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.