use of BigBore shotgun technology. Also known as the "Cantina Clearer" and "Bandito Broom," it is a heavy support weapon meant to be used at point blank-range for clearing out rooms, caves, trenches and other close-quarters environments. The shotgun system has three rotating barrels and connects to an ammo belt that allows an unbelievable amount of firepower to be unleashed within a very small area. The Room Sweeper can also fire conventional S.D.C. shells and wooden or silver shells designed for fighting vampires, making it a terrifying weapon against the undead. Its chief advantage is its large payload and multi-round firepower.
Note: A P.S. of 24 or an Augmented P.S. of 17 or better is required to operate the Room Sweeper as a two-handed weapon without the shooter suffering ill effects himself. Those with a lower P.S. shoot with a -4 penalty to strike, are knocked on their butts each time they fire the weapon, take 1D6 S.D.C. damage and lose one melee attack/action. An Augmented P.S. of 26 or greater is required to fire it one-handed (or a Robot P.S. of 20, or a Supernatural P.S. of 15).
Knockdown Effect (Shotgun): Human and human-sized D-Bees must roll a 20 sided die with a -6 penalty to stay standing. The roll must equal or surpass the attacker's natural roll to strike. A successful save vs knockdown means the character is staggered, feels like he was kicked by a mule and loses the initiative. A failed roll means the victim is knocked off of his feet and flung 8-10 feet (2.4 to 3m) before hitting the ground! The victim loses initiative, is momentarily dazed (reduce all combat bonuses by half for one melee round per each blast endured), and loses one melee attack/action!
Weight: 20 lbs (9 kg) plus the ammo pack worn on the shooter's back weighs 42lbs (19 kg).
Range: 200 feet (61 m).
Mega-Damage: 2D4 M.D. for a single shell, 4D4 M.D. per short burst of three shells or 5D6 M.D. for a long burst of six shells, plus knockdown effects. (Note: When loaded with silver or wooden rounds, the Room Sweeper does double damage to those vulnerable to such material, but half damage to all others.)
Rate of Fire: Each shot or burst counts as one melee attack.
Payload: Ammo pack carries 180 shells. Three extra ammo packs in storage, one of wooden and silver anti-Vampire rounds.
Cost: 30,500 credits for the gun, including the ammo pack, 120 credits per shell or 16,000 credits for a box of 144 shells. An additional empty ammo pack costs 2,000 credits.
Ion pulse rifles are a favorite of anyone who prefers damage potential over range. Bandito's new IPR-16 ion pulse rifle incorporates all the features a rugged adventurer needs in a great energy rifle; excellent damage output, good energy reserves, accurate pulse bursts and respectable range for an ion pulse rifle.
Weight: 8 lbs (3.6 kg).
Range: 1,100 feet (335m).
Mega-Damage: 3D6 M.D. per single shot, or 6D6+3 M.D. per three shot pulse burst.
Rate of Fire: Each shot or pulse burst counts as a melee attack.
Payload: 15 shots from a standard short E-Clip, 30 shots with a long E-Clip. A pulse burst uses up three shots.
Four extra Long E-Clips
Weight: 5 lbs
Mega Damage: 2d4 or 3d6 MDC
Rate of Fire: Each blast counts as one melee attack
Effective Range: 500 feet
Payload: 10 shots. Three extra ammo packs.
The sword is a Holy Weapon, that normally does 1d4x10 +6 MDC in a standard melee hit, but will do double damage to supernatural monsters and undead, including dragons and vampires. It also has a Healing Touch: Restores 2D6 S.D.C and hit points, or 2D6 M.D.C. points. Can be performed six times per 24 hours. It adds a +1 to all Saving Throws, and finally, it has a dark red glow in the presence of evil, range of 30 feet from the blade. The sword can only be used by those of good alignments, Principled is preferred, but the blade will tolerate a Scrupulous person.
Main Body: 70
Helmet: 45
Arms: 25 each
Legs: 45 each
Armor of Ithan: 50 MDC, costs 4 PPE three times a day
Light MDC Body Armor: 35 MDC
Cyber Armor: AR of 16 - Regenerates 1d6 MDC per hour until back to full. Furthermore, at fourth level, the Cyber Armor grows stronger. +1d6 MD to the chest per level of experience starting at level 4, and +1 MD to all other areas of Cyber Armor.
