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Cyber-Knight: Tattooed Knight O.C.C.

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


The Tattooed Knight variant of the Cyber-Knight O.C.C. does not have any psionic abilitis. Instead, these knights are given magic tattoos to augment their physical abilities.

Alignment: same as the basic Cyber-Knight O.C.C.
Attribute Requirements: same as the basic Cyber-Knight O.C.C.
Special Bonuses and Abilities: same as the basic Cyber-Knight O.C.C., plus is able to activate Magic Tattoos for the standard P.P.E. cost, rather than the double P.P.E. cost for non-tattooed O.C.C.'s.
Psionic Abilities: none
Magic Tattoos: Automatically starts with the Flaming Sword (2D6 M.D.) and Knight in Full Body Armour tattoos. The character can receive up to four more tattoos in their lifetime.
P.P.E.: P.E. attribute plus 6D6, and gains 1D6 P.P.E. per level of experience.
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: same as the basic Cyber-Knight O.C.C.
Secondary Skills: same 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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