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There are two classes of Jedi on Rifts Earth; True Jedi and Jedi.

True Jedi are those who came


through the rifts, the others are Rifts Earth natives who have been trained by the True Jedi. True Jedi
are not available as characters.
Jedi Knight OCC
Alighnments: Principled if Light Side, Abberant if Dark Side, rarely any others.
Attribute Requirements: ME and PE 11 or higher
OCC Bonuses: Add 1d6 to ME, MA, PS, PE, and Spd. Add 20 to the standard 1d4x10 SDC, +2 vs
Horror Factor.
Psionic Powers: Major Psionics. ISP: 4d6+ME, add 1d6+1 per level. Light Jedi have the following
powers: Healing Touch, Resist Fatigue, Sixth Sense, Telepathy, Mind Block, Summon Inner Strength,
and Telekinesis: Super.
Dark Jedi will have the following powers: Bio-regenerate, Induce Sleep, Sixth Sense, Telepathy, Alter
Aura, Mind Block, and Telekinesis: Super.
OCC Skills:
Radio: Basic (+10)
Basic Electronics
Detect Ambush (+10)
Escape Artist (+15)
Intelligence (+5)
Wilderness Survival
HTH: Expert
General Atheletics
Running
Swimming (+10)
Pilot: Hovercraft (+15)
Concealment (+15)
2 languages of choice (+15)
WP: Sword
WP: Energy Pistol
WP: Energy Rifle
OCC Related Skills:
Pick 6 skills from the following list, plus two more at levels 3, 9, 11, and 13.
Communications: Any (+10)
Domestic: Any (+10)
Electrical: Any
Espionage: Any (+15)
Mechanical: Any
Medical: Holistic Medicine, First Aid and Paramedic.
Military: Any
Physical: Any (+10)
Pilot: Any (+5)
Pilot Related: Any
Rogue: Any (+10)
Science: Any
Weapon Proficiencies: Any
Wilderness: Any (+5)
Secondary Skills:

Choose 6 skills from the previous list. No bonuses.


Standard Equipment: Same as Cyber-Knight in Rifts (pg. 64).
Jedi Light Saber
All Jedi have a light saber. It is one of there most valued possesions.
Weight: 3ibs
Damage: 3d6MD
Black Market Cost: Rare. Those for sale were most likley taken from dead Jedi. 400,000 credits.
Money: starts with 2d6x100 credits and 1d4x1,000 in black market or other valuables.
Cybernetics: Avoids them in favor of "The Force" (psionics), same penalties apply. (I know Luke
Skywalker had a cybernetic hand, but we aren't playing Star Wars, either.)
Sample Jedi Knight
Dante Vanyard
Alighnment:Principled
Hit Points:34 SDC:36 MDC:None
Weight:180ibs Height:6'2" Age:25
Species:Human
PPE:7 ISP:56
Attributes: IQ:11 ME:17 MA:14 PS:19 PP:13 PE:18 PB:15 Spd:25
Disposition:Courteous and frindly unless he's around someone who's done him wrong, then hes fidgety
and aggrivated.
Experience Level:5th level Jedi Knight
Magic Knowledge:None
Psionic Powers:ISP: 56, Major Psionic: Healing Touch, Resist Fatigue, Sixth Sense, Telepathy, Mind
Block, Summon Inner Strength, Telekinesis (super).
Combat Skills:HTH: Expert, Kick attack.
Attacks per Melee:3
Bonuses:+3 roll with punch, +4 parry and dodge, +2 strike, +1 vs psychic attack/insanity, +4 damage,
+6% vs coma/death, +2 vs poison and magic, +2 vs Horror Factor.
Weapon Proficiencies:Sword, Energy Pistol, Energy rifle.
Weapons:Light Saber, Wilk's laser pistol, Wilk's laser pulse rifle.
Body Armor:A suit of Bushman Body armor.
Bionics/Cybernetics:None.
Money:500 universal credits and 1000 in artifacts (gives away his wealth as fast as he makes it).
Skills of Note:Detect Ambush 70%, Escape Artist 70%, Pilot Hovercraft 85%, Concealment 51%,
Languages: American 98%, Euro and Spanish at 85%.
Description:Dante was trained by a True Jedi, and recently saw his old mentor die at the hands of
Temporal Raiders and seeks revenge. Dante travels along the Mississippi river and the Magic Zone
with his Cyber-Knight and Dragon friends, defending the samll towns and villages from the tyranny of
the Coalition.

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