Psychic Lord O.C.C.
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    The psychic lord is one of the three melded psychic classes. Although potentially the most powerful of the O.C.C.'s they suffer the limitation that the powers are stuck to a particular geographic area. If they move out of the geographic area their powers decrease dramatically.
    The psychic lord is created by fusing with a Demit. The Spirit grants the psychic lord his abilities in return for functioning as the spirits medium for linking to the World of Men. As long as the Demit is happy the psychic lord his using his abilities to benefit those around him, the psychic lord will enjoy all the abilities and bonuses of the Place Spirit. However, if the psychic lord becomes wantanly cruel, destructive, and bloodthirsty, the Demit can (and will!) cut off all psionic powers! This union is similar to that of the witch, except that no pact is required and the Place Spirit is always a benevolent force.
    Psychic lords are typically champions of a particular villiage and often help the chiefs and rulers of the villiage to survive. The ones in the Conflict Zone are in the worst position, as they must wage a tireless battle against Dltni who makes several surges into the area to crush the Alliance, who does what they can but the battle is straining their resources. The Spirit World is also doing what it can to destroy one of the ultimate destroyers that Indonesia has ever encountered.

Psychic Lord Special O.C.C. Abilities:

1. Psychic Abilities: The Psychic Lord possesses the following abilities
Telekinesis, Telekinetic Force Field, Psi-Shield, Mind Bolt, Bio-Regeneration (super), Mind Bond, Mind Wipe, Invisible Haze, Insert Memory, Induce Hallucination, Alter Aura, Astral Transference, Sixth Sense, Psychic Diagnosis, Psychic Surgery, Empathy, Empathic Transmission, Sense Magic, and See Aura.
2. Limitations: These psychic abilities can be cast at full strength with full effects up to
20 miles (32 kilometers) around the Demit who supplies the powers. For each 10
miles (16 kilometers) away from the Demit, reduce the damage, duration, and effects
by half! Usually by 40 miles (64 kilometers) the powers are so reduced that they are
effectively gone. However, if the person is within line of sight of the Demit, the powers are doubled in damage and duration!
3. Spirit Aura: by spending 20 I.S.P., the character can generate a spiritual aura around himself that provides 50 M.D.C., +10 M.D.C. per level. The aura lasts 10 minutes per level, and makes the character impervious to possession or mind control while the aura is up. As well, the characters P.S. becomes supernatural for the duration.
4. I.S.P.: 4D6x10, +2D6 per level of experience.
5. Other Bonuses: Impervious to Possession, +6 to save versus horror factor, +1 to
initiative, +2 to save versus mind control, psionics, and poison/toxins.

Psychic Lord Base Numbers

Alignment Restrictions: Good only
Attribute Requirements: None, although a high M.E. is extremely desirable
Psychic Lord O.C.C. Skills:
    Lore: Spirits (+15%)
    Jungle Survival (+10%)
    Running
    Swimming (+15%)
    Hand to Hand: Basic
Note: Hand to Hand: Basic can be changed to Expert at the cost of one Other skill, or Martial Arts, at the cost of 2 Other skills
O.C.C. Related Skills: Select 6 "Other" Skills, plus 1 at levels 4, 8, 11, and 13.
    Communication: None
    Domestic: Any (+10%)
    Electricl: None
    Espionage: None
    Mechanical: None
    Medical: First Aid or Holistic Medicine Only
    Military: None
    Physical: Any except acrobatics, gynmastics, boxing, and             wrestling
    Pilot: Boat Only
    Pilot Related: None
    Rogue: Any except Hacking
    Science: Any (+5%)
    Technical: Any except computers
    Weapon Proficiencies: Any although modern will be            uncommon
    Wilderness: Any (+15%)
Secondary Skills: Select 4 from the previous list.
Standard Equipment: Most Psychic Lords travel with minimal possessions. They typically have two sets of travelling clothes, 3 containers for goods, 2 canteens, a set of healing herbs and food rations to last them a week. They have one minor mega-damage weapon (typically a Psionic Fused weapon) one other weapon, typically an S.D.C. item. They almost always travel on foot although they are not against riding in vehicles if it makes their travel less difficult.
Money: None. People in Indonesia don't use money and find the concept of units of exchange mostly unknown. If a town has a surplus, they usually give it to those who need it. It's this selfless exchange that has enabled them to survive for as long as they have. Thus, if the warrior needs something that's reasonable most townspeople will gladly give it to him. Of course this works both ways if a town is need of something (food, clothing, protection, etc) then the Psychic Lord will usually help out if he's in the position to do so.