Paladins (because let’s face it, Cyber-Knights are basically Paladins without the faith and blessings) catch a lot of flak from the RPG community, but I just honestly love them. “Your choices are so limited as a lawful good/paladin type character!” Not really, in fact I think it offers more opportunities to do some seriously memorable role playing than neutral or evil aligned characters. Plus I just love playing the goodly protector. I’m also starting something fun for future Toon Tuesdays: flavortext. Like you would find at the bottom of many a trading card, it will be a short (one to three sentences max) bit of dialog either by or about the character, just to add some more dimension. It can be found as a caption to the picture always included for the write up. Enjoy!
EDIT 10/2014: I have played this character in a campaign and found her to be a lot of fun! Her abilities and skills play well as both a leader and a supporting role.
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, though you could use Rifts Coalition Wars 4: Cyber-Knights, the stat information is out of date and much more clearly presented in the RUE.
Recommended Setting: Any good aligned starting adventuring party, accustomed to travel and all but the most extreme of environments.
Nickname: Cotton (or Mother Cotton to children)
Exp. Level: One
Experience Table: Cyber-Knight
Invoke Trust/Intimidate: Not applicable.
Charm/Impress: Not applicable.
Health Points: 18 (+1D6/lvl)
S.D.C.: 139 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 22 (permanent)
I.S.P.: 53 (+2D4/lvl)
Chi: Not applicable.
Horror Factor: None.
IQ: 16 (+2% one time bonus to all new skills)
PS: 18 (Lift/Carry: 720/360 lbs)
SPD: 11 (Run: 7.5 mph)
Hand to Hand: Martial Arts/Zen Combat
+Restrain Punch: 5
Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Power Kick 2D4x2 (counts as 2 attacks)
Body Flip/Throw 1D6 (victim loses 1 attack)
Racial Natural Abilities
Occupational Natural Abilities
Create Psi-Sword (No Cost) Damage: 1D6 M.D. (+1D6 M.D. to damage at levels 3, 6, 9, 12, and 15, as well an additional +1D6 M.D. to damage at levels 2, 5, 9, and 13 for being a master psychic, and an additional +1D6 S.D. from the Fencing skill.) Instant (does not count as a melee action), and with no limit to duration or times summoned per day. An energy weapon they will into existence, considered a manifestation of living will and fighting spirit. Appears as a light electric blue katana though as a master psychic they can will it into any weapon shape without projectiles or moving parts, a process which takes 2 melee actions and is often done to be fairly matched to their opponents. The color can also be changed at the cost of 1 melee action, though black and earth tones are not possible (pure white is very rare and costs 5 melee actions to conjure, 1 melee action per successive round to maintain, and the user is at -10% to perform all skills while active.) Note: A Cyber-Knight will absolutely never use a psi-sword against an unarmed opponent, nor one who does not have an equipped weapon of comparable strength or who is not a supernatural creature. At level 2, they can create a second psi-weapon/shield for their opposite hand.
Create Psi-Sheild (15 I.S.P.) 80 M.D.C. Instant, remains as long as they will it. Can be used to parry all hand to hand attacks, as well as those made by robots, power armour, and magic, but cannot parry energy blasts or projectiles (can block energy based swords/clubs/etc.) Shield naturally appears as a light electric blue (the color can be changed at the cost of 1 melee action, though black and earth tones are not possible; pure white is very rare and costs 5 melee actions to conjure, 1 melee action per successive round to maintain, and the user is at -10% to perform all skills while active.)
Meditation (No Cost) Range: Self. Duration: As needed, at least 1 hour is required to regenerate health/I.S.P. Used to regenerate health and I.S.P. and to calm emotions and relax their mind and body. Recovers I.S.P. at a rate of 6 and H.P. at a rate of 3 per hour of meditation.
Zen Combat At level 1, they know all of the basics and skills afforded by their training. At level 2, they gain the Paired Weapons W.P (and can wield 2 different weapons/psi-weapons or a weapon/psi-weapon and a shield/psi-shield with great accuracy and no penalty) and the Shield W.P. At level 3, they master combat acrobatics and can fight and strike while moving or off balance at no penalty. For further information up to level 11, see pages 65-66 of the RUE.
