(Comming Soon) A Picture of a Rifts Jedi
Jedi Knight O.C.C.
(Adapted from the Internet)
O.C.C. Class: Men of Arms
In the world of RIFTS, many people have become open to many mystical possibilities. Cyber-Knights are the most common knight in North America, but the numbers of Jedi are growing. The class is the result of the classic trio of movies being shown in the south-eastern portions of North America by traveling caravans. The lightsaber was the creation of an Operator; the Jedi philosophy was the mixed creation of a warlock's beliefs and the cyber-knight code. By becoming aware of the life force of all things, at all levels, the Jedi adept commands the magical, psionic, elemental, natural and physical forces; to the Jedi these are not separate powers, they are the Force. Jedi are looked upon by many as eccentrics or cultish madmen.
Jedi accept many races into their circles. Humans, dwarves, elves, wolfen, and any other non-supernatural player character class are acceptable candidates. Jedi cannot have other psionic powers (minor innate abilities of the race are accepted), but they are considered major psionics for saving throws. All Jedi radiate a supernatural aura. They can use magical weapons and technology without any penalty but cannot use techno-wizardry. The psionic (ISP) capacity of the character is an amount of psionic energy that the Jedi can channel from its surroundings. Expending ISP to control the Force drains the Jedi; even though the ISP cache is not physically part of the character, the Jedi can only control a finite amount of the Force. The ISP is regained through meditation, in the manner identical to other psionics, or through sleep.
Jedi are forced to make a choice between the Circle of Light and the Dark Circle. True Jedi learn and gain powers through the Force, immersing themselves; Dark Lords learn to channel the Force to gain their powers. The Dark Side has been associated with selfishness and evil ways. The choice made by the Jedi candidate determines their path in life. The temptation to use the Force for offensive acts is felt by all Jedi. Any time a True Jedi uses the Force for evil or offensive purposes his alignment is shaken. Use of the Force to kill another being causes a character's alignment to slide into an entirely new category. Once the True Jedi reaches the evil category, he starts at the Aberrant alignment. Eventually the Jedi ends with the Diabolic alignment and is not capable of being redeemed. The GM will alert the player when his alignment is faltering and what is required to redeem the Jedi. A dangerous period for the Jedi is marked by the unexplained change of his combat style to that of the other Circle of the Force. In this stage the warrior is known as the Dark Novice and will be assaulted by both Circles. Few Jedi remain Novices for long.
Jedi Knight Requirements and Skills
Attribute Requirements: High IQ, MA, PS and PE attributes (all 10 or higher) are recommended. An open mind and strong will (ME 11) are required.
Alignment Requirements: True Jedi must be Unprincipled or better in alignment. Dark Lords must be evil or Anarchist. Unprincipled True Jedi and Anarchist or Aberrant Dark Lords can be turned/tempted. Anarchist True Jedi are considered Dark Novices and are watched closely and sometimes confronted by their Circle.
Special Bonuses: Add 1d4 X 10 SDC, +3d6 HP, +1 to parry/dodge, +2 initiative, and add one additional attack per melee. Bonuses are in addition to attribute and skill bonuses.
Permanent Base P.P.E.: 3d6
O.C.C. Skills
Radio Basic (10%)
Basic Mathematics (15%)
Basic Electronics (10%)
First Aid (10%)
Navigation (10%)
Lore: Jedi (25% + 5%/level)
Language: 2 of choice (15%)
Anthropology (15%)
Swimming (10%)
Climbing (10%)
Prowl (10%)
Body Building
Gymnastics (10%)
W.P. Lightsaber (modern variation of WP Sword; 30% + 6% per level)
W.P. Energy Pistol
Hand to Hand: Martial Arts (Assassin if a Dark Lord)
O.C.C. Related Skills: Select 6 other skills, plus two additional at levels 3, 7, and 11. All new skills start at level one proficiency. At fifth level, the Jedi gains the skill Armorer (Lightsaber only), allowing the warrior to construct another saber; Base Skill: 40% + 5% per level of experience.
Communications: Any (+5%)
Domestic: Any
Electrical: None
Espionage: Wilderness Survival, Tracking, Intelligence, and Interrogation only
Mechanical: None
Medical: None
Military: Demolitions skills only
Physical: Any, except acrobatics and wrestling
Pilot: Any, except for Robots and Power Armor. (+5% on hover & starfighter vehicles.)
Pilot Related: Any
Rogue: Any (+5%)
Science: Math only
Technology: Any (+5% on Lore)
WP: Any
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select four secondary skills from the previous list without benefit of the bonuses listed in parenthesis. The skills are limited (any, only, none) as previously indicated in the list.
I.S.P.: Base of 2d4 X 10 + ME. Add 2d6 per level of experience.
Average Life Span: True Jedi effectively double their lifespan; Dark Lords have normal lifespans.
