Namek Shaman OCC
(Version 1.01 - Last Modified: 04/20/2004)
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
chosen planet. 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. Most traveling shamans quickly appointed themselves as guardians of
whatever planet they were on for however long they remained there. While some shamans sought
to conquer the planets they protected, most simply tried to protect their adopted planets to
the best of their abilities.
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:
- 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 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 even if the planet's environment is hostile to the
Shaman, and there can be multiple guardians on the same planet, but few shamans do this
because of the huge responsibility. With the power of being a guardian, the shaman has
the responsibility of keeping the entire planet safe from serious danger. This can
involve something as simple as stopping or limiting pollution to ensuring the destruction
of an alien force that has invaded the planet. 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 had 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 section from the 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.
- 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 completing this ritual within 12
hours of its death and in the presence of its dead body, 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 when the ritual begins. 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. If the creation of the Dragon Balls fails, the dragon spirit is lost and
cannot be used again.
- Spell Knowledge
A Namek Shaman has the following spell knowledge:
- Initial Spells: Select three invocation spells from each level 1 to 5.
- New Spells: Each level of experience, starting at level two, the shaman can
select two additional invocation spells. 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.
- 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.
- 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, or Miscellaneous Ki Techniques. Namek Shamans are to adapt
the martial art to fit their magical nature. Namek Shamans can use their P.P.E. to
power any of the Ki Manipulation Techniques they know instead of using I.S.P. for
that power, but it costs twice as much PPE. For example, a power that cost 10 ISP
to use could be activated using 20 PPE. PPE and ISP cannot be used together to
activate a power.
Attribute Requirements:
- Must be a Namek and have 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, to Martial Arts at a cost of two OCC Related Skills,
and to The Art of Ki Manipulation at a cost of
four OCC Related Skills, but this can only be done at first level)
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, material goods, and their place in it.
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 or a farm they
look after for what they need.
Money:
- Nameks start with 1D4x1000 worth of the local currency 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 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.
Experience Table:
| Level: |
XP Range: |
| 1 |
0000 - 2050 |
| 2 |
2051 - 4100 |
| 3 |
4101 - 8250 |
| 4 |
8251 - 16,500 |
| 5 |
16,501 - 24,600 |
| 6 |
24,601 - 34,700 |
| 7 |
34,701 - 49,800 |
| 8 |
49,801 - 69,900 |
| 9 |
69,901 - 95,000 |
| 10 |
95,001 - 130,100 |
| 11 |
130,101 - 180,200 |
| 12 |
180,201 - 230,300 |
| 13 |
230,301 - 280,400 |
| 14 |
280,401 - 340,500 |
| 15 |
340,501 - 400,600 |