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Cyber-Knight: Ley Line Knight O.C.C.

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


These are Cyber-Knights who have been associating with ley line walkers and sorcerers for so long, they have become sensitive to the ley lines themselves. By using mystical meditation techniques they have turned this sensitivity into several new abilities.

Alignment: same as the basic Cyber-Knight O.C.C.
Attribute Requirements: same as the basic Cyber-Knight O.C.C.
Special Abilities: all Ley Line Cyber-Knights possess the following abilities:

  1. Sense Ley Lines and Magic Energy - same as the Line Walker O.C.C.
  2. Ley Line Rejuvenation - - same as the Line Walker O.C.C.
  3. Ley Line Bonuses - When within one mile of a ley line or two miles of a nexus point, the Ley Line Cyber-Knight gains the following:
    1. A) Psi-Sword damage is doubled
      B) Fatigue at half normal rate
      C) Gain +2 on all saving throws

Psionic Abilities: same as the basic Cyber-Knight O.C.C.
Mystic Abilities: These powers are gained through a process of burning P.P.E. off permanently. It is a process by which the Ley Line Cyber-Knight alters his body and mind and grants himself mystical or superhuman abilities. Note that some of the abilities require P.P.E. to activate as well as to acquire.

  • Ley Line Charging - by permanently burning 10 I.S.P. and 10 P.P.E. off of his base, the knight is able to stand on a ley line and charge himself with the energy of the line until he glows with the mystic energy. Duration is limited to thirty minutes at a time, with a maximum of two chargings per 24 hours. The following abilities are gained:
    • M.D.C. Transformation - the character's S.D.C. and H.P. are doubled and turned to M.D.C.
    • Super Speed - running speed is increased to 90mph (145kmh)
    • Super Leap - ability to leap 30ft (9.1m) straight up or 50ft (15.2m) lengthwise from a standing start. Increase distance by 50% with a running start.
    • Saving Throws - gain +2 to save versus magic and psionics. Any psionics or magic cast on the character does half damage and lasts for half duration
    • Limitations - This ability turns off if the character goes beyond 100ft (30.5m) of a ley line or 200ft (61m) of a nexus point.
  • Mystic Energy Bolt - by permanently burning 15 I.S.P. and 15 P.P.E. off of his base, the knight gains the ability to fire mystic bolts of ley line energy from the hands or the eyes.
  • Damage - 4D6 S.D.C. or M.D.C. (can be regulated at will by the knight), plus an additional 1D6 M.D. at levels 3, 6, 9, 12, and 15.
  • Range - 1,000 feet + 400 feet per level of experience.
  • Duration - instant
  • Rate of Fire - once per melee
  • Limitations - This ability can only be used when the character is within 1000ft (305m) of a ley line or 2000ft (610m) of a nexus point.

P.P.E.: P.E. attribute plus 6D6
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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