Warning: long. Time for some Technojacker-style revenge.
Posted: Sun May 21, 2006 5:14 pm
From Dream Vision to Machine Nightmare....
Sir Jory Castle wasn't sure how he ended up where he did, or why his armor tried to kill him. He also wasn't sure why his living cyber armor had dissolved off his body, or why his robot horse exploded mere seconds after exiting the portal, destroying the majority of his gear and flinging him to the ground many feet away. These things had happened in a particular order, but for the life of him, he couldn't remember it.
He knew he was in pain, and he knew he was in Trouble. The Cyber-Knight staggered southwards, finding himself in a small village, where the people there saw to his wounds. They were human, each and every one, and they spoke American, even if they did so with a strange, almost ancient accent.
Jory listened and learned from these simple villagers. He learned about the Machine. He learned about the cusp of annihilation the people of this land stood upon.
He knew what he had to do, if not how. Luckily, he would have time, as the Machines seemed to not come to this village often, though he had been told that to venture more than five miles away from it would mean death.
As he healed, he meditated and trained, excercising his skills. Soon he found himself joined by people, a few at first, then more, as he taught them how to fight. These were good and noble people, if simple, farmers and teachers and weavers and thatchers. He was glad to know them, and they him.
He began to teach Lord Coake's ways to them, hoping to find some Candidates for Knighthood among them.
Years passed. Not a one of them showed the Inner Strength necessary to become a Cyber-Knight. None of them seemed able to generate the psionic energy necessary to create a Psi-Sword or Shield, though they all quickly embraced the Code and became excellent fighters. Jory knew this land needed the Knighthood, but with metal non-existant or non-usable, and the phantom "resistance" never showing its face within the village, he began to doubt and despair. He prayed.
His prayers were answered by an angry young girl with gray-green eyes named Jenn Saxon, who had long complained of nightmares, and of whispers that would not stop. Machine whispers. She showed him her prized possession and secret, an anklet made of stainless steel. It did not harm her. She was one of the Mutants, the Technojackers. She was deathly afraid of the village finding out, and he kept her secret, as any Cyber-Knight would.
He taught her and learned from her, and talked to her and listened, and they rode and trained together for long years. He had never seen the Machines in his time here, though he believed without question this truth the villagers told him.
Until a cold winter morning, when a single Machine came upon them on a ride. It was human in shape, if not in intent, and raised his weapon. In the blink of an eye, he charged, leaping from his horse and summoning his Psi-Sword, which clashed against the Machine's chest.
With no discernable effect.
Stunned, he was quickly dropped from his mount, and sent bleeding into the snow. Raising his head to face his attacker, he was flabbergasted at the sight of the woman he had trained. She had begun to extrude the Nanobots that lived within her, but not into a cable to take control over the robot, as lore indicated Technojackers could. From her left hand they formed a shield, and from her right hand they formed....
A Sword.
Lady Jenn Saxon, as she would come to be known in later years, attacked and defeated the robot as a Cyber-Knight would. With pride, nobility, and the Sword and Shield that came with it.
Sir Jory Castle died some years later, but not before revealing the secrets of Zen Combat to his new squire, the first of a new generation of Cyber-Knights.
OCC: Cyber-Knight (Splicer Variant)
The Splicer Variant Cyber-Knight is required to be of the "mutated" humans known as Technojackers. Instead of using their nanobots to control machines, they use them in other ways, which will be explained below. Fewer than 30% of the technojackers that try are able to complete the Cyber-Knight Training, leaving their numbers small and rare, roughly 3 out of every 1000 people.
Alignment:Theoretically any, but True Cyber-Knights should be of Principled, Scrupulous, or Unprincipled.
Attribute requirements: Minimum ME and PE of 11+. PS, PP, and IQ of 10+ recommended but not required.
Racial Requirement: Technojacker, the grey and grey-green eyes give them away.
