SHEA'KEM M.O.M. WARRIOR Created by Kirk Smith [ Return to Main Page ] ---------------------------------------------------------------------------- The Shea'Kem m.o.m. warrior was developed to hunt and destroy supernatural creatures, all volounteers were those who did not already possess psionic or magical abilities. They were then subjected to techno-wizard m.o.m. implants which work in a similiar way to conventional m.o.m. implants except that they use p.p.e.(tm) which is then converted into i.s.p.(tm) and used to stimulate areas of the brain responsible for psionics. The operation of these techno-wizard implants have so far proved to be more effective than conventional implants with only minimal side effects thus far. The only major draw back is the character must get a new p.p.e. battery installed every two years, and if they are not able to get one they suffer effects similiar to a juicer(tm) who is going through detoxification, but return to normal when one is installed. ---------------------------------------------------------------------------- O.C.C. Abilities: 1. Super endurance. Add 3d6x10+30 to s.d.c.(tm), add 6d6 to hit points, and 2d4 to P.E. attribute. Can lift and carry two times more than a normal person of equivelant strength and endurance, and can last ten times longer before feeling the effects of exhaustion. Can operate at full effeciency for up to three days (72 hours) without sleep. Normally only needs four hours of sleep a day. 2. Increased strength. Adds 2d6 to P.S. attribute, minimum of 20 and becomes supernatural, and adds 2d4 to P.E. attribute 3. Increased speed. Adds 44 to speed attribute 4. Heightened reflexes, agility, and sense. Adds +4 to roll with the punch, +2 on initiative, +2 to parry, +6 to dodge, and add one hand to hand attack per melee, and 2d4 to P.P. attribute, minimum of 18. 5. Saving throw bonus. +3 save vs. psionics, +6 save vs. mind control, +4 save vs. toxic gases, poisons, and other drugs. 6. Psionics. character gains 6 psionic powers of choice from sensitive, physical, healing categories (except, psychic surgery, telekinesis,levitation,exorcism, astral projection). These powers can be activated at will and costs no i.s.p.(tm) it is effectively unlimited because of the p.p.e.(tm) battery and i.s.p.(tm) converter. 7. Side effects. At level three becomes obsessed with killing one particular type of supernatural creature. At level six becomes paraniod (trusts no one) and starts to have hallucinations of being attacked by non-existent creatures. At level nine developes an Angel of Death complex, his or her only reason for living is to kill every sentient being they encounter (supernatural or otherwise), also believes that they can not die because they are death and are therfore already dead.( the creaters of the Shea'Kem warrior do not know about the Angel of Death complex because none of these warriors has reached ninth level yet.) Attribute Requirements: M.E. 12 or higher, P.S. 20 or higher, P.P. 18 or higher, P.E.12 or higher O.C.C. Skills: Speak spanish(98%),One langauge of choice(+10%), Tracking(+10%), Wilderness survival(+15%), Land navigation(+10%), Detect ambush(+10%), Detect concealment(+10%), Demon & Monster lore(+5%), DB lore(+5%), Magic lore(+5%), Athletics, Prowl(+10%),W.P.(3 of choice), Hand to Hand martial arts. O.C.C. Related Skills: Select six at first level and one at levels three,six, and nine Communications: radio basic, and optic systems only Domestic: Any Electrical: none Espionage: Any (+10%) Mechanical: none Medical: first aid or paramedic Military: demolitions only Physical: Any Pilot: Any (but lean toward horsemanship, and horsemanship exotic) (+5%) Pilot Related: Any Rogue: Any (except computer hacking) Science: basic and advanced math only Technical: Any (except computer operation) W.P.: Any Wilderness: Any (+15%) Secondary Skills: two at first level and one at levels four and eight, limited to the categories and restrictions above. Standard Equipment: suit of body armor with up to two techno-wizard modifications, one techno-wizard piece of equipment(radio,goggles, etc..,) two weeks rations, two canteens, boots, and other basics Weapons: One techno-wizard weapon of choice, one ancient weapon (techno-wizard or minor magic) 2 knives. Money: 1d6x1000cr. and 2d6x1000cr in sellable black market items Cybernetics & Bionics: will aviod getting them unless they are techno-wizard Experience: use same experience table as Juicer ----------------------------------------------------------------------------