Jedi Knight O.C.C.

Jedi. The name itself brings up memories of light saber battles, the Jedi mind trick, and the Father/Son epic of Luke Skywalker and Darth Vader. A long time ago in a galaxy far far away, the Jedi were the protectors of good and the Galactic Republic. They were more of a religion than a group of do-gooders. The Jedi were feared and respected. A small group of Jedi’s (One master, 5 knights, and 10 apprentices) were accompanying several members of the Galactic Senate on a cross-galaxy mercy mission when a spatial anomaly sucked the starship into a worm-hole (RIFT?) and they craft crash landed on Rifts earth. The crash killed all of the Senators on board, the pilot and his crew and 4 of the apprentices. Only the Master, the Knights and 6 apprentices survived. They emerged from the wreckage of the craft and before them stood a visual incantation of the Force, or so they thought. Of course they were looking at a Ley line. They were immediately approached by a group of D-Bees and asked their origin. The Jedi’s made quick friends with these good-hearted D-Bees and found out all they could about Rifts Earth. With the help of the D-Bees they set up an academy in Middle England. This academy teaches the magically and psionically adept people of Rifts Earth, the ways of the Force and the Jedi if they are qualified. The Sith are Jedi’s who have fallen to the "Dark Side" and are usually best suited for NPC’s or Villains of an adventure. They are not recommended player characters. Rogues are any Jedi that have forsaken their role as universal protectors or for some reason have lost faith in their destiny. They take no Force or Psionic penalties except for the amount of I.S.P. spent since they are a little out of tune with the Force. The following is a description of a Jedi O.C.C.:

Alignment: Can be ANY but most (85%) are good. Miscreant and Diabolic alignments will be Sith (13%) and the other are free lance bounty hunters of selfish, anarchist, or Aberrant alignment but there are very few on or around Rifts earth (2%)

Attribute Requirements: I.Q. 12; M.A. 14: M.E. 14 good physical attributes such as speed and P.P. are suggested but not required.

Powers of the Jedi:

Force powers:

Here is a listing of the Force powers of a Jedi. Most are a kind of psi power that the Jedi can use and are modified accordingly. All powers listed here cost NO I.S.P. The Jedi attains these powers at the levels they are marked. Mind wipe is attained by the Sith at 8th level and Force Lightning is more of a natural ability than a special power so when 7th level is reached, the Force Lightning attack can be used in times of severe emotional Trauma or by the Sith at 7th level. A Jedi is considered an apprentice until he reaches 6th level. Then he is a full-fledged Jedi Knight and can take on an apprentice of his own.

Jedi Mind Trick(1st level): Range: Line of sight and must be speaking to the target. In essence this is a form of hypnotic suggestion. The Jedi can manipulate the force around ones thoughts and change them but not to the point of the victim killing or harming someone. It can only be used to change someone’s mind or make them think what the Jedi wants them to think. In this way, a Jedi can use the mind trick and say "You never saw me here" And the victim gets to save vs. psionics (higher than 14 with NO bonuses). If the victim fails the roll they will not recall ever seeing the Jedi in that place at that particular time. If they save the mind trick has no effect and may be tried again by the Jedi after 1 minute has passed. Note: Other Jedi are immune to the Mind Trick of another Jedi of equal or lesser level than they. They get a +2 to save vs. Mind Trick against a Jedi that is of higher level than they.

Force Leap(1st level): By altering the Force around him, the Jedi can use the Force to push him higher or further when he jumps. For instance a normal D-bee Jedi Knight can jump 10 ft in the air and their target for the jump is 20 ft.. Using the Force Leap, that character can make the jump with ease. The Force leap can be used to jump a MAXIMUM of 5 time the normal jumping height but can only be used for jumping and not kicks attacks or jump kicks.

