Fallen Cyber Knights

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Fallen Cyber Knights

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Builds from the Siege on Tolkeen War Book 4

Notable Fallen Knight

Sir Kensington.

All the rules, the self-sacrifice, constant hardship, and the pressure to be good all the time finally took its toll on Sir Kensington.
Three years prior to the Siege on Tolkeen, this promising Cyber-Knight underwent a radical personality shift, turning from a noble and honorable champion of justice to an incorrigible rat who uses his powers in any way he can to satisfy his base desires.
Sir Kensington has become the archetypical Robber Knight, routinely terrorizing entire villages and shaking them down for whatever valuables they might have. Unfortunately, Sir Kensington is one of the most clever bandits and skilled Psi-Swordsmen in recent history. Thus, when he occasionally slips up and is cornered (a rarity in itself), no Cyber-Knight has ever succeeded in besting or capturing him. The fact that he has hired four 3rd level Juicers, a 9th level rogue Dog Boy, a 6th level Conjurer and a 4th level Mystic (suspected of really being a hatchling Fire Dragon) as loyal members of his gang (and to watch his back at all times) has not made him any easier to capture.
In the meantime, heroes and commoners alike wonder when somebody will find the skill, brains and brawn needed to remove this scumball from the face of the earth.

Sir Kensington

6th Level Cyber Knight

• Meditation (0)
• Shield (15)
• Psi-Sword (0): 3d6 M.D.
• Living Armor
M.D.C. by Location:
Shoulders (2) - 11 each
Back/Shoulder Blades (2) - 18 each
Forearms (2) - 13 each
Thighs/Upper Legs (2) - 18 each
Chest Plate (main body) - 62 M.D.C.
Regenerates 1d6 per hour

Natural Abilities:

• See in all spectrums of light: (infrared, night vision, through illusions, etc.)

• Resistant to all energy attacks (half damage)

• Fire Energy Bolts (special):
Blasts equal to their number of hand to hand attacks plus two, but these two extra attacks only count when using natural energy blasts.
Damage can be regulated:
4D6 S.D.C.,
2D4xlO S.D.C.,
1D6 M.D.,
2D6 M.D. or 4D6 M.D.
Each counts as one melee attack. Range is limited to 1150 feet (350 m)

• Force Field (special):
80 M.D.C. force field only around himself at the speed of thought. Can be maintained indefinitely while the Yeno is conscious and regenerates lost M.D.C. at the speed of 12 points per hour, double while sleeping or meditating. If the field is depleted, the Yeno cannot raise it again for at least one hour, and starts with only 12 M.D.C.

Sir Tibor Kensington
6th Level: Cyber-Knight
Race: Yeno

Alignment: Miscreant

Attributes:
I.Q. 10
M.E. 10
M.A. 11
P.S. 22
P.P. 22
P.E. 17
P.B. 4
Spd. 27.

In S.D.C. World: Hit Points: 38; S.D.C.: 79
In Rifts Earth: Mega-Damage Being: 117 M.D.
I.S.P.: 30
P.P.E.: 21

Melee Combat:
+6 to initiative
6 Attacks per round / 8 with natural energy blasts only.
Pair Weapons
+5 to strike with hand to hand
Critical Strike on an unmodified roll of 18, 19 or 20
+8 to strike with natural energy blasts
+10 to parry
+10 to dodge
+3 to Perception Rolls,
+2 to pull punch
+2 to disarm.
+6 to save vs Horror Factor

Literacy in American: 20%
Language: American and Dragonese at 96%.
Language: Yeno & Spanish
Anthropology: 70%
Body Building
Climbing: 90%/80%
Gymnastics:
Horsemanship: Cyber-Knight
Land Navigation: 68%
Lore: Demon & Monster: 70%
Paramedic: 75%
Swimming: 85%
W.P.: Knife
W.P.: Shield
W.P.: Sword
W.P.: Handgun
W.P.: Energy Pistol
Hand to Hand: Martial Arts

O.C.C. Related Skills:
Physical category (2): Acrobatics & Boxing
W.P.s. (3):
W.P.: Axe
W.P.: Blunt
W.P.: Targeting
Detect Concealment: 55%
Lore: Psychics & Psionics: 55%
Lore: D-Bees: 55%
Prowl: 60%
Trick Riding
Xenology: 55% (For medical treatment of D-Bees)

3rd Level:
Fencing
Lore: Magic: 45%

5th Level:
W.P.: Rifle
W.P.: Submachine-Gun
W.P.: Quickdraw

6th Level:
Find Contraband: 26%
Streetwise: 20%

Secondary Skills: (6)
Camouflage: 45%
Horsemanship: Exotic: 55%/45%
Identify Plants & Fruit: 50%
Optic Systems: 55%
Radio: Basic: 70%
Wilderness Survival: 55%

5th Level:
Athletics (General)
Running
Last edited by darthauthor on Thu Jan 18, 2024 2:27 pm, edited 1 time in total.
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Re: Fallen Cyber Knights

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Notable Fallen Knight

Sir Uder Scaracen

Uder's great joy in life is sowing discord among the Cyber-Knights. He does this by pretending to be either a wandering Cyber-Knight or an innocent
traveling adventurer. He then tries to instigate arguments, brawls and tourneys as well as pick pockets, steal valuables during the commotion and, when possible, frame unwitting Cyber-Knights (or other heroes) for crimes they did not commit (and frequently ones that he did).

The Unknown, as Uder likes to call himself, sometimes uses this ploy to secretly rob or ambush lone Cyber-Knights. He always makes sure not to kill his victims, which only adds to their embarrassment and ire (half the time they never know who he really is or what he really looks like).

Frequently, Uder the Deceiver will disguise himself as another, real, Cyber-Knight, lawman or hero to add to the confusion. Situations that sometimes result in duels of honor and the death of one party or the other (both of them innocent).

Sir Uder Scaracen, a.k.a.
The Unknown, and Sir Uder the Deceiver.
4th level Cyber-Knight

Race: Human.
Age 19.

• Meditation (0)
• Shield (15)
• Psi-Sword (0): 3d6 M.D.
• Living Armor M.D.C. by Location:
Shoulders (2) - 9 each
Back/Shoulder Blades (2) - 16 each
Forearms (2) - 11 each
Thighs/Upper Legs (2) - 16 each
Chest Plate (main body) - 55 M.D.C.
Regenerates 1d6 per hour

Master Psychic:
Alter Aura (2): Part of the disguise
See Aura (6)
Bio-Regenerate (self; 6)
Deaden Senses (4)
Death Trance (1) Uses to fake the death of his cover identitites.
Ectoplasmic Disguise (12; 40 minutes; 75%)
Empathic Transmission (6) Uses to instigate drama in others.
Empathy (4)
SIxth Sense (2)

Alignment: Miscreant.

Attributes:
I.Q. 15
M.E. 17
M.A. 23 (trust)
P.S. 21
P.P. 20
P.E. 13
P.B. 10
Spd. 17.

Hit Points: 27
S.D.C.: 83
I.S.P.: 63
P.P.E.: 20

O.C.C. Skills:
Literacy in American:
Language: American and Dragonese at 96%.
Language: Gobblely & Spanish
Anthropology: 60%
Body Building
Climbing: 80%/70%
Gymnastics:
Horsemanship: Cyber-Knight
Land Navigation: 60%
Lore: Demon & Monster: 60%
Paramedic: 65%
Swimming: 75%
W.P.: Knife
W.P.: Shield
W.P.: Sword
W.P.: Energy Pistol
W.P.: Handgun
Hand to Hand: Martial Arts

O.C.C. Related Skills:
Physical category (2): Boxing & Physical Labor
W.P.s. (3):
W.P.: Blunt
W.P.: Spear
W.P.: Targeting
Diguise: 45%
Impersonation: 57% / 43%
Intelligence: 49%
Seduction: 32%
Palming: 35%
Pick Pockets: 45%
Undercover Ops: 65%

3rd Level:
Fishing: 55%
Wilderness Survival: 40%

Secondary Skills:
Gambling: 45%
Identify Plants & Fruit: 40%
Lore: Psychics & Psionics: 45%
Performance: 50%
Public Speaking: 45%
Radio: Basic: 60%
Last edited by darthauthor on Thu Jan 18, 2024 2:28 pm, edited 1 time in total.
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Re: Fallen Cyber Knights

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Lord Morturus Slaine.

Race: Rumor suggests he is a Lantoaur Psi-Hunter (Psyscape, page 123), but nobody among
the official Fellowship trained him.
If he is really a Cyber-Knight and not a "poser," it would be the first time anybody has seen
such a thing, and would make Morturus a rare individual indeed. It is possible that a Hermit
or other Fallen Knight trained this Lanotaur villain.

Lord Morturus Slaine.

10th level Lantoaur Psi-Hunter R.C.C.

Race: Lantoaur Psi-Hunter (Psyscape)

Appearance: Unknown. He conceals his physical appearance, and most heroes and
Cyber-Knights who face him in combat, perish.

Abilities of the Lanotaur
Sense Psychic and Magic Energy: The Psi-Stalker power

Mind Over Body:
IR and thermal-imaging optics cannot detect him at distances greater than 200 feet. Reduce their scent (-20% to track by scent) and can fool a lie detector every time. Can also simulate a coma.

Psionic Powers:
Alter Aura (2), Deaden Senses (4), Death Trance (1), Mind Block Auto-Defense, Presence Sense (4), Read Dimensional Portal (6), Sixth Sense (2), and Telepathy (4)
2nd level: Levitation (varies), Telekinetic Leap (8), Telekinetic Lift ()
3rd level, Intuitive Combat (10), See the Invisible (4), Sense Evil (2),
4th level, Psi-Sword (30; 50 minutes; 10d6) and Telekinsis Super (varies)
5th level, Bio-Regeneration (super) and Bio-Manipulation (10)
6th level: Empathy (4)
7th level: Sense Magic (3)
8th level: Telekinetic Punch (6)
9th level: Telekinetic Push (4)
10th level: See Aura (6)

They need a 12 or higher to save).

