Cyber-mystic O.C.C.
Created by Brett Hegr
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Cyber-mystics are truly strange individuals. They have somehow managed
to combine magic, psionics, and cybernetic conversion into a way of
enlightenment. They are all dimensional travellers from a place unknown
to the vast majority of dimensional loremasters. They rarely talk about
how they came about their abilities, even to other Cyber-mystics. This is
because the Splugorthtm are very curious
about the mystics and all other manner of cyber-supernatural beings. They
have been hunting for the secrets to this science for over 5,000 years and
are no closer than before. It is a point of pride, as well as good business,
for the Splugorth to know more about magic than anyone else. The fact that
there is a magic that they can't perform is a blow to their ego, and they
are dedicated to learning the process. They will capture and interrogate
any Anti-monster and Cyber-mystics they can find about how they became what
they are. If they won't answer any questions satisfactorily, they would
probably be vivisected (dissection while alive). Splugorth have had few
successes with their own efforts into the science of Cyber-magic.
Rumors about the process abound. The fabled Dr. Articulus probably has
something to do with it or the conversions are done in the same manner and
place as the Holy Terror and Anti-Monster transformations. The only known
fact is that the Techno-Gods (in an upcoming Rifts® book) have assisted
the creators of the process. Whatever the truth may be, the Cyber-mystics
are apparently the scouts and explorers for their creators. They are
spanning the Megaversetm in order to learn more about the powers that
dominate it. Their intentions are unknown.
Cyber-mystics cannot learn line magic, necromancy, Biomancy, or warlock
spells. Metamagic spells, temporal spells, and additional normal spells can
only be gained via extended meditation with a powerful and experienced
teacher. Spells cannot be gained through conventional studies. Magic tattoos
can be gotten, but require double the P.P.E.tm
cost to activate (except the Marks of Heritage). The character has a full
understanding of Psi-mechanicstm and
Techno-wizardrytm is able to use and even
perform limited repairs those items, but never build them. Cyber-mystics
can get additional bionics and cybernetics implanted by any able cyber-doc.
The systems will be integrated into the character's body. Faulty systems
that are implanted will be healed to working order once implanted!
Cybernetics and bionics can only be removed from the character if some
other implant is put in it's place.
Special Abilities of the Cyber-mystic:
1. Psychic Abilities: The character posesses the psionic
powers of Telemechanics, Object Read, and Clairvoyance. Telemechanics
functions normally, and the character can use it to enhance his already
formidable machine affinity. When used, it provides these
bonuses. The Object Read ability has a +15% bonus, but only works on
machines. To read a non technological device the character must spend
double the I.S.P.tm cost and does not get
the +15% bonus. The Clairvoyance ability gains a +10% bonus but can
only be used while the mystic is in physical contact with a
computer of some sort (implanted computers are most often used). The
visions are displayed on the monitor or screen. Although the character
has no training, he has a natural affinity with machines that gives him
skill bonuses and/or strike bonuses.
2. Other Psionic Powers: The player can select a total of three
psychic abilities from either the sensitive or healer categories. No form
of astral projection or dream projection can be selected. The character
saves as a major psionic.
3. I.S.P.tm: The character has an
initial I.S.P.tm base of their M.E. plus
5d6+5. The character gains an additional 1d4+2 per each additional level
of experience.
4. Magic Knowledge: The character initially knows the spells of
Energy Bolt, Energy Field, and Energy Disruption. He may also choose one
spell or ritual from each level one through five. Each time a level is
gained, the character must meditate via computer for a few hours. When
finished, he gains the knowledge of a spell a level equal to or less than
his own level. The Cyber-mystic is a meditative magician and normally
cannot learn any magic via research (rituals are the only exception).
5. P.P.E.tm: The character has a
initial P.P.E.tm base of their P.E. plus
1d4x10+10. They gain 1d6+4 more per each additional level of experience.
6. Cybernetics & Bionics: The character automatically has the implants
of computer & calculator and a datajack (an implant that allows operation
of a computer via direct neural interface). He also has a choice between
one bionic limb or extra limb with a bionic weapon of choice and two other
cybernetic implants, or any six cybernetic implants. Other notes include:
- Unlike other borgs, the info relayed by fingerjacks and similar data
transfering devices does not need amplified hearing to use. The information
is relayed to the brain and the Cyber-mystic intuitively understands it.
- There is no loss of the sensation of touch common to those with bionic
reconstruction. The bionic and cybernetic systems are effectively part of
the Cyber-mystic's body.
- Cyber-mystics turned into vampires see all their implants be rejected
by the unbirth and can no longer progress in experience as a Cyber-mystic.
Consider them vampires.
- If the Cyber-mystic has a bionic firearm weapon, he can spend 8
I.S.P.tm or P.P.E.tm
per shot to power it. Shots cannot be stored in any manner.