Attribute Bonuses: +1d4 to MA, ME, PS, PE, and Speed
OCC Bonuses: +1 attack per melee, +3 to initiative, +2 to pull punch, +2 to disarm. +1 to save vs Horor Factor at levels 2, 5, 8, 12, and 15.
Base SDC: 2d4x10
Cyber-Knight OCC Powers:
1) Nano-Shield: Created from the altered nanobots within the Cyber-Knight's body, they form a solid steel-colored shield suiting the taste and style of it's creator. It cannot be dropped, disarmed, or loaned to another person. The shield may be used to parry all hand to hand combat attacks, including attacks from robots, but cannot be used to parry energy blasts and projectiles. It takes one attack to create the shield.
-Duration: Conditionally unlimited. Should the Cyber-Knight lose consciousness, the nanobots will retreat back into the body
-MDC: 80
2) Nano-Sword: Created from the altered nanobots within the Cyber-Knight's body, they form a solid steel-colored sword suiting the taste and style of it's creator. It cannot be dropped, disarmed, or loaned to another person. It requires one attack to create the Nano-Sword.
-Duration: Conditionally unlimited. Should the Cyber-Knight lose consciousness, the nanobots will retreat back into the body.
-Mega-Damage: 1d6 MD at level 1, plus an additional 1d6 MD at levels 3, 6, 9, 12, and 15
-At second level the Cyber-Knight can create any one-piece melee weapon, without moving parts. This would include knives, maces, spears, lances, clubs, and just about anything else. These creations require 2 attacks to create.
-At third level the Cyber-Knight can create two Nano-Swords, one for each hand.
3) Nano-Healing: The nanobots inside the Cyber-Knight's body travel about and repair damage constantly. This translates into a Medical Doctor's surgical skill of 78%, healing 2d6 SDC or Hit Points every ten minutes. They also provide a +30% bonus vs coma/death, and +3 to saving throws vs toxins, poisons, and disease.
4) Machine Meld: While not as impressive as the Technojacker's skill, the Cyber-Knight is capable of using (but not controlling or powering) tools, weapons, and non-intelligent machines. This Translates into the following:
- +20% on all piloting, pilot related, computer, electrical, or mechanical skills known by the character.
- +2 to strike with modern weapons including energy weapons.
- A 60% base ability to understand and operate unknown or alien machines.
5) Cyber-Knight Nano-Armor: Unlike their Technojacker Cousins, The Cyber-Knight is not able to create a full suit of armor. They instead have a permanent shell of nanobots covering various parts of their body. It has a special AR of 16, meaning that any strike above this number strikes the Cyber-Knight instead of their protective shell. Most Cyber-Knights will often wear other armor on top of this, for better protection or disguise. The armor provides no bonuses or penalties, and adds 20 pounds to the weight of the Knight.
MDC By Location:
Shoulders (2) : 8
Back/Shoulder Blades (2): 15
Forearms (2): 10
Thigh/upper leg (2): 15
Calf/lower leg (2): 10
Chest/Main Body: 50
-At level 4 the armor grows stronger, and can repair itself, at a rate of 1d6 MDC per hour until back to full strength and appearance. Also add 1d6 MDC per level starting at 4th to the main body, and 1 MDC per level starting at 4th to all other areas.
-At level 8 the special AR increases to 17.
6) Meditation: Even though they cannot learn Psionics, Cyber-Knights are taught to meditate. Each hour of meditation equals two hours of sleep/rest. Cyber-Knights do not enjoy sleep, which will be explained below.
7) Machine Nightmare: Instead of Dream Visions, Splicer-Variant Cyber-Knights experience the same effects as Crazies do, constantly hearing the whispers of the machine.
8) Immunity to the Nanobot Plague (obviously), but scorned and rejected by the majority of the humans they will come to protect and defend. Also can NOT use Bio-Tech of any kind.
9) Cyber-Knight Zen Combat: Modified some due to Technojacker's greater link to technology.
