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Cyber-Knight: Astral
Knight O.C.C.
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By: Joseph Trinchillo (claw1000@hotmail.com)
With tweaks by: Dustin M. Ramsey (DustinM@rifts-rpg.com)
The Astral Knights are members of the Cyber-Knight Order of the
Soul. They are all powerful psychics and are masters of the Astral
Plane.
Alignment: same as the basic Cyber-Knight O.C.C.
Attribute Requirements: same as the basic Cyber-Knight
O.C.C.
Special Abilities: similar to the Astral Lord P.C.C. (see
Between the Shadows, pp. 49 - 51 for additional details):
- Astral Transference - able to enter the Astral Plane at
will; no I.S.P. cost
- Astral Senses - in both physical and astral form, is
able to sense energy entities, ley lines, nexus points, and may be
able to recognize supernatural creatures; no I.S.P. cost
- Astral Travel - for 2 I.S.P. the character can enter
the Astral Plane at any previously known location in the Outer
Layer or Inner Plane; can bring additional travelers along at a
cost of 2 I.S.P. each
- Astral Domain - the character can create their own
Astral Domain; see Between the Shadows, pp. 53 - 60
- Ectoplasmic Armour - can surround the character with a
skintight, invisible armour that provides 100 S.D.C. plus 20
S.D.C. per level of experience on the Astral Plane, or 25 M.D.C.
plus 20 M.D.C. per level of experience on magic supercharged
worlds such as RIFTS Earth
- Astral Sword - by permanently burning off 15 I.S.P. the
character gains an Astral Sword which can be summoned at will and
does the same amount of damage as the normal Cyber-Knight's
psi-sword, however on the Astral Plane the sword does 1D4 x 100
S.D.C.!
- Additional Psionics - select three abilities from the
following list: Empathy, Mind Block, Object Read, See the
Invisible, Sense Evil, Sense Magic, Sixth Sense, Speed Reading,
and Summon Inner Strength
Psionic Abilities: limited to the previously described
abilities only
I.S.P.: M.E. attribute plus 6D6 + 10, and gains 1D6 + 1 I.S.P.
per level of experience. Note that the character is considered to be
a major psionic.
P.P.E.: P.E. attribute plus 6D6, and gains 1D6 P.P.E. per
level of experience.
O.C.C. Skills: Same as the basic Cyber-Knight O.C.C., except
the character gains the martial art Psi-Waza
instead of the generic Hand to Hand: Martial Arts skill
O.C.C. Related Skills: Due to the amount of time spent honing
their abilities, the character may only select six other skills from
the same list as the basic Cyber-Knight O.C.C. One of the skills must
be from Physical and another one must be from W.P.'s. Plus select one
additional skill at level three, two additional W.P.'s at level five,
and one other skill at levels six, nine, and twelve. All skills start
at level one proficiency.
Secondary Skills: Due to the amount of time spent honing their
abilities, the character may only select three secondary skills from
the same list as the basic Cyber-Knight O.C.C.
Standard Equipment: same as the basic Cyber-Knight O.C.C.
Money: same as the basic Cyber-Knight O.C.C.
Cybernetics: same as the basic Cyber-Knight O.C.C.
Experience Table: same as the basic Cyber-Knight O.C.C.
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