Main Body: 55
Shoulders: 9 each
Back/Shoulder Blades: 16 each
Forearms: 11 each
Thighs/Upper Legs: 16 each
Gas Mask and Air Filter
Tinted Goggles
Hatchet for Cutting Wood
Survival Knife
8 Wooden Stakes
Silver Cross
First Aid Kit
Tent
Knapsack
Geiger Counter
Two Saddlebags
Backpack
Two Canteens
Two Weeks of Rations
Small Headset Radio
Credits: 800
Black Market Goods: 7,000
Level 2 - Paired Weapons: The Cyber Knight can use a shield in concert with a weapon held in the other hand, or a pair of weapons, with equal skill. May use a man-made shield or Psi-Shield. Gets the WP Shield skill which provides a bonus of +1 to Parry at levels 1, 3, 6, 9, 12, and 15. +1 to Strike with the shield at levels 4, 8, 12.
Level 3 - Combat Acrobatics: Ability to fight and strike even when moving and off balance. No penalty to strike when moving.
Level 4 - Basic Combat Awareness: Initially, the Cyber Knight can only focus and be aware of one opponent and all the weapons and weapon systems of that one, primary opponent.
The Knight is aware of and able to react to all mechanical devices and weapons used by that particular opponent, including guns, vibro blades, neural mace, environmental power armor, power armor, cybernetics/bionic weapons and systems, computers, optic systems, sensors, robots, vehicles, and other devices.
This awareness lets the Cyber Knight know the very instant a targeting computer or radar locks on, the moment he falls into the crosshairs of a gun, when a trigger is about to be squeezed, when an energy cell charges to fire, or cybernetic muscle tenses or a turret begins to turn. More than that, though, the Knight can actually feel the weapons and war machines as they come on-line or are drawn to be used against her.
Bonuses and Abilities Against Weapons and Technology
--Negates any bonuses provided by the weapon/machine.
--The Knight knows what her opponent is doing the same instant his opponent doe it, enabling the Knight to react a split second faster: +3 on initiative against attacks from modern guns and machines (bionics, robots, etc.), and +6 against artificial intelligences and computers like Skelebots and automated defense systems. Also, the Knight is +3 to Strike and Parry.
--Meanwhile, the Knight's gun-toting or tech-laden opponent is -3 to dodge the Knight's attacks and loses 2 melee attacks/actions due to the time spent compensating for the Knight's amazing agility, combat skills and awareness.
Level Five - +4 to Automatic Dodge Against Tech: The Knight can twist, turn, duck, and otherwise dodge attacks from "guns" and advanced weapon systems without using up a melee action (otherwise dodge as normal). The automatic dodge applies to all attacks from a single, primary opponent at level five, two at level 9, and three at level 13.
Level Six - Cloud Sensors: The Knight can cause sensors and weapons systems to either blink on and off, provide its user with mixed readings or faltering signals, or to not "see" the Knight for a moment. High tech soldiers not used to "eyeballing" their opponents are put at a great disadvantage as the penalties that follow indicate:
--Inexperienced sensor operators (1-3rd level) cannot read or use the sensor at all and they lose two melee actions every time they try to figure out what they are or aren't seeing.
--Even experienced operators are uncertain, hesitate and lose one melee action while they try to evaluate and respond to the data with a skill penalty of -40%.
The types of sensors are limited to those used in robots, power armor, vehicle and by or with weapon systems, including radar, sonar, motion detectors, heat sensors, laser targeting, optical enhancements and so on.
Level Seven - Nothing New
Level Eight - Advanced Combat Awareness: Combat awareness (all opponents). Basically, the same as level four, above, but the Knight's awareness extends to all combatants who direct an attack at the Knight. However, because the area of awareness is expanded to include several opponents, the overall bonuses are reduced.
Bonuses Against Weapons and Technology:
--Negates any bonuses provided by the weapon/machine.
--The Knight knows what his opponent is doing the same instant her opponent does it, enabling the Knight to react a split second faster: +2 on initiative against attacks from modern guns and machines and +4 against artificially intelligent units like Skelebots and automated defense systems. Also the Knight is +2 to strike and parry, and +1 to dodge.
--Meanwhile, the Knight's opponent is -2 to strike the Knight, -2 to dodge the Knight's attacks, and loses 1 melee action.
Level Nine - Cloud Targeting Computers and Weapon Systems: Makes them off just enough to negate any built-in bonuses and to make the shooter -2 to strike with any modern or advanced weaponry.
Level Ten - Improved Auto Dodge Against Tech: The Cyber Knight's auto-dodge increases to +6 against technology, and +8 against artificially intelligent computers and robots like Skelebots.
Last edited: