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Cyber-Knight: Electric
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 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):
- Impervious to Electricity - no I.S.P. cost and always
in effect.
- Sense Electricity - Range: 100ft + 10ft (30.4m + 3m)
per level of experience.
- 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)
- 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.
- 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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