TRIBAL WARRIOR O.C.C.
The tribal warrior is the traditional hunter and protector of
Native American tribe. There is little difference between the old days
and now, except maybe their lifestyle and some of the magical fetishes
they may utilize. The Mystic Warrior, Totem Warrior, and Spirit Warrior
O.C.C.'s that run parallel with the Tribal Warrior O.C.C. are much less
common because the spirits do not choose many for such great blessings.
This means that the tribal warrior might be considered the Indian
equivalent of a 'grunt' while the others are more like Special Forces
because of their special powers and orientation. That having been said,
the tribal warrior is no slouch, and is a skilled wilderness scout,
hunter, and combatant. The absence of spell-like powers or supernatural
abilities is made up for in determination, courage, and cunning. They
are unequaled survivalists, woodsmen, and hunters of both animals and men!
O.C.C. Requirements
A high P.S and Spd are helpful but not required. I.Q. 9 and P.E. 10
or higher required. Character must be of Native American descent. Other
races do not have strong enough spirit potentials to have totems or use
fetishes..
Alignment:
Any, but selfish alignments will be rarest; typically principled, scrupulous, unprincipled, or aberrant.
O.C.C. skills:
*This Hand to Hand skill may be replaced with Expert by losing one O.C.C. Related skill choice, or Martial Arts by losing two.
O.C.C. related skills
Select 3 other physical skills, 1 other wilderness skill, and 4 other skills of choice from the categories listed below:-
Plus select 3 additional skills at level 3, 2 at level 7, 1 at level 11, and 1 at level 13.
Secondary Skills
The character gets to select 2 secondary skills from the categories
below at levels 1, 4, and 8. All Secondary Skills start at the base
level:-
P.P.E. Points
The tribal warrior's base P.P.E. is equal to the their P.E. attribute.
I.S.P.
The Inner Strength Points available to the Tribal Warrior are determined by using the Random Psionic Abilities. Base is M.E. attribute.
Training
The tribal warrior gains the following abilities and bonuses from their lifestyles:-
- +2 P.E..
- +1 P.P..
- +5D6 S.D.C..
- +2 Initiative.
- +1 Hand to Hand Attack.
- +2 Pull Punch.
- +1 Roll with Impact/Punch/Fall.
- +3 Save Vs Horror Factor.
- Quick
Draw and Throwing: Tomahawk and Knife - This is really a special P.P.
bonus exclusive to the Tribal Warrior O.C.C. that enables the character
to use a weapon with each hand and draw and throw one or two of these
weapons with amazing speed and accuracy: +1 Initiative for every 2 P.P.
points above 16 (max P.P. bonus = 30 for a +7 bonus). This means a
tribal warrior with a P.P. of 24 has a +4 Initative bonus (plus
any other bonuses from skills or magic). Note:
The quick draw bonus applies only to the use of tomahawks and any
small throwing axe, and knives (flint, steel, magical, or M.D.C.
vibroblade).
- Effective Throwing Range: 40 feet (12.2m) and +2 Strike when thrown.
- Maximum Throwing Range: 100 feet (30.5m) but no bonus to strike.
- Paired Weapons: Tomahawks & Knives - The tribal warrior can
draw and strike/stab/cut or throw (one or both) weapons simultaneously
at the same target, inflicting full damage from both weapons and counts as 1 melee attack.
Alternatively, this two-weapon attack can be divided between two
targets visible to the warrior and within range of his peripheral
vision. The divided attack counts as 1 simultaneous melee action
against two different foes. Quick-draw bonus still applies, but both
weapons must roll to strike for each and the bonus to strike is half. Note:
Parrying is not possible when two knives or tomahawks are being used as
striking weapons. However, the character can opt to strike/throw one and parry with the other.
Standard Equipment
Tribal Warriors get the following starting equipment:-
- Extra set of clothes (can be camouflage, dress, traditional leathers).
- Soft moccasins.
- Fishing hooks (3) and twine.
- Leather belt with 1D4 pouches.
- 2 small sacks.
- Backpack.
- Saddlebag.
- Bedroll.
- Canteen or Waterskin.
- Game traps (snare cords etc.).
- Blanket.
- Rope (50ft (15m) )
- Ball of string.
- Dried meat and fruit (7 days)
- War paint.
- Camouflage paint.
- Compund bow (or Energy bow for non-traditionalists).
- 24 arrows (renegades can use modern arrows).
- 6 arrows dipped in silver.
- Knife: Skinning.
- Knife (Large).
- 4 Throwing knives (Renegades and some Traditionalists use vibro-blades).
- 4 Tomahawks.
- Revolver (of choice may be suitable for Renegades and some Traditionalists, but not Pure Ones, may be a TW weapon).
- Rifle (of choice may be suitable for Renegades and some Traditionalists, but not Pure Ones, may be a TW weapon).
- Box of ammo for both Revolver and Rifle.
- Fetish (if wished).
- Quality Riding Horse.
Equipment Available Upon Assingment
A major, or sometimes Legendary fetish, may be available
upon special assignments. These may be 'loaned' to the character for
specific missions and provided to him by the shaman, war chief, or a
spirit. The warrior is expected to take great care in returning the
sacred item at the end of his mission. Losing and living to tell the
tale will get the character sent on a quest to recover it. If recovery
is certain suicide or impossible for some reason, its loss will be a
black mark on the character's reputation for the rest of his days. If
it was lost foolishly or through recklessness, the character may not be
awarded his usual future fetishes as outlined under Personal Fetishes.
Cybernetics:
None, and will never consider any, with the possible exception of bio-systems to repaire grievous injury.
Money
The Traditionalists and Pure Ones have little regard
for 'money' per se, and live off the land. They typically trade goods
and services for most things that are not available from the
communal clan. They also seize valuables for personal use or trade, or
treasure troves (inclusing high-tech stuff they would never use
themselves) from vanquished and slain opponents.
Starts with the equivalent of 2D6x100 credits worth of tradeable goods
(which can include jewelry, gems, gold, silver, and so on).
Animal Totem
Although the tribal warrior is basically a normal human who must
survive on tenacity, practised skills and wits, he does get a small
boost from the bonuses of his animal totem. On Rifts Earth, all Native
Americans have a totem, and from those helper spirits they receive
bonuses. the little edge that keeps him alive and can (and will) never
be underestimated by Native Americans. All characters must pick one
animal totem and apply all bonuses. These bonuses remain with the
character for his entire life, unless he somehow greatly offends the
great spirits or gods. Offenders lose all bonuses. The totem will also
help shape the character's personality.
Personal Fetishes
Tribal warriors can
also use fetishes, magical and sacred items that are extremely sought
after for their supernatural powers. Warriors will often take wild
risks or undertake dangerous quests in their efforts to earn these
coveted magic items. Fetishes are usually created by a shaman, greater
spirit or god, and given to the most deserving as a gift and reward for
their courage and selflessness.
All tribal warriors start with:-
- 2 Minor fetishes of choice.
- 1 Major weapon fetish OR the Great Armour fetish.
- 1 Major Tattoo fetish
A 3rd major fetish may be awarded to a selfless, honourable and
courageous warrior at Level 5. An additional major fetish is sometimes
awarded after that for a great act of heroism (but not sooner than
Level 7 and usually around Level 9 or 10). Most major fetishes are
uncommon to rare, and getting a single Legendary fetish is the dream of
a lifetime (super-rare). Note: Characters who are not devoted Traditionalists or Pure Ones do not recieve any of these extra fetishes.