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Cyber-Knight: Energy Knight O.C.C.

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


The Energy Knights are members of the Cyber-Knight Order of the Gun. These knights have powers similar to the Psi-Slinger P.C.C. in New West, and have the ability to link with their weapons and even charge projectiles with mega-damage energy!

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 Psi-Slinger P.C.C. (see New West, pp. 98 - 100 for additional details):

  1. Enhanced Psi-Sword - Energy Knights are so attuned to energy, their swords are more powerful than the standard Cyber-Knight's psi-sword. Damage: 2D6 + 2 M.D. per level of experience, plus an additional 1D6 M.D. at levels 3, 6, 9, 12, and 15. Sword Length: 2-3 feet, Duration: As long as the knight wishes it to exist (Unlimited), I.S.P. Cost: none.
  2. Energy Blasts - 1 I.S.P. does 1D6 S.D., 2 I.S.P does 3D6 S.D., 3 I.S.P does 6D6 S.D., 6 I.S.P does 1D4 M.D., Range is touch or 20ft +5ft (6.1m + 1.5m) per level.
  3. Psychic Weapons - Identical to the Psi-Slinger P.C.C. ability. 1D6 M.D. per bullet; weapon can fly to knight for the cost of 1 I.S.P, Range: 10ft+ 1ft (3m + .3m) per level; charging 6 - 15 bullets costs 10 I.S.P; can link to 3 handguns or pistols. Cannot link to SMG's or rifles, PISTOLS ONLY!
  4. Energy Shield - Any energy blast directed at the knight that is 30 M.D.C. or less is automatically turned to S.D.
  5. Sense Energy - the energy stored in an E-clip can be sensed, cost: 1 I.S.P.
  6. Additional Psionics - Sixth Sense, Mind Block, Mind Bolt, Telekinesis.
  7. W.P.'s - has a W.P. for all handguns.
  8. Quick Draw - same as Psi-Slinger
  9. Paired Weapons - same as Psi-Slinger, but PISTOLS ONLY!
  10. W.P. Sharpshooting - same as Psi-Slinger

Psionic Abilities: limited to the previously described abilities
I.S.P.: M.E. attribute times two plus 6D6 + 10, and gains 10 I.S.P. per level of experience. Note that the character is considered to be a master 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 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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