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:

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.
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.
Standard Equipment
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:-

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:-

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
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NPC Experience Level:
Average character: 1D10 levels.

Experience Level Table
  1. 0-2,140
  2. 2,141-4,280
  3. 4,281-8,560
  4. 8,561-17,520
  5. 17,521-25,520
  6. 17,521-35,520
  7. 35,521-50,520
  8. 50,521-71,000
  9. 71,001-96,100
  10. 96,101-131,200
  11. 131,201-181,300
  12. 181,301-231,400
  13. 231,401-281,500
  14. 281,501-341,600
  15. 341,601-401,700