// Men of Arms · Overclock implants

Manic

Inspired by Rifts Ultimate Edition, p. 96 DEX-key

Overview

The Manic is a combat-trained warrior fitted with Overclock (Mind-Over-Matter) implants — surgical augmentations that unlock latent psionic potential at the cost of mental stability. Where the Redliner burns out physically, the Manic burns out mentally: the implants amplify and distort their psyche, granting telekinesis, mind reading, and other psi powers, but cumulative use accumulates psychological strain that manifests as paranoia, grandiosity, intrusive thoughts, and occasional breaks with reality.

Manics are charismatic, intense, twitchy, and feared — both for what they can do and for what they might do when their mind slips. They are the Redliner's sister class: same augmentation-and-clock structure, different axis of cost (mind, not body). And here is the class's central tragedy — the Manic gets more psionically dangerous as Strain accumulates. The Manic who is closest to a breakdown is the one who hits hardest with psi, and the one most likely to lash out at allies. Peak effectiveness coincides with peak loss of control.

You are martial and psionic, not a pure psychic. You use martial weapons, wear armor, and fight in melee or at range. The psi impulses are tactical additions, not your primary combat mode — quick reflexes (Dexterity) drive your fighting, while mental discipline (Wisdom) governs your psi.

At a glance

Key abilityDEX — reflex augmentation
Class DCWIS — psionic discipline
Hit Points10 + CON per level
Key skillsAcrobatics, Intimidation, Occultism + 2 chosen
PerceptionExpert at L1 → Master at L7 → Legendary at L15
SavesFort Trained / Ref Expert / Will Expert at L1. Ref Master at L9. Fort Expert at L11. Will Master at L13.
WeaponsTrained in simple, martial. Expert at L5, Master at L13, Legendary at L19.
ArmorTrained in unarmored, light, medium. Expert at L7, Master at L15. No heavy armor — the implants conflict with rigid suit fittings.
Focus poolWIS-keyed. 1 point at L1 → 2 at L5 → 3 at L9. Refilled by standard Refocus only.
Mental StrainA 0–4 counter. Each Psi Impulse advances it by 1 (capped at 4). Resets to 0 on daily rest. Psi Centering (L3) can reset it early.
Signature systemsCyberware (4 starting Overclock implants) · Deployment States (the Mental Strain machine) · Magic & Psionics (psionic trait on all impulses)

Two chassis notes set the Manic apart. You are Will Expert at L1 — the Overclock implants require a baseline of mental discipline just to function; Manics who can't hold their minds together fail out of Overclock surgery. And you have no heavy armor — the implants and rigid plating interfere with each other, a real mobility constraint compared to the Chromeboy, Redliner, or Psi-Knight.

