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Mecha-Knight O.C.C.

By:
Allan Harrison
Hi. This is a new OCC I created especially for my fellow villain-players. Be forewarned that
this is a cosmic-level OCC, as the description will make obvious. Any creative critism is always
welcome, people who reply to me with a cry of "MUNCHKIN!" will be promptly told where to
go, and those who send me puffy, cream-filled delights are encouraged to reply multiple times.
The Mecha-Knights are the creation of an ultra-advanced race referred to by the Knights as the
Larrban. Based on the few rumors the Knights haven't bothered to try and quell, the Larrban are
at least 10,000 years ahead of any known race in every area of the sciences and technology, and
from this super technology the Mecha-Knights are born. After a lone Cosmo-Knight had
somehow traveled several thousand lightyears off of his planned course, he encountered a ship
which utterly amazed him by the sheer immensity of it. The ship was almost 20,000 miles long,
and about half that wide and tall! The ship appeared to be some sort of destroyer, and several
smaller ships, each 8,000 miles long themselves, were being escorted by the planet-sized
behemoth. When the Cosmo-Knight saw several Kittani ships dock with one of the smaller ships,
he quickly made his presence known by attacking the Kittani freighters. When the fleet followed
him, he managed to lure them through the heart of a sun and destroy them, but was so weakened
by the one energy blast that had hit him, he perished just after returning to the known areas of the
Three Galaxies. Two Earth months later, three Cosmo-Knights vanished while aiding the Free
World Council against the Transgalactic Empire. However, even the Empire could not take the
credit for the disappearance, although they quickly made the most of it by capturing the planet
with relative ease. Two more weeks passed, and then another pair of Cosmo-Knights were slain,
and this time within the borders of the UWW. One of the UWW's Warlock Marine platoons
happened to be passing the area on a standard galactic patrol, and witnessed the attack. When
they made the report of the incident, they were unable to fully explain what they had seen. They
stated that it had looked like three other Cosmo-Knights had attacked the two who had been
killed, but that the energy bolts that the trio had fired at the two dead Knights had seemed to hurt
them in the extreme, when they should have been able to almost totally ignore the beams. Three
months after the first incident in the FWC, a Cosmo-Knight like being sent a Cosmo-Knight into
flight on the Splugorth controlled level of Center. When someone managed to ask him a few
quick questions, he simply stated that the days of the Cosmo-Knights had ended, thanks to the
folly of the lost Knight, and to thanks to the power of the Mecha-Knights.
The Larrban were extremely angered at the loss of their fleet, and the loss of the Splugorth raw
materials which they had been trading for, and decided to take matters into their own hands.
Thus, they created the perfect anti-Cosmo Knight weapon, the Mecha-Knights.
Alignment: Selfish or evil only; 75% are Aberrant, 20% are Diabolic, and the rest are other

selfish and evil alignments.


Attribute Requirements: None, just a desire for great power, and a willingness to serve and be
loyal to an alien force.
Special Powers of the Mecha-Knight:
1. Enhanced Attributes: Through physical training and drug enhancement techniques, the MechaKnights attributes, both mental and physical, have been greatly improved.
IQ:+2 ME:+1D6 MA:+3 PS:+6 PP:+2 PE:+6 PB:+4 Spd:+2D6
HP(for non-MDC worlds): PE*2 + 3D6/level
SDC(for non-MDC worlds): PE*10 +100
MDC: (PE*5 + 50) + 5D6/level
PPE: +5D6
ISP(see below): ME*10 + 3D6/level
2. Psionic Powers: In addition to improving the attributes, the drug treatments also instill or
enhance psionic powers. All Mecha-Knights have the powers Telemechanics, TK Force field,
and 1 other Super Psionic power of choice, plus 2 powers from each lesser category, in addition
to any racial psionics. All Mecha-Knights are Master psionics.
3. Mecha-armor: The Mecha-Knights greatest power stems from their ultra-high tech armor.
Using an unknown technology referred to by the Knights themselves as Cyber-Symbiosis, the
armor a technological symbiote is created and bonded to the knight. When not in use, the armor
looks like a small silver bracelet, ring, earring, or anklet, which is totally seamless. When
activated, the small item liquefies and oozes over the knights entire body like water, in about 1.3
seconds. Once sheathed in the armor, the knight still retains his or her basic shape, but the feet
have no visible toes, as if wearing socks, musculature is about half as visible, and no facial
features are visible beyond the basic head shape. The armor is totally smooth and seamless,
gleaming with a bright silver sheen.
The powers of the armor include: 1500 MDC, and takes no damage from energy attacks (they
are absorbed by the armor). Magic, psionics, and kinetic attacks do full normal damage.
1000 MDC force field
Interstellar flight: The Knight can fly at up to Mach 7 (4620 mph) in an atmosphere, Mach 1 (660
mph) underwater, and Mach 20 (13300 mph) for space combat. For space travel, the Knight can
fly at up to 12 light years per hour.
Energy blasts: In an atmosphere, or underwater, these beams of an as yet unknown form of
energy inflict 5D6 or 1D6*10 MD (both hands) to a range of 1 mile. In space, the full power can
be used, at the knights option, inflicting 5D6*10 or 1D6*100 MD (both hands). In space, all
blasts have a 15 mile range. A full power blast with one hand earns man-sized targets a +2 dodge
bonus, and dual-handed endows man-sized targets a +4 dodge bonus. These blasts, of all power
levels, inflict 1/2 (not 1/100) damage to Cosmo-Knights! The Mecha-Knight has +1 to initiative
and +4 to strike, in addition to normal Hand to Hand bonuses, when using these blasts.
Galactic Awareness: Thanks to the advanced sensors and star/dimensional maps in the Cyber-

