CYBER-KNIGHT O.C.C.
Nobody knows exactly where they came from or why,but some time ago
the cyber-knights emerged. Some believe the cyber-knights came into
being to oppose the ever growing and corrupt Coalition. Others say that
they came to fight the hordes of supernatural beings that terrorize the
land. The truth is they are the champions of all who are
oppressed, weak, and innocent, whether they be threatened by the
Coalition or monsters from a Rift.
As for their origin, not even they seem to know for certain. Legend has
it that a group of great and noble warriors, who called themselves the
Defilers, came to the land. Their group was composed of many different
manners of men and monsters, yet they showed by example of their
courage, honour, and actions, that all people were equal and meant to
be free. When the group left, years later, they had made a great
impression on the wilderness people. One, in particular, a tall, dark
haired male, by the name of Coake, stayed (by the people's request) to
train others in the way of the knights. It is said that Coake too would
leave, but not before creating the legacy that is the cyber-knights.
To many people the cyber-knights fit a single image, that of the true,
noble and valiant crusader. Heroes who fight evil in all its guises, and
who stand up for the weak, oppressed and helpless regardless of their
race or the direness of their situation. Today, being a cyber-knight is
a way of life, based on an ideology and code of ethics. It is not an
actual organization. One becomes a knight only if he or she is accepted
as an apprentice and is instructed in the ways of knighthood by an
accomplished master. These knights in turn teach others and the
tradition continues. Rumor has it that there is a monastery that
teaches the way of the knights and that Lord Coake, himself, is its
spiritual leader. No-one seems to know its location, however.
The cyber-knights are living legends. The great heroes of the North
American wastelands and wilderness. A knight answers to no authority
other than the callings of their own heart and the Code of Chivalry. It
is the code of the knighthood that keeps the champions on the true path
of honour, nobility, and goodness. They are obsessed with the
protection of innocent life, both human and non-human, and freedom for
the oppressed. They do not go looking for trouble, but in the endless
struggle for survival in the rugged lands of the Rifts world,
trouble never seems far. The warriors rarely travel together in groups
larger than a pair. A troop of five or more can only mean that some
horrible danger is near. Instead, they disperse, each roaming the land
on horseback or vehicle, seeking and righting injustice wherever it is
found. They will oppose injustice and evil in all its forms, from demon
or dragon to the Coalition or a fellow knight gone bad. Like
self-appointed sheriffs in a wildland, they deal out justice as judge,
jury, and executioner. Although their methods are extreme, these are
extreme and unusual times.
Cyber-Knights are, naturally, varied in their alignments, characters,
views, and attitudes, and there are basically five cyber-knight motifs:
Courtier (39%), Crusader (31%), Champions (16%), Fallen Knights (11%;
at least half are true Blackguards),and Hermetic Knights (3%).
It is this autonomy of action, their legendary hero status, and
phenomenal combat skills, that make them a threat to despot kings and
would-be tyrants. The Coalition takes a keen interest in the knights
activities. officially, the Coalition has little to say about the folk
heroes, negative or positive. However, the powers that be see the
knights as a threat and secretly eliminate them whenever the opportunity avails itself.
O.C.C. Requirements
Theoretically any alignment, but most true cyber-knights are
Principled (36%), Scrupulous (34%), or Unprincipled (22%),with a
handful of Anarchist (4%), Aberrant (2%) or some other alignment.
No racial requirements, provided one can meet the attribute
requirements and has the disciplineand temperament to be a knight. Many
have dreams of becoming a cyber-knight but few can actually stick
through to the end to become one.there is no disgrace in falling
short,and many ex-students who could not make the grade continue to
live by many of the covenants of the Code of Chivalry no matter what
they become in life. Others who have failed become men at arms or
adventurers who continue to serve the knighthood as
warriors,companions, aides, and helpers-heroes in their own right,
although they are not actually knights. Virtually any O.C.C. or R.C.C.
can become a friend and companionof a cyber-knight.
A minimum of P.E. 11, with an I.Q., P.S., and P.E.attributes of 10 or
higher suggested, but not required. What is required is a strong will
(M.E. 11+), a lust for life, with a good heart with a thirst for
justice (as a rule, good alignments only, but Unprincipled, Aberrant
and Anarchist are acceptable,and a knight may be corrupted and turn
evil like anybody else).
Special O.C.C. Bonuses:
- +1D4 to M.A., M.E., P.S., P.E., and Spd attributes.This is in addition to any bonuses gained from skills.
- +1D4x10 S.D.C. in addition to bonuses from skills.
- +1 Attack per melee in addition to bonuses from skills.