Magic Spells:
Anti-Magic Cloud, Astral Hole, Close Rift, Dimensional Portal, Enchant Weapon , Invincible Armor (30), Invisibility (superior; 20), Lifeblast, Life Drain (25), Locate (30), Magic Shield, Magical-Adrenal Rush (45), Mystic Portal (60), Negate Magic (30), Restore Life, Sanctum, Shadow Meld, Swap Places (300), Time Hole (210), and Warp Space (90)

Alignment: Diabolic Despoiler. Devilish, cunning, evil and murderous.

Attributes:
I.Q. 19, M.E. 21, M.A. 6, P.S. 21, P.P. 24, P.E. 15, P.B. 7, Spd. 88!
supernatural attributes.

Hit Points: A mega-damage creature. M.D.C.: 158
I.S.P.: 129
P.P.E.: 135

Size: 8 feet (2.4) tall.
Horror Factor: 12

Natural Abilities:
Ambidextrous
Nightvision: 100 feet (30.5 m),
Heals twice as fast as humans.

Skills of Note:
Climb 85%/75%,
Land Navigation: 81%
Prowl 78%,
Swim 65%,
Track by sight (follows trails, footprints and other visual signs): 80%
Wilderness Survival: 80%
W.P.: Shield
W.P.: Sword

Combat:
Equal to Hand to Hand: Martial Arts
Paired Weapons
Kick and Leap Attack
Slashing prehensile tail inflicts 2D6+2 M.D.
Claws add 1D6 M.D. to punching attacks.
Number of Attacks: 10
+9 on initiative,
+11 to strike,
+13 to parry,
+15 to dodge,
+5 to automatic dodge on all attacks including those from behind
+3 to disarm,
+5 to pull punch,
+4 to roll with impact or fall,
+6 to save vs Horror Factor
+2 to save vs non-lethal and lethal poisons.
Last edited by darthauthor on Sun Dec 31, 2023 1:00 pm, edited 1 time in total.
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Re: Fallen Cyber Knights

Unread post by taalismn »

And there's the notorious Miscreant Sir Sweeney 'Shortchange' MacDougal, notorious for his 'dine and dash' assaults on eateries. Sometimes he and his entourage of similar skip-bills will start a fight, apparently over some minor disagreement(but NEVER over who picks up the tab/bill), and then proceed to trash the place in the process of escaping paying(sometimes they take the till and rob the kitchen in the process).
Though he's sometimes teamed up with other Cyberknights who don't know his reputation, they will ultimately come to know and abhor him when they later find he's swiped much of their supplies and stuck them with bar tabs, supply and restaurant bills, and forged credit statements(he often justifies it as a 'heroine fee' even if he hasn't done that much, if anything, worthy of being called 'heroic'). He's proven remarkably adept at evading the law and being out of town before his victims realize how much he's taken them for.

He even has earned the ire of Sir Uder Scaracen after sticking him with several impressively large bar tabs, feast bills, and a catering fee notice. Given that some of the offended creditors have engaged bounty hunters and even summoned demons to collect, Sir Scaracen is NOT pleased with this turn of events. Having barely met the man, Scaracen has no idea why he's been targeted by 'Shortchange', but has pledged to roast the man over a slow fire while questioning him if he ever catches up with the guy.

Though regarded as a hero in some regions, for most people who encounter him, 'that fhatass MacDougal' is regarded as little more than a hopped-up thief with a predilection for stuffing his face and boozing at others' expense. Though he's not the murderous rage-monster other Fallen Knights have become(he rarely kills when a knock-out or crippling blow will suffice), he's not exactly paladin material either.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Fallen Cyber Knights

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Taalismn,

Keep it going.

You are on roll.

I like your writing.
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Re: Fallen Cyber Knights

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Notable Fallen Cyber Knights continued

Lady Epheseia

This black widow of the Cyber-Knight world has proven all too successful at seducing noble knights and turning them into evil shadows of their former selves.

She commands a small army of some twenty Fallen Knights (3rd to 6th level) and four dozen lesser brigands; mostly bandits and Highwaymen, but a few Gunslingers, Bounty Hunters, Witchlings, Zenith Moon Warpers (see Psyscape™, page 138), Battle Magi (see Federation of Magic™), Conjurers (see FoM), Shifters and Ley Line Walkers are also counted among them (most are 3rd to 5th level).

This evil seductress has a secret stronghold somewhere deep within the Federation of Magic and is said to have powerful friends in high places within the Federation. Supposedly, she has hashed out some kind of deal with the powers that be there, and in return for her services as their agent, she has her own castle, retainers, and a legion of other underlings and outside freelancers (hired guns and mages) at her disposal.

Lady Epheseia has been sighted recently in Tolkeen now that the initial Coalition advance has been repulsed. Like her sometime associate Lord Slaine, she is biding her time, waiting for either Tolkeen's various factions to begin fighting each other, or for the Coalition to return and lay the entire Kingdom to waste.

In both scenarios, Lady Epheseia is considering moving in, claiming a chunk of old Tolkeen for herself, offering a non-aggression pact with the Coalition, and beginning her new life as conqueror and queen. And if that doesn't happen, she has a dozen other schemes, each more insidious and diabolical than the last.