Class features by level

L1start
  • Overclock Implant Rig. You start play with 4 surgical Overclock implants installed at no cyber cost, per the Cyberware rules. The implants occupy cyberware slots and follow standard cyberware rules:
    • Mental Discipline (head/neural slot). +1 status bonus to Will saves; +2 status bonus to Occultism checks.
    • Psionic Conduit (spine/core slot). Grants your psionic focus pool; required for spending focus points on Psi Impulses.
    • Reflex Cortex (torso slot). +2 status bonus to initiative rolls; +1 status bonus to Reflex saves vs. area effects.
    • Endorphin Modulator (mouth/throat slot). Resistance 5 to mental damage. Resistance scales with class level: 5 at L1, 10 at L9, 15 at L17.
    These four implants cannot be removed or substituted at L1. Additional Overclock-equivalent implants can be acquired at L7 (Implant Upgrade I) and L13 (Implant Upgrade II).
  • Cyberware beyond the class allowance. If you install non-class cyberware in play (a cyber-eye, a cyber-arm, etc.), it follows standard cyberware rules including cyber cost, but with Manic's cost reduction: cyber cost is halved (rounded up), with a floor of 1. Cost is paid out of your focus pool capacity (1 cyber cost = −1 maximum focus point). This is the central trade-off for the class: the Overclock rig is sustainable, but going further into chrome costs you psi capacity.
  • Psionic Focus Pool. 1 focus point at L1, increasing to 2 at L5 and 3 at L9. WIS-keyed. Focus is spent on Psi Impulses. Refilled by standard Refocus (10 min, 1 point per cycle). The Manic has no class-unique focus refill mechanism — you pay full bookkeeping cost for psi use.
  • Psi Impulses (select 2 at L1). Choose 2 starting impulses from the Overclock impulse list below. Each Psi Impulse has the psionic trait and costs 1 focus point unless otherwise specified. Additional impulses are gained at L3, L7, L11, and L15 (one per upgrade).
  • Mental Strain. Mental Strain is a discrete 0–4 counter — a single number, trivially trackable. Each time you spend a focus point on a Psi Impulse, advance Strain by 1 (capped at 4). Strain resets to 0 on a full 8-hour rest. Psi Centering (L3) can reset Strain to 0 early by spending your entire focus pool. Strain drives the Manic state machine (see the Mental Strain States table below).
L2
  • Class feat. Skill feat.
L3
  • Skill increase. General feat.
  • Additional Psi Impulse. Learn 1 more impulse from the Overclock impulse list.
  • Psi Centering. To use it, spend your entire focus pool. Reset your Mental Strain track to 0 immediately, regardless of your current state. You can use Psi Centering in any state (including Total Breakdown). It does not refill your focus pool — that still requires Refocus. It does not clear the Stupefied 2 condition if you used it to exit Total Breakdown; that Stupefied persists until long rest. Psi Centering is an emergency reset of the Strain track; the mental fallout of a Total Breakdown takes time to clear.
L4
  • Class feat. Skill feat.
L5
  • Ability boost. Skill increase.
  • Weapon Expertise. Expert in simple and martial weapons.
  • Focus Pool Maximum: 2.
L6
  • Class feat. Skill feat.
L7
  • Skill increase. General feat.
  • Master Perception.
  • Expert Armor.
  • Additional Psi Impulse.
  • Implant Upgrade I. Install 1 additional Overclock-equivalent implant at no cyber cost (5th total). Choose from a class-specific upgrade list — options include items like Enhanced Telekinetic Cortex (boost Telekinetic Strike damage), Aura Sensor (extend See Aura range), Mental Fortitude (additional Will save bonus), or any item-level 7–10 cyberware (paid out of class allowance).
L8
  • Class feat. Skill feat.
L9
  • Skill increase.
  • Focus Pool Maximum: 3.
  • Ref Master.
L10
  • Ability boost. Class feat. Skill feat.
L11
  • Skill increase. General feat.
  • Fort Expert.
  • Additional Psi Impulse.
  • Strain Resilience. When you would gain a point of Strain from spending focus on a Psi Impulse, you can spend 1 additional focus point to negate that gain (you may decide after seeing the result). Because that focus comes from the same small pool that powers your impulses, you can only buy down a fraction of your Strain; the clock still climbs when you push hard.
L12
  • Class feat. Skill feat.
L13
  • Skill increase.
  • Master Weapon Expertise. Master in simple and martial weapons.
  • Will Master.
  • Implant Upgrade II. Install 1 additional Overclock-equivalent implant at no cyber cost (6th total). Same selection process as L7.
L14
  • Class feat. Skill feat.
L15
  • Ability boost. Skill increase. General feat.
  • Master Armor. Master in light and medium armor.
  • Legendary Perception.
  • Additional Psi Impulse.
L16
  • Class feat. Skill feat.
L17
  • Skill increase.
  • Mind Over Matter. While in Overload or Collapse state, your Psi Impulse damage gains the Penetrating 5 trait (per Megadamage & Hardness). Your broken-mind state lets you push psi through obstacles the lucid mind cannot.
  • Endorphin Modulator (Greater). Resistance to mental damage increases to 15.
L18
  • Class feat. Skill feat.
L19
  • Skill increase. General feat.
  • Legendary Weapon Expertise.
  • Augmentation Mastery. While in Overload state, you no longer suffer the −2 status penalty to Will saves (you've grown accustomed to operating through the noise). While in Collapse, your psi impulses still cost 0 focus, but the Will-save-vs-Confused becomes a flat DC 15 (not scaling with class level — easier to resist at high level).
L20capstone
  • Ability boost. Class feat. Skill feat.
  • Total Synchronization. You can declare Total Sync. For 1 minute (10 rounds):
    • You operate at Heightened state effects regardless of actual Strain value (mixed +1 damage, +1 Intimidation, −1 social — a controlled state, not the higher-tier states' chaos).
    • Psi impulses cost 0 focus.
    • You regenerate 1 focus point per round (up to your max).
    • Your psi impulses gain Penetrating 10 (stacks with Mind Over Matter if applicable).
    • Strain does NOT advance during the capstone duration; you can fire impulses freely without the cascade.
    After the minute, your Strain immediately jumps to 4 (Total Breakdown). You suffer Stupefied 2 (persists until long rest). You must also attempt a Will save (DC 30); on failure, fall unconscious for 1 hour. Even on success, you remain in Total Breakdown for the rest of the day until a full rest. Psi Centering can reset your Strain to 0 after capstone use but does not clear the Stupefied 2 — you can act, but your psi is locked out until you rest. This is the Manic's peak performance — a glimpse of perfect synchronization between mind and implants — with a brutal cost.

