Namek R.C.C

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    Namek RCC

    (Version 1.02 - Last Modified: 01/01/2006)

    Note

    Nameks can be used very easily as many of their warriors and children left their planet

    after the comet hit, and with the colonization of New Namek, the race has survived.

    The last 3 paragraphs detail briefly the story line of the later seasons of the Dragan Ballseries and the first few seasons of the Dragon Ball Z series. For a more detailed

    description go to the official Dragon Ball Zwebsite.

    History

    The Nameks were a peaceful race that inhabited a planet 4339 light-years away from

    Earth. At one time the Nameks had created a prosperous civilization that covered theirplanet. Their civilization was built on magic and cooperation between the many different

    cities that housed their population. Each Namek community had a leader, but all Nameks

    were subservient to the one they referred to as the Father. The Father was always an

    ancient and extremely powerful Shaman who controlled the mystical Dragon Balls.Nameks went to him for guidance and judgment, but the Father rarely interfered with the

    day-to-day operations of the other Nameks.

    This all changed when a rogue comet crashed into the surface of Namek. The impactfrom the comet changed the orbit of the planet and the climate across the entire planet

    rapidly changed. Many Nameks died from the extreme weather before the climate

    stabilized. The orbit of the planet and of its two moons shifted and the planet moved

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    closer to the three suns at the center of the Namek star system. This would have raised the

    temperature of the planet, but fortunately the dust from the comet in the planets

    atmosphere prevented the planet from being cooked by the constant heat from the stars.

    The few Nameks, barely more than a hundred, that survived gathered together at the

    location of the Fathers residence. The current Father, a Namek named Guru, purposed aplan to send all of the remaining Namek children out into space so their species could

    survive on other worlds. The other Nameks agreed and with Gurus help they rebuiltsome of the damaged spaceships and sent their children off into space. Single a single

    Namek can create a child, they knew that some of their children would survive on other

    worlds and continue their race. The remaining Nameks gathered into a single village andbegan to adapt to life on their changed planet. The population slowly grew and Guru

    personally trained all of the young Nameks to become powerful warriors. Most of these

    warriors left the planet soon after becoming adults to spread the population even further,but some stayed and the population grew to six different communities scattered across the

    planet. Gurus greatest and last student, a Namek named Nail, remained at Gurus house

    and became the Fathers protector. Guru had decided that he wanted Nail to take his placeas the Nameks' Father; Nail would have been the first Father not to be a shaman.

    One of the Namek children sent after the comet strike arrived on Earth. The child, named

    Piccolo, grew and developed incredible magical powers, but he also wished to eliminate

    the evil that he felt within his own soul. Piccolo purged his entire body of evil and hechanged his name to Kami, but the evil formed its own body and became known as

    Piccolo-Daimao. Kami went on to become the Guardian of Earth and created a set of

    Dragon Balls for the planet, but Piccolo-Daimao only wanted to conquer and destroy his

    enemies. Unfortunately, through the link that two beings shared, they could not kill eachother, for if one died, the other would too, so they worked against each other for many

    years using intermediaries. The Saiyan child Goku and Piccolo-Daimao were enemiesand when Goku finally defeated him, Piccolo-Daimao was able to create a child namedPiccolo just before he died. Piccolo shared the link to Kami, so the death of Piccolo-

    Daimao did not cause Kami to die. Piccolo also grew to become a rival of Goku, but

    when more powerful forces came to destroy the Earth, Piccolo joined forces with Goku tofight them and eventually died to save Gokus son, Gohan.

    When Piccolo died, Kami died as well and the Dragon Balls on Earth stopped working.

    To resurrect their friends, the Saiyan Gohan and and a martial artist named Krellin

    traveled to the planet of Namek to use the Dragon Balls located there. But the Saiyanprince Vegita and Frieza had already traveled to the planet and were also looking for the

    Dragon Balls. Each of the six Namek villages had been given a Dragon Ball and either

    Vegita or Frieza destroyed each village in their search for the seven Dragon Balls. One ofthe survivors of a village was a young Namek boy named Dende. Eventually all of

    Nameks were killed except for Guru, Nail, and Dende. Nail was badly wounded by

    Frieza but merged with a revived Piccolo to make him stronger, Guru died shortly after

    the Dragon Balls were used, and Dende was killed by Frieza to prevent him from helpingVegita and Gohan.