Horsemanship: Cyber-Knight Bonuses are in addition to other applicable combat bonuses and apply only while on horseback; +1 initiative at levels 1, 5, 9, and 14, +2 roll with impact when knocked off, +2 parry and dodge, inflicts +6 S.D. or M.D. (depending upon the weapon damage type). Charge attacks with a lance/polearm/spear inflict +2D6 S.D. or +3D6 M.D. (depending upon the weapon damage type), count as 2 attacks, and the attacker must roll under the second percentile value to prevent being dismounted upon impact. Horse attack is possible at a +2 to strike.
+Ritual Magic: None
+Psionics: None (Need only roll a 10 or higher to save.)
+Harmful Drugs: None
+Horror Factor: None (+1 at levels 2, 5, 8, 12, and 15.)
+Mind Control: None
R.C.C. Related Skills:
Literacy: Native: Chinese 62% +5%/lvl
Language: Native: American 98% (max)
Language: Native: Chinese 98% (max)
Language: Other: Dragonese/Elven 82% +3%/lvl
American Sign Language 57% +5%/lvl
Anthropology 47% +5%/lvl
Climbing 57%/47% +5%/lvl
-Sense of Balance 57% +3%/lvl
-Work Parallel Bars/Rings 67% +3%/lvl
-Back Flip 77% +2%/lvl
-Prowl 37% +5%/lvl
-Climb Rope/Rappel 67% +2%/lvl
Horsemanship: Cyber-Knight 72%/52% +3%/lvl (See Occupational Natural Abilities.)
Land Navigation 50% +4%/lvl
Lore: Demons and Monsters 47% +5%/lvl
Paramedic 52% +5%/lvl
Swimming 62% +5%/lvl
O.C.C. Related Skills: (+2 skills at levels 3, 6, and 9, and +1 skill at level 12.)
Literacy: Native: American 42% +5%/lvl
Military Fortification 37% +5%/lvl
Recognize Weapon Quality 32% +5%/lvl
Imitate Voices and Sounds 44%/38% +4%/lvl
Lore: Faeries and Creatures of Magic 37% +5%/lvl
Lore: D-Bees 42% +5%/lvl
Wilderness Survival 32% +5%/lvl
Secondary Skills: (+2 skills at levels 5, 10, and 15.)
Cook 37% +5%/lvl
Housekeeping 37% +5%/lvl
Sewing 42% +5%/lvl
General Repair and Maintenance 37% +5%/lvl
History: Pre-Rifts 39%/31% +4%/lvl
History: Post-Apocalypse 37%/32% +5%/lvl
Weapon Proficiencies (+3 W.P. at level 5.)
Sword (+1 to strike/parry and +1D6 S.D. for all sword types from Fencing skill. +1 strike 1, 3, 6, 9, 12, 15. +1 parry 2, 4, 7, 10, 13. +1 strike when thrown 4, 8, 12, not designed for throwing.)
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Energy Rifle (+1 strike 1, 3, 5, 7, 9, 11, 13.)
Energy Pistol (+1 strike 2, 4, 6, 8, 10, 12, 14.)
Spear (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 3, 6, 10, 14.)
Knife (+1 to strike/parry from Fencing skill. +1 strike 2, 4, 7, 10, 13. +1 parry 1, 3, 6, 9, 12. +1 strike when thrown 1, 3, 6, 8, 10, 13.)
Axe (+1 strike/parry 2, 5, 8, 12, 15. +1 strike when thrown 5, 8, 12, not designed for throwing. )
Katana 2D6, family heirloom, masterfully forged.
Wilk’s 447 LASER Rifle (x3 e-clips) Damage: 3D6 M.D.. Range: 2000ft. Payload: 20 per e-clip, cannot use long e-clip. Slung around back if traveling.