Overclock impulse list

Each Psi Impulse has the psionic trait and costs 1 focus point unless otherwise specified.

  • Telekinetic Strike. Spend 1 focus. Ranged psionic attack (30 ft, WIS-keyed attack roll). On hit: 2d6 force damage + 1d6 per 2 class levels. psionic, force.
  • Telekinetic Shield. Spend 1 focus. Gain +2 status to AC for 1 minute or until you become unconscious. psionic.
  • Telekinetic Push. Spend 1 focus. Target creature within 30 ft makes a Reflex save (vs. your class DC). On failure, pushed 10 ft and Falls Prone. Critical failure: pushed 20 ft, Prone, takes 1d6 bludgeoning. psionic.
  • Mind Read. 1-minute activity. Spend 1 focus. Target creature within 60 ft makes a Will save. Failure: you read surface thoughts for the next minute (1 question per round). psionic, mental.
  • See Aura. Spend 1 focus. For 10 minutes, perceive magical and psionic auras within 60 ft, including damage type, intensity, and psionic trait presence. psionic.
  • Empathic Sense. 10-minute activity. Spend 1 focus. Learn one significant fact about a creature's emotional state and recent significant emotional events. Will save to resist. psionic, mental.

Additional impulses unlocked at L3, L7, L11, and L15 are drawn from this list (or from the expanded Overclock impulse catalog).

Mental Strain states

The Manic gets more powerful in psi-output as Strain rises — but the cost rises with it. Collapse offers the highest damage bonus and free-cost psi, but the very impulse you fire at Collapse advances you to Total Breakdown, locking you out for the rest of the day (or until you burn your Psi Centering). Collapse is effectively a one-shot state: push to Strain 3, fire one big spike, lock out. You get the peak, then you pay for it.

StateStrainBenefitPenalty
Calm0NoneNone
Heightened1+1 status to psi impulse damage; +1 status to Intimidation−1 status to social skills with non-psionics (you're getting twitchy)
Overload2+2 status to psi impulse damage; +1 status to Acrobatics−2 status to Will saves; −1 status to attack rolls
Collapse3+3 status to psi impulse damage; psi impulses cost 0 focusAt the start of each turn, attempt a Will save (DC 15 + class level). On failure: Confused 1 for that round (you must attack a random creature, including allies). Each Psi Impulse fired at Collapse still advances Strain by 1 — to Total Breakdown.
Total Breakdown4Stupefied 2 and cannot use Psi Impulses. Recovery: long rest (clears Strain and Stupefied together) or Psi Centering (resets Strain to 0 but does not clear the Stupefied 2 — it persists until long rest).

Variants

Three Manic variants. The Standard Manic is the default; the others are alternative builds.

Standard Manic (default)

The iconic combat-and-psi balance. 4 starting Overclock implants, the Mental Strain state machine, and a broad selection of psi impulses.

Cyber-Manic

The over-implanted variant.

  • 6 starting Overclock implants instead of 4.
  • (trigger: you cast a psi impulse that deals damage). Spend 1 focus point to add +2 to that psi impulse's damage roll (a "spike" feature).
  • Mental Strain cap is reduced to class level + 1 (faster state transitions).
  • Strain accumulates 1 extra per psi impulse use during the first encounter of each day (rough mornings).

Mystic Manic

A Manic whose Overclock implants tap into something supernatural rather than mechanical.

  • Psi impulses can be selected from a broader list including Occult tradition spells (treated as psionic-tagged Occult cantrips/focus spells).
  • Mental Strain accumulates at half the normal rate (1 per 2 impulse uses).
  • Cannot install non-Overclock cyberware (the supernatural interference disrupts ordinary tech).

