Techno-Warrior O.C.C.
Created by Xavier Martin
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This O.C.C. can exist in any culture where Techno- Wizardry plays a
strong role. Some possible examples include the Federation of Magic,
the Amaki (in WB9: South America II), the United Worlds of Warlock
(in DB2: Phase Worldtm), and
definitely in the military of Dweomer.
In such cultures military equipment can be improved by including a
mix of Techno Magic. However, most soldiers or special agents are completely
unable to use Techno- Wizardtm
machines because they are not magic
users. Conversely, magical O.C.C.s can use them but are generally not
trained for combat. This has led to the development of a special force
trained for combat but also in the basics of Techno- Wizardrytm
. They are
either Techno- Wizardtm
trainees without the commitment to finish their
degree or military personnel with a knack for technology, psionics
and/or magic.
Techno- Warriors make superior power armor pilots and military specialists
(espionnage and reconnaissance). They are almost never employed in the
regular army due to their special abilities and training.
Special Abilities of the Techno-Warrior
1. Psionic Powers: Like the Techno-
Wizardtm,
they have Mind Block, Speed Reading, Total Recall and Telemechanics.
GM's might let the character substitute one of the minor powers
for a different sensitive power (likely, Intuitive Combat).
2. I.S.P.tm: The base is equal to
the M.E. plus 4d6. Add 1d4 per each additional level of experience. The
character saves as a minor psionic.
3. Techno-Wizardtm Magic Powers:
Techno- Warriors have a very limited understanding of Techno-
Wizardytm and are thus unable to invent
any new TW machine. However, they can use and copy any one of them if
they are shown how.
Use TW machines: the Techno- Warrior can use and recharge any TW
machine. If a spell is needed to recharge the machine, the
Techno- Warrior must have it demonstrated first by someone else, use
Total Recall to memorise the process and write it down (usually on a
Pocket Digital Disc recorder & player). Then the Techno- Warrior can
recharge the machine himself by using Total Recall again or looking at
his notes and expending the appropriate P.P.E.tm
(this means an extra
action is needed if using Total recall, or a number of melees equal to
the sum of the spell levels cast if read from notes).
It is the recharging process the Techno- Warrior learns not
the spells. As a result, for him recharging an ion energy weapon and a
lightning blaster are two different processes even though they require
the exact same spells. As a rule if the machine has a different name,
it has a different recharging process which must be learned.
At first level, the Techno- Warrior just knows how to recharge all
the Techno- Wizardtm
devices he owns, but can learn how to do this for two additional
devices per level of experience (ones he's had contact with).
Repair and Duplicate TW machines: First the Techno- Warrior must
have the construction of the machine demonstrated to him (by a
Techno- Wizardtm
or another Techno- Warrior who already knows the
process). He must take notes and memorize the various steps using
Total Recall. Thereafter, using both his notes and Total
Recall, the Techno- Warrior will be able to repair or duplicate the
construction of the machine (without any variations) by himself. It
takes him exactly the same time, physical requirements and
P.P.E.tm as a Techno- Wizardtm (see Rifts® p91-94).
Note that, as a rule, two machines with a different name and/or
different effects must be memorised independently by the
Techno- Warrior. At first level, the Techno- Warrior just knows how to
repair and duplicate the Techno- Wizardtm
machines he owns, but learns how to repair and duplicate one more
per each additional level of experience (ones he's had contact with
and could study).
No spell Magic: The Techno- Warrior has no spell knowledge at
all. He can not cast spells. All his limited magical knowledge is
oriented to using Techno- Magic.
Example: knowing how to convert Wilk's 447 Laser Rifle is no help
to convert Wilk's 320 Laser pistol or the C-10 Light Assault Laser Rifle
or any other Laser weapon.
4. Magic Bonuses: +2 to save versus horror factor. +1 to save
versus magic at levels five and thirteen, +1 to spell strength at
level eight. +1 to dodge magical attacks (such as Fire Bolt,
Call Lightning, etc.) at level one.
5. P.P.E.tm
: like all men of magic, the Techno- Warrior is a living
battery of mystic energy. Permanent base is the P.E. attribute
plus 1d6x10. Add 2d6 P.P.E.tm
per each additional level. Of course, the Techno-Warrior can
also draw P.P.E.tm
from Ley Lines, nexus points, and other people.
6. Other Bonuses: Techno- Warriors receive a complete physical
training resulting in the following bonuses: +1 on initiative and +1
to strike and parry with TW weapons, in addition to the bonuses
received from physical skills. Initial
S.D.C.tm is 1d4x10, as for a Man at Arms.
Attribute Requirements: An I.Q. and M.E. of 10. High
physical attributes are suggested but not required.
Alignment: Any.
Experience Point Table: Use the table for the Mystic (first
level is 0 - 2050 experience points) or the character race's table,
whichever is higher.
O.C.C. Skills:
Speak/Literate in native language (98%)
One additional language of choice (+10%)
Radio: Basic (+10%)
Math: basic (+10%)
Computer operation (+5%)
Basic Electronics (+10%)
Read Sensory Equipment (+5%)
Robot Combat: Basic
Athletics
Running
W.P. Two of choice
Hand to Hand: Expert
Hand to Hand: Martial Arts or Assassin may be selected at the cost of
one other skill.
O.C.C. Related Skills: Select eight other skills. Plus select
two additional skills at levels three and six, and one at levels nine
and twelve. All new skills start at first level proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: None
Espionage: Any (+10%)
Mechanical: Automotive Mechanics only (+5%)
Medical: First Aid only
Military: Any (+5%)
Physical: Any except Acrobatics (+5% where applicable)
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Chemistry, Biology, or Math: Advanced only.
Technical: Any (+5%)
W.P.: Any
Wilderness: Any
Secondary Skills: The character also gets to select six
secondary skills from those listed, excluding those marked none. These
are additional areas of knowledge that do not get the advantage of the
bonus listed in parentheses (). All secondary skills start at the base
skill level.
Standard Equipment: A Pocket Digital Disc recorder & player and
headphones. Player's choice of clothes, one set of fatigues, sleeping
bag, tent, camping stove, personal items, mirror, mallet and four
wooden stakes, gas mask, and sunglasses.
Weapons and Armor: Weapons will include a survival knife, magic
energy converted rifle or pistol, a standard modern handgun, a
standard rifle, and four fully loaded clips for each weapon. A
suit of personalized M.D.tm
body armor that has two special features of
player's choice, excluding Invisibility and Impervious to Energy.
Vehicle: None to begin with. Vehicles are usually available on
assignment, TW or normal.
Money: receives standard military pay and lodging for his
outfit. 2d4x1000 credits in any mix of currency, allowed valuables, or
black market items.
Cybernetics/Bionics: Starts with none and will avoid getting
cybernetics except for medical reasons.