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    When Piccolo was returned to life, Kami was also revived and with his assistant, Mr.

    Popo, Kami collected all of the restored Dragon Balls on Earth and used them to revive

    all of the Nameks killed by Frieza and brought them to Earth. Eventually Frieza wasdefeated, but the planet Namek was destroyed, the surviving Nameks chose a new Father

    and traveled to a new planet they named New Namek where they began to rebuild in

    peace. Piccolo and Kami continued to play an important role on on Earth and Dendeeventually became the new Guardian of Earth.

    Appearance and Biology

    Nameks have green skin and short antennas that come out of their forehead, and they

    have natural plates of armor on their chest, back, and parts of the legs and arms. Nameks

    have no body hair and their eyes are usually white with a small, black pupil. Nameks varyin size from 56 to 8 (1.7 to 2.4 m) and they do not need to eat food, but they require

    three times as much water as a normal human. It is theorized that Nameks evolved from

    plants, which is evident from the fact that their species has only one gender and the fact

    that they require only water. However, even if the Nameks did originally evolve fromplants, they are so far removed from their origins that they have lost nearly all of the

    benefits of having a plant origin.

    Nameks appear all male, but in fact, their bodies contain both male and femalereproductive organs. Every five years an adult Namek can create an egg that will

    eventually develop into a Namek child. The egg is released through the mouth and does

    not need any special attention in order for it to hatch other then not being placed in an

    environment where an exposed Namek would die. The egg will hatch by itself threemonths after it was released from its parent and the child will contain most of the

    memories of its father. In some cases this allows a Namek to have memories from

    thousands of years ago, but this rarely happens and usually only with the direct childrenof a Namek Elder or the Father. Nameks mature quickly and 10 years after they have

    hatched they are fully mature adults capable of producing offspring.

    Racial Statistics

    Racial Type : Humanoid - Namek

    Alignment : Any, but most lean towards Scrupulous and Unprincipled, there are a

    few evil Nameks, but many of those are the evil portions of a single soul that has

    split itself into two pieces.

    Attributes :

    o I.Q.: 3D6+2o M.E.: 3D6

    o M.A.: 3D6

    o P.S.: 5D6

    o P.P.: 5D6

    o P.E.: 5D6

    o P.B.: 3D6

    o Spd: 6D6

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    Size : 56 to 8 (1.7 to 2.4 m)

    Weight : 160 to 300 lbs (72.6 to 136.1 kg)

    M.D.C.: See MDC Transformation under the Natural Abilities section.

    S.D.C.: 3D6x10+100, +20 per level of experience, starting at level 2.

    Hit Points : PE attribute +4D6, +10 per level of experience, starting at level 2.

    Natural Armor Rating : 8 Average Life Span : 100 to 120 years

    Horror Factor : 6

    P.P.E.: 1D6x10 +PE attribute x2, this is in addition to any PPE gained from any

    OCC.

    Magic Powers : All Nameks possess magical powers that they gain once they

    reach adulthood. All Nameks can cast Globe of Daylight and two other first levelspells. Every other level of experience, starting at level three, a Namek learns 1

    new spell from level 1, level 2, or level 3. These spells develop naturally and

    cannot be taught to other magic users. Nameks also understand and can operateany magical item, just like a normal wizard.

    I.S.P.: Same as Humans Psionic Powers : Same as Humans.

    Natural Abilities :

    1. M.D.C. Transformation :

    Nameks can transform themselves into M.D.C. creatures with a

    single thought. This ability gives the Namek an M.D.C. value of

    half its S.D.C. and Hit Points combined and it would have anM.D.C. Armor Rating of 8. For example, a Namek with 200

    S.D.C. and 60 Hit Points would have 130 M.D.C.. When using this

    ability, a Nameks PS and PE become supernatural and the Namekbecomes a supernatural creature when attacked by magical

    weapons. It costs the Namek 5 PPE to become an MDC creature

    and it lasts for 5 minutes per level of experience. Becoming an

    MDC creature can be done instantly and does not take a meleeaction.

