Weapons in Rifts

Rifts OCC
Here are some new occ/rcc for the Rifts game.

Wind Rider R.C.C.

Like the burster, the wind rider is a psychic who has devoted his attention to mastering control of one of the elements, air. Attributes are rolled up the same.

Wind Rider Powers

1. Breathe with little air- the wind rider can breathe in any atmosphere, as long as there is some O2in it, by drawing the oxygen in the air to him and getting the needed amount to his mouth and nose.

I.S.P. cost- 2/ Duration-15 min.
Note: does not work underwateror in a vacuum, and can't be used to "steal air from another creature, can avoid gasses(+8 to save).

2. compress air- the wind rider can compress air and move this compressed air around. The result is a shield can be created with up to 10'+2'square feet/ level. It can be compressed around the body. The shield is S.D.C. and due to its makeup, it can't stop energy weapons or lasers. S.D.C.=40+5/level of experience.

I.S.P.-4.
Duration-5melees+1/level.
Note:no matter how high the shields S.D.C.gets, it cannot stop MD or energy attacks. The other result of the compressed air is the ability to strike an opponent with the compressed air. This "air mace" does variable damage depending on the I.S.P. spent-1d6/1pt of I.S.P. up to 5pts maximum. Range-90 ft+ 10ft/level.
the compressed air can also move objects of up to 50 lbs at a rate of 50' /melee(or 5'/melee action during combat), can't be used on anything offering resistance, or as a parry, but can be used against small thrown weapons, like grenades or daggers(not arrows).

3. Wind Gust- The wind rider can cause a large gust of air in any direction and can even cause the air to spin in circles. This gust will cause small objects to be kicked up and blown around,it puts out small fires. A gust of 5mph or less costs no I.S.P..

Duration:1 melee
Range:300'+50'/level
Note: The wind gust doesn't affect energy weapons, technowizardry, or psychic weapons, missiles, or railgun bullets within reason. It doesn't affect power armor until 70mph, then the affects as 30mph.

4. Lightning Bolt- by causing the air particles to charge up, the wind rider can shoot bolts of lightning from his/her body.(+6 to strike due to the speed of the bolt.)

I.S.P.-8
Range: 100'
Damage:3d6 M.D.C. or split among targets within 10' of each other. Divide the damage by the number of targets, and decrease the range by half each time the bolt is forked. Make one roll to strike.

5. Hold Person- the wind rider can hold one person with compressed air for as lon as he concentrateson it, he can not do anything else except eat or drink.

I.S.P.-10+2/minute beyond the first.
duration:1 min.or until the wind rider stops concentrating with two I.S.P..
Range:100'
note:can not hold power armor or vehicles. It hold the person absolutely still except for thier breathing. Victims can break free- Wind Riders ME score+2+d20 vs. the victim's PS score + d20.

6. Fly- The wind rider can ride the wind(hence his class) at a speed of up to 30mph + 5mph/level, can use only one other psychic ability while doing this.

I.S.P.= 4 + 2/minute.
Duraion: 1 minute
Range: self + 100lbs

7. Extra Psionics- Pick up two more of the folling: Mind Block, See the Invisible, Increased Healing, Death Trance.

Attribute Requirements:IQ:8, a high ME is suggested, but not required.

P.P.E.: the psychics P.P.E. has been expended in the development of thier psychic powers. Permanent base is 2d6.

I.S.P.: take the ME base, and add 3d4*10, gains an additional 10 I.S.P./level beyond the first. ISP is regained at a rate of 2/hour of activity, 12 with rest or meditation.

save vs. psioncs: 10 or higher

Ley Lines: the duration and range of the wind riders powers are increased by 50% when within 1 mile of a ley line. Double within 1 mile of anexus point.

Skills: The Wind Rider is uneducated due to his time spent developing his psychic powers, as well as the fact that most wind riders are flighty or whimsical. They start with one language at 90% and six other skills. They begin with basic hand to hand, but can improve it to expert with one secondary skill or martial arts/assassin with 2.

Standard equipment: Same as the Burster R.C.C..

Money: 4d4*100 credits and 4d4*1000 in salable black market items.

Cyberware: none, will avoid it like the plague.


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