- +3 Initiative in addition to bonuses from skills.
- +2 Pull Punch and Disarm in addition to bonuses from skills.
- +1 Save vs Horror Factor at Levels 2, 5, 8, 12, and 15 in addition to bonuses from skills.
- See also Psionic Powers, Armour, Zen Combat, and Dream Vision.
O.C.C. Skills:
O.C.C. Related Skills
Select 2 skills from the Physical category, 3 W.P.s, and 7 other
skills from the list below. Select 2 additional skills at Level 3, 3
additional W.P.s at Level 5, 2 skills at Level 6, 2 skills at Level 9,
1 skill at Level 12. All new skills are at Level 1 proficiency.
Secondary Skills
The character also gets to select 6 Secondary skills from those
listed below, excluding those marked as 'None'. These are additional
areas of knowledge that do not get the advantage of bonuses in
parenthesis. All Secondary skills start at base skill Level.
P.P.E. Points
The permanent P.P.E. base is higher than the
typical human or D-Bee and is part of what gives them their special
abilities. This number is in addition to what a D-Bee might normally
get.
6D6 P.P.E.
I.S.P.
The cyber-knight is considered a Minor Psychic and needs a 12 or
higher to Save Vs Psionic attack. 1D4 + M.E. attribute number, +1D4 per
experience level. This is applicable only to characters who are not
psychic to begin with; otherwise see Psionic Powers.
Psionic Powers
Around 70-80% of all cyber-knights possess limited psychic powers.
These candidates are selected, in part, for their innate psychic
abilities and (usually) high Mental Endurance (M.E.). Players can
decide that their cyber-knight is psychic and make rolls or selections
accordingly, or roll 1D100 for a random determination: 1-80 = Major
Psychic with additional psychic abilities; 81-100 = no natural
psionics, but years of physical training and spiritual awakening will
give the character the psionic powers noted, as well as all other
cyber-knight skills and abilities.
If psychic, roll 6D6+10 to determine the character's amount of I.S.P.
per level of experience. Note: These cyber-knightes are considered to
be Major psychics (mainly because of the Psi-Sword ability). Saving Vs
Psionic attack is 12 or higher.
Lastly, pick 3 permanent powers from the list below. The cyber-knight
automatically gets Meditation, Cyber-Knight Psi-Sword, and Psi-Shield. Select
1 additional power from this list at levels 9 and 14.
Additional psionic abilities for natural psychic:-
Note: The cyber-knight is one of the few O.C.C.s, other than the
Mind Melter, who can create a Psi-Sword at an early age, and the only
character who is not a Master Psychic to be able to do so. See the
Cyber-Knight Psi-Sword for a full description.
Cyber-Knight Motifs
All cyber-knights, regardless of their motifs, have identical powers
and training. Where their differences come into play is in their
interaction with the world.
- Courtiers
- Crusaders
- Champions
- Fallen Knights
- Hermetic Knights
Zen Combat
Cyber-Knights possess a little known advantage against weapons of
technology. An advantage that makes them aware of the weapons being
used against them, even if they can not actually see them, and puts
them a step or two ahead of their opponenets.
- Level 1: Basics: All the basics have been learned
and the character has all the O.C.C. and skill bonuses afforded by
their training. With time and experience, however, the cyber-knight
fine-tunes
their skills and abilities to such a point that they gain additional
bonuses and superhuman awareness as detailed in following levels.
- Level 2: Paired Weapons: The cyber-knight can use a shield
in concert with a weapon held in the other hand or a pair of weapons
with equal skill. May use the man-made shield or a Psi-Shield. Gains
the W.P. Shield skill (slight variant of the normal W.P. as this gains the cyber-knight the following bonuses instead of the usual ones:-
- +1 to parry at levels 1, 3, 7, 10, and 13.
- +1 to strike with shield at levels 4, 8, and 12.
- Level 3: Combat Acrobatics: No penalty to strike when moving! Ability to fight and strike even when moving and off balance.
- Level 4: Basic Combat Awareness:
Initially, the cyber-knight can only
focus and be aware of one opponent and all the weapons and weapon
systems of thet one, primary opponent. The cyber-knight is aware of and
able to react to all mechanical devices and weapons used by that
particular opponent, including guns, vibro-blades, neural maces,
environmental body armour, power armour, cybernetic/bionic weapons and
systems, computers, optic systems, sensors, robots, vehicles,and other
devices. Basically any machine with moving parts or that uses
electricity or has a computer chip (which is virtually all CS and other
advanced people's entire armoury)! This awareness lets the cyber-knight
know the very instant a targeting computer or radar locks on, the
moment they fall into the crosshairs of a gun, when a trigger is about
to be squeezed, when an energy cell charges to fire, or a cybernetic
muscle tenses or a turret begins to turn. More than that though, the
cyber-knight
can actually feel the weapons and war machines as they come online or
are drawn to be sued against them. Its as if they can see them as
clearly as the weapon being pointed in their face. Gains the following
bonuses and abilites with Basic Combat Awareness:-
- Negates any bonuses provided by the weapon/machine.