    2. Regeneration :

    All Nameks are capable of regenerating themselves at an

    incredible rate. Nameks regenerate 1D4x10 S.D.C. or Hit Points

    per minute (M.D.C. is increased as S.D.C. / Hit Points increase). ANamek can also direct his PPE into regenerating whole limbs and

    internal organs that have been removed or damaged. To regeneratea limb, muscle, or internal organ it costs 10 PPE and takes one full

    melee of concentration. However, if a vital internal organ has been

    removed or damaged, such as the heart, there is little chance thatthe Namek will be able to survive long enough to regenerate the

    damage. The regeneration process occurs automatically when the

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    Namek falls unconscious, this means that if a limb is removed

    while the Namek is unconscious and the Namek has enough PPE,

    the limb will automatically regenerate.

    3. Fusion :

    Long before the creation of their civilization, the Nameks

    developed the ability to fuse two Nameks into a single being. This

    fusion results in a great increase in power and knowledge. Whilenot used often after the collapse of their civilization, the Nameks

    retain the knowledge of how to fuse. Nameks can only use this

    ability with other Nameks. The two personalities of the beings'fuse, but usually a single personality will become dominant, the

    dominant personality can be chosen before the fusion process

    occurs or it can be allowed to happen randomly. This ability is

    identical to the Fusion technique, with a few differences. The

    fusion can last for 10 minutes per level of experience of the newfused Namek or it can be made permanent. Each Namek must

    spend 30 PPE in order to temporarily fuse into a single being, orthey can each pay 40 PPE and permanently sacrifice 10 PPE in

    order to permanently fuse into a single being. A Namek cannot be

    forced to use this ability and all would rather die then be forced tofuse with a Namek they considered their enemy. Piccolo and Nail

    and later Piccolo and Kami used this ability to fuse into a more

    powerful Namek Warrior.

    4. Split Soul :

    The ability allows a Namek to split his being into two different

    personalities and bodies. A Namek must be either completely good

    (principled) or completely evil (diabolic) to use this ability. The

    new personality will be the opposite of what the old personalitywas, so a principled Namek will create a diabolic Namek. The

    being that is evil will resent and hate the good personality but will

    never actually harm the other being. The good personality willalways seek to help and improve the evil personality, even if all its

    attempts are rebuffed. Completely new attributes, Hit Points,

    S.D.C., PPE, and ISP are determined for the new body and

    personality, and it can begin with the same OCC or a new onestarting at the same level as the original personality. For example,

    if a 10th level principled Namek Shaman split his soul the resulting

    Diabolic Namek would be 10th level in the same OCC or a newone. If a Namek is going to split his soul, it is usually done when

    they are young and inexperienced so they can live longer with only

    the good / evil in their soul. The two beings can remerge using thefusion ability described above, but it is unlikely that they would

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    ever do so, unless they have a similar alignment or outlook on life,

    such as Piccolo and Kami during the battle against the android

    named Cell. Until they remerge, the two beings are separate butlinked so that if one dies, the other will also die. It costs 50 PPE

    and a permanent sacrifice of 5 PPE for a Namek to split his soul

    and the split is permanent until the soul recombines into a singlebeing.

    Experience Level : Average experience level of a Namek Warrior or Shaman is

    1D4+6. Average experience level of an untrained Namek is 1D4.

    Combat Skills : Starts with 3 attacks per melee (this is in addition to Hand to Hand

    combat skills), +2 to strike, +1 to dodge, +1 to parry, and +2 to roll with punch,

    fall, and impact.

    Damage : Same as a Human.

    Penalties : Truly good and evil Nameks often feel the need to split their souls inorder to become completely good or evil. This often creates a creature that will

    continue to oppose the Namek for the rest of its days. When possible, the two

    Nameks will travel far away from each other, but as one side begins to changealignment to match the other they will increasingly work together or at least

    towards the same goals.

