The Neo-Human Race
The neo-human R.C.C. is a combination of the race and the P.C.C. that they all take and according to the book that is a version of mind melter, but what if one developed down another master psionic path this is my endeavor to separate the neo-race from the neo-human p.c.c.
Neo-Human Race
Alignment: Any.
M.D.C.: See psionic powers.
S.D.C.hit Point..: 4D6xl0 S.D.C. and P.E.x3 Hit Points. Add 2D6 hit points per level of experience.
Attributes: I.Q, 3D6+8, M.E. 2D6+14, M.A. 4D6, P.S, 3D6+12, P.P. 3D6+6, P.E. 3D6+10, P.B. 2D6+12, Spd. 5D6
Size: Slightly taller than humans: average height is 6 feet, six inches (1.95 m).
Weight: Average 200 Lbs (90 kg) of muscle.
Horror Factor: 9 when Their identity and powers are revealed.
Saving Throw Versus Psionic Attack: As a Master Psychic, the character needs a I() or higher to save vs psionic attacks
P.P.E.: 2D6; Most of the psychic's PPE. has been expended in the development of his psychic abilities..
IS.P.: lD4xl00 plus M.E. number. Add +12 I.S.P. per level of experience. Use in place of what the P.C.C. usually gets
non P.C.C. neo-humans +2D4+2 I.S.P. per level of experience.
O.C.C.s any P.C.C. less then 1% of neo-humans are anything other then neo-human R.C.C. of those the majority choose other P.C.C.s with a few master psionic cyber-knights, and mystics. It's not they couldn’t choose to be something else but as a wellspring of psychic energy they gravitate to jobs that develops psionic power.
Average Life Span: Varies. The neo-human's lifespan seems to be tied to their base LS.P. The formula seems to be 100 plus I.S.P. x3 years. As neo-humans grow in power. their psychic energies appear to slow down the aging process.
Natural Abilities:
I. Supernatural Transformation: The neo-human can transform himself into a supernatural being. While Iransfonned. the neo-human's strength becomes supernatural. and his S.D.C. and hit points become M.D.C, points! The transformation temporarily halves the neo-human's J.S.P. base, Any l.S.P. points over half are "spent" and cannot be regained Until The transformation is over. Furthermore. every hour after the transformation, 2 I.S.P. are subtracted from the character's I.S.P. base, and cannot be regained until the transformation is over. When thc I.S.P. base is utterly depleted. The transformation ends.
2. Hyper-Telekinesis: This power costs 50 I.S.P. to activate. The neo-human can move massive amounts of weight. the equivalent of M.E, xlOO pounds (45 kg). +100 pounds (45 kg) per level! So, a 3rd level psychic wilh M.E. 20 could lin 2,000 pounds (one ton!). M.D.C. objects thrown with this power will inflict ID4 M.D. per 200 Lbs. (90 kg) of weight or fraction thereof. In the example above, the psychic could do ID4xlO M.D. if he could find an M.D.C, object weighing a ton. Range is 100 feet (30.5 m) plus 50 feel (15.2 m) per level of experience. Bonuses and effects are otherwise identical to normal telekinetic powers.
3. Telekinetic Flight: The same power That allows the psychic to lift and throw huge weights also allows him to ny at great speeds. This power costs 15 I.S.P. and lasts 2 minutes per level of experience. The psychic can fly at a maximum speed of 100mph (160 kmph).
Combat: As per skill.
Damage: Varies (see Natural Abilities. above).
Bonuses:
Magic Powers: usually none: mystic as a possible exception Neo~humans spend their P.P.E. in the mastery of psionic powers.
Psionic powers: P.C.C.: that of master level P.C.C. and does an additional + ID6 M.D. with his P.C.C. powers at levels 2, 5, 9 and 13.
Psionic powers: O.C.C.has psionics: but not at master level those of class plus also gains ONE additional Super-Psionic power at levels 2, 6 and 10
Psionic powers: NON psionic O.C.C.: Select a total of 8 psychic powers from the categories Healing, Sensitive,and Physical. The Neo-human also gains ONE Super-Psionic power at levels 2, 6 and 10,.
Vulnerabilities/Penalties: None.
Racial. Skills:
Language and Literacy: Spanish (98%)
W.P. Energy Rifle
Hand to Hand: Expert Hand to Hand: Expert can be changed to Hand to Hand: Martial arts And or Assassin at the cost of one "other" skill. All receive training in fighting
Alliances and Allies: Other mutant animals. but the nco-humans get along best with the mutant capybaras, and the worst with serpentoids. Some nco-humans also become friends with mind melters. master blood riders and other powerful psionic beings. Others enjoy the company of godlings, demigods, True Atlanteans, dragons and other powerful beings.
