Justicar OCC:
The
Justicar OCC is a modern equivalent of the Jedi Knight concept. As such, they
are dimensional travelers who roam the megaverse exploring new lands and
planets. Often they are drawn to places of suffering and oppression. A Justicar
is committed to helping those less fortunate. They till the soil, help build
housing, drive off invaders, protect the people, and render general aid to
those that are in need. You might think of them as bards, roaming from land to
land, helping people from all walks of life wherever they go.
Consequently,
they can be found almost anywhere in the megaverse. They are seasoned
travelers, accustomed to seeing the grim realities that many people live under.
There travels have led them to meet many strange and wondrous civilizations.
They themselves are considered dimensional being, even though they resemble
humans in every way. So much in fact, that they can produce offspring when
mated with a human.
No
one knows exactly where the Justicar come from. Even the Justicar themselves
are not sure where the Masters came from. They are recruited from all walks of
life from lowly peasants/slaves to noble born.
Note: This is the closest concept to true Jedi Knights that I can
conceive of regarding their abilities. The History is written as such to give
the GM a free hand to define their goals and the Socio-Economic climate of
their origins.
Special Abilities:
“The Force” (Psionic Ability):
Justicar are trained to tap into their minds source of I.S.P., which becomes
second nature to them. Few Justicar realize the nature of their ability,
thinking of it as energy produced by their belief in a “Force” that hold the
entire universe’s together. To use a “Force” power, all the Justicar must do is
concentrate and expend the appropriate amount of I.S.P. A Justicar begins with
the following psionic abilities;
Sixth Sense
Sense Evil
Empathy
Telekinesis (Super)
Telepathy
Mind Block
Detect Psionics
At 2nd, 3rd, 5th,
7th, 9th, 11th, 13th and 15th
levels, the Justicar may choose 2 new psionic abilities from the following
list;
Mask ISP/Psionics
Deaden Pain
Telekinetic Leap
Telekinetic Push
Alter Aura
Hypnotic Suggestion
Summon Inner Strength
PPE Shield
Resist Fatigue
Resist Hunger
Resist Thirst
Advanced trance State
Mind Block Auto-Defense
Impervious to Cold
Impervious to Fire
Impervious to Poison/Toxin
Initial I.S.P; Justicar’s are
considered master psionics. They have a base I.S.P. of ME x 10 and gain 2D6
I.S.P. per level of experience. Due to the Justicars’ innate knowledge and use
of their abilities, all psionic powers cost ˝ the I.S.P. to use at level 5.
Training Bonuses: Through their intense training, a Justicar gains the following
bonuses; Add 2D6x10 to Physical SDC or 1D4x10 MD if a Mega-Damage being, Add
1D4 to PE & PP, and 1D4 to ME & MA.
WP: Soul Lance; this is a skill, which ONLY a Justicar can learn, since the
bonuses are more reliant upon the Justicar’s psionic abilities (to a very
limited extent) while fighting than on physical training. In addition, the
following bonuses are gained;
Attribute Requirements: PE 10 or higher, ME 10 or higher. A high IQ and MA helps, but
isn’t necessary.
O.C.C. Skills:
Climbing (+15%)
General Athletics
Acrobatics
Language: Native at 98%
Literacy: Native at 98%
Lore: D-Bee (+20%)
Prowl (+10%)
Radio: Basic
Pilot: One of choice (+5%)
WP: Soul Lance
WP: One of Choice
Hand-to-Hand: Expert (Can be changed
to Martial Arts at a cost of one “other” skill.)
O.C.C. Related Skills: Select 10 other skills at level one, plus three additional
skills at levels three, six, and nine, and two at level twelve.
Communications: Any
Domestic: Any
Electrical: Any
Espionage: Any
Mechanical: Any (except Locksmith,
Mechanical & Electrical Engineer)
Medical: Any (except MD or MD
Cybernetics)
Military: Demolitions &
Demolitions Disposal Only)
Physical: (+5% where applicable)
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any
WP: Any
Wilderness: Any
Secondary Skills: The Character also gets to select 5 secondary skills from the
previous list. These additional areas of knowledge do not get the advantage of
any bonuses other than an IQ bonus if applicable.
Standard Equipment: Two suits of clothing (What ever the Sojourner is most
comfortable with) as well as, a cloak or long robe. A suit of light or medium
Mega-Damage Armor, Sunglasses or tinted goggles, air filter, first aid kit,
knapsack or backpack, utility/ammo belt, one large sack, 50ft of lightweight
cord, small knife, bedroll, canteen or other water container, language
translator, 2 TW devices of choice (excluding weapons), and moderate personal
possessions. Note: Justicar are very fond of TW Devices and technology.
Consequently, it is not surprising to catch a Justicar using them.
A Justicar may own any sort of vehicle, excluding powered armor and
Bots, but tend to avoid heavy, sluggish combat vehicles such as tanks, APC,
etc. A Justicar much prefers riding animals or other swift means of conveyance.
Weapons: A Justicar starts out with his/her Soul Lance (personally
customized to their tastes) and one other weapon of choice (Usually a TW
creation). Additional weapons must be found or purchased later.
Soul Lance:
The Soul Lance is similar to the
psionic ability of a Psi-Sword. The Soul Lance device is an amplifier that
directly responds to the unique psychic signature of it owner. To anyone else,
the Soul Lance device is as useless as a pretty paperweight.
Weight: 1 – 3 lbs., depending on materials used in construction
Mega-Damage: 1D6x100 MD
Rate of Fire: See WP: Soul Lance
Maximum Effective Range: Melee, but can be thrown and guided through Telekinesis
Payload: Limited only to the Justicar current I.S.P. level. Costs 1
I.S.P. to activate and lasts for 10 minutes or until deactivated.
Black Market Cost: NOT AVAILABLE. Justicar’s guard the technology used to build
Soul Lances carefully. Even assuming one managed to find its way to the Black
Market, it would be worthless to anyone.
Money: A Justicar begins with 1D4x1000 credits, and several tradable
items worth roughly 1D6x1000 credits. Justicar do not actively seek or hoard
money as they spend much of it on the less fortunate.
Cybernetics: Justicar will get Bio-Cybernetic systems as needed...But they
will NEVER voluntarily modify their bodies.