Vanguard O.C.C.
Elite front line soldiers of the Gelf homeworld, Vanguards act to defend Oracle from the invasion of outsiders and the more recent threat of the Draakens. Powered by a magic crystal that gives them their power, Vanguards make for formidable adversaries against outside forces and intruders. Only gelf's who meet the attribute requirements may become one of the elite Vanguard.
Alignment Note: Approximately 80% of all
Vanguards are of good alignment. Another 15% are of selfish
alignment. Evil Vanguards are virtually unheard of.
Attribute Requirements: M.E. 14, P.S. 12, P.E.
12, and \par P.P. 14 or higher.
O.C.C. Abilities and Bonuses: +1 initiative, +2
strike, parry, dodge, roll, and pull punch, +1 attack per melee.
Vanguard Power Crystal: A small hand-sized clear
crystal that links itself telepathically to its owner. Only the
owner of the crystal can use its power. The crystal is linked
such that, when the owner dies, the crystal shatters becoming
useless. The crystals are created on the Gelf homeworld by only
the most ancient of Gelfs for 1,000 P.P.E. Once the crystal has
been created, the intended Vanguard and crystal are magically
linked for an additional 500 P.P.E. The linked crystal provides
its owner with the following abilities:
1. Crystallized Armor: This armor can be
summoned at any time providing the Vanguard with A.R.: 18,
3D6x100 S.D.C. (100 M.D.C.) +10 S.D.C. (M.D.C.) per level of
experience. The suit also provides the Vanguard with a
supernatural strength of P.S. 30. While in the suit, the Vanguard
is impervious to the vacuum of space, poisons/toxins, fire and
cold (including mega-damage), magic and energy damage.
2. Blade Staff: A magically created weapon from
the crystal summoned when the Armor is also summoned. It inflicts
1D4x10 S.D.C. or M.D.C. on mega-damage worlds per physical blow.
By expending 50 P.P.E., the Vanguard can create a 4D4x10 S.D.C.
(M.D.C.) blast with a range of 1,000 feet +500 feet per level of
experience.
3. Flight: When wearing the armor, the Vanguard
can fly at a speed of 120mph +10mph per level of experience.
4. Leap: 100 feet +10 feet per additional level
of experience.
5. Hand to Hand: Damage inflicted while wearing
the suit is Supernatural.
6. Power Crystal: The power crystal has an
S.D.C./M.D.C. of 100. The crystal regenerates lost S.D.C./M.D.C.
at a rate of 2D4 per 10 minutes.
7. Base P.P.E.: 300 +10 P.P.E. per additional
level of experience. Plus the crystal regenerates 1D4x10 P.P.E.
per hour. 100 P.P.E. activates the armor. Has a duration of 10
minutes per level of experience. When the power crystal is
destroyed, it inflicts 1D4x100 S.D.C./M.D.C. magic damage to all
within a five mile radius.
O.C.C. Skills:
Mathematics: Basic (+20%)
Language/Literacy: Native (98%)
Read Sensory Equipment (+15%)
Weapon Systems (+10%)
Literacy (One of choice +10%)
Computer Operation (+10%)
Radio: Basic (+5%)
Intelligence
Pilot (Two of choice +10%)
Running
W.P. Energy Rifle
W.P. Pole Arms
W.P. one of choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to martial arts at the cost
of one "other" skill .
O.C.C. Related Skills: Select nine other skills. Plus select two additional skill at levels three, six, nine, and twelve. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: None
Espionage: Wilderness Survival only
Mechanical: Basic Mechanics only
Medical: First Aid only
Military: Any
Physical: Any, except Wrestling and Gymnastics
Pilot: Any (+10%)
Pilot Related: Any
Rogue: Any
Science: Any (+5%)
Technical: Any (+10% languages)
W.P.: Any
Wilderness: Any
Secondary Skills: Select six additional
secondary skills from the previous list. These are additional
areas of knowledge that do not get the advantage of the bonuses
listed in parentheses. All secondary skills start at the base
skill level. Also skills are limited (any, only, none) as
previously indicated in the list.
Standard Equipment: Power Crystal, crystal
weapon of choice, uniform, combat boots, utility belt, and
survival kit. Vehicles will be restricted to the Gelf Crystal
Scout Ship.
Money: Vanguards have free room and board plus a
starting salary of 2,500 credits a month. Starts off with one
months pay.
Cybernetics and Bionics: None to start, may only
get them later as medical replacements. Even then, many Vanguard
prefer Crystalline bionics if available.
Vanguards Experience
1. 0,000-2,150
2. 2,151-4,300
3. 4,301-8,600
4. 8,601-17,200
5. 17,201-26,000
6. 26,001-36,000
7. 36,001-51,000
8. 51,001-66,000
9. 66,001-81,200
10. 81,201-96,400
11. 96,401-111,800
12. 111,801-127,200
13. 127,201-147,200
14. 147,201-167,200
15. 167,201-187,700