Lady Epheseia Gloordon, a.k.a. "Black Widow."

Race: Human.

7th Level Cyber-Knight

Create Psi-Sword (0): 3d6 MD
Create Psi-Shield (15);
Meditation (0).

Living Armor
M.D.C. by Location:
Shoulders (2) - 12 each
Back/Shoulder Blades (2) - 19 each
Forearms (2) - 14 each
Thighs/Upper Legs (2) - 19 each
Chest Plate (main body) - 64 M.D.C

Major Psychic
Deaden Senses (4)
Ectoplasm (6 or 12)
Empathy (4)
Sixth Sense (2)
Telekinetic Leap (8)
Telepathy (4)

Age 30.

Alignment: Diabolic Despoiler.

Attributes:
I.Q. 15, M.E. 11, M.A. 23, P.S. 20, P.P. 18. P.E. 12, P.B. 24, Spd. 17.

Hit Points: 37
S.D.C.: 70
I.S.P.: 56
P.P.E.: 18

Literacy in American: 20%
Language: American and Dragonese at 96%.
Language: & Spanish
Anthropology: 75%
Body Building
Climbing: 95%/85%
Gymnastics:
Horsemanship: Cyber-Knight
Land Navigation: 72%
Lore: Demon & Monster: 75%
Paramedic: 80%
Swimming: 90%
W.P.: Forked
W.P.: Shield
W.P.: Sword
W.P.: Handgun
W.P.: Energy Pistol
Hand to Hand: Martial Arts

O.C.C. Related Skills:
Physical category (2): Acrobatics & Boxing
W.P.s. (3):
W.P.: Grappling Hook
W.P.: Net
W.P.: Targeting
Disguise: 62%
Impersonation: 64% / 50%
Intelligence: 61%
Lore: Psychics & Psionics: 56%
Lore : Faeries & Creatures of Magic: 65%
Prowl: 65%
Seduction: 47%

3rd Level:
Fencing
Lore: Magic: 50%

5th Level:
W.P.: Quickdraw
W.P.: Rope
W.P.: Whip

6th Level:
I.D. Undercover Agents: 44%
Streetwise: 24%

Secondary Skills:
Dance: 60%
Performance: 60%
Radio: Basic: 70%
Sing: 65%
Wardrobe & Grooming: 74%
Wilderness Survival: 55%

5th Level:
Dance (Pro): 70%
Sing (Pro): 75%
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Re: Fallen Cyber Knights

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The Codebreaker.

Codebreaker is a man with a mission.
He believes that the Chivalric Code is corrupt and by extention
those who follow it (i.e., almost every other Cyber-Knight).

To rid the world of such corruption, Codebreaker must wipe out anybody who upholds the Code until
the Code itself disappears from the collective memory of mankind.

A tall order, but hey, the Codebreaker has time. He has already carried on his quest for the last 15 years, and shows
no signs of slowing down. Rumor has it he received some kind of experimental IRMSS treatment that actually prevents
the cellular breakdown that happens as the body ages. If this is true, then Codebreaker can not really age, and will only
die by disease or combat.

To aid him in his crusade, he is assisted by:
A pair of Loup Garou (sometimes mistaken for feral Dog Boys),
A 5th level Necromancer who worships Codebreaker like a god,
A half dozen 2nd and 3rd level bandits
A renegade Manslayer Daemonix.

The Cyber-Knight Fellowship:
The Cyber-Knight Fellowship at large is interested in putting an end to Codebreaker's insane quest.

The CS:
Coalition scientists have learned of his rumored "cyber-immortality" and want to check it out for themselves.
Thus, a small army of Coalition agents have been dispatched to find the Blackguard knight and bring him in
alive using whatever means necessary.

The Codebreaker

Race: Human.

8th level Cyber-Knight

Age 44, looks thirty-ish.

Alignment: Diabolic; an insane Despoiler.

Cyber-Knight Abilities
Create Psi-Sword (0): 3d6 MD
Create Psi-Shield (15);
Meditation (0).

Living Armor
M.D.C. by Location:
Shoulders (2) - 13 each
Back/Shoulder Blades (2) - 20 each
Forearms (2) - 15 each
Thighs/Upper Legs (2) - 20 each
Chest Plate (main body) - 67 M.D.C
Regenerates due to IRMSS system: 1d6 per round

Major Psychic
Bio-Regenerate (self) (6)
Intuitive Combat (10)
Machine Ghost (12)
Sixth Sense (2)
Speed Reading (2)
Total Recall (2)

Age 30.

Alignment: Diabolic Despoiler.

Attributes:
I.Q. 11, M.E. 12, M.A. 12, P.S. 21, P.P. 17, P.E. 19, P.B. 14, Spd. 13.

