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Cyber-Knight: Warrior
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 Warrior Knights are a variation of the Cyber-Knight O.C.C.
that have concentrated so intensely on their hand-to-hand combat
skills and the perfection of Psi-Waza that they have acquired mystic
and psychic martial arts powers.
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.
Martial Arts Abilities: The character automatically starts out
with all of the Psi-Waza special abilities, and can select one of the
following two options:
- The Body Hardening Exercises (Japan, pp. 196 - 197) of
Stone Ox, Kanshu, Chi Gung, Dam Sum Sing, and Chagi, plus receive
one Zenjoriki Power (excluding Two Minds, Japan, pp. 197 -
199) at levels 6, 9, 12, and 15.
- Any four (4) Oni Ninja Techniques (Phase World
Sourcebook, pp. 21 - 23)
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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