    R.C.C. Skills :

    o Language: Namekian (98%)

    o Literacy: Namekian (98%)

    o Math: Basic (98%)

    o Physical: 1 of choice (+10% where applicable)o Wilderness Survival (+20%)

    O.C.C. Selection : Nameks tend to either choose the Namek Warrior OCC or the

    Namek Shaman OCC, but some choose other OCCs, but most tend towardsAdventurers or Magic Users (especially Mystics).

    Allies : Any race that respects strength, magic, and fighting skill, such as Humans.

    Enemies : Any race that does not respect life.

    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 normalSaiyan. 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

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    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 intocombat 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 isthat 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:

    1. 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, thewarriors have a much greater sense of self and have an unrealunderstanding of the capabilities of their own body.

    o 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 warriors

    SDC and Hit Points are added together and directly changed into M.D.C.,

    instead of being divided by two. The warriors skin also becomes tougherand much more resistant to damage increasing the warriors natural armor

    rating to 12.

    2. One with the Mind

    With an understanding of the body, Namek Warriors gain an increasedunderstanding 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.

    o 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.

    3. One with the Magic

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    The Namek Warrior has the following spell knowledge:

    o Initial Spells : Globe of Daylight, Armor of Ithan, Escape, Breathe Without

    Air, Deflect, Energy Bolt, Fire Bolt, Fireblast, Circle of Flame, ElectricArc, Throwing Stones, Orb of Cold, and Fist of Fury.

    o New Spells : Each level of experience, starting at level two, the warrior canselect 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 fromlevels 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 ofexperience, 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 inthis manner are restricted to Standard Energy Attacks, Maneuvering

    Techniques, and Miscellaneous Ki Techniques.

    4. The Art of Ki Manipulation

    Namek Warriors are trained in the Art of Ki Manipulation and have beenable 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 10ISP to use could be activated using 10 PPE. PPE and ISP cannot be used

    to activate the same power simultaneously.

    5. Permanent P.P.E. Base

    With their magical version of the Art of Ki Manipulation, the warriorshave 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.

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    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 newskills 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:

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    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. Namekswill 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 travelingequipment, 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 Namekprevents 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 - 70,9209 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

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    15 335,921 - 395,920

    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 theyuse 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 eachvillage 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 planetsthat supported life. Most traveling shamans quickly appointed themselves as guardians ofwhatever 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 innatemagical 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 fromvarious enemies.

    O.C.C. Abilities:

    1. 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 agreat 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 shamansdo 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 asstopping 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

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    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 tobe good, and can be selfish or even evil, but they all must be dedicated to

    ensure the protection of the planet they bond with.

    o 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 Magicsection from the Rifts Book of Magic.

    o 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.

    o Penalties : -3 to PS and PP, -1 attack per melee, and -2 to strike with

    physical attacks.

    2. 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 musthave 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 spiritwhen 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 sevenspheres and the dragon spirit, the shaman performs a grueling ritual that

    lasts for six hours and uses up all of the shamans 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 dragons spirit in the balls. For example, the spirit of ahatchling 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 theMagic Items document. If the creation of the Dragon Balls fails, the

    dragon spirit is lost and cannot be used again.

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    3. Spell Knowledge

    A Namek Shaman has the following spell knowledge:

    o Initial Spells : Select three invocation spells from each level 1 to 5.

    o New Spells : Each level of experience, starting at level two, the shamancan 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 to7, 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.

    4. Permanent P.P.E. Base

    The Namek Shaman possesses a large amount of PPE. Their base PPE, inaddition to the PPE that all Nameks possess, is 1D6x10 + PE attribute,

    with an additional +2D6 per level of experience.

    5. Ki Manipulation Techniques

    Namek Shamans train for many years in many different mystic areas, butpart 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 followingcategories: 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 powerany 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:

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    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 Manipulationat 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 giventhem 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.

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    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 Nameksconsider 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 - 41003 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

    15