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Neo-Human Race
Alignment: Any.
M.D.C.: See psionic powers.
S.D.C.hit Point..: 4D6xl0 S.D.C. and P.E.x3 Hit Points. Add 2D6 hit points per level of experience.
Attributes: I.Q, 3D6+8, M.E. 2D6+14, M.A. 4D6, P.S, 3D6+12, P.P. 3D6+6, P.E. 3D6+10, P.B. 2D6+12, Spd. 5D6
Size: Slightly taller than humans: average height is 6 feet, six inches (1.95 m).
Weight: Average 200 Lbs (90 kg) of muscle.
Horror Factor: 9 when Their identity and powers are revealed.
Saving Throw Versus Psionic Attack: As a Master Psychic, the character needs a I() or higher to save vs psionic attacks
P.P.E.: 2D6; Most of the psychic's PPE. has been expended in the development of his psychic abilities..
IS.P.: lD4xl00 plus M.E. number. Add +12 I.S.P. per level of experience. Use in place of what the P.C.C. usually gets
non P.C.C. neo-humans +2D4+2 I.S.P. per level of experience.
O.C.C.s any P.C.C. less then 1% of neo-humans are anything other then neo-human R.C.C. of those the majority choose other P.C.C.s with a few master psionic cyber-knights, and mystics. It's not they couldn’t choose to be something else but as a wellspring of psychic energy they gravitate to jobs that develops psionic power.
Average Life Span: Varies. The neo-human's lifespan seems to be tied to their base LS.P. The formula seems to be 100 plus I.S.P. x3 years. As neo-humans grow in power. their psychic energies appear to slow down the aging process.
Natural Abilities:
I. Supernatural Transformation: The neo-human can transform himself into a supernatural being. While Iransfonned. the neo-human's strength becomes supernatural. and his S.D.C. and hit points become M.D.C, points! The transformation temporarily halves the neo-human's J.S.P. base, Any l.S.P. points over half are "spent" and cannot be regained Until The transformation is over. Furthermore. every hour after the transformation, 2 I.S.P. are subtracted from the character's I.S.P. base, and cannot be regained until the transformation is over. When thc I.S.P. base is utterly depleted. The transformation ends.
2. Hyper-Telekinesis: This power costs 50 I.S.P. to activate. The neo-human can move massive amounts of weight. the equivalent of M.E, xlOO pounds (45 kg). +100 pounds (45 kg) per level! So, a 3rd level psychic wilh M.E. 20 could lin 2,000 pounds (one ton!). M.D.C. objects thrown with this power will inflict ID4 M.D. per 200 Lbs. (90 kg) of weight or fraction thereof. In the example above, the psychic could do ID4xlO M.D. if he could find an M.D.C, object weighing a ton. Range is 100 feet (30.5 m) plus 50 feel (15.2 m) per level of experience. Bonuses and effects are otherwise identical to normal telekinetic powers.
3. Telekinetic Flight: The same power That allows the psychic to lift and throw huge weights also allows him to ny at great speeds. This power costs 15 I.S.P. and lasts 2 minutes per level of experience. The psychic can fly at a maximum speed of 100mph (160 kmph).
Combat: As per skill.
Damage: Varies (see Natural Abilities. above).
Bonuses:
Magic Powers: usually none: mystic as a possible exception Neo~humans spend their P.P.E. in the mastery of psionic powers.
Psionic powers: P.C.C.: that of master level P.C.C. and does an additional + ID6 M.D. with his P.C.C. powers at levels 2, 5, 9 and 13.
Psionic powers: O.C.C.has psionics: but not at master level those of class plus also gains ONE additional Super-Psionic power at levels 2, 6 and 10
Psionic powers: NON psionic O.C.C.: Select a total of 8 psychic powers from the categories Healing, Sensitive,and Physical. The Neo-human also gains ONE Super-Psionic power at levels 2, 6 and 10,.
Vulnerabilities/Penalties: None.
Racial. Skills:
Language and Literacy: Spanish (98%)
W.P. Energy Rifle
Hand to Hand: Expert Hand to Hand: Expert can be changed to Hand to Hand: Martial arts And or Assassin at the cost of one "other" skill. All receive training in fighting
Alliances and Allies: Other mutant animals. but the nco-humans get along best with the mutant capybaras, and the worst with serpentoids. Some nco-humans also become friends with mind melters. master blood riders and other powerful psionic beings. Others enjoy the company of godlings, demigods, True Atlanteans, dragons and other powerful beings.
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