Hit Points: 52
S.D.C.: 91
I.S.P.: 60
P.P.E.: 25

Literacy in American: 98%
Language: American and Dragonese at 96%.
Language: Techno-Can & Spanish
Anthropology: 80%
Body Building
Climbing: 98%/90%
Gymnastics:
Horsemanship: Cyber-Knight
Land Navigation: 76%
Lore: Demon & Monster: 80%
Paramedic: 85%
Swimming: 95%
W.P.: Knife
W.P.: Shield
W.P.: Sword
W.P.: Handgun
W.P.: Energy Pistol
Hand to Hand: Martial Arts

O.C.C. Related Skills:
Physical category (2): Acrobatics & Boxing
W.P.s. (3):
W.P.: Energy Rifle
W.P.: Submachine-Gun:
W.P.: Heavy Mega-Damage Weapons
Detect Ambush: 70%
Intelligence: 65%
Lore: D-Bees: 70%
Lore: Magic: 70%
Lore: Psychics & Psionics: 70%
Prowl: 70%
Tracking (people): 65%

3rd Level:
Demolitions: 80%
Weapon Systems: 70%

5th Level:
W.P.: Quickdraw
W.P.: Blunt
W.P.: Chain

6th Level:
Fencing
Navigation: 55%

Secondary Skills:
Math: Basic: 80%
Pilot: Hover-vehicles (ground)
Pilot: Hovercycle
Pilot: Automobile
Radio: Basic: 70%
Wilderness Survival: 55%

5th Level:
Camouflage: 35%
Sensory Equipment: 45%
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Re: Fallen Cyber Knights

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Sir Michael Garcia, a.k.a. Sir Shining Light.

Like so many others, Sir Shining Light was full of spirit and good intentions when he arrived at Tolkeen.
He knew in his heart supporting the Kingdom of Magic was the right thing to do and expected to spend
his days rescuing children and widows from the evil clutches of the Coalition Army.
Two years later, the Shining Light (so named because of his youthful optimism, gold armor and early
battles against the supernatural up in Calgary) is broken and disillusioned.
Sir Shining Light deserted from Tolkeen during the blitzkrieg that launched the Sorcerers' Revenge.
His spirit was already at low ebb and rather than face the carnage and atrocities during
the blitzkrieg, he simply turned tail and fled.
Not knowing where to go he wandered aimlessly northeast, where he stumbled across two of General
Drogue's death camps. Horrified, but not surprised, he was about to flee again, but something nags at
him, telling him to do something. To gather others and rescue these people.
Only he can't seem to bring himself to do it.

The Shining Light has momentarily found peace among trapper-huntsmen at a Wisconsin-Canada border
outpost. He has kept his identity as a Cyber-Knight (and the existence of the death camps) a secret from
all and is considering either becoming a hunter-trapper himself or heading toward Lazlo to make a new life.

However, the knowledge of the Death Camps haunts him and holds him to the area. Paralyzed by both self-loathing
and numbness (caused by the war and depression), he continues to hang out at the outpost, lost to indecision.


Sir Michael Garcia

Race: Human.

3rd level Cyber-Knight

Age 21.

Cyber-Knight Abilities
Create Psi-Sword (0): 2d6 MD
Create Psi-Shield (15);
Meditation (0).

Living Armor
M.D.C. by Location:
Shoulders (2) - 8 each
Back/Shoulder Blades (2) - 15 each
Forearms (2) - 10 each
Thighs/Upper Legs (2) - 15 each
Chest Plate (main body) - 50 M.D.C

Major Psychic
Bio-Regenerate (self) (6)
Impervious to Cold (2)
Nightvision (4)
See the Invisible (4)
Sense Evil (2)
Sixth Sense (2)

Alignment: Anarchist; Fallen Knight.

Attributes:
I.Q. 11, M.E. 15, M.A. 16, P.S. 18, P.P. 18, P.E. 22, P.B. 11, Spd. 16

Hit Points: 32
S.D.C.: 89
I.S.P.: 45
P.P.E.: 25

O.C.C. Skills:
Literacy in American: 76%
Language: American and Dragonese at 96%.
Language: Faerie Speak & Native American: 86%
Anthropology: 55%
Body Building
Climbing: 60%
Gymnastics
Horsemanship: Cyber-Knight
Land Navigation: 56%
Lore: Demon & Monster: 55%
Paramedic: 60%
Swimming: 70%
W.P.: Spear
W.P.: Shield
W.P.: Sword
W.P.: Handgun
W.P.: Rifle
Hand to Hand: Martial Arts 3rd level

O.C.C. Related Skills
Physical:
Forced March
Prowl: 47%
W.P.: Archery
W.P.: Knife
W.P.: Targeting
Boat Building: 50%
Breaking Horses: 40%
Carpentry: 40%
Dowsing: 40%
Identify Plants & Fruits: 40%
Track & Trap Animals: 40%/50%
Wilderness Survival: 50%

3rd Level:
Hunting
Outdoorsmanship

Secondary Skills:
Astronomy & Navigation: 40%
Boats: Paddle Types/Canoe/Kayak: 60%
Cooking: 45% (55% to Cook game animals)
Fishing: 50%
Math: Basic: 55%
Whittling: 40%

Wears:
Sturdy (outdoors) clothes made of animal skinl and fur
one set of cold weather clothing, pair of soft deerskin gloves, boots,
utility belt, two canteens,

Backpack:
three weeks of food rations,
50 feet (15.2 m) of rope,
7 wooden stakes, a wooden cross (6 inches)

