Admit it- the Edgelord part of you wants to play this.
MYSTIC KNIGHT O.C.C.
Role: Black Knight
PL 9 (128 + Magic & Psionics)
STRENGTH 3
STAMINA 3
AGILITY 2
FIGHTING 7
DEXTERITY 5
INTELLIGENCE 2
AWARENESS 3
PRESENCE 2
Skills:
Athletics 4 (+7)
Deception 3 (+5)
Expertise (Magic) 6 (+8)
Expertise (Demons & Monsters) 6 (+8)
Expertise (Knight) 4 (+7)
Insight 2 (+5)
Perception 4 (+7)
Persuasion 2 (+4)
Advantages:
Equipment 8 (Magic Gear, etc.), Improved Disarm, Improved Initiative, Ranged Attack 2
Powers:
"Read Ley Lines" Senses 7 (Ley Line Awareness- Ranged 2, Analytical, Acute, Distance Sense) [7]
"Sense Magic" Senses 2 (Magic Awareness- Ranged) [2]
"Power Electronics" Features 2: May Power Simple Electronics By Holding Them, Recharge Batteries & E-Clips With P.P.E. Spent [2]
"Impervious to Energy" Immunity 20 (Energy Damage) (Flaws: Limited to Non-Magical Energy Doing Half-Damage & Full From Rune Stuff -1/2) [15]
"Energy Bolts" Blast 11 (Feats: Extended Reach 2) (24) -- [27]
- AE: "Ley Line Phasing" Teleport 10 (Extras: Extended, Accurate) (Flaws: Limited to Along Ley Lines, Source- 15-60 Second Ritual -1/2, Unreliable- 4/hour -1/2) (20)
- AE: "Ley Line Rejuvenation" Healing 6 (Flaws: Limited to Self, Limited to Within Ley Lines) (3)
- AE: "Steal & Redict P.P.E." Weaken Magical Powers 8 (Extras: Perception-Ranged +2) (24)
"Initial Spell List" (Magic Shield, Armor of Ithan, Aura of Death, Tongues, Energize Spell, Fists of Fury, Power Weapon)
(Add Two Spells Per Level from Levels 1-6)
"Psionics" (See the Invisible, Sixth Sense, Resist Fatigue, Mind Block, +3 from Sensitive or Physical)
(Add One Power Per Level; may select from Super at Levels 4 & 9)
Equipment:
"Body Armor"
Protection 6 (Impervious 5) (11)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)
Techno-Wizard Items (Blast 8-11, Strength-Damage +6+, etc.)
Offense:
Unarmed +7 (+3 Damage, DC 18)
Laser Pistol +7 (+6 Ranged Damage, DC 21)
Energy Bolts +7 (+11 Ranged Damage, DC 26)
Weaken -- (+8 Perception-Ranged Weaken, DC 18)
Initiative +6
Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2 (+8 Armor), Fortitude +5, Will +6
Complications:
Power Loss (Magic)- Magic requires personal energy to utilize- bigger spells with drain Wizards of their power much faster.
Total: Abilities: 38 / Skills: 30--15 / Advantages: 12 / Powers: 53 + Magic & Psionics / Defenses: 10 (128 + Magic & Psionics)
-Given some INCREDIBLE, epic art by Ramon Perez, the Mystic Knight is everything
Rifts had been missing- an evil "Black Knight" kind of character. Malevolent, bad-ass, magical warriors committed to the cause of darkness. Rifts Earth is so, SO full of Goodly Knights doing Goodly Deeds, what with Kevin S's fetish for knighly orders and "Lists of Copy/Pasted Rules"... but curiously lacking in their fallen, evil brethren. And so here's the Mystic Knight. However, the group is more organized that most, being simple mercenaries who sell their services to anyone. There is a rumor of an "Order of the White Rose" of GOOD Mystic Knights, but the Mystic Knights deny that any survived; this is your obvious "Player Character" hint. Otherwise these guys dress like demons.
-Despite all the hullabaloo over how dangerous they are, they're only standard-issue PCs, with a small assortment of Magic & Psionics common to everyone in the O.C.C.- their key advantage is the in-born "Energy Bolt" power, which creates a +11 Blast with a modicum of P.P.E. spent (5, which means most can hit a full E-Clips' worth at least- not bad when weapons may be fragile). Oh, and also the fact that they are IMMUNE TO ENERGY DAMAGE, meaning that a large number of attacks are completely useless unless they're from a Wizard.