Paladin
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The Paladin OCC is similar in many ways to the Cyber Knight of the Americas. The major difference lies in area of specialty other than fighting. All Paladins are accomplished warriors but are also adept in the use of magic! At first level the Paladin has just begun his adventures away from the academic life of a scholar. Most of his fighting skills have been learned by practice, not by experience. Likewise the Paladin's magic knowledge is minimal initially but grows once the character begins to expand his/her horizons. Because the Paladin needs to learn many things before he can advance as both a warrior and a mage, he goes up in levels very slowly. This is not a handicap however, because the Paladin must quickly learn alternative methods to all forms of actions. Paladins are reknowned as clever battlers who, even though outmatched in many conflicts, are never outclassed.

The Order of the Paladin is relatively exclusive; very exclusive if you are not wealthy. Teenage men and women of upper class British families who show quality phyusical prowess and a great mental capacity are sent to the Order for screening and selection. The location of the Order is kept secret from everyone, including the Paladins in training. Order representatives transport members to and from the training area by magical means. The training lasts for several years and is very instensive in order to prepare the warriors for the harshness that they will face. Many of the pampered young men and women are incapable of the training and are sent home. Only teh elite are indoctrinated into the order and sent to serve and protect the kingdoms of man England.

The Order of teh Paladin was created for a very specific reason: To provide an elite guard of noble warriors to protect and serve the kingdoms of mankind in England. To this end the elite of the upper class were gathered together and taught the arts of war and magic. Paladins are almost entirely of good alignments as the selection process weeds out those who are unworthy of carrying the mantle.


OCC Powers:
PPE: Paladins are powerful batteries of PPE, multiply the PE number by
---- five.
Bonuses: +4 to save vs. horror factor, add 1D4 to PS, 1D4 to PE, 1D6 to
---- Spd, 1D6x10 to SDC, +2 to save vs. magic, +1 on initiative
Spell Knowledge: The Paladin is taught of the ways of magic and how to
---- harness the power. They are not naturally attuned to magic energies
---- like other magic OCC's, so their knowledge does not equal that of
---- the more powerful character classes. However, their training
---- prepares them for the intuitive leaps needed to learn new spells.
---- Initially the Paladin starts with six spells from levels one and two.
Learning New Spells: The Paladin gains three additional spells at second
---- level from the spell levels of one, two and three. At third level, the
---- Paladin can choose two additional spells from these same levels. Until
---- level four, the Paladin cannot learn new spells by purchasing them or
---- studying them. His knowledge must be intuitive at first. At fourth
---- level the Paldin bridges the gap between student of magic and
---- practitioner of magic. At this one time the Paladin may choose six new
---- spells from levels one through four. Afterwards he may select two new
---- spells form the corresponding experience level. He may also learn new
---- spells from additional studying or purchasing.

Attribute Requirements: IQ: 12, ME: 10, PE: 12 and PP: 10
OCC Skills:
---- Dance 50%
---- Play musical instrument 55%
---- Horsemanship 60%
---- Wilderness Survival 40%
---- WP Sword
---- Language-3, literate in two 70%
---- WP-3 more
---- Hand to Hand Expert-Martial Arts can be selected at the cost of
---- two 'other' skills
OCC Related Skills:
---- Select eight 'other' skills. Plus select tow additional skills
---- at levels three, eight and eleven. At level six, selct four 'other'
---- skills.
Secondary Skills: Select four secondary skills at level one.
---- Communication: Any (+5%)
---- Domestic: Any (+20%)
---- Electrical: Basic Electronics only
---- Espianoge: Any
---- Mechanical: Basic, Automotive and Computer Repair only
---- Medical: Any except pathology and cyber-doc
---- Military: Any (+5%)
---- Physical: Any
---- Pilot: Any except Robots & Power Armor and Jets
---- Pilot Related: Any
---- Rogue: Any except Safecracking
---- Science: Any math, Chemistry and Botany & Biology
---- Technical: Any (+10%)
---- WP: Any
---- Wilderness: Any

Standard Equipment:
---- First aid kit, sleeping bag, saddlebag, backpack, utility belt,
---- matches & lighter, flashlight, 1D4 pairs handcuffs, 100ft rope,
---- grappling hook, 1D4 +1 metal spikes, sunglasses, air filter,
---- binoculars and 1D4 weeks of food rations.

Transportation: Usually leans towards riding animals like horses
---- or maybe a supernatural type in the area, unicorns as riding mounts are
---- not unheard of. Motorcycles and hover bikes are also possibilities.
---- Sticks to transportation that allows the paladin to attack from the
---- vehicle.

Weapons: 1D4 wooden stakes and mallet, silver cross, conventional or
---- magic or vibro blade sword, sidearm and energy rifle.

Armor: Starts with one set of non-powered mega damage armor. Triax
---- suits and the occasional magical set are seen.

Money: 20,000 in credits readily available (remember that 90% of all
---- Paladins come from wealthy families and as such have access to even
---- more money if needed, GM's discretion as to availability.)

Cybernetics and Bionics: Avoid at all costs because it ineterferes with
---- spell casting. Compliments of Tyler Faulk