C-18 LASER Pistol (telescopic/nightvision scope, e-clips x3) 2D4 M.D., 800ft, 10 shot payload.
See Cybernetics for Cyber Armour.
Knight Combat Armour 95 M.D.C. Made of modern materials but resembling plate armour of olden day knights. Tabbard worn over.
Knight Riding Armour 50 M.D.C. Made of modern materials but resembling light chain mail armour of olden day knights. Tabbard worn over.
Warhorse: Xiang Carry/Pull: 600lbs/5tonnes. Speed: 35mph. P.P.E.: 22, sensitive to ley lines, the supernatural, or strong magic. Age/Lifespan: 4/9. H.P.: 34. S.D.C.: 48. Attacks: 3. Damage: Front Kick 2D6+6 S.D.C., Hind Kick 4D6+6 S.D.C. Dappled grey with a white star, has ornamental covering matching his rider’s tabbard, very friendly unless signaled otherwise, responds easily to commands with a high animal intelligence.
Gear (All located in backpack unless stated otherwise.)
Black Espionage Clothing
Tabbard (a shield and sword with an eye in the center, light electric blue embroidery and grey base, typically worn)
Wood Hatchet (1D6)
Survival Knife x2 (1D6)
Wooden Stake x6
First Aid Kit (standard, plus extra bandages, suture thread, painkillers, and antiseptic)
Emergency Food Rations x14 (days)
Personal Items (half used crayons, some pieces of candy, Chinese poetry book, a silver pendant from mentor with symbol engraved on the back, a wind up toy car, embroidered cloth of Chinese origin, etc.)
Salary Not applicable.
Black Market Items 1 item of 10000 credits worth.
Other Currency Not applicable.
Psionics (Cost in I.S.P.) (+1 Super Psionic Power at levels 2, 6, and 10.)
Deaden Pain (4) Range: Touch or within 3ft. Duration: 1 hour per level. Trance Length: 2 minutes (8 melee rounds.) Used as a painkiller which temporarily negates existing pain or as an anesthetic before surgery.
Healing Touch (6) Range: Touch. Duration: Instant, with lasting effects. Trance Length: 2 minutes (8 melee rounds.) Instantly heals cuts, burns, bruising, and other similar wounds. The touch restores either 2D4 Hit Points or 2D6 S.D.C. and cannot be used on their self, only other living creatures.
Induce Sleep (4) Range: Touch or within 6ft. Duration: 1 hour per level or until awakened. Trance Length: 2 minutes prepatory meditation. Saving Throw: Standard, unwilling victims are at +5 to save vs psionic attack. This is not an offensive ability, rather a recuperative power to induce sleep on those who are ill, exhausted, or suffering from insomnia. The person falls into a normal, restful sleep thst they can be easily roused from (this ability cannot be used on a person in combat.)
Psychic Diagnosis (4) Range: Touch or within 3ft. Duration: Immediate knowledge. Length of Trance: 2D4 melees of meditation/focus. They can sense physical pain and injury, whether internal or external, as well as disease, illness, or possession with absolute clarity. Pinpoint accuracy enables them to suggest treatment or to conduct Psychic Surgery if the ability is known to them.
Psychic Purification (8) Range: Touch. Duration: Immediate. Length of Trance: 6D6 minutes of meditation. Can slow a person’s metabolism and destroy chemicals, drugs, poisons, and toxins in the body. The effects of the drugs/impurities are immediately halted with the start of meditation, and destroyed/negated by the end. Any damage sustained before psychic intervention is not healed.
Sense Magic (3) Range: 120ft. Duration: 2mins/lvl. User can feel magic emanations and pinpoint their direction, source, and location by following them. Invisible, magical, or supernatural creatures/objects can only be tracked to a general area. Can also sense whether an item has magical properties, if a person/item is under a magic spell/enchantment, when magic is being used in range, and who is casting the spell. Does not sense psionic power.