Level 1: All the basics. All skill bonuses, OCC bonuses and powers, Nano-Armor, -Shield, and -Sword learned.
Level 2: WP Paired Weapons, WP Shield.
Level 3: Combat Acrobatics: Ability to fight and strike when off balance or moving. No penalties.
Level 4: Mechanical Awareness: As the power in Powers Unlimited. Quick notes: All bonuses by tech using opponents are reduced to 0, +3 initiative vs living targets using tech, +4 initiative vs artificial intelligences, tech using opponents are -3 to dodge the Cyber-Knight's attacks, and lose 2 attacks compensating for the Knight's quickness. Sense technology 50' per level radius, +4 to Auto dodge vs tech using opponents.
Level 5: Nothing Special
Level 6: Cloud Sensors: Drones cannot figure out what they are sensing at all, and lose an additional 2 attacks every round they try to figure it out. Robots hesitate and lose 1 additional attack per round, and are -40% to evaluate and respond to the data.
Level 7: Nothing Special.
Level 8: Nothing Special.
Level 9: Cloud Targeting and Weapons Systems: Additional -2 penalty to strike appllied to tech-based opponents.
Level 10: Nothing Special.
Level 11: Nothing Special.
Level 12: Nothing Special.
Level 13: Cloaking. As the Power in Heroes Unlimited. Basically the Knight is Invisible ( -8 to strike, parry, or dodge the Knight) to Tech based sensors of all kinds.
Level 14: Nothing Special.
Level 15: Cloaking Extended to one other person or large item, like a jet pack or motorcycle. Must be touching or within 3 feet of the Knight.
10) The Cyber-Knight Code: To Live, Fair Play, Nobility, Valor, Honor, and Courtesy are all still extremely important. The precepts of Poverty, Humility, Purity, and Generosity are also rewarded, each in their own way. Poverty is often preached as a means to never, ever bring metal items near other living things to avoid harming them unintentionally.
OCC Skills:
Common Skills: +20
Note: Cyber-Knights are trained in a certain way to know certain things. This is reflected in the skills below.
Languages: Other (3 of choice) +15%
Machine Lore +10%
History +7%
Paramedic +5%
Land Navigation: +6%
Horsemanship
Climbing +5%
Body Building
Gymnastics +2%
Swimming +5%
WP Ancient (2 of choice)
WP Modern (2 of choice)
HTH Martial Arts
Elective/Other Skills: 6, 1 must be physical, 2 must be WP's. Plus 1 at level 3, 6, 9, and 12, and 1 WP at level 5.
Secondary Skills: Select 6
Standard Equipment: Suit of non-metallic EBA, dress clothing, fatigues, gas mask with air filter, tinted goggles, tools, one weapon per WP (probably robot weapons), with 3 extra clips, first aid kit, knapsack, backpack, 2 canteens, 2 weeks food rations and some personal items.
Transportation can include old hover or motorcycles, but is usually horses or mega-horses to minimize the potential harm of humans.
The Upside: The Machine isn't even sure you exist, and if it was, it couldn't prove it. You are immune to the Nanobot plague, and can use the nanobots themselves to your advantage. Even the Dreadguard may respect you one day if you stick to the Code.
The Downside: You are feared and scorned by those you strive to protect due to your ability to use the nanobots. Some think the Machine doesn't attack you because you are in league with it. You also may slowly be losing your mind due to the Machine's ceaseless whispering.
For more information on the Cyber-Knights, you can check out RUE or SOT4. The Message is the same even if the Method is different.
This was fun to do. I have other ideas for the unappreciated Technojackers if this gets recieved well. They stem primarily from Rifts and HU, but I think they could work well. Some ideas include a Doctor, a Dreadguard/Power Armor type, an Archangel Type (Mega-wings, anyone?) and some others.