Symbiote's memory, the Knight has equivalent skills lf Navigation: Space at 90%, and Land
Navigation at 94%. Even in a new dimension or planet, the Knight can apply these skills, but for
2 months on a new planet, or 5 years in a new dimension, both are at -40%.
Sensor Suite: All of the Mecha-Knight's sensor systems are far superior to those of any known
race, by at least 1000 years, and according to the few Knights who actually left the ranks, aren't
nearly the best sensors available to the Larrban! The Knights who revealed this information were
all assassinated by their former fellows within a week of divulging the information. The sensor
include all of those normally found in PA suits and 'bots, but at 5 times the range of the best
systems ever seen before. Also included is a Cosmic Energy sensor, which the Mecha-Knights
use to track down the Cosmo-Knights they hunt, and which has an astounding 1000 light year
range!
Attribute enhancement: All physical attributes are further enhanced by the Cyber-Symbiote, as
shown below.
PS:+36 PP:+8 PE:+20 PB: 4D6+1 when armored up. The shining armor has an awe-inspiring,
majestic look about it. Spd: 180 mph plus the previously mentioned flight.
4. Hand to Hand Combat: As per skill or race (or both), with the following additions: +1
attack, +2 to strike, parry, and dodge, and +3 to initiative and roll/pull a punch, in addition to any
racial and/or attribute bonuses. Damage is per Supernatural PS
When armored up, the following bonuses apply, IN ADDITION TO the bonuses shown above:
+1 attack, +3 to strike and parry, +4 to dodge (+7 in flight), +3 to roll with punch/ pull punch,
and +2 to initiative. Damage is per Supernatural PS + 3D6
O.C.C. Skills:
Laser(+15%)
Basic Radio(+20%)
Basic Electronics(+10%)
Disguise(+10%)
Tracking(+10%)
Demolititons and Demolitions Disposal(+15%)
Boxing
Zero-G Movement(+15%)
Xenology(+20%)
Lore: Galactic/Alien(+20%)
Lore: Dimensional (Special; only for the Mecha-Knight. If the Knight goes to another
dimension, he/she has a 30+3% per level chance of deducing what dimension it is, meaning that
if successful, the dimension isn't counted as a new one in respect to the Galactic Awareness
above)
Literacy in 3 languages of choice(+25%)
98% skill in the languages chosen for Literacy.
O.C.C. Related: Choose seven(7) from the following list:
Communications: Any(+5%)

Domestic: Any(+5%)
Electrical: Any(+7%)
Espionage: Any except Forgery, Pick Locks, and Pick Pockets(+6%)
Mechanical: Mechanical Engineer and Weapons Engineer only (+10%)
Medical: None
Physical: Any(all bonuses DO factor into attributes)
Pilot: Any(-10%; rarely use any vehicles)
Pilot Related: Any(-5%; as with Pilot, above)
Rogue: Any(+3%)
Science: Basic Math, Advanced Math, and Chemistry only(+4%)
Technical: Any(+4%)
WP: Any
Wilderness: Any
Secondary skills: Select 6 from those listed under Related, but with no bonus except possible IQ
bonus.

mechaknight.html -- Revised: 970404

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