Force Push(2nd Level): Range: 500 ft. In essence this is sort of a telekinetic push. The Jedi can use the Force to push over objects or even people and even light robot or power armor vehicle. The force push can be used to push flying power armors or robots off course and have them crash. The force can be used to push down opponents or trip someone. When the opponent is being "Pushed" the get to make a P.P. check. If they under their attribute, they keep their standing but lose an attack, if they roll over then they fall over, lose initiative and 2 attacks. For characters with High attributes, adjust the roll appropriately. (I.E. If a character has a P.P. of 32 then half the number and roll on it. Therefore on a twenty-sided die a character with a 32 would have to roll under a 16. If higher, just figure out a way to adjust it to work on a twenty-sided die or use more than one)

Force Lift(3rd Level): Duration: 5 minutes per level of experience. This is a form of telekinetic lift. It allows the Jedi to lift up to 6 times his normal lifting weight even if he has supernatural P.S. It allows them to carry up to 3 times more the normal carry weight. This force power does not allow the Jedi to inflict more damage from his punches or squeezes.

Force Control(4th Level): Range: 500 ft. This sounds kind of deceiving. It is actually a way for the Jedi to telekinetically control objects. Sort of a form of telekinesis. This power can be used to flip switches from across the room or for a lazy Jedi, an easy way to get the remote without moving. It can also be used as a form of limited combat. The Jedi can control his lightsaber and fight with it for up to 3 melee actions without having to hold on to it. This can get the Jedi out of an attackers way while still attacking him. Most Jedi will not use this tactic unless it is greatly needed.. After the three melee actions are over the lightsaber will return to the Jedi in half a melee action at the Jedi’s mental command other wise it will fall to the ground and turn off.

Force Listening(4th Level): Range: 50 ft plus 5 ft per level of experience. This is a form of combined empathy and telepathy. The Jedi can attune to the Force and listen in on a persons thoughts or emotions. These are surface thoughts or things that are weighing heavily on someone’s mind or just random thoughts that just seem to come out of nowhere. GM’s Discretion

Understand Languages and Communicate(2nd Level): The Jedi is so attuned to the Force that with a little bit of concentration the Jedi can understand any spoken language and speak the language back to the person they are listening to. But to everyone else it will seem that the Jedi is speaking his native language to an alien being and they are communicating. How else would Luke have been able to understand WHAT THE HELL r2-d2 was saying? Heh.(Base 40% +5 % per level)

Force Lightning(7th Level for Sith): This is a power than can only be used under extreme conditions such as the loss of ones VERY close friends, master, spouse, or relative. The anger of the Jedi manifests itself through lightning that is either a color that coincides with the alignment of the Jedi. Good characters will be have white lightning. Selfish, anarchists, and aberrant characters will have blue lightning. And the Sith (miscreant or diabolic) will have a silvery black lightning. Sith are the only ones who can use this power when not in emotional trauma. The Lightning does 5d6 M.D. plus 1d6 per every two levels. It is +4 to strike. The attack of the Lightning will continue until the reason for the anger is either destroyed, gives up, or runs away. Good characters must be EXTREMELY hurt or upset to even think of using this and even after using it, they have a 35% chance of shifting alignments down and must perform an act of retribution to atone for not controlling their anger. Selfish, anarchist, and aberrant characters only have a 20% chance of shifting alignments and they have a 35% chance of feeling they need to atone for their actions. Sith suffer neither of these penalties.

Mind Wipe(8th Level SITH ONLY): Same as the psionic power. This power can ONLY be used by a Sith.

Force Disarm(5th level): This power is an altered form of Force Control. It is used to pull items out of people’s grip, holster, and occasionally to pick pockets. (i.e. Darth Vader pulling Han Solo’s Blaster out of his hand in Cloud City). The Jedi must call the action and the object being disarmed/pick pocketed. The item must be in plain view of the Jedi and can be no more than 200 ft away. If the item is being pulled from a pocket, roll a basic pick pocketing skill (as per level of the Jedi even if he does NOT have the skill) and add both the IQ Bonus (if any) and a bonus of +10 %. If it is a disarm, roll a strike to disarm, but since the it is a force power, the person being disarmed will not be expecting a disarm attack and is –5 to avoid it or keep his grip.