Some notes: I basically used the "anti-tech" Cyber-Knight, and applied the "major psionic rules" to it as far as penalties to skills and skill bonuses. Damage and stats are all really the same, and I bumped up the Zen Combat some based on some HU stuff. I hope you like it :)
Sir Jory Castle wasn't sure how he ended up where he did, or why his armor tried to kill him. He also wasn't sure why his living cyber armor had dissolved off his body, or why his robot horse exploded mere seconds after exiting the portal, destroying the majority of his gear and flinging him to the ground many feet away. These things had happened in a particular order, but for the life of him, he couldn't remember it.
He knew he was in pain, and he knew he was in Trouble. The Cyber-Knight staggered southwards, finding himself in a small village, where the people there saw to his wounds. They were human, each and every one, and they spoke American, even if they did so with a strange, almost ancient accent.
Jory listened and learned from these simple villagers. He learned about the Machine. He learned about the cusp of annihilation the people of this land stood upon.
He knew what he had to do, if not how. Luckily, he would have time, as the Machines seemed to not come to this village often, though he had been told that to venture more than five miles away from it would mean death.
As he healed, he meditated and trained, excercising his skills. Soon he found himself joined by people, a few at first, then more, as he taught them how to fight. These were good and noble people, if simple, farmers and teachers and weavers and thatchers. He was glad to know them, and they him.
He began to teach Lord Coake's ways to them, hoping to find some Candidates for Knighthood among them.
Years passed. Not a one of them showed the Inner Strength necessary to become a Cyber-Knight. None of them seemed able to generate the psionic energy necessary to create a Psi-Sword or Shield, though they all quickly embraced the Code and became excellent fighters. Jory knew this land needed the Knighthood, but with metal non-existant or non-usable, and the phantom "resistance" never showing its face within the village, he began to doubt and despair. He prayed.
His prayers were answered by an angry young girl with gray-green eyes named Jenn Saxon, who had long complained of nightmares, and of whispers that would not stop. Machine whispers. She showed him her prized possession and secret, an anklet made of stainless steel. It did not harm her. She was one of the Mutants, the Technojackers. She was deathly afraid of the village finding out, and he kept her secret, as any Cyber-Knight would.
He taught her and learned from her, and talked to her and listened, and they rode and trained together for long years. He had never seen the Machines in his time here, though he believed without question this truth the villagers told him.
Until a cold winter morning, when a single Machine came upon them on a ride. It was human in shape, if not in intent, and raised his weapon. In the blink of an eye, he charged, leaping from his horse and summoning his Psi-Sword, which clashed against the Machine's chest.
With no discernable effect.
Stunned, he was quickly dropped from his mount, and sent bleeding into the snow. Raising his head to face his attacker, he was flabbergasted at the sight of the woman he had trained. She had begun to extrude the Nanobots that lived within her, but not into a cable to take control over the robot, as lore indicated Technojackers could. From her left hand they formed a shield, and from her right hand they formed....
A Sword.
Lady Jenn Saxon, as she would come to be known in later years, attacked and defeated the robot as a Cyber-Knight would. With pride, nobility, and the Sword and Shield that came with it.
Sir Jory Castle died some years later, but not before revealing the secrets of Zen Combat to his new squire, the first of a new generation of Cyber-Knights.
OCC: Cyber-Knight (Splicer Variant)
The Splicer Variant Cyber-Knight is required to be of the "mutated" humans known as Technojackers. Instead of using their nanobots to control machines, they use them in other ways, which will be explained below. Fewer than 30% of the technojackers that try are able to complete the Cyber-Knight Training, leaving their numbers small and rare, roughly 3 out of every 1000 people.
Alignment:Theoretically any, but True Cyber-Knights should be of Principled, Scrupulous, or Unprincipled.
Attribute requirements: Minimum ME and PE of 11+. PS, PP, and IQ of 10+ recommended but not required.
Racial Requirement: Technojacker, the grey and grey-green eyes give them away.
Attribute Bonuses: +1d4 to MA, ME, PS, PE, and Speed
OCC Bonuses: +1 attack per melee, +3 to initiative, +2 to pull punch, +2 to disarm. +1 to save vs Horor Factor at levels 2, 5, 8, 12, and 15.
