A Living Weapon is a perfectly balanced killing machine, both mentally and
physically lethal. A melding of arts both psionic and martial results in a
combatant as unpredictable as they are deadly. |
Typically, a Living Weapon will use Martial Manuever for their main offense,
using their Psionics for defense and mobility effects. Living Weapons
usually concentrate on Psychometabolic abilities, at least initially, but
have the capacity to use any sort of Psionic Power. Their Psionic
Multipowers start off small but can obviously be expanded with Experience. A
Living Weapon with a good selection of enhancing Psionic Powers can be a
frighteningly effective combatants and even assassins. |
Living Weapons are usually trained, as the level of dedication it takes to
hone both the mind and the body into weapons simultaneously is seldom
present unassisted, but some Living Weapons are self-made, driven by some
strong motivation such as revenge. It's also quite possible that if they
were made, then those who trained them might retain some hold over them.
Further, some Living Weapons dont recognize the sanctity of life, and have
difficulty fitting in with civilization. |
Cost |
Ability |
55 |
Erudite Package |
4 |
Upgrade END
Reserve +30 END / +1 REC |
20 |
Psionic Powers
(20 points in ultra slots) |
5 |
Defensive
Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
4 |
Counterstrike:
1/2 Phase, +2 OCV, +2 DCV, 4d6 Strike, Must Follow Block |
5 |
Takeaway: 1/2
Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away |
3 |
Takedown: 1/2
Phase, +1 OCV, +1 DCV, 2d6 Strike; Target Falls |
5 |
Flying Dodge:
1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove |
4 |
Charge: 1/2
Phase, +0 OCV, -2 DCV, 4d6 +v/5 Strike, FMove |
4 |
+1 HTH Damage
Class |
Value |
Disadvantages |
0 |
None |
+109 |
Total Cost of Package |
var |
Additional Martial
Manuevers |
+2 |
WF: Common
Martial Arts Weapons |
+4* |
+1 HtH Damage Class |
+3 |
Breakfall |
+3 |
Acrobatics |
+10 |
Defense Manuever IV |
+10 |
Two Weapon Fighting (HtH) |
+5 |
Rapid Attack (HtH) |
+15 |
Student of the Arts:
Analyze: Style 17- |
+20 |
Find Weakness 11- with Martial Arts |
+10 |
Purity of Body:
(LS: Immunity to Disease) |
+10 |
Diamond Body:
(LS: Immunity to Poison) |
+1 |
Timeless Body: Life Support , Longevity: Immune to Aging Effects |
-10 |
Psych. Lim.: Casual Killer (Common, Moderate) |
-10 |
Social Limitation: Subject
to Orders (Occasionally, Major, Not Limiting In Some Cultures) |
-10 |
Watched by Trainers
(Hunted): 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public
ID or is otherwise very easy to find, Watching) |
The Psionic System is described
here.
|
Erudites are students of the
Psionic Arts, often possessing encyclopedic knowledge of Psionic theory,
though their study of the more scholarly end of Psionics usually detracts from their
application of same. Nevertheless, Erudites are methodical and do everything they
can to enhance their Psionic potential with a comprehension of the whys and wherefores
often lacked by Monastics and Cerebrals.
|
Though they start off behind the power curve initially, the Erudite's dedication
will pay off big with experience, and they have the capacity to reach critical mass,
exploding their boundaries and leaping ahead of their peers. Their solid grounding
in the fundamentals of Psionic Theory magnifies their advancement, lending reliability
to their Powers and allowing for a smooth transition to higher magnitudes of strength.
|
Cost
|
Ability
|
15
|
Psionic MPP (15 Pool; May use Personal END or END Reserve (+1/4); All slots must
take RSR: Discipline Skill (-1/4))
|
3
|
Psionic Strength END Reserve: 20 END / 1 REC
|
15
|
Broadly Capable: PowS: Clairsentience (INT), PowS: Psychokinesis (EGO), PowS:
Psychoportation (INT), PowS: Telepathy (EGO), PowS: Psychometabolism (CON)
|
6
|
Skilled: + 2 with all Psionic Discipline Power Skills
|
3
|
Bright: +3 INT
|
6
|
Fit: +3 CON
|
6
|
Determined: +3 EGO
|
1
|
Literate: Literacy w/ Native Language
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
10
|
More Powerful: Higher Psionic MPP: +10 Reserve
|
5
|
Bright: +5 INT
|
10
|
Brilliant: +10 INT
|
5
|
Smart: +1 with All INT Based Rolls
|
10
|
Steady: +5 EGO
|
20
|
Resolute: +10 EGO
|
5
|
Stubborn: +1 with All EGO Based Rolls
|
10
|
Fit: +5 CON
|
20
|
Tireless: +10 CON
|
5
|
Gritty: +1 with All CON Based Rolls
|
2
|
WF: Psion Group (Dagger, Short Sword, Throwing Blades)
|
-15
|
Psychological Limitation: Overly Introspective (Common, Strong)
|
-5
|
Social Limitation: Disreputable Master (Master is generally scorned, disrespected,
or has a questionable past -- this colors peoples perception of character) (Frequently;
Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Psions (More Powerful, Group, Professional, Unaware, Outdo)
|