- Knows what their opponent is doing the same instant the
opponent does, enabling the cyber-knight to react a split second
faster: +3 initiative against attacks from modern guns and machines
(bionics, robots, etc.), and +6 against artificial intelligences and
computers like skelebots and automated defence systems.
- +3 Strike.
- +3 Parry.
- Gun-toting or tech-laden opponents are -3 to Dodge the
cyber-knight's attacks and loses 2 melee attacks/actions due to the
time spent compensating for the cyber-knights amazing agility, combat
skills, and awareness.
- Level 5: Tech Auto-Dodge: The cyber-knight can twist,
turn, somersault, and otherwise dodge attacks from guns and advanced
weapons systems (i.e. mechanical weapons) of +4 without using up a
melee action (otherwise dodge as normal). The cyber-knight is so fast,
mobile, and aware that they can attempt a dodge against most weapon
fire. This does not apply to spells or psionics unless they are
generated and cast through or with a mechanical device. The suto-dodge
applies to all attacks from a single, primary opponent at level 5, 2
opponents at level 9, and 3 opponents at level 13.
- Level 6: Cloud Sensors:
The cyber-knight can cause sensors and weapon systemsto either blink on
and off, provide its user with mixed readings or faltering signals, or
to not 'see' the knight for a moment (the cyber-knight pops in and
out.Now you see him,now you don't!) This makes the use of
sensorsunreliable,impossible to pinpoint a cyber-knight or identify the
exact number of cyber-knight targets, through artificial means.
High-tech soldiers not used to 'eye-balling' their opponents are put at
a great disadvantage as the penalties and modifiers that follow
indicate:-
- Inexperienced Sensor Operators (1-3rd level):
can not read the sensors at all and they lose 2 melee actions every
time they try to figure out what they are or are not seeing.
- Experienced Sensor Operators (4th level+): are still
uncertain, hesitate and lose 1 melee action while they try to evaluate
and respond to the data with a skill penalty of -40%.
- Types of Sensors: Limited to those used in robots, power
armour, vehicles, and by or with weapon systems, including radar,
sonar, motion detectors, heat sensors, laser targeting, optical
enhancements, and such.
- Level 7: Nothing new.
- Level 8: Advanced Combat Awareness: Combat awareness (all opponents). Basically the same as Level 4 but extends to all opponents, however,
because this area of awareness is expanded to include several opponents
(when not just faced by 1 opponent), the overall bonuses are reduced:-
- Negates any bonuses provided by the weapon/machine.
- Knows what their opponent is doing the same instant the
opponent does, enabling the cyber-knight to react a split second
faster: +2 initiative against attacks from modern guns and machines
(bionics, robots, etc.), and +4 against artificial intelligences and
computers like skelebots and automated defence systems.
- +2 Strike.
- +2 Parry.
- +1 Dodge.
- Gun-toting or tech-laden opponents are -2 to Dodge the
cyber-knight's attacks and loses 1 melee attack/action due to the
time spent compensating for the cyber-knights amazing agility, combat
skills, and awareness.
- Level 9: Cloud Targeting Computers and Other Weapon Systems: Makes them 'off' just long enough to negate any built-in bonuses and to make the shooter -2 to Strike
with any modern or advanced weaponry. Note: penalties apply to power
armour,robots, combat vehicles, cyborg systems, all energy weapons, and
any weapon utilizing sensors or optic systems, as well as Techno-Wizard
'guns' and other TW machines. The penalty does not apply to hand-held
melee weapons such as vibro-blades, neural maces, and modern bows and
arrows, nor Rune weapons or other M.D.C. weapons of a similar nature
(swords, axes, pole arms, clubs, staves, etc.) Techno-wizard swords and
melee weapons (with possible magic bonuses) also suffer no penalties.
Standard Equipment
- Armour: Suit of personalized, heavy M.D. body armour (which may
include coalition armour) typically with a classic 'knight' design with
1D4x10+55 M.D.C..
- Light M.D.body armour (30-40 M.D.C.).
- Set of dress clothing.
- Set of black clothing (for covert operations).
- Gas mask and air filter.
- Tinted goggles.