Weapons:
a hunting knife ( lD6+ 1 S.D.C. damage),
1 survival knife
Bow (Quiver with 30 arrows)
Revolver with 6 silver bullets
Rifle (24 bullets)
Iron Wood Shield

On Two Horses:
Equivalent of NG Tent
Carpenter's Toolkit
Carving Tools
Cooking tools
Fishing kit
Navigation kit
Paramedic's Kit
a large axe,
a hand axe,
a small mallet
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Re: Fallen Cyber Knights

Unread post by taalismn »

Sir Sweeney ‘Shortchange’ McDougal(expanded)
(aka ‘Sir Petty-theft’, ‘Lord of Larceny’)

“Damnit, Mister Kerso, I’ve been stuck in the office all week chasing rumors! There’s no way I had the time to come in and order all this stuff, let alone eat it! I have ten coworkers who can attest to it!”
“---you know, I did find it a little strange that you spoke your native Creole more hesitantly than normal and with both a rasp and a bit of an accent, but you said you were recovering from a bad cold...”

“WHO IS THIS ‘SIR SHORTCHANGE’ AND WHY AM I ALWAYS GETTING SENT HIS BAR TABS!!!????”

“---got a hangover, lost my wallet and ID cards, been charged for damage to three hotel suites, and got stuck with a thirty thousand credit bill for hookers from the House of Perverso,.... and I’m still a virgin. Damn you, McDougal!”

“For most, the Order of Cyber-Knights is a calling to greatness and glory in service to the Light. To Sweeney, it seems to have been a finishing school for his criminal behavior.”

Sir Sweeney McDougal truly deserves, to many, the title of ‘robber knight’, having dragged the proud profession of cyber-knight down to the level of petty thief.
It has leaked out that pre-knighthood Sweeney McDougal was a callow and larcenous youth in his hometown(which prefers to be unnamed), when he was caught attempting to lift the wallet of a traveling cyber-knight. Rather than righteously thrash the pickpocket and send him on his hobbling way, the noble paladin saw potential (possibly misinterpreting a psychic vison) in the youth and decided to rehabilitate him into a future champion of justice by making him the knight’s squire. For the next several years, the two traveled North America(and occasionally beyond), McDougal proving a diligent sidekick(albeit one with a talent for acquiring needed supplies on short notice). Young McDougal’s psychic talents blossomed during this time. Eventually the two were forced to part their ways(some versions say McDougal’s mentor was killed in action, othes say McDougal let his master go into fatal danger after the elder learned of an act of larceny on McDougal’s part, and a very few versions say the two actually parted amicably). Finally on his own, Sir McDiugal seemed set for a life of adventure and heroism.
However, it seems ‘once a swagman, always a swagman’; once out from under the strict and critical eye of his mentor, Sir McDougal quickly backslid into bad habits. Initially justifying his behavior as ‘heroisim doesn’t pay the bills or fill the stomach’, the cyber-knight began acquiring a repitation for riding into towns, settling in at a local eaterly, ordering big meals, consuming them...and skipping out without paying. Sir Sweeney’s favorite tactic is to instigate a fight just before the bill comes due, draw in as many others as possible in the donnybrook, then escape in the chaos.

While the occasional unpaid-for meal and shunned bar tab might be overlooked and even forgiven in a champion of justice, Sir McDougal has made such a habit of it that it’s become something of a trademark, leading to his nickname of ‘Shorchange’. And beyond the ‘dine and dash’ incidents, McDougal has been using his talents for greater acts of larcenry. With a retinue of fellow con artists and never-do’wells, Sir Sweeney has been moving into identify theft, forgery, and larger acts of thievery. Sir McDougal has learned that his anti-tech talents are good for blinding security systems, his psi-blind a good and more convenient substitute for a cutting torch, and ectoplasmic disguise a good quick mask to his true identity.

Though Sir McDougal engages in the occasional act of heroism, especially against bandit threats(ideally WEAKER bandit threats), he is more often than not as mercenary as any Mystic Knght. Even when he committs acts of heroism, more often than not, while he is openlyaccepting the simple gratitude of grateful villagers, his compatriots are robbing the villagers blind behind their backs. Other times, Sir McDougal is ‘cash upfront’ before even considering doing a good deed such as slaying a monster. And if he can get more-altruistic/idealistic others to do the risk-taking(especially against supernatural menaces) while he stands back to take the credit afterwards, all the better. While he has not outright murdered companions in such ventures, he has managed on more than one occasion to be the only one left to go back to report the vanquishing of a threat, and collect on the promised reward.

‘Shortchange’ is not much of an outdoorsman, so he prefers to operate close to civilization and its comforts, but he will trek across wilderness if he feels the heat(i.e. the law and creditors) closing in on him, and he needs to find places that aren’t on the alert for him.

Sir ‘Shortchange’ doesn’t have any grand sweeping agenda(beyond making himself rich and living well), nor does he target any particular group, except those ignorant of his reputation and with something worth stealing. He’s thus managed to annoy and outrage a broad spectrum of past victims, but through generous use of his talents and a few trinkets of power he’s picked up in his adventures, he’s managed to deflect much of the blame onto other dupes, hiding the true extent of his criminal activities. He’s even managed to, in some particularly daring capers, get past victims of his to hire him to go after the parties he framed for the original crimes. In some of the latter cases, he’s even managed to catch up to the supposed offenders, shake them down for money to let them go, and effectively collected several times over on the same felony.