- The implants are magically part of the character's body, so they heal
the same as the body does. All forms of magic and psionic healing will
repair them, but at half the normal M.D.C.tm
rate.
- The player can save any information in his mind onto a disk (via the
computer implant) with little effort because the computer is effectively a
part of the character's mind.
- Every time a bionic implant is destroyed, the character takes 1d4
hit points or M.D.C.tm of damage. When a whole
bionic limb is destoyed, 2d4+2 hit points or M.D.C.tm
are lost. These must be healed naturally - no amount psionic or magic
healing or regeneration can help.
- The player suffers no penalties to his magic or psychic powers as
long as they have no more than four additional cybernetic implants or a
second bionic limb/ extra limb beyond the initial amount of augmentation.
More than this and the psychic and magic powers have their strength cut
in half. I.S.P.tm and P.P.E.tm
are halved also.
7. M.D.C.tm: By some unknown means,
Cyber-mystics have become minor M.D.C.tm
beings. It is assumed the artificial aumentation causes this, but it is
truly unknown. Their hit points are M.D.C.tm
equivalents if the Cyber-mystic is not normally a supernatural being.
Otherwise, use the race's natural M.D.C.tm.
In non-Rifts® worlds they have the normal
hit points and S.D.C.tm.
8. Bonuses: +1 to save vs. magic and psionics at level one, +1 more
at levels three, eight, and twelve. +1 to spell strength at levels three,
five, eight, and twelve. +4 vs Horror Factor. +1 to strike with any kind of
technological weapon (hand-held or weapon system) at levels one, five, and
eight. Due to the link between man and computer add +3 to the I.Q. If the
I.Q. is less than 14 increase it to 14.
Alignment: Most are selfish or unprinicpled, but a few
individuals of both extremes exist.
Attribute Requirements: An M.E. of 15 and a P.E. of 12.
Experience Point Table: Use the table for Techno-wizardstm
or the Nightbanetm and Guardian table if
you're playing with the Nightbanetm RPG.
Allowed Races: Any humanoid race that can practice magic and
possess psionics may be this O.C.C. Any races that are war oriented (like
Brodkil and Srrynn Cannibals) or tend towards non- augmented O.C.C.s (True
Atlanteans, elves, ogres, etc...) will probably avoid this O.C.C. There
are known to exist dragon, demigod, and other supernatural beings who are
Cyber-mystics.
O.C.C. Skills:
Speak & Literate in Native Language (98%)
Speak two other languages (+25%)
Principles of Magic (base skill of 50% +2% per additional level)
Computer Operation (+30%)
Math: Basic (+30%)
Choose any two Pilot skills (+25% to vehicles)
Read Sensory Equipment (+10%)
Choose 2 modern or energy W.P.s
Hand to hand Basic can be selected at the cost of one other skill, Expert
at the cost of two, or Martial Arts (or Assassin if evil) at the cost
of three.
O.C.C. Related Skills: The player may select eight more skills from
the list below, but at least four must be selected from Electrical,
Mechanical, Pilot, Pilot Related, Computer, Magic, or Technical.
Communications: Any (+15%)
Computer: Any
(+15% to Computer Hacking, +5% otherwise)
Domestic: Any
Electrical: Any (+15%)
Espionage: Tracking only (+5%)
Magic: Any (+5%) except
Alchemy and Mystic Herbology.
Mechanical: Any (+15%)
Medical: Paramedic only
Military: None
Physical: Any except Acrobatics and Gymnastics.
Pilot: Any (+15%)
Pilot Related: Any (+5%)
Rogue: Any (+15% to Computer Hacking, +5% otherwise)
Science: Any
Technical: Any
W.P.: Any
Wilderness: Any
Secondary Skills: The player may select four secondary skills from
the list above but cannot apply the listed bonus.
Standard Equipment: Contemporary characters must use starting
money to acquire equipment. Rifts®
characters start with one suit of light M.D.C.tm
armor, two sets of travelling clothes, a backpack or knapsack, six wooden
stakes and a mallet, pocket mirror, compass, canteen, binoculars, tinted
goggles or sunglasses, a flashlight, and 1d4+4 computer disks.
Weapons and Armor: The player has one energy weapon, one
Techno-wizardtm item, one conventional
firearm or melee weapon of choice, and one suit of light armor of choice
when in a Rifts® environment. If a
contemporary character, he has two firearms of choice (200 rounds of
ammo for each plus a few empty clips) and one melee weapon of choice.
Money: Begins with 1d4x1000 in credits and 2d4x1000 in black
market items. If a contemporary character, he has 1d6x100 in cash and
1d4x1000+1000 in savings and posessions.
Cybernetics & Bionics: Listed in the special abilities section.