See the Invisible (4) Range: 120ft, double on a ley line. Duration: 1 minute per level. Can see entities, beings, forces, objects, and creatures which have turned invisible or are naturally invisible. Even if the creature has no form per se, the can discern the vaporous shape or energy sphere that is the being. This includes ghosts, Entities, Elementals, and Astral Beings.
Sense Evil (2) Range: 140ft. Duration: 2 minutes per level. Can sense the presence of evil (all supernatural beings radiate their alinment, good or evil and can be vaguely sensed without expending any I.S.P., but for a clearer picture, Sense Evil must be used.) Will indicate the general number of supernatural beings in range, and can also register the intensity of the evil and pinpoint the general location of the sources to a particular room, possessed object, character, and distance. Can track supernatural evil by sensing how close/far it is within range. Evil emanations from humans are much less distinct and can only be sensed if they have an immediate evil intention and have psionics or is psychotic (can be masked with a Mind Block.)
Cyber Armour Armour Rating: 16. Shoulders: 8 M.D.C. (each.) Back/Shoulder Blades: 15 M.D.C. (each.) Forearms: 10 M.D.C. (each.) Thighs/Upper Legs: 15 M.D.C. (each.) Chest Plate/Main Body: 50 M.D.C. Upon reaching level 4, the armour becomes a living part of them and regenerates 1D6 M.D.C. per hour, as well as adding +1D6 M.D.C. to the chest and +1 M.D. to all other areas (this begins at level 4 and co tinues for each level after.) At level 8, increase the A.R. to 17, and at level 12, increase the A.R. to 18. Note, once the Cyber-Knight dies, the armour becomes unusable, even for scrap (within 1d4 weeks it rusts and crumbles.)
True Name: Sachi Kahtin (pronounced like “cotton”)
Height: 5′ 4″
Description: Of Asian American descent, she has brown eyes, black hair, and a light amount of freckles. She is usually wearing fine but functional clothing, as well as her katana at her side, and often with a child or two in her wake.
Insanity(s): Hysterical Aggressive Reaction (Trigger: The harming of a child.)
Sentiments Toward Coalition State: Wariness, she is not aggressive toward any member of the CS until given reason to (such as an apparent injustice.)
Sentiments Toward D-Bees: Indifferent, she fights for their equality to humans.
Sentiments Toward Humans: Indifferent, they are no better or worse than any other race.
Mutations: Not applicable.
Background: Born on the East North American coast to a simple, Asian American farming family, Sachi grew up valuing hard work and kindness. At 17, their farming community was considered collateral damage when Coalition forces cornered a Dragon. Many were killed, including her parents and younger brother, and she was taken in by the remnants of the community. A Dwarf Cyber-Knight called Christine MacDowell and her apprentices travelled through, seeing the wreckage laid unto the land and the poor, barely held together citizens in its wake. MacDowell used the funds earned from her most recent triumphs to assist in rebuilding, and spoke of the Code she followed. She recognized the inherent psychic ability unlocked by trauma in Sachi, and offered her an apprenticeship, so she could protect others who this has happened to. Sachi, nothing left for her in the rebuilt farmland, readily accepted and fervently studied under her Master’s tutelage; even surpassing some of the more experienced squires wih her natural psionic ability. Once she mastered her psi-sword, she was granted a strong horse and the tabbard of MacDowell’s teachings, and sent away to spread good and justice. After a year of traveling and fighting small skirmishes with bandits and thugs, Sachi found herself in a community that had suffered much the same fate as her hometown. She looked at the inconsolable faces of small, orphaned children and swore to teach them her ways and to help them learn to care for themselves and others. And so she helped to slowly rebuild the town, watching over the orphans and teaching them history, literacy, life skills, and epecially about her Code. There were only some children gifted enough to pursue the calling of a Knight, but she was happy to take on apprentices of her own to further protect the town.
Family Tree: Known family dead. Apprentices are a 16 year old human named Gwen and 19 year old freeborn Dog-Boy named Milo, who will travel with her to learn the ways of the Cyber-Knight. She also cares for any number of orphaned children and teenagers at her home, and any adult survivors of trauma.
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