Fire Knight O.C.C. & R.C.C.:
The story of the first Fire Knight is very important to how Fire Knights
came to exist. There was a girl living on the streets in the Burbs of one
of the Coalition Cities. She did not know who her parents were, if they
were alive, and how she had gotten to this city. All she knew is that she
was in these burbs for as long as she knew. She had a dream of becoming
a cyber-knight. She had seen picture of them and snippets of films. She
had a talent that she could sometimes control fire. When she was twelve,
she decided to leave the burbs and find a knight to train her. She traveled
from village to village in the wilderness and traveled for a long period
before finding a cyber-knight. She asked if he would take her as a squire.
Realizing that she was a potential burster, he refused on those grounds
although not unkindly. The Girl found several cyber-knights and each time
they refused to train her.
Two years had passed. She was beginning to lose faith when she met a
young female cyber-knight. The girl figured the young cyber-knight to have
been recently awarded but might know an elder knight. The girl stopped
the woman, who was just coming back from defeating a group of bandits.
The knight asked her a bunch of questions including where she had traveled,
what she knew about the cyber-knights, and about her abilities. She then
told the girl that she would not train her to be a cyber-knight but would
help her train in becoming a knight and get her Burster abilities trained
as well. She also told her that the drive that had kept her looking for
two years and though many unfamiliar areas shows the true drive to become
a knight. The girl still thought that the lady cyber-knight was too young
to be able to be a teacher, but she had also been told that cyber-knights
do not lie. She was skeptical about it. The woman seeing that the girl
was in doubt decided that it would take some convincing, told the girl
that her name was Megan Smith. The girl had heard that name before. It
is the name of one of the most famous female cyber-knight. The girl had
dreamed of being Megan and being an apprentice to her was incredible.
So began the girls training. Megan Smith began training the girl in
the ways of a knight while the girl acted as her squire on the trail. Megan
realized that having knights with other special abilities would improve
the knighthood. Megan hired out of her own pocket a burster to teach the
Girl how to use her potential abilities. The biggest problem with the training
is that the Girl could not focus the energies for a psi-sword, one of the
most important symbol of a cyber-knight. It took a long time but Megan
realized that perhaps the fire ability could be focused in the same manner
as the psi-sword. It took months with Megan, the girl, and the burster
working together but the girl was able to form a flame sword.
About a year into the training and long before the girls success with
the flame sword, Megan was requested to go in front of the cyber-knight
council, including Lord Coake, to explain her reasoning. Megan explained
that by branching out the Knighthood's focus by training potential bursters
would give the knighthood greater flexibility and more abilities to be
call on when needed. She also explained the girls drive to become a knight
and that it would be wrong to deny someone with that level of drive. While
many of the other knights were uncertain, Lord Coake gave his blessing.
Since then, several other knight have taken potential bursters as squires.
There is a rumor that Lord Coake is considering starting training for knights
with mage abilities.
There are but a hand full of Fire Knights and Fire Knight Apprentices
at the present time and it is most likely that Fire Knights will only make
up a tiny percentage of the Knighthood. At present, fire knight training
is done by cyber-knights and burster working together but it is planned
for the training to be taken up by fire knights themselves in the next
fifteen years or so.
The Fire Knight is considered both an O.C.C. and an R.C.C. at the same
time. It requires extensive training but also require that the person has
the potential to become a Burster.
Training:
Cyber Knight training itself is very difficult and strenuous in its
own right. The training of Fire Knights is even more strenuous because
not only do you have the knight training, you also have the training to
become a burster. When the normal apprentices are finally able to sleep
for the night, the Fire Knight still has more training. The reason for
this is very obvious. A burster or fire knight losing control of their
abilities could easily be dangerous. Because bursters are often more high
strung than non bursters, the drop out rate for them is much higher although
it is still far less common than conventional military special forces due
to the fact that the students have sought out their instruction and this
works as a test in many respects.
The knight portion of the training is fairly conventional including
physical training, training in meditation, literacy, personal control,
and most other training common to cyber knights. A small amount of training
has been reduced so that the individual will have enough time to learn
his/her burster abilities. Psionic abilities are trained by a burster (it
will be other Fire Knight in the future). The one area of training that
both the Cyber-Knight and the Burster work together is training the Fire
Knight to form his or her fire sword.
