Cyber-Knight Zen Combat 2.5 (A more gm friendly option)

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HWalsh
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Cyber-Knight Zen Combat 2.5 (A more gm friendly option)

Unread post by HWalsh »

So, after playing CK's (and not being one who hates them at all) there are problems with them. The biggest being the initiative issue (which is just weird in anything but a 1 on 1 fight) and the question of, "What the heck do these powers work on again?"

So... Here is an option I came up with for GMs who are having those headaches... Its slightly worse, but also slightly better, than the current RUE version:

Zen Combat:
Level 1-3, stay the same.

Level 4: Combat Awareness (This is altered)
* +3 Initiative Bonus
* The Cyber-Knight can no longer be caught by surprise.

The Cyber-Knight must target a single opponent, he gains the following advantages when facing that opponent:
* +3 to Strike and Parry

The Target of the Combat Awareness gains the following penalties: (These penalties can only be applied to one target in a single melee round. (15 seconds.))
* -2 Attacks per Round, this is due to trying to keep up with the Cyber-Knight's amazing agility and skill.
* -3 Dodge against the Cyber-Knight's attacks.
* The target of Combat Awareness loses access to Auto-Dodge against the Cyber-Knight's attacks. The acrobatic combat and skill of the Cyber-Knight is such that unconscious dodges are less than effective against attacks coming in at unusual angles.

Level 5:
* +3 to Automatic Dodge. The Cyber-Knight must designate a target that he uses automatic dodge against. At this level he may only designate one target, he may designate a second target at level 9, and a third target at level 13.

Level 6: No change

Level 7: No change

Level 8: Advanced Combat Awareness (This is altered)
The Cyber-Knight may still designate a target to gain the advantages of Combat Awareness, see above, however if he does not then he gains the following bonuses instead,

The Cyber-Knight gains the following advantages that apply to all opponents.
* +2 to Strike and Parry

Opponents who engage, or are engaged by, the Cyber-Knight gain the following penalties:

* -1 Attack per Round, this is due to trying to keep up with the Cyber-Knight's amazing agility and skill. (This applies to every enemy whom is attacked by, or attacks the Cyber-Knight, note that this only applies to each target once per melee round (15 seconds).
* -2 Dodge against the Cyber-Knight's attacks.
* -2 Strike against the Cyber-Knight
* Due to the unusual acrobatic movement displayed by the Cyber-Knight and the odd angles of attack, auto-dodge is useless against attacks from the Cyber-Knight.

Level 9: Cloud Targeting Computers and Other Weapons Systems
* Enemies attempting to attack the Cyber-Knight find it very difficult due to their unique awareness and unconventional movements. Characters attempting to attack the Cyber-Knight lose all non-skill-based Strike bonuses when doing so. This means that, if a gun, for example grants an additional +2 to Strike on an aimed attack, they do not get it. The only bonuses that apply are those from W.P. Bonuses, Class Bonuses, and P.P. bonuses when applicable. Bonuses to Strike from weapons systems, sensors, cybernetics, chemicals, weapon modifications, and even magical bonuses do not apply. Remember this only applies to Strike Bonuses. So while this will neutralize the bonus gained from a Bionic Eye that grants a +1 to Strike, it will not neutralize a bonus to strike on a melee attack from an enemy that has a P.P. bonus from a cybernetic limb.

Level 10:
Auto-Dodge bonus increases to +6.
dreicunan
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Re: Cyber-Knight Zen Combat 2.5 (A more gm friendly option)

Unread post by dreicunan »

To clarify, this changes it so that the powers are no longer tech-oriented, but apply against anyone, correct?
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HWalsh
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Re: Cyber-Knight Zen Combat 2.5 (A more gm friendly option)

Unread post by HWalsh »

dreicunan wrote:To clarify, this changes it so that the powers are no longer tech-oriented, but apply against anyone, correct?


This alters the level 4, 8, and 9 powers/abilities to remove the tech dependency simply because it was/is a freaking nightmare to actually determine exactly what was affected by what. Though I wrote the 9 ability to be still more likely to work on tech-based items and such. It would technically work on a sword that had a +1 to hit but those are actually pretty few and far between. So 9 still pretty much works only on tech.

Things like:
"Well, this character is in EBA, does it count?" "Yes."

"This character is a Juicer, does it count?"
"Well, I mean, they have a Bio-Comp implant and are wearing a drug harness, which absolutely meets the definition of tech under the CK, and it works against EBA so..."
"Does that mean that they lose their Juicer powers? They come from drugs!"
"Yeah, but the drugs are controlled by a Bio-Comp and supplied by a Drug Harness."
"So do they lose their Auto-Dodge?"
"I... I don't know."
"What about a Dragon Juicer?"
"Well it is still techno-wizardry so..."

"Does a Crazy lose Auto-Dodge then?"
"Well their description says that comes from hearing so... No?"
"Okay but isn't that hearing enhanced by their implants?"
"Well, yes, but its not... I don't know."

"A crossbow has moving parts, and that is one of the descriptors, does that get penalties?"
"Kind of? Maybe? Yes? I don't know."

So I looked at it and analyzed it and decided, these abilities work on 9 out of 10 things in Rifts. With the exception of (some) mages (who still probably carry guns anyway which means, yes) and some pure supernatural beings (and again many do anyway) and said, "What if we just strip out the tech aspect from those and weaken the bonuses."

Also, some things are really odd, for example the loss of attacks per round are due to the Knight's agility, skill, and awareness which makes it even more problematic to decide what it works on.
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