- Hatchet
- Knife (or 2).
- 2D4 Wooden stakes
- Hand-held wooden (or silver) cross.
- Ancient weapon of choice.
- Handgun of choice (probably energy) + 3 spare ammo clips.
- Rifle of choice (probably energy) + 3 spare ammos clips.
- First Aid kit + extra bandages, antiseptic, suture thread, and painkillers.
- Tent.
- Knapsack.
- Backpack.
- Saddlebags (if a mount is/was owned).
- Canteen x2.
- Emergency food ration x 2 weeks supply.
- Geiger counter.
- Personal items of choice.
- Transportation
(just about anything, but lean towards real horses, robot horses,
bionic horses, hover cycles, or modified motorcycles. Also known to use
magic devices. Rarely use power armour or robot vehicles.
Armour
When a cyber-knight has completed their years of martial arts
training, body hardening exercises, and spiritual awakening (marked and
symbolized by the ability to create a psi-sword), they become a 1st
level cyber-knight. They then gain, upon reaching specific levels of
experience better armour upgrades:-
Level 1:-
- Given special 'Cyber-Armour' that is fused to their body.
- A.R.:
16 (any attacker's strike that rolls 16 or less hits the Cyber-Armour.
However, any roll of 17 or greater bypasses the armour and hits the
knight's body, doing full damage. Hence why cyber-knights wear exterior
suits of armour. Cyber-Armour is given to provide additional portection
and give an extra edge in combat).
- M.D.C. by Location:-
- Shoulders: 8 each
- Back Shoulder Blades: 15 each
- Forearms: 10 each
- Thigh/Upper Leg: 15 each
- Chest Plate (main body): 50
Level 4: Living Armour: Unknown even to most friends and allies
of the cyber-knight, at 4th level, the armour becomes stronger and a
'living' part of the cyber-knight which can repair itself:-
- Regenerate 1D6 M.D.C. per hour to full M.D.C. and appearance.
- +1D6 M.D.C. to Chest Plate per experience level (starting from Level 4).
- +1M.D.C. to all other Cyber-Armour areas per experience level (starting from Level 4).
Level 8:-
Note: When a cyber-knight dies the Cyber-Armour quickly
degenerates and can not be reused, not even as scrap metal nor grafted
on to anyone else. Within 1D4 months it turns into rusted, crumbling junk.
Money
The character starts off with 2D6x100 in
credits, and has a Black Market item that could garner a
further1D6x1,000 credits. As always, money can be spent immediately on
additional equipment or saved. Most cyber-knights share their wealth
with comrades, and those in need. What money they spend on themselves
usually goes toward their weapons, armour, equipment, quests, and
crusades.
Cybernetics
Only minor and basic items and prosthetics, never as much as partial or
full bionic conversion. The cyber-knights are not opposed to
cybernetic augmentation, its just not for them. It interferes with the
channelling of their inner strength and spirit. See Cyber-Armour.
Training
Being a cyber-knight is a way of life, based on strength of
spirit, focus, ideology and code of ethics as much as physical prowess
and keen fighting skills. One becomes a cyber-knight only if he or she
is accepted as an apprentice and is instructed in the ways of
knighthood by an accomplished master (a cyber-knight of no less than
6th level experience). After years of tutelage and training, the
dedicated apprentice, or 'squire', achieves the status of cyber-knight
shortly after they are able to call forth their Psi-Sword. By then, the
knight has already learned the precepts of the Code of Chivalry,
awakened their inner strength and spirit and has probably accompanied
their master on at least a few adventures. These cyber-knights in turn,
teach others, and the tradition continues. See Cyber-Knight Training.
Cyber-Knight Code
It is Lord Coake, the member of the Defilers who remained behind to
instruct and teach others to become knights. He demanded strict
adherance to what he called 'chivalry,
honourand the Code of Heroes.' At the request of his troops he wrote
them down in an easy to remember outline, which later became known as
the Cyber-Knights Code of Chivalry.
Dream Vision
All cyber-knights receive a Dream Vision at some point in their lives.
This vision usually comes as a vivid dream that is remembered more
easily than most. See Cyber-Knight Dream Vision.
History
blah
NPC Experience Level:
Average character: 1D10 levels.
Experience Level Table
- 0-2,140
- 2,141-4,280
- 4,281-8,560
- 8,561-17,520
- 17,521-25,520
- 17,521-35,520
- 35,521-50,520
- 50,521-71,000
- 71,001-96,100
- 96,101-131,200
- 131,201-181,300
- 181,301-231,400
- 231,401-281,500
- 281,501-341,600
- 341,601-401,700