Class feats

Class feats available at each feat level — you gain one at every even level, and can always pick a feat of your level or lower.

Level 1

  • Combat Reflexes. Once per round, when an adjacent enemy moves out of your reach, make a melee Strike.
  • Iron Mind. +1 status bonus to Will saves against mental and emotion effects (stacks with Mental Discipline's +1).
  • Implant Stability. (trigger: you spend focus on a Psi Impulse). You can spend 1 additional focus point to not advance Mental Strain for that use — the implant's stabilizers buffer the cost. Since focus drives both your impulses and your Strain, this trades raw output for a steadier mind: your small pool lets you spare the extra focus only occasionally, so the clock keeps climbing when you go all-out.
  • Reactive Telekinesis. Trigger: a creature you can see targets you with an attack. Spend 1 focus point to raise a flicker of telekinetic force, gaining a +2 circumstance bonus to AC against the triggering attack. psionic. Advances Strain by 1.

Level 2

  • Psi-Warrior. When you hit with a melee Strike, you may spend 1 focus point to deal 1d6 additional force damage (psionic); this scales to 2d6 at L9 and 3d6 at L15. Advances Strain by 1.
  • Unsettling Presence. You can Demoralize using Occultism or your class DC's key statistic instead of Intimidation, and a creature currently affected by one of your psionic impulses takes a −1 status penalty to its save against your Demoralize.
  • Disciplined Mind. While in Calm or Heightened state, a success on a Will save is a critical success instead — at low Strain the implants are still your servants, not your masters.

Level 4

  • Telekinetic Mastery. Telekinetic Strike's damage increases by 1 die (e.g., 2d6 → 3d6 at base; class-level scaling unchanged).
  • Empathic Sensitivity. Empathic Sense range increases to 120 ft, and you can use it as a 1-action activity (instead of 10-minute).
  • Aura Sight. See Aura is always active (passive); you can spend a focus point to enhance it for 1 minute (identify creature types, alignment-equivalents, magical bonds, etc.).

Level 6

  • Telekinetic Barrage. Spend 1 focus point. Make a Telekinetic Strike against two creatures within range, or against one creature twice (apply your multiple attack penalty to the second attack). Advances Strain by 1.
  • Strain Channeling. Once per round, when you advance your Mental Strain track, your next psionic impulse this turn deals +2 status damage. You learn to spend the break, not only suffer it.
  • Mind Shield. Spend 1 focus point. You and allies within 15 ft gain a +1 status bonus to Will saves until the start of your next turn. psionic. Advances Strain by 1.

Level 8

  • Multi-Strike. Spend 1 focus point to make a Strike at full attack value (no multiple attack penalty applied to this Strike). Once per turn.
  • Resilient Mind. (trigger: you fail a Will save in Overload, Collapse, or Total Breakdown state). Attempt a flat DC 15 check; on success, you suffer the failure outcome but reduce Strain by 1 (the mind compensates by snapping back toward a less broken state). Cannot reduce Strain below 0.
  • Overload Discipline. While in Overload state, you no longer take its −1 status penalty to attack rolls. You've learned to keep your hands steady while the mind roars.

Level 10

  • Greater Telekinesis. Your Telekinetic Push and similar forced-movement impulses gain +10 ft range and can move targets vertically. On a critical success, you may fling the target into another creature within 10 ft; both take 1d6 bludgeoning damage.
  • Psi Feedback. Trigger: a creature within 30 ft damages you and you can sense its mind. Spend 1 focus point to deal 2d6 mental damage to it (basic Will save vs. your class DC). psionic, mental. Advances Strain by 1.
  • Steady the Mind. When you Refocus to recover focus, you also reduce your Mental Strain track by 1.

Level 12

  • Cybered Up. Spend 1 focus point. For the next minute, your psi impulse damage gains a +2 status bonus, and Mental Strain advances only on every second impulse use (instead of every use). After the minute ends, immediately advance Strain by 2 (catch-up).
  • Mind Beyond. Telekinetic Push range increases to 60 ft, and successful crits push the target 30 ft (instead of 20 ft) and impose Prone + 1d6 bludgeoning damage.
  • Telekinetic Flight. Spend 1 focus point. You gain a fly Speed equal to your land Speed for 1 minute, levitating on telekinetic force. psionic. Advances Strain by 1.

