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TK Martial Artist P.C.C.

The TK Martial Artist is one who has learned to channel their psionic abilities in combat much like the Psi-Warrior has. The difference being, that the TK Martial Artist focuses more on the physical side and those psionics utilizing telekinesis to augment their fighting. On Rifts Earth, there is rumored a small group of TK Martial Artist's located out West on the American Continent. They are very rare elsewhere.

TK Martial Artist P.C.C. Special Abilities and Bonuses

1. Telekinetic Psionics: The TK Martial Artist begins with most of the telekinetic psionics. This includes Telekinesis, Telekinetic Acceleration Attack, Telekinetic Leap, Telekinetic Lift, Telekinetic Punch, Telekinetic Push and Telekinetic Speed. At first level, the character gets Psychic Body Field and Telekinetic Force Field. At third level, the character gets Psi Discus and at fifth level, the character gets Telekinesis Super. At levels seven, nine, and twelve, the character can choose one Super Psionic abilitiy of choice.

2. Telekinetic Strike and Parrying: The character can, using telekinesis (including Super) to strike parry strikes directed against them. +1 to parry at levels one, four, seven eleven and fourteen. +1 strike at levels one, three, six, eight and twelve.

3. Telekinetic Super: This came about as a question in my Heroes campaign.
Range: 100 feet (30.5 m) per level of experience
Duration: 2 minutes per level of experience
I.S.P.: 10 to lift/move/hurl an object that weighs 100 pounds (45kg), +10 I.S.P. per each additional 100 pounds.
Damage: 1D4x10 S.D.C. per 100 pounds (45kg).

Special: For every level of experience, a person with Super Telekinesis can excert a 100 lbs. (45kg) of pressure/force on a person or thing to inflict 1D4x10 S.D.C. In this way, it is the TK force inflicting the damage and not an object. In this case, the I.S.P. cost is increased to 20 I.S.P. for each 100 lbs. of pressure to inflict damage. And an additional 20 I.S.P. per additional 100 lbs. of pressure.

Everything else for this power remains unchanged.

4. Psi-Bonuses: As a master psionic, the TK Martial Artist needs only to roll a 10 or higher to save versus psionic attacks.

5. Other Psionic Powers: The TK Martial Artist starts with Bio-Regeneration. The player can also select one new psionic power per additional level of experience (starting at level two) from the physical category. I.S.P. is 2D6x10 +M.E. plus 2D4 per level of experience. Note: The TK Martial Artist spends only half the I.S.P. cost when using psionics.

6. Other Bonuses: Add one attack per melee, +1D4 to initiative, +1 strike and parry, +2 pull punch, +2 roll with punch, fall or impact, +1D4 to P.S. and +1 P.P.

7. P.P.E.: Because P.P.E. was expended in developing their Psionic powers, Base P.P.E. is 2D4.

TK Martial Artist P.C.C.

Alignment: Any, though many (60%) are Scrupulous or Unprincipled with Honor.
Attribute Requirements: M.E. 14, P.S. 10 or higher and P.E. 12.
Racial Restrictions: Humans and Humanoids, no Psionic R.C.C.s or Master Psionics may choose this.
O.C.C. Skills:

Native Language and one language of choice 90%
General Athletics
Wrestling
Prowl (+15%)
Pilot: Two of choice
W.P. Three of choice
Hand to Hand: Martial Arts (No others may be taken).

GM Option: Other Hand to Hand forms may be taken, but only Hard Forms and then, only half the martial art powers.

O.C.C. Related Skills: The character may select seven "other" skills at level one. All skills begin at level one proficiency. One new skill may be select at two, four, seven, ten, twelve and fifteen.

Communications: Any
Cowboy: None
Domestic: Any (+5%)
Electrical: None
Espionage: Any (+5%)
Mechanical: Basic or Automotive
Medical: First Aid or Holistic
Physical: Any (+10% when applicable)
Pilot: Any (but robots, tanks and jets)
Pilot Related: Any
Rogue: Any (+4%)
Science: Any
Technical: Any
W.P.: Any
Wilderness: Any (+10%)

Secondary Skills: The character can select four secondary skills. These are additional areas of knowledge that do not get the bonuses in parenthesis. All secondary skills start at the base skill level and are limited to skill categories any, only and none as related skills . At levels three, six and nine, the character may learn an additional two secondary skills.
Standard Equipment: Starts with a couple sets of clothing, Karate Gi (or similiar), sleeping bag or bedroll, backpack, utility belt, canteen, air filter, sunglasses, food rations for a weeks and personal items.
Weapons: Begins with a Vibro-weapon of choice, one melee weapon of choice, two modern weapons of choice and 1D4 E-Clips.
Transportation: None to start.
Money: Starts with 3D6x100 in credits plus 2D4x1000 in gems or black market items.
Cybernetics: None, avoids them in favor of natural psionic abilities. May consider them for prosthetic reasons.
Experience Table: Use the Cyber-Knight Experience Table.