Jedi Abilities: Can stay active to about -10 Hit Points, with help from the force and any other abilities from the race that is chosen. When used two-handed, all Jedi can parry single energy blasts with their lightsabers. True Jedi follow the Cyber-Knight code.
Standard Equipment: Lightsaber (inflicts 6d6 MD, 3-4ft blade, 1 hour per energy cell), extra saber energy cell, light or partial body armor (usually only a breastplate; 30 to 40 MDC), an energy pistol with 3 extra E-clips, portable language translator, set of clothing (black is the fashion), first aid kit, utility belt, backpack, 2 canteens, boots, and cloak.
Money: 3d6 X 100 credits.
Cybernetics: None to start with. The Jedi is not necessarily opposed to cybernetic augmentation, but most prefer their control of the Force over bodily augmentation. None are opposed to bio-systems for prosthetics.
Experience: Use the Cyber-Knight Experience table. Dark Lords advance 25% faster than True Jedi (multiply Experience by 1.25).
Force Powers: The Jedi starts off with 9 Force powers. Jedi gain two additional powers at levels 3, 5, 8, 12, and 15.
Force Powers
Sense Powers
Receptive Telepathy
ISP: 5 for willing characters, add ME number of target in ISP if attempting to resist.
Effect: Allows the Jedi to read the surface thoughts or emotions of the target. For three times the cost, you can read sections of the victim's mind and their true intentions.
Range: 60ft
Duration: 2 min./level
Saving Throw: Standard (vs Psionics)
Sense Force
ISP: 5
Effect: Allows the Jedi to sense other people who are strong in the Force and allows the Jedi to sense the Force in objects (i.e. birds, trees, ground, etc.). This power can be kept up if the player character expends 5 ISP every 2 hours.
Range: 180ft
Duration: 2 hours per 5 ISP
Magnify Senses
ISP: 5 ISP per 5 foot radius.
Range: 5 feet per 5 ISP expended
Effect: The character can sense something that would be impossible to sense otherwise. The character can sense traps, concealed passages or people, invisible objects, etc. However, the character will only know that they are present, and not where they are (know general location), or what they are.
Bonuses: +3 to initiative, +2 parry, and +4 to dodge while power is activated.
Duration: 2 minutes per level of experience.
Life Sense
ISP: 5
Range: 100ft + 10ft per level of experience.
Effect: The character can sense the presence of the person for which they seek. The user can sense the condition of the person and, if the power is kept up, the character can track the target with 70% accuracy. If the target being tracked has psionic abilities, they will sense this and a mind block will negate it.
Duration: 3 minutes per level of experience.
Instinctive Navigation
ISP: 20
Effect: Adds +25% to navigation rolls and only have to check at half the normal rate when the power is in use.
Duration: 2 minutes per level of experience.
Alter Powers
Telekinesis (Dark Side)
See RIFTS RPG Book for the description of the ability.
Note: Using this force power to injure or to attack other characters is possible, but is considered an evil act.
Injure/Kill (Dark Side)
ISP: 50 ISP plus the target's PE.
Range: Touch
Effect: The character attempts to alter the victim's body in such a way, that it will incapacitate or kill the victim. Both the victim and the Jedi roll a 20 sided die. The Jedi adds his ME attribute while the victim adds his PE attribute to the roll. If the Jedi's roll is two times the roll of the target's, then the target is mortally wounded (6d6 HP damage). If the Jedi's roll is higher, the target is incapacitated for one melee (loses all attacks). If the victim's roll is equal to or higher than the Jedi's roll, there is no effect. This power is ineffective against supernatural creatures, cyborgs, or characters in full body armor, power armor or robot vehicles.
Duration: Instant
Note: Attempting this power, no matter what the result is, is an act of evil.
Control Powers
Control Pain
ISP: 5 ISP for minor to major SDC damage, 10 ISP for minor HP damage, 20 ISP for
severe HP damage.
Effect: Allows the character to ignore the pain caused by any wound and act as normal. This also works on pain inflicted through torture. ("What about TORTURE?!??")
Duration: 2 minutes per level of experience.
Note: This doesn't heal the wound, they just don't feel it.
Remain Conscious
ISP: 10 ISP for no HP, 20 ISP for -10 HP.
Effect: Allows character to remain conscious even if the blow should render them otherwise. The next action should be Control Pain if they would like to do anything else. After this is done, the character may act normally for the duration of the effect as long as no further damage is inflicted.
Duration: 2 minutes per level of experience.
Hibernation Trance
ISP: 20
Effect: The character falls into unconsciousness and for all intents and purposes looks dead. Anyone who looks at the character will believe they are dead unless they perform a complete diagnosis to prove otherwise. Listening for a heart beat will require about a minute to discover a slight trace of one.
Duration: 1 month in a dry atmosphere, 2 months in a moist atmosphere, 3 months before the character dies of starvation. The Jedi must find adequate shelter before activating this power or the duration is severely reduced.