Base SDC: 2d4x10
Cyber-Knight OCC Powers:
1) Nano-Shield: Created from the altered nanobots within the Cyber-Knight's body, they form a solid steel-colored shield suiting the taste and style of it's creator. It cannot be dropped, disarmed, or loaned to another person. The shield may be used to parry all hand to hand combat attacks, including attacks from robots, but cannot be used to parry energy blasts and projectiles. It takes one attack to create the shield.
-Duration: Conditionally unlimited. Should the Cyber-Knight lose consciousness, the nanobots will retreat back into the body
-MDC: 80
2) Nano-Sword: Created from the altered nanobots within the Cyber-Knight's body, they form a solid steel-colored sword suiting the taste and style of it's creator. It cannot be dropped, disarmed, or loaned to another person. It requires one attack to create the Nano-Sword.
-Duration: Conditionally unlimited. Should the Cyber-Knight lose consciousness, the nanobots will retreat back into the body.
-Mega-Damage: 1d6 MD at level 1, plus an additional 1d6 MD at levels 3, 6, 9, 12, and 15
-At second level the Cyber-Knight can create any one-piece melee weapon, without moving parts. This would include knives, maces, spears, lances, clubs, and just about anything else. These creations require 2 attacks to create.
-At third level the Cyber-Knight can create two Nano-Swords, one for each hand.
3) Nano-Healing: The nanobots inside the Cyber-Knight's body travel about and repair damage constantly. This translates into a Medical Doctor's surgical skill of 78%, healing 2d6 SDC or Hit Points every ten minutes. They also provide a +30% bonus vs coma/death, and +3 to saving throws vs toxins, poisons, and disease.
4) Machine Meld: While not as impressive as the Technojacker's skill, the Cyber-Knight is capable of using (but not controlling or powering) tools, weapons, and non-intelligent machines. This Translates into the following:
- +20% on all piloting, pilot related, computer, electrical, or mechanical skills known by the character.
- +2 to strike with modern weapons including energy weapons.
- A 60% base ability to understand and operate unknown or alien machines.
5) Cyber-Knight Nano-Armor: Unlike their Technojacker Cousins, The Cyber-Knight is not able to create a full suit of armor. They instead have a permanent shell of nanobots covering various parts of their body. It has a special AR of 16, meaning that any strike above this number strikes the Cyber-Knight instead of their protective shell. Most Cyber-Knights will often wear other armor on top of this, for better protection or disguise. The armor provides no bonuses or penalties, and adds 20 pounds to the weight of the Knight.
MDC By Location:
Shoulders (2) : 8
Back/Shoulder Blades (2): 15
Forearms (2): 10
Thigh/upper leg (2): 15
Calf/lower leg (2): 10
Chest/Main Body: 50
-At level 4 the armor grows stronger, and can repair itself, at a rate of 1d6 MDC per hour until back to full strength and appearance. Also add 1d6 MDC per level starting at 4th to the main body, and 1 MDC per level starting at 4th to all other areas.
-At level 8 the special AR increases to 17.
6) Meditation: Even though they cannot learn Psionics, Cyber-Knights are taught to meditate. Each hour of meditation equals two hours of sleep/rest. Cyber-Knights do not enjoy sleep, which will be explained below.
7) Machine Nightmare: Instead of Dream Visions, Splicer-Variant Cyber-Knights experience the same effects as Crazies do, constantly hearing the whispers of the machine.
8) Immunity to the Nanobot Plague (obviously), but scorned and rejected by the majority of the humans they will come to protect and defend. Also can NOT use Bio-Tech of any kind.
9) Cyber-Knight Zen Combat: Modified some due to Technojacker's greater link to technology.
Level 1: All the basics. All skill bonuses, OCC bonuses and powers, Nano-Armor, -Shield, and -Sword learned.
