Psi-Ninja O.C.C.
O.C.C.: Psi Ninja
Attribute
Requirements: IQ 9, ME 12, PP 14
or higher. A high MA and PE are helpful,
but not required.
O.C.C.
Skills:
Mathematics: Basic (+10%)
Climbing (+10%)
Radio:
Basic (+15%)
Prowl (+10%)
Radio:
Scrambler (+10%)
Detect Ambush (+10%)
Language: Japanese (+20%)
Track (+10%)
Literacy: Japanese (+15%)
WP:
Four of choice
Computer Operation (+5%)
Hand to Hand: Ninjitsu
O.C.C. Related Skills: Select six other skills, but at leas one of these skills must be from the rogue category. Plus select an additional skill at level
four, one at level eight, and one at level twelve. All new skills start at
level one proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Basic Electronics only.
Espionage: Any (+10%)
Mechanical: Basic and Automotive only.
Medical: First Aid and Criminal Sciences and Forensics
only (including
Prerequisites)
Military: Any (+10%)
Physical: Any
Pilot: Any
Pilot
Related: Any (+5%)
Rogue: Any (+6%)
Science: Any
Technical: Any
Science
Weapon
Proficiencies: Any
Wilderness: Any (+5%)
Secondary
Skills: The character also gets to select three
secondary skills from the previous list.
These are additional areas of knowledge that do not get the advantage of
the bonus listed in the parenthesis. All
secondary skills start at the base skill level.
Also, skills are limited (any, only, none) as previously indicated on
the list.
Standard
Equipment: A set of regular, nondescript clothing
(usually peasant or traveler garb), several simple disguises, two pairs of
rubber-soled tabi boots, and a black or camouflage
ninja outfit. Equipment will be kept to
a minimum, usually nothing more than a utility belt, backpack, 2D4 days of rations, basic survival gear, canteen and some
personal items. Weaponry is usually
ancient style or cancelable in nature; starts with 12 shurikens
two ancient weapons of choice, one vibro-blade, and
one energy weapon of choice (most often a pistol). The character also has 1D4 Ninja Emergency
Kits either on their person or stored in the vicinity.
The
Psi-Ninja, like other Ninja characters, is a creature or his environment, which
means he adapts. This means that while
the Psi-Ninja practices the ”old ways", with ancient weapons, he also is
capable of using modern armor, weapons and tools, and some are even computer
literate. However, these items must be
acquired later; none to start.
Money: A Psi-Ninja starts with a mere 2D6 X 100
credits in saleable items. The ninja
must find work or booty to acquire anything else.
Cyberware: None, because cybernetics interfere with
psionics. Bio-systems may be considered.
Psi-Ninja
Powers: As Psi-Ninjas are master psionics, they have
some unique abilities.
1. Invisibility:
The Psi-Ninja can become invisible to normal senses. Treat as superior invisibility. Costs 4 I.S.P. to activate and lasts 5
minutes per level of experience.
2. Psi-Blade:
Similar to a psi-sword, this short blade extends from the ninja's hand
or wrist. Damage is equal to 2D6 M.D.C.
plus 2 M.D.C. per level of experience.
Costs 5 I.S.P. to activate and lasts 1 minute per level of experience.
3. Psi-Armor:
A light M.D.C. psionic force field can be made by Psi-Ninja. M.D.C. is equal to M.E. times 2 plus 1D6 per
level of experience. Costs 3 I.S.P. to
activate and lasts 5 minutes per level of experience.
4. Other Psionics:
The Psi-Ninja also gains a variety of regular psionic powers. At first level he gains 9 powers from any of
the lesser psionic categories and 2 super psionics with the same limitations as
a mind melter. He also gains one psionic
power from any category per additional level of experience.
5. I.S.P.:
The Psi-Ninja has a base amount of I.S.P. equal to his M.E. plus 1D4 X
10 plus 2D6 per level of experience.
Special Equipment: The Psi-Ninja still uses many of the ancient
weapons and devices that have been used by ninja clans for centuries. These items are often provided or made
available for trade/purchase by the ninja clan or built by the ninja himself. Ninja equipment is not available to the
general public. Refer to Rifts: Japan for details.
Ninja Emergency Kit: This is an assortment of items that a ninja
might need in case of trouble. Most
ninja will keep several of these kits hidden in various places. Included in a small cloth bag would be 6
shuriken, 6 eggshell bombs, 12 caltrops, a knife, a 3 foot (0.9m) towel, a
small cooking pot, paper and pencil, matches or lighter, first-aid kit
(bandages, disinfectant, small scissors, painkiller), lock picks, and a set of
spare clothing. Enough rice, soybean
curd and tea would be included for 7 days of tight rations.