Transport Familiarity - horses and two of choice - Cost 3
Weapon Familiarity - blades and bows - Cost 2
Disadvantage
Distinctive Features - partial conversion borg, concealable with difficulty - Cost -10
Physical Limitation - only heals BODY when repaired, frequently, greatly - Cost -15
Reputation - false samurai, on an 11 or less - Cost -10
Conversion Notes: This package is based on the cyber-samurai occupation from Rifts role playing game. I based this package on the absolute minimum of abilities of a first level cyber-samurai. This write-up uses Champions 5th edition rules.
The cyber-samurai are partial conversion cyborgs who model themselves after the mystic samurai of ancient Japan, with a high tech twist. All four limbs have been replaced with bionics and their bodies have been reinforced to withstand great punishment. They often hire themselves out as mercenaries and assassins. They favor high tech weapons which resemble traditional samurai gear. They often have several cybernetic implants. The cyber-samurai occupation is generally limited to humans and extremely human-like mutants and dimensional beings.
To learn more about the cyber-samurai, I suggest purchasing and reading Rifts Japan by Kevin Siembieda.
Occupation created by Palladium Books.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - September, 2002