Force Healing(6th Level): This is the ability to heal others using the Force. It’s a form of psychic purification. It will negate any poisons or toxins in the body, small to medium size wounds, heal bruises, cure headaches, and other small injuries. To heal a battered person with a few wounds/bruises/etc., the Jedi must concentrate for at least 30 seconds (longer depending on the severity of the wound)and hold his hand OVER but not touching the wounds. The wound will then begin to heal before the persons eyes. This usually takes about 2 minutes. It restores 4d6 S.D.C. and 3d6 Hit points, or 6d6 M.D.C. Wounds more severe than that can be slightly healed but must be dressed and medical attention may be necessary. The power is doubled on Ley Lines and Tripled on Nexus Points.

Psionics: Jedi are considered Master Psionics. The have a base I.S.P. of 3d4x10 +2d6 per level. They automatically have Telepathy, Empathy, Clairvoyance, Sense Danger, Sixth Sense, Mind Block (can be used against the Jedi Mind Trick and reduces the saving throw to 10) Resist Hunger, Resist Thirst, Resist Fatigue plus select 4 more powers from either Healing, Physical, or sensitive and 1 Super except Psi-Sword. Plus another 1 from each category except Super every two levels. Select one Super at levels 7 & 15. Note: Psi-Sword can never be selected by the Jedi or even the Sith. The Jedi are so adept with the Force that they enjoy a +4 save vs. Psionics and an I.S.P. cost decrease. Those of Good alignments only have to use ½ of the normal I.S.P. to activate a psi-power, Selfish, anarchists, and aberrant characters expend only ¾ the cost to activate, and Miscreant and Diabolic must extend the full I.S.P. costs, the price of the Dark side I guess.

P.P.E.: Being so in tune with the Force the Jedi have a base P.P.E. of 1d4x10 and gain 5 P.P.E. per every other level. They may use techno-wizard devices and magically enchanted items if they chose to do some.

Note: All Jedi, regardless of alignment or level can regenerate P.P.E. and I.S.P. at TRIPLE the normal rate of their species! And all Jedi can fully regenerate I.S.P. and P.P.E. at a Ley line with 5 minutes of meditation and at a Nexus point in 1 minute of meditation.

Ley Line Abilities: The Jedi regard Ley Lines as the physically visible incantation of the force. Jedi’s frequent Ley Lines as part of their training for meditation, reflection, and rest. As a result of this KIND of exposure all Jedi gain the abilities of Ley Line Transmission, Ley Line Rejuvenation, Sense Ley Line, and Sense Nexus point.

O.C.C. Skills:

Language: English (see Force powers for language details)

Literacy: English, Elven, & Dragonese (90%)

Lore: Jedi (90%)

Lore: Demons and Monsters (85%)

Radio: Basic

Gymnastics

Prowl (65%)

Athletics

Basic Electronics (75%)

Advanced Math (75%)

Pilot: Automobile & Hovercycle ( 75%)

Wilderness Survival (70%)

Land Navigation (65%)

Identify Fruits and Plants (75%)

W.P. Lightsaber

W.P. Energy pistol

Hand-Hand: Expert

May be traded to Martial arts or assassin for the cost of one related or secondary skill

O.C.C. Related Skills: Select 6 other skills plus 2 at levels 3,6,9,11,13, &15

Communications: Any (+5%)

Cowboy: Horsemanship Only.

Domestic: Any

Electrical: Any (+10%)

Espionage: Any

Mechanical: Any (+5%)

Medical: First aid and holistic medicine only

Military: Any

Physical: Any

Pilot: Any (+5%)

Pilot Related: Any

Rogue: Any (+15%)

Science: Any (+5%)

Technical: Any (+5%)

W.P.: Any except Heavy, or Heavy Energy Weapons

Wilderness: Any

Secondary Skills: Select a total of 4 from the previous list plus 1 other skill at levels 3,6,9,11,13,&15 These are additional areas of knowledge and all start at 1st level proficiency

Disposition: All Jedi’s have a love for life in all its form but a hatred for evils. Good characters will try not to kill their opponent unless absolutely necessary. Selfish, anarchist, and aberrant characters will kill in defense of themselves, their loved ones (if any) and their code of Honor (however twisted it may be. Sith characters (miscreant or Diabolic) will do as they please with little regard for life except their own and those of their master. (pretty much just follow alignment). Jedi use any form of transportation INCLUDING combat vehicles, power armors and robot vehicles. But a Jedi is truly happy when they are either keeping peace or fighting evil with just their wits, their lightsaber and the Force on their side.