Level of Experience: 4th Level Cyber-Knight
Rank: Fallen(Robber-Knight)
Race: Human
Alignment: Miscreant
Land of Origin: North America
Age: 32
Sex: Male
Height: 6 ft
Weight: 220 lbs

Physical Description/Appearance:
Human male with thinning sandy-blond hair and brown eyes. He’s fairly muscular, but has developed a spare tire from his indulgences. He frequently uses changes of clothes, wigs, makeup and ectoplasmic disguise to conceal his true identity in public.

Disposition:
A diehard ‘jolly swagman’ and self-annointed ‘lovable rogue’, Sweeney McDougal enjoys the good things in life, especially if he doesn’t have to pay for them. That he works hard as a thief only makes him all the more determined to enjoy the fruits of his labors. When working a mark he can be charming, mile-a-minute chatting(and he has had both some marvelous adventures to recount and he is also a fabulous liar), and disarmingly friendly. This can turn to chillingly intimidating in an instant.
While Sir McDougal may not harm a child, he will certainly threaten their well-being to get what he wants from their parents/guardians. He is an equal-opportunity browbeater who will rough up anybody, regardless of age or gender, who impedes his way. He’s punched a good number of waiters, waitresses, and maitre des in course of his restaurant and bar escapades, though he claims that such was done ‘in the confusion of battle’.
While he doesn’t consider himself a coward, Sir McDougal doesn’t believe in unnecessarily risking his personal safety and bodily integrity unless the potential(and tangible) rewards equal the risk. Backing him in a corner against a supernatural threat will bring out the ‘hero’ in him, but unless it’s an overwhelming threat he can’t outrun, he’ll bolt given half a chance. A reversal of fortunes is enough to convince Sir McDougal to ‘strategically reposition’, ‘regroup’ or ‘go comm-silent’. Will work with others, but ultimately sees others outside his own cadre of criminal talents(who know the risks of the business and regualrly EXPECT to be betrayed) as ‘fools and tools’. A ‘good friend’ of Sir McDougal is one with deep pockets, a giving nature, a healthy ignorance and a lack of curiousity. Getting invited to his table is to be assured of having a good time as the booze flows freely...and waking up the next day stiffed with the table bill and other assorted expenses, and the ‘good host’ nowhere to be found.

Physical Attributes/Superlatives:
IQ: 12
ME: 17
MA: 21
PS: 20
PP: 18
PE: 17
PB: 11
SPD: 25

(ISP): 68
(PPE): 21

Hit Points: 44
SDC: 55
MDC: (Cyber-Armor) A.R. 16
-Regenerates at 1d6 MDC per hout
Shoulders(2) 9 each
Back/Shoulder Blades(2) 16 each
Forearms(2) 11 each
Thighs/Upper Legs(2) 16 each
Chest Plate(main body) 54

Horror Factor:----

Special Abilities/Characteristics/Powers:
*Cyber-Knight Zen Combat

Magic: By item(see Possessions for his most-oft used magic items)

Psionics:(Master Psychic)
*Summon Psi-Sword---3d6 MD
*Summon Psi-Shield(15 ISP, 80 MDC, 20 minutes)
*Meditation

*Ectoplasmic Disguise(12 ISP, 40 minutes)
*See Aura(6 ISP, 30 seconds)
*Alter Aura(2 ISP, 4 hours)
* Sixth Sense(2 ISP, 1 melee rd)
* Telepathy(4 ISP, 100 ft, 8 minutes)
* Empathy(4 ISP, 220/300 ft, 8 minutes)
*Mind Block(4 ISP, 40 minutes)
*Deaden Senses(4 ISP, 160 ft range, 2d6 minutes)
*(Super)Hypnotic Suggestion(6 ISP, 12 ft)

Cybernetics/Bionics:
*Cyber-Armor

Skills:( 4th Level Cyber-Knight)
Language/Literacy:
-American 98/98%
-Dragonese 98/98%
Language:
-Gobbeley 80%
-Spanish 80%
Anthropology 65%
Horsemanshop: Cyber-Knight 82/62%
Pilot Automobile 68%
Pilot Hovercraft 70%
Land Navigation 64%
Lore: Demons and Monsters 65%
Paramedic 70%
Disguise 50%
Impersonation 56/42%
Pick Pockets 50%
Intelligence 53%
Pick Locks 55%
Forgery 45%
Performance 50%
Undercover Ops 35%
Radio: Basic 65%
Surveillance Systems 35%
Mathematics: Basic 65%
Computer Operation 60%
Read Sensory Instruments 50%
Body Building
Climbing 75/65%
Gymnastics(+5)%
-Sense of Balance 67%
-Back Flip 87%
-Work Bars/Rings 77%
-ClimbRope/Rappel 73%
Prowl 50%
Running
Boxing
Swimming 80%
W.P. Knife(+2 parry, +2 strike, +2 throw)
W.P. Sword(+2 parry, +2 strike, +1 throw)
W.P. Shield(+2 parry, +1 strike)
W.P. Blunt(+2 parry, +2 strike)
W.P. Grappling Hook(+1 strike/entangle)
W.P. Paired Weapons
W.P. Energy Pistol(+2 strike)
W.P. Energy Rifle(+2 strike)
W.P. Handguns(+2 strike)
Hand to Hand: Martial Arts

