PSIBER-KNIGHT O.C.C.
I could easily write a huge, two or three page description of the Psiber-Knight, but all you really need to know is that they are Master Psychic knights whose focus, unlike that of the Cyber-Knight, is fighting supernatural menaces and evil.
Special O.C.C. Training & Bonuses
1. Demon Death Blow
: The warrior can focus his inner spirit to attack demons, dragons, elementals and other supernatural beings and creatures of magic! When used against supernatural opponents, the attack inflicts mega-damage, even if it is normally an S.D.C. attack. The character can inflict the mega-damage strike with a punch, kick, or hand-held weapon like a sword, axe, spear, club, etc. and does double normal damage plus P.S. bonus in mega-damage. The attack is so devastating to the creature's body that it cannot bio-regenerate injury from the Demon Death Blow for 1D4 hours! This is what makes the attack so deadly to the supernatural. Limitations:
1. In addition to being limited to the Psiber-Knight O.C.c., the character must be pure of spirit and intent. This means there can be no possibility of regret when this spiritual inner strength is used. It cannot be used in anger, fear or for revenge, even if the character wants to.
2. Counts as two melee attacks/actions.
3. Limited to supernatural beings and creatures of magic. The demon death blow attack is not applicable against bdoy armor, inanimate structures, or ordinary human beings, or any mortal, S.D.C./hit point creatures.
4. The demon death blow is not applicable to the projectile or thrown weapons.
Note: The demon death blow draws on 2D6 of the character's I.S.P. reserve of psychic, inner energy and can be considered a psionic attack.
2. Spirit Strike: An attack that draws on the character's inner spirit. It can only be used against dragons, elementals, demons and other supernatural beings and creatures of magic! It can be inflicted with all physical attacks using the hands, feet, head, and body (no weapons) and does triple normal damage in mega-damage! Uses 3D6 I.S.P. and counts as three melee attacks/actions.
3. Sense Supernatural Evil: The character is keenly aware of the world around him, thus, he or shee feels or senses any major disturbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Psiber-Knight can feel that evil like an icy chill cutting through him and taste their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning hte character does not have to actively try to sense anything. The evil washes over the character, warning him like an alarm that supernatural evil is present. Range: Senses any suprnatural evil within a 300 foot (91.5m) radius +50 feet (15.2m) per level of experience starting with level two. However, the sensation is very general. The location and nature of theevil is unknown. To identify the cause and pinpoint its source, the character must other skills and abilities to locate the source. Note: Close proximity to ley lines (within a mile/1.6 km) disrupts and blurs the psychic senses (reduce range by half) and completely obliterates them when on/within a ley line.
4. Yoga Style Meditation and Trance States: Special meditation techniques that provide the following. Note that there is NO I.S.P. cost, only an investment of time and concentration.
Complete Relaxation and Restorative Rest: A light trance in which the character can shut out the world and focus on calm, relaxation, and rest. Twenty minutes of mediation is the equivalent of two hours of sleep and restores I.S.P. equal to that much sleep. Requires 10 minutes of preperation but there is no I.S.P. cost.
Curative Trance: Reduces the symptoms, damage and penalties of poison, infection and illness by half for as long as the character remains in his trance. May be maintainted up to a maximum of three hours per level of experience as the illness or poison runs its course. However, the character is incapable of doing anything except his meditation and is completely unaware of what's going on around him. The character doesn't even dream while in this defensive state, except, perhapse of fighting whatever affliction is attacking his body. Empathetic and Telepathic transmissions can get through without difficulty and without breaking the trance, but the character cannot respond until he comes out of the trance. The character can be roused by firm shaking and shouting for 1D4+1 melee rounds, as will phyiscal pain (at least four points of damage, causing the character to awaken within 2D4 seconds). When the Psiber-Knight comes out of his trance, he is completely alert and ready for action, though he will suffer the full effects of the poison or sickness unless the duration of its effects have passed.
5. I.S.P. Base and Additional Psionic Powers: 6D6+10+M.E. attribute number +1D6 I.S.P. per level of experience. As a Master Psychic, the Psiber-Knight needs a 10 or higher to save vs psionic attacks. Select a total of six additional psychic powers from the categories Healing, Sensitive, and Physical. The Psiber-Knight also gains one additional power from among these three categories at levels 3, 6, 9, and 12. In addition, the character also gains ONE Super-Psionic power at levels 2, 5, 8, and 13.
6. P.P.E. Base: Most of the Psiber-Knight's P.P.E. has been expended in the development of psychic abilities. The remaining P.P.E. base is only 1D6.
7. Psiber-Knight Combat:
1st Level: Start with: Five attacks per melee round, +3 to Initiative, +3 to Perception, +2 to Pull Punch, +2 to Disarm, and Knockout/Stun on a Natural 20. Basic Moves and Special Techniques: Automatic Parry, Body Block/Tackle, Body Flip/Throw, Critical Strike, Disarm, Dodge, Elbow, Entangle, Human Fist (Punch; does 1D4 damage), Kick Attack (1D8 or 2D4 damage), Knee, Knockout/Stun, Leap Kick, Parry, Power Kick, Power Punch, Pull Punch, Roll with Punch/Fall/Impact, and Simultaneous Attack.
