Centaur R.C.C.s Cyber-taur R.C.C. The Cyber-taurs are the mainstay fighting force for Ixion. These warriors are originally from the New Centaurs homeworld (to be described later-hint, hint). Many of the warriors that came through the rift are still present in the army today, being the majority of the expirienced fighters. Many of the Old Centaurs that choose to become the Cyber-taur warriors are representative of the lower levels. The Cyber-taur training is a rigourous two month trial where the new warrior is tested in all aspects. He is taught the fundamentals of his new body and how best to use it against an enemy. He is schooled in the art of combat and trained in the use of the deadly KIMA weapons and various military skills. These are the most trained individuals in Ixion when it comes to combat and they are fierce opponents. Indoctrined within the Cyber-taur is an unfailing sense of duty and honor. They follow the same basic moral codes that the Cyber-Knights adhere to. These warriors are trusted fully in their society and and reknowned for the incredible acts of bravery and compassion. The Cyber-taurs represent every aspect of centaur society, the honor bound and the warrior, the compassionate and the easy-lifer. However, their devotion to duty is amazing and the record of awards and commendations in battle are testament to this. R.C.C. Abilties: 1. Full Bionic Reconstruction: M.D.C.: 150 for the horse trunk, 30 per arm (only the chest is left flesh and blood) P.S. equivalent to 40 (near robotic-like strength from advanced bionics), P.P. equivalent to 24, Legs can run at speeds of 220 (150 mph/240 km) Damage: Restrained punch 1D4 M.D. Front kick 3D6 M.D. Rear kick 4D6 M.D. Power-kick (rear) 1D4x10 M.D. (2 attacks) The character also get three additional cybernetic attachments of choice. 2. Cybernetic Implants: Gyro-compass, clock calendar, amplified hearing, toxic filter, and oxygen storage cell, plus 1D4 others. R.C.C. Requirements: M.E.: 12, willingness to submit to bionic reconstruction. R.C.C. Skills: Language: Dragonese and American at 98%, plus one additional at +15% Literacy: Dragonese 98% and one additional at 15% Radio: Basic Detect Ambush Land Navigation Weapon Systems Read Sensory Equipment Computer Operation Mathematics: Basic Wilderness Survival W.P. four of choice Hand to hand combat: Expert R.C.C. Related Skills: Select eight skills at level one, plus one additional skill at levels 2,4,6,7,10,13 and 15 Communications: Any (+5%) Domestic: Any Electrical: Basic Electronics only Espionage: Any (+10%) Mechanical: Basic Mechanics only. Medical: First Aid and Holistic Medicine only. Military: Any (+10%) Physical: Any except Gymnastics, Acrobatics, or Wrestling Pilot: Any (think about it though!) Pilot Related: Any (+15%) Rogue: None. Science: Adavanced Mathematics only. Technical: Any (+5%) W.P.: Any Wilderness: Any (+10%) Secondary Skills: Select four secondary skills at level one, plus ne additional at levels 3, 8, and 14 from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. Standard Equipment: KA-15 or 18 armor, one KIMA weapon of choice and two additonal of choice. Equipment is given out on a mission for mission basis and tends to be standard military stuff, such as first aid packs, explosives, etc. A character who goes rogue may take whatever was left on him or whatever he takes with him. If the charater leaves with the blessing of his family and House, he may take one suit of armor, one KIMA, one additional weapon, some standard survival gear and gets 1D4x1000 credits. Money: 2500 credits worth of silver and gold. Cybernetics: See Special Abilites. Forest Walker R.C.C. The Forest Walker are a breed of female centaurs that have a greater than normal amount of P.P.E. than the average centuar. These uncommon centaurs appear in about 30% of the centaur culture. They are found through an early detection period and singled out to attend a special school. There their skills learned in school are expanded and they also learn the mystic ways of the forest. These breed of warriors are all followers of Artemis and are under the control of the Artemis demi-gods. They are an official branch of the army, but do not follow the commands of anyone but their