Actions/Attacks per Melee: 7
Perception: +3
Initiative: +4
+3 vs modern weapons, +6 vs artificial intelligences
Strike: +7
Parry: +10
Dodge: +7
Roll: +6
Pull Punch:+5
Disarm: +2
Damage: +5
Knock-Out/Stun on Natural 20
Saves:
Vs Coma/Death+5
Vs Magic +1%
Vs Psionics 9 or better(Master Psychic)
Vs Insanity +1
Vs Horror Factor +1
Trust/Intimidate 65%

Notable Possessions/Equipment:
Crusader-style EBA(55 MDC, no encumbrance penalties)
Wilks 320 Laser Pistol---Accuracy, especially in a hurry.
Wilks 457 Pulse Laser Rifle---Spray mode and accurate too!
Wilks Laser Derringer(usually a pair)
9mm Automatic Pistol w/ a backup clip of silver bullets
VibroBayonet(1d6+1 MD)---Great for cutting open cash registers, parting wallet and purse security chains, and intimidating people.
Half-dozen knives, throwable( 1d4-1d6 SDC)
Powdered Lead & Ball Bearings Cosh/Blackjack---Convenient for sapping suckers and breaking bones. +1d8 to punch damage.
Folding Compact Grappling Hook & 100 ft of lightweight high-strength line(quite useful for bailing out of hotels and brothels, bypassing the front door)
Set of Lockpicks
Radio Throatset---A small, easily concealable(under clothing) radio collar and ear piece, w/ 5 mile range. Can pick up whispered or murmurred input.
Language Translator/Voice Synthesizer---This is a compact custom-made device that both translates, while also changing the wearer’s voice. A ‘white nose’ baffler against the wearer’s throat masks the original voice, allowing only the altered one to be heard(those with enhanced hearing have a 50% chance of hearing a peculiar mild hum).
TW Glasses(Eyes of Thoth)---- Enchanted eyeglasses that allow the wearer to read various written languages. 4 PPE/8 ISP for 1 hour’s reading time.
Amulet of Invisibility(Simple)--4 times per 24 hours, or for 3 PPE/ 6 ISP, lasts 15 minutes per activation.
Cloak of Charisma(Charismatic Aura)----5 PPE/10 ISP for 12 minutes. Sir Sweeney swiped this off a Grand Illusionist Mage and uses it on occasion in dramatic moments to bolster his image as a Champion of the People.
Bag of Holding----Another item Sir Shortchange lifted off a d-bee traveler, this handbag-sized piece of gear is actually the size of a steamer trunk inside. Under cover of a cloak, Sir Sweeney has been known to clear store counters and eatery tables of everything on/in them in the chaos of a staged fight.

Has a collection of stolen/forged ID cards, credit sticks, public transportation tokens and security passes. Also has several changes of clothing for disguises and frequently steals clothes from others for the purpose.

Vehicle:
Sir McDougal prefers a robot horse that can be summoned(via radio) to where he’s exiting a building.

Sir McDougal travels in the company of about a dozen henchbeings of criminal talent that provide the extra skills and abilities for his more ambitious capers. While the group has seen some attrition(killed in action or captured by the law, though there’s rumors that several were deliberately disposed of for becoming ‘liabilities’) and rotation out of members as Sir Shortchange moves across the country, there are three or four members that McDougal considers true friends that he’d admit to thinking twice or thrice about abandoning. His current righthand being and girlfriend is a 5th level Auto-G conwoman who often helps his deceptions by masquerading as Sir Sweeney’s wife or adjutant, depending on the mark he’s passing himself off as.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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User avatar
darthauthor
Hero
Posts: 1391
Joined: Sun Jan 05, 2020 8:55 pm

Re: Fallen Cyber Knights

Unread post by darthauthor »

taalismn

I really like your formatting with your character build.
The attributes are easier on the eyes when they are shown vertically like you do.
Saving throws too.

Also, I like your ideas.
Looks like the build is a real espionage / rogue
User avatar
taalismn
Priest
Posts: 48026
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Fallen Cyber Knights

Unread post by taalismn »

darthauthor wrote: Thu Jan 04, 2024 1:04 pm taalismn

I really like your formatting with your character build.
The attributes are easier on the eyes when they are shown vertically like you do.
Saving throws too.

Also, I like your ideas.
Looks like the build is a real espionage / rogue
Thanks...I thought I'd run with a 'Falstaff' kind of character, A supposedly noble guy who's really, at heart, a low-brow conman and boozer. Doesn't let others' ideas of altruism interfere with his own self-gratification and nothing more grandiose than 'what are we having for supper and who can we get to pay for it?"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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