Namek Warrior OCC
(Version 1.01 - Last Modified: 04/20/2004)
Nameks were known for their strength and prowess in battle, and while they are not the
strongest fighters in the galaxy, they are quite intelligent and easily a match for a
normal Saiyan. Since the disaster that nearly destroyed the planet and their race, most
Nameks fall into two categories: warriors or shamans. The shamans are usually community
elders and healers, while the warriors are responsible for ensuring the survival of their
race from anyone that would attack them.
Namek Warriors receive special training to help focus their innate magical talents into
combat abilities. This has resulted in several unique abilities that surprise many of their
opponents. Piccolo and Nail are good examples of Namek Warriors. Interesting to note is that
while magic is a part of a warrior's training, Piccolo nearly always relied on his physical
abilities and often neglected his mystical studies.
O.C.C. Abilities:
- One with the Body
All Namek Warriors are trained to know their mind and body, often using meditation to
fully explore their body. By the end of their training, the warriors have a much
greater sense of “self” and have an unreal understanding of the capabilities of their
own body.
- Bonuses: +1D6 to PS, +1D4 to PE, +1D6+4 to Spd, +2 to save vs. disease and
poisons. +1 attack per melee at levels 1, 8, and 15, +3 to initiative, +2 to strike,
parry, and dodge, +2 to pull punch, and +2 to roll with punch, fall, and impact.
M.D.C. Transformation is changed so that the warrior’s SDC and Hit Points are added
together and directly changed into M.D.C., instead of being divided by two. The
warrior’s skin also becomes tougher and much more resistant to damage increasing
the warrior’s natural armor rating to 12.
- One with the Mind
With an understanding of the body, Namek Warriors gain an increased understanding of
the mind. They often remain calm in situations of extreme danger and only become
distracted and emotional when those close to them are in danger.
- Bonuses: +2 to ME, +1 to save vs. mind control and possession at levels 1,
4, 8, 11, and 15, +1 to save vs. psionics at levels 4, 8, and 12, and +1 to horror
factor at levels 1, 3, 5, 7, 9, 11, 13, and 15.
- One with the Magic
The Namek Warrior has the following spell knowledge:
- Initial Spells: Globe of Daylight, Armor of Ithan, Escape, Breathe Without
Air, Deflect, Energy Bolt, Fire Bolt, Fireblast, Circle of Flame, Electric Arc,
Throwing Stones, Orb of Cold, and Fist of Fury.
- New Spells: Each level of experience, starting at level two, the warrior can
select two additional offensive / combat orientated spells (energy blasts, magic
weapons, area affect spells, augmentation, etc.) and one defensive (shields, walls,
repulsion, negation, etc.) or evasion spell (chameleon, invisibility, escape, fly,
teleport, etc.). Between level 2 and 4, the warrior can select spells from levels 1
to 4, at level 5, the warrior can select from levels 1 to 5, at level 6, the warrior
can select from levels 1 to 6, 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. At each level of experience, the warrior can choose to select an additional
Ki Manipulation Ability, but if they choose to do so, they do not gain any spells
that level and they permanently lose 5 PPE. The techniques that can be chosen in
this manner are restricted to Standard Energy Attacks, Maneuvering Techniques, and
Miscellaneous Ki Techniques.
- The Art of Ki Manipulation
Namek Warriors are trained in the Art of Ki Manipulation and have been able to adapt
the martial art to fit their magical nature. Namek Warriors can use their P.P.E. to
power any of the Ki Manipulation Techniques instead of using I.S.P. for that power.
For example, a power that cost 10 ISP to use could be activated using 10 PPE. PPE and
ISP cannot be used to activate the same power simultaneously.
- Permanent P.P.E. Base
With their magical version of the Art of Ki Manipulation, the warriors have an
impressive amount of PPE. Their base PPE, in addition to the PPE that all Nameks
possess, is 2D4x10 + PE attribute, with an additional 2D4 per level of experience.
Attribute Requirements:
- Must be a Namek and have IQ 12, PE 16, and ME 10.
O.C.C. Skills:
- Language: one of choice (at 80%)
- Literacy: one of choice (at 75%)
- Tracking (+10%)
- Military: two of choice (+5%)
- Physical: two of choice (+10% where applicable)
- WP: two ancient weapons of choice
- Hand-to-Hand Combat: The Art of Ki Manipulation
O.C.C. Related Skills:
- Select six other skills. Select one additional skill at level 4, 8, 12, 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: First Aid only
- Military: Any (+15%)
- Physical: Any (+10% where applicable)
- Pilot: Any
- Pilot Related: Any
- Rogue: None
- Science: Any
- Technical: Any (+10%)
- W.P.: Any
- Wilderness: Any (+15%)
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, their place in it, and material goods. 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 Warriors may have rations and traveling
equipment, or they may rely entirely on a local Namek village 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 - 2240 |
| 2 |
2241 - 4480 |
| 3 |
4481 - 8960 |
| 4 |
8960 - 17,920 |
| 5 |
17,921 - 25,920 |
| 6 |
25,921 - 35,920 |
| 7 |
35,921 - 50,920 |
| 8 |
50,921 - 70,920 |
| 9 |
70,921 - 95,920 |
| 10 |
95,921 - 135,920 |
| 11 |
135,921 - 185,920 |
| 12 |
185,921 - 225,920 |
| 13 |
225,921 - 275,920 |
| 14 |
275,921 - 335,920 |
| 15 |
335,921 - 395,920 |