2nd Level: +2 to Parry and Dodge.
3rd Level: +2 to Strike, +2 to Roll with Punch/Fall/Impact.
4th Level: +1 to Parry and Dodge, Critical Strike on a Natural 19 or 20.
5th Level: +1 additional Attack per Melee.
6th Level: +2 to Roll with Punch/Fall/Impact, +1 to Parry and Dodge, +1 to Disarm.
7th Level: +1 to Strike and +2 to Damage.
8th Level: +1 additional Attack per Melee.
9th Level: Knockout/Stun on a Natural 19 or 20.
10th Level: +1 additional Attack per Melee.
11th Level: +1 to Strike and +2 to Damage.
12th Level: +1 to Roll with Punch/Fall/Impact, +1 to parry and Dodge.
13th Level: +2 to Disarm, +2 to Entangle, Critical Strike on a Natural 17, 18, 19 or 20.
14th Level: +1 additional Attack per Melee.
15th Level: +2 to Strike, +4 to Damage.
8. Bonuses: +2 to P.S., +2 to P.E., and +2 to P.P., +1 to save vs horror factor at levels 1, 2, 4, 5, 6, 7, 9, 11, 13, and 15, impervious to possession, impervious to the bite and mind control of vampires, and +1 to save vs mind control.
Psiber-Knight O.C.C. Stats
Alignment
: Theoretically any, but most true Psiber-Knights are Principled (30%), Scrupulous (30%), or Unprincipled (30%), with a handful of Anarchist (4%), Aberrant (4%), or some other alignment (2%).
Attribute Requirements: M.E. 14, P.E. 11, and P.S. 12 or higher. A high I.Q., and P.P. are also helpful, but not a requirement.
Racial Requirements: None, provided one can meet the Attribute Requirements (above) and has the discipline and temperment to be a Psiber-Knight.
O.C.C. Skills:
Climbing (+5%)
First Aid (+5%)
Horsemanship: Knight
Land Navigation (+10%)
Languages: Speaks two (+15% each)
Literacy: Native Language (+10%)
Lore: Demon and Monster (+15%)
Mathematics: Basic (+10%)
Swimming
Tracking (+15%; humans and demons)
Wilderness Survival (+10%)
W.P. Three of choice
W.P. Sword
Hand to Hand: Psiber-Knight Combat (SPECIAL! See above)
O.C.C. Related Skills: Select ten (10) other skills, but at least two must be selected from the Physical category, and another three must be selected from Military or Weapon Proficincies. Select an additional two skills at 3rd, 6th, 9th and 12th levels. All new skills start at level one proficiency.
Communications: Any
Cowboy: Trick Riding only.
Domestic: Any (+10%)
Electrical: Basic Electronics only.
Espionage: Any (+10%).
Horsemanship: Exotic Animals (+10%) only.
Mechanical: Basic Mechanics only.
Medical: Holistic Medicine or Paramedic only.
Military: Any (+10%).
Physical: Any (+5% where applicable).
Pilot: None.
Pilot Related: Navigation Only.
Rogue: None.
Science: Any.
Technical: Any.
W.P.: Any.
Wilderness: Any.
Secondary Skills: Select eight (8) Secondary Skills from the list in the Skill Section. Select an additional two skills at 5th, 10th, and 15th levels. These are additional areas of knowledge that do not get any bonuses, other htan possible bonuses for haivng a high I.Q. All Secondary Skills start at the base skill level.
Standard Equipment: A suit of personalized, heavy, Mega-Damage body armor (typically has a classic "knight" design with 1D4x10+50 M.D.C.). The Knight also has a suit of light Mega-Damage body armor. Clothing includes a pair of boots or moccassins, a set of camouflage or black clothing for cover operations, a set of dress clothing, hat or helmet, and two pairs of socks. Additional equipment typically carried; tent, sleeping bag, backpack or knapsack, saddle bags, an air filter or gas mask, tinted goggles or sunglasses, hatchet for cutting wood, knife (or two), 2D6 wooden stakes, hand-held silver cross, first aid kit with extra bandages and antispetic, suture thread and painkiller, two canteens, two weeks worth of rations, radiation dector and some personal items.
Weapons include two ancient weapons of choice, handgun and rifle of choice (probably one energy weapon and one firearm) and three extra ammo-clips/E-Clips.
Money: The character starts off with 3D4x100 in credits, and has black market items which will garner another 2D6x1000 credits. As always, money can be spent imediately or saved.
Cynernetics: Starts with none. Tends to avoid implants in favor of natural powers.
Related O.C.C.s: While this is a variant of the North American "Cyber-Knight," this class has more in common with the Japanese and Chinese Demon Quellers than the anti-technology bent of the Cyber-Knights.
Note: Uses the same experience table as the Cyber-Knight (big surprise that, I know).

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