Note: A character can snap out of the trance at any time, but they have no idea about what is going on around them in this state.
Accelerated Healing
ISP: 5
Effect: When using this power, the character regains 10 HP or SDC plus the normal healing rate is tripled for one day.
Duration: Instant
Contort/Escape
ISP: 5 ISP for loose bonds, 10 ISP for handcuffs, 15 ISP for serious restraints, 20 ISP for maximum security, and 30 ISP for masterful.
Effect: Allows the contortion of body parts to escape any restraints without causing damage to the character.
Duration: Instant
Note: The character can escape any bonds except magical spells or mystic manacles.
Detoxify Poison
ISP: 15
Effect: Allows the character to detoxify any poison so that it will not harm him. This also includes the effects of alcohol and similar substances.
Duration: Instant; per substance/drink/poison dose
Control Disease
ISP: 20
Effect: Allows the character to direct the body's immune system to throw off infection or disease with a 75% success rate.
Duration: Instant
Absorb/Dissipate Energy
ISP: 15 + damage of blast in ISP
Effect: Allows the character to absorb and dissipate huge amounts of energy without suffering damage. This includes all forms of energy and it may be used to dissipate weapons fire in which case the cost is the initial 15 + the damage inflicted by the attack. If being shot at, the Jedi must roll a parry to activate the power before the blast strikes.
Duration: 5 min./level or per energy blast
Note: Ineffective against physical/kinetic attacks and explosions
Control/Sense Powers
Projective Telepathy
ISP: 5 ISP per 1000 foot range
Effect: The target "hears" the thoughts and "feels" the emotions of the user. The target knows these feelings aren't their own. This power is not used to control, but only to communicate.
Bonuses: Adds +10% to trust rolls if the character is projecting sincere thoughts.
Duration: 2 minutes per level of experience
Saving Throw: Save vs psionics if the target is not receptive.
Farseeing
ISP: 15 ISP; add 15 ISP if looking into the past or 25 ISP if looking into the future.
Effect: The user sees the place or person he wishes to see in their mind. The character can see the surrounding area around the target so the character can sense what is happening. This power can also be used to see into the past or the future. Looking into the past allows the character to get glimpses of what has happened in the particular area. Looking into the future, the Jedi's view rapidly becomes unclear, because the future is not set.
Duration: 3 minutes per level of experience
Note: The GM will allow the Jedi to see only a certain amount of information.
Control/Alter Powers
Control Another's Pain
ISP: add 5 ISP to Control Pain cost
Effect: See Control Pain
Return to Consciousness
ISP: add 5 ISP to Remain Conscious cost
Effect: See Remain Conscious
Place in Hibernation Trance
ISP: 30
Effect: Same as Hibernation Trance, but can only be used on a willing target.
Accelerate Another's Healing
ISP: 15
Effect: See Accelerated Healing
Detoxify Poison in Another
ISP: add 5 ISP to Detoxify Poisons cost
Effect: See Detoxify Poison
Control Another's Disease
ISP: add 5 ISP to Control Disease cost
Effect: See Control Disease
Inflict Pain (Dark Side)
ISP: 20
Range: 60 feet plus 10ft per level of experience
Effect: The target experiences a great deal of agony reducing all bonuses and skills by half for as long as the power is kept active. The target gets a saving throw vs psionics when the power is used and at every upkeep.
Duration: 2 minutes per level of experience
Note: This is considered an evil use of the Force.
Transfer Force
ISP: 25
Effect: The Jedi transfers part of his life force (Hit Points) into a target with a 5 HP minimum transfer. The target heals the amount channeled, however, the loss to the Jedi is permanent.
Duration: Instant
Control/Alter/Sense Powers
Affect Mind
ISP: 40 + ME number of target in ISP
Range: 50 feet; affects all in a 15 foot radius
Effect: Alters a victim's perception ("What was that?"), alters memories permanently so that they are incorrect or forgotten, or alters a character's conclusions so that they come to an incorrect conclusion ("These are not the droids your looking for"). Can also cause hallucinations sensed by all senses. The victim(s) get to make a saving throw at -3 to prevent the effects from happening. Psychics have no penalty to save (not weak-minded).
Duration: 5 minutes per level of experience or permanent for memories
Telekinetic Kill (Dark Side)
ISP: 100 + PE number of the target in ISP
Range: Limited to the attacker's and victim's line-of-sight and hearing
Effect: The Jedi uses this telekinetic ability to injure/kill the intended target. The exact method can vary: one can stir the brain, squeeze the heart or, Vader's personal favorite, crush the trachea. The victim is allowed the best 2 out of 3 saving throws at -3.
Duration: Instant
Note: This is the ultimate use of the force in an evil way. The Jedi should have a good reason to use it, and the atonement should be twice as long. This power can not be learned until eighth level.