demi-gods. The only person other than that is Arms Master Stalcum, or whoever holds that title. Otherwise they are their own unofficial regiment. In combat these warriors can be extremely resourceful and one Forest Walker is capable of defeating three Xiticix by herself. The are fierce defenders of nature and despise anyone who blatantly destroys any aspect of the forest, flora or fauna. They also tend to be less social than the average centaur, and prefer the company of their own kind. Despite this, the Ixion community loves them and deeply respects them for all they do. Some say they have direct communication with Artemis (they don’t) and they are the closest thing to priests that the centaurs have. RCC Abilities: 1. Blend with natural environment: Through intense focus and concentration, the centaur disappears into the environment around him. He doesn’t actually turn invisible, his body merely camoflauges against the background, mimicking it as a chameleon. This power will only work if the centaur is completely still. Under this restriction, he is 98% undetectable and NO actions may be taken or the centaur will become visible. P.P.E. cost: 4 per minute. Duration: until the centaur moves or runs out of P.P.E. 2. Silent Passing: This amazing ability allows the centaur to pass through any terrain without making a sound, nor leaving any visible sign of his passing. This ability is great for getting past guards or for losing a tracker for the centaur may run a full speed and still maintain the power. P.P.E. cost: 5 for open terrain, 10 for light forest, loose gravel, etc., 20 for thick forest or concrete, etc. Duration: 2 minutes per level. 3. Commune with Animals: The centaur can talk with all manner of animals, even those of alien origin. He cannot, however, talk with any for of monster, demon, etc. P.P.E. cost: 10 Duration: 2 minutes per level 4. Animal magnetism: The centaur can pass unmolested through any environment and the animals will not make a sound at the approach of the centaur. This power is similar to the power of the Psi-stalkers. P.P.E. cost: None, automatic. 5. P.P.E. base: 1D4x10+P.E., plus 2D6 per level. Bonuses: 1D4 to M.E., P.S., P.E., +1 iniative, and +1 attack. R.C.C. Requirements: M.E.: 14, P.E.: 20, a high P.S. is helpful, but not mandatory. R.C.C. Skills: Language: Dragonese and American at 98%, plus two additional at +10% Literacy: Dragonese 98% Cooking Identify Plants Detect Ambush Land Navigation Wilderness Survival Prowl Tracking Lore: Faeries Lore: Demons and Monsters W.P. three of choice (two must be from ancient) Hand to hand combat: Basic, Basic can be upgraded to Hand to hand: Expert at the cost of two "other" skills. R.C.C. Related Skills: Select 10 skills at level one, plus two additional skill at levels 3, 6, 9, 12, and 15. Communications: Any Domestic: Any (+15%) Electrical: Basic Electronics only Espionage: Any (+10%) except Forgery and Pick Locks Mechanical: Basic Mechanics only. Medical: First Aid (+10%) and Holistic Medicine (+20%) only. Military: None. Physical: Any except Gymnastics, Acrobatics, or Wrestling Pilot: Any (think about it though!) Pilot Related: Any (+15%) Rogue: None. Science: Basic Mathematics, Anthropology, Biology, and Botany only. Technical: Any (+15% to Lores and Languages only) W.P.: Any Wilderness: Any (+20%) Secondary Skills: Select eight secondary skills at level one, plus one additional at levels 4, 8, and 12 from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. Standard Equipment: Forest Walkers start out with KA-12 Light combat armor, preferring to stay away from the heavier types. They also get one KIMA weapon of choice, two ancients of choice and one additional of choice. As far as equipment, that is a case by case basis and if going rogue, whatever was last on the character (players, ask G.M. for apporiate items-I suggest the Wilderness Scout equipment). If the charater leaves with the blessing of his family and House, he may take one suit of armor, one KIMA, one additional weapon, some standard survival gear and gets 1D4x1000 credits. Money: 2100 credits worth of silver and gold. Cybernetics: None. Tend to avoid them as the interfere with their special abilities and disconnect them from nature.