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Cyber-Knight: Electric Knight O.C.C.

By: Joseph Trinchillo (claw1000@hotmail.com)
With tweaks by: Dustin M. Ramsey (DustinM@rifts-rpg.com)


The Electric Knights are members of the Cyber-Knight Order of Lightning. These knights have powers similar to the Zapper R.C.C. in Psyscape, and have enormous power over electricity and telekinesis. The Electric Knight's can create a sword of electrical energy that has the exact same bonuses and damage of the basic Cyber-Knight O.C.C. psi-sword.

Alignment: same as the basic Cyber-Knight O.C.C.
Attribute Requirements: same as the basic Cyber-Knight O.C.C.
Special Bonuses: same as the basic Cyber-Knight O.C.C.
Psionic Abilities: same as the basic Cyber-Knight O.C.C., plus the following additional psychic abilities (see the Zapper R.C.C. for more details, Psyscape, pg. 81):

  1. Impervious to Electricity - no I.S.P. cost and always in effect.
  2. Sense Electricity - Range: 100ft + 10ft (30.4m + 3m) per level of experience.
  3. Electrical Aura - an crackling corona of electrical energy that acts as protection for the knight. I.S.P. Cost: 5, Duration: 2 minutes per level of experience, M.D.C. protection given by aura: 20 + 1 M.D.C. per level of experience, Damage: 2D6 M.D. (the damage of the aura of an Electric Knight is larger than that of the Zapper because of their greater discipline and training)
  4. Electrical Bolt - for an additional 8 I.S.P. the knight is capable of firing an electrical blast. Damage: 2D6 M.D., Range: 30ft (9.1m) per level of experience. NOTE: on a ley line damage and range are double; on a nexus damage and range are triple.
  5. Absorb Electricity - This power gives the knight the ability to absorb electrical energy and use it to heal himself or to cripple machinery.

I.S.P.: 1D6 x 10 + 20 plus the character's M.E. attribute number to determine the base Inner Strength Points. Add 1D6 + 1 I.S.P. per level of experience. Note that the character is considered to be a major psionic.
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 psionic 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 psionic 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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