Level 2: WP Paired Weapons, WP Shield.
Level 3: Combat Acrobatics: Ability to fight and strike when off balance or moving. No penalties.
Level 4: Mechanical Awareness: As the power in Powers Unlimited. Quick notes: All bonuses by tech using opponents are reduced to 0, +3 initiative vs living targets using tech, +4 initiative vs artificial intelligences, tech using opponents are -3 to dodge the Cyber-Knight's attacks, and lose 2 attacks compensating for the Knight's quickness. Sense technology 50' per level radius, +4 to Auto dodge vs tech using opponents.
Level 5: Nothing Special
Level 6: Cloud Sensors: Drones cannot figure out what they are sensing at all, and lose an additional 2 attacks every round they try to figure it out. Robots hesitate and lose 1 additional attack per round, and are -40% to evaluate and respond to the data.
Level 7: Nothing Special.
Level 8: Nothing Special.
Level 9: Cloud Targeting and Weapons Systems: Additional -2 penalty to strike appllied to tech-based opponents.
Level 10: Nothing Special.
Level 11: Nothing Special.
Level 12: Nothing Special.
Level 13: Cloaking. As the Power in Heroes Unlimited. Basically the Knight is Invisible ( -8 to strike, parry, or dodge the Knight) to Tech based sensors of all kinds.
Level 14: Nothing Special.
Level 15: Cloaking Extended to one other person or large item, like a jet pack or motorcycle. Must be touching or within 3 feet of the Knight.
10) The Cyber-Knight Code: To Live, Fair Play, Nobility, Valor, Honor, and Courtesy are all still extremely important. The precepts of Poverty, Humility, Purity, and Generosity are also rewarded, each in their own way. Poverty is often preached as a means to never, ever bring metal items near other living things to avoid harming them unintentionally.
OCC Skills:
Common Skills: +20
Note: Cyber-Knights are trained in a certain way to know certain things. This is reflected in the skills below.
Languages: Other (3 of choice) +15%
Machine Lore +10%
History +7%
Paramedic +5%
Land Navigation: +6%
Horsemanship
Climbing +5%
Body Building
Gymnastics +2%
Swimming +5%
WP Ancient (2 of choice)
WP Modern (2 of choice)
HTH Martial Arts
Elective/Other Skills: 6, 1 must be physical, 2 must be WP's. Plus 1 at level 3, 6, 9, and 12, and 1 WP at level 5.
Secondary Skills: Select 6
Standard Equipment: Suit of non-metallic EBA, dress clothing, fatigues, gas mask with air filter, tinted goggles, tools, one weapon per WP (probably robot weapons), with 3 extra clips, first aid kit, knapsack, backpack, 2 canteens, 2 weeks food rations and some personal items.
Transportation can include old hover or motorcycles, but is usually horses or mega-horses to minimize the potential harm of humans.
The Upside: The Machine isn't even sure you exist, and if it was, it couldn't prove it. You are immune to the Nanobot plague, and can use the nanobots themselves to your advantage. Even the Dreadguard may respect you one day if you stick to the Code.
The Downside: You are feared and scorned by those you strive to protect due to your ability to use the nanobots. Some think the Machine doesn't attack you because you are in league with it. You also may slowly be losing your mind due to the Machine's ceaseless whispering.
For more information on the Cyber-Knights, you can check out RUE or SOT4. The Message is the same even if the Method is different.
This was fun to do. I have other ideas for the unappreciated Technojackers if this gets recieved well. They stem primarily from Rifts and HU, but I think they could work well. Some ideas include a Doctor, a Dreadguard/Power Armor type, an Archangel Type (Mega-wings, anyone?) and some others.
Some notes: I basically used the "anti-tech" Cyber-Knight, and applied the "major psionic rules" to it as far as penalties to skills and skill bonuses. Damage and stats are all really the same, and I bumped up the Zen Combat some based on some HU stuff. I hope you like it :)