Powers: arcane protection (Shield of Will), boost fighting† (Quickness of the Soldier), healing* (The Glow). ISP: 10
Gear: Cyber-Knight Medium EBA (TW, Healing and Relief), NG-S2 Survival Pack, 1 short e-clip, 1 long e-clip
Special Abilities:
Bad Reputation (Major) Orcs are infamous throughout the Megaverse. Due to their violent appearance and history, their initial Reactions with Strangers are two levels worse than usual.
Bite Orcs have canine-like teeth that cause Str+d4 damage and can bite grappled foes.
Big Brutes Orcs are built for physical power—they begin with the Brute Edge and Size +1, gaining +1 Toughness and increasing maximum Strength one step.
Cyber-Armor As a free action, Cyber-Knights can summon an organic metal shell granting +2 Toughness and allowing them to ignore Gritty Damage.
Cybernetic Combat Any electronic technology-based attacks such as lasers, rail guns, and vibroblades suffer a −2 to hit a Cyber- Knight. This ability stacks with the deflection power.
Disagreeable D-Bee Orcs suffer a −1 Persuasion penalty, and the orcish reputation for destruction and mayhem result in initial Reactions which are typically Hostile at best. Human supremacists are immediately violent unless a social skill check is successful. Merchants will refuse to sell wares or provide services such as healing, repairs, etc.
First Into Battle Cyber-Knights begin with +2 Pace and a d10 running die; stacks with the Fleet-Footed Edge.
Instinct Over Intellect Orcs act on their instincts, intellectual pursuits are not common for them. They suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.
Low Light Vision Orcs ignore Illumination penalties for Dim and Dark lighting.
Minor Psionic Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to the following powers (Rank permitting): arcane protection, boost Trait†, darksight*, deflection*, detect/ conceal arcana*, empathy, environmental protection*, healing*, object reading, protection*, relief, smite*, speak language, speed†, warrior’s gift*. Powers marked with an asterisk (*) or dagger (†), if taken, are activated as Innate Abilities usable only on the Cyber-Knight. Those marked asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked dagger (†) have both the Range (Self) and Aspect limitations. All other aspects of Arcane Background (Psionics) remain the same.
Near-Human Physiology Those unfamiliar with orcish physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
Physical Strength Orcs start with a d6 Strength, which increases Trait maximum accordingly.
Psi-Sword As a free action, Cyber-Knights can summon a blade of spirit and will. It may have any appearance but it does not change the effects. The Psi-Sword does Strength + Spirit × 2 damage with AP equal to Psionics (no Strength minimum).
A Cyber-Knight may split his Psi-Sword into two blades, one for each hand, each blade deals the same damage but only gains half AP. For 1 ISP the blade inflicts Mega Damage for as long as it is manifested.
Revered Protectors The hero is a member of the Cyber-Knight Order faction, and has Connections with the group and its allies. She gains +1 to social checks with most folks and Reactions start one level higher than normal. The faction's Enemies—including powerful monsters, supernatural evil, and villains—will plot the hero's downfall.
Edges and Hinderances:
Brute Brutes focus on core strength and fitness over coordination and flexibility. They treat Athletics as linked to Strength instead of Agility for purposes of Advancement. The character may also resist Athletics Tests with Strength if she chooses.
Finally, Brutes increase the Short Range of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range.
Champion Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance.
Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they’re evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
The GM must decide which foes this bonus applies to, but generally it’s any evil (or good!) creature born of magic or with any supernatural abilities.