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Cyber-Knight: Ley Line
Knight O.C.C.
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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:
- Sense Ley Lines and Magic Energy - same as the Line
Walker O.C.C.
- Ley Line Rejuvenation - - same as the Line Walker
O.C.C.
- 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:
- 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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