Level 14

  • Overclocked Core. Your focus pool maximum increases by 1.
  • Devastating Impulse. When you critically succeed with a damaging psionic impulse, it deals one additional damage die and pushes the target up to 10 ft.
  • Lucid Collapse. While in Collapse state, the first time each round you would become Confused from the state's Will save, you instead retain control but take a −2 status penalty to all checks until the start of your next turn.

Level 16

  • Strain Mastery. Prerequisite: Implant Stability. When you pay Implant Stability's additional focus point (part of that same free action), it negates the Strain of every Psi Impulse you cast for the rest of that turn, not just one — so a single payment covers a multi-impulse nova. The focus still comes from your small pool, so you can rarely afford it more than once in a fight; the Strain clock still climbs over a long day.
  • Synchronization Echo. After using Total Synchronization, you can attempt a DC 25 Will save to soften the Total Breakdown lockout. On success, you exit at Strain 3 (Collapse) instead of Strain 4 (Total Breakdown) — you keep the Confused-save risk of Collapse but avoid the Stupefied 2 lockout, regaining control much faster.
  • Master Telekinetic. The base damage of your damaging psi impulses increases by one die, and your Telekinetic Shield's bonus increases to +3 to AC.

Level 18

  • Psionic Nova. Spend 2 focus points. Every enemy in a 20-ft burst within 60 ft takes your Telekinetic Strike's damage (basic Reflex save vs. your class DC). psionic, force. Advances Strain by 2.
  • Iron Psyche. You are immune to the Confused condition caused by your own Collapse state, and the Stupefied value you suffer from Total Breakdown is reduced by 1.
  • Unbound Mind. You can maintain two sustained psionic impulses at once (such as Telekinetic Shield and See Aura), and sustaining your impulses never advances your Mental Strain track.

Level 20

  • Perfect Synchronization. Your Total Synchronization capstone lasts 2 minutes instead of 1, and the Will save afterward is DC 20 instead of DC 30.
  • Transcendent Mind. Your damaging psi impulses ignore resistance to force and mental damage, and your Mind Over Matter Penetrating value increases to 10.
  • Apex Manic. You may treat your Mental Strain state as one step lower for its penalties while keeping the benefits of your actual state (for example, at Collapse you gain Collapse's +3 impulse damage but suffer only Overload's penalties). You have made a partner of the storm.

Playing the rig

Like the Redliner, the Manic's "gear" is integrated into their body. The Overclock implants cannot be unequipped, set aside, or temporarily removed in play. The rig is the class. Without it, the character is a person who was a Manic — now retired or remade.

Rig integrity and removal

  • Damage to the rig. The implants are internal and protected by the body. Damaging them in combat requires extraordinary, specific trauma — the kind that would kill a normal character outright.
  • Voluntary removal. A qualified neurosurgeon can attempt removal (DC 40 Medicine check, 2 weeks downtime). Failure causes severe psychological complications; critical failure can cause permanent mental damage or death.
  • After removal. The character is no longer a Manic. They retain their levels for narrative purposes but lose all class features. The statline reverts to non-augmented baseline — effectively retire or remake into a different class (GM ruling).

Mental fragility

Manics often suffer psychological symptoms — paranoia, intrusive thoughts, occasional minor breaks with reality. These are roleplay flavor, not mechanical. You are encouraged to incorporate Manic-style instability into your character's portrayal (talking to imaginary advisors, fixating on specific ideas, etc.). The mechanical Strain track is for combat-tempo pressure; the narrative flavor is for character depth.

Where the class shines

  • Mundane / non-magical / non-psionic scenes: the Manic still fights well. Their psi gives them tools (Telekinetic Push for crowd control, See Aura for detection), but they're not magic-dependent for combat effectiveness. Plays as a competent martial.
  • Indoor / urban / social: the Manic's intensity and intimidation work well as a heavy in crowd scenes. The "twitchy combat veteran" framing is a feature, not a liability — though less suited to subtle diplomacy than a Chromeboy's wasteland-celebrity bonus.
  • Stealth: the Manic can move quietly (DEX-keyed Acrobatics), but the implants create a faint psionic signature detectable by See Aura users and similar. Not optimal, but viable.