Side Note: Jedi are nature lovers and because of their Force Powers can communicate with animals on an empathic and telepathic level. As a result, 1 out of 5 Jedi will have a small animal familiar such as a bird, dog, cat, Fairy Dragon, or Ferret (GM’s discretion).

Bonuses: +2 on initiative, +1 to strike, +1 to parry/dodge, +4 to roll with impact/punch/fall, +3 save vs. Horror Factor, +4 save vs. psionics, +2 save vs. magic, +3 Save vs. poisons/toxins/disease.

Enemies: The Jedi and the Sith hate each other and will RARELY (1 in 50,000 chance) work together or even tolerate the sight of each other. The two will try and destroy or subdue each other on sight or contact.

Allies: Jedi often ally themselves with Cyber Knights, Cosmo Knights, beings of light, and they love humans and humanoid creatures. The rogues (Selfish, Anarchist or Aberrant) will ally themselves with anyone they feel worthy of their respect or aid.

Equipment: Lightsaber (see below), One energy pistol of choice, 5 extra e-clips, a suit of light to Medium body armor (110 to 180 M.D.C.) air filter, back pack, Three different cloaks (usually hooded so they may hide their face) four sets of clothes, survival knife, first aid kit, UV resistance goggles or sun glasses, technical read-out device (such as a GPS or navigation guide add +10% when using either to navigate), utility belt, 50 ft of light cord or rope, small tool kit, and a few personal items.

*Lightsaber: The favored weapon of the Jedi. The lightsaber is a blade of pure Force energy that can inflict mega-damage when activated. The actual material part is the handle with the on/off and damage control switches. It is usually a cylindrical handle made of various metals. Inside is a Gem that focuses the Force energy from the Jedi or from the area around him. The color of the gem or precious stone will dictate the color of the blade of the weapon. The wielder can control the blade length. Anywhere from 8 inches to 6 feet depending on the person using the blade and who constructed the lightsaber it can reach to as much as 10 ft in length. On the outside of the Lightsaber where the blade comes out is a small circular polished disc known as the Beam Emitter. When the Gem focuses the Force energy it is emitted out of this polished disc. It also keeps the Force energy from going out in all directions once it is released from the gem and keeps it in a single column which an adept Jedi or Sith(10th level or higher) can bend as they like it.

Damage: 1d8x10 M.D. or 4d6 M.D. plus 1d6 M.D. at levels 3,5,7,9,11,13, &15. If used by someone who is not a Jedi the first setting will be reduce to 1d4X10 M.D. and the second will only be 3d6 M.D. The first setting is the default.

Estimated Life: As long as the Force exists and the lightsaber is intact, the blade can be used, so effectively infinite

Rate of Fire: Equal to the number attacks per round.

Bonuses: Can be used to parry energy blasts at a –3 penalty starting at level 3 and at level 5 can deflect then back at the target (make a strike roll with a +1 to strike and no other bonuses) and the parry penalty is reduced to –1.

Money: 2d6x100+500 credits and 2d4X1000 in black market tradable goods. Jedi’s spend their money freely to either charities or recreation. They do not desire to amass great fortunes but some have been known to do so.

Cybernetics: Most Jedi AND Sith will not get cybernetics unless it is to keep them alive. Cybernetics and Bionics tend to interfere with Force powers.

Experience: Use the Cyber Knight experience table

WARNING: This O.C.C. may unbalance a party, use at your GM’s discretion and alter if you like. The "Jedi Knight", "Darth Vader" "Luke Skywalker" "R2-D2" "Lightsaber" "Han Solo" and any other Star Wars name or reference I may have mentioned is owned by George Lucas, so George if you see this, I hope your alright with it. And thanks for the wonderful characters you’ve come up with for me to play with.

 

 

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