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: 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.