Fire Knight Code (Slightly modified version of the Cyber-Knight Code):
- To Live:
Live one's life so that is worthy of respect and honor
Live for freedom, justice, and all that is good
- Fair Play:
Never Attack an unarmed foe
Never use a fire sword on any other special abilities on an opponent
not equal to the attack
Never charge an unhorsed opponent
Never attack from behind
Avoid cheating
Avoid torture
- Nobility:
Exhibit self-control
Show respect to authority
Obey the laws if they do not supercede the right of life
Administer justice
Administer mercy
Protect the innocent
Respect those weaker than you are
- Valor:
Exhibit courage in word and deed
Defend the weak and innocent
Fight for an ideal, like freedom
Fight with honor
Avenge the wronged
Never abandon a friend, ally, or noble cause
- Honor:
Always keep one's word of honor
Always maintain one's principles
Never betray a confidence or comrade
Avoid deception
Respect life
Honor all life
Respect all views of life
- Courtesy:
Exhibit manners
Be polite and attentive
Be respectful of host, all people, and honor
- Loyalty:
To one's principles and heart
To one's friends and those who lay their trust in thee
To the code of chivalry
Special Modified Burster Abilities:
The Fire Knight is considered to be a master psionic and needs a saving
throw of 10 or higher to save against psionic attacks.
I.S.P.: to determine the characters initial amount of Inner
Strength Points, take the number of M.E. as the base, roll 2D4x10 and add
it to the base number. The character gets another 10 I.S.P. per level of
experience.
I.S.P. is regained at the rate of 2 per hour of activity, or 12 per
hour of meditation or sleep.
Influence of a Ley Line: The duration and range of the Fire
Knight's pyrokinetic and other psionic powers are increased by 50% whenever
on or near (within one mile / 1.6 km) a ley line. The duration, range,
damage or his powers are doubled when at or near (within one mile / 1.6
km) a ley line nexus point.
- Impervious to fire and heat:
A psionic aura radiates around
the Fire Knight, making him/her, and what he/she is wearing, completely
impervious to fire and heat. Even mega-damage plasma, napalm, and magic
fires inflict only 1/10 damage (and this is due to the impact of the blast,
not the flames). Electricity inflicts half damage. This natural ability
allows the Fire Knight to see and breathe in smoke with only minor difficulties;
Reduce vision by half, reduce speed by 10%, combat abilities are reduced
by -1 to strike, parry, and dodge. The Character never sweats
Duration: Constant I.S.P.: None, natural ability
- Extinguish Fires:
The Fire Knight has the ability to instantly
put out fires without the need of using fire fighting materials. The fire
simply disappears. Range: 60 feet + 10 feet per level of experience
Duration: Permanent until fire is re-ignited. I.S.P.: 4
- Flame Burst:
The Fire Knight can seem to cause himself/herself
to burst into flames, completely obscuring his/her body, but is in reality
does not touch the person or his equipment. Nothing on the Fire Knights
person is actually on fire, so nothing is damaged. The Character can move
around without difficulty but the fire will ignite anything flammable that
is touched. This include wood, paper, cloth, carpeting, plastic, etc. Range:
Self. Duration: 2 minutes per level of experience. Damage:
6D6 S.D.C. of damage per strike to anyone or anything that he/she touches.
Damage is cumulative and in addition all combustible materials, including
clothing, will catch on fire and will do an additional 6D6 damage per melee
until extinguished. The flames are
not hot enough to damage M.D.C.
Items/Armor unless within one mile (1.6 km) of a ley line nexus point or
on a ley line. In these cases, the damage is can be increased to 1D4 M.D.C.
and can be increased further to 2D4 M.D.C. on a ley line nexus. These increases
cost 4 additional I.S.P. Fiery Body Protection: The aura of fire
also provides a limited mega-damage field of protection equal to 30 M.D.C.
with an additional 2 per level of experience. The shield regenerates at
the rate of 3D6 M.D.C. per melee round (This protections cost no additional
I.S.P.) I.S.P.: 6, one ley line or nexus increase costs 4 additional
I.S.P.
- Fire Bolt:
A fiery bolt of energy can be hurled or fired
from the hands, even if an artificial limb, or forehead.
Range:
100 feet (31 meters) + 10 feet (3 meters) per level of experience. Duration:
Instant Bonus to Strike: +4. Damage: Mini-bolt: 2D6 S.D.C.,
medium bolt: 4D6 S.D.C., heavy bolt: 6D6 S.D.C., or mega damage plasma
bolt: 2D6 M.D.C. I.S.P.: 4 for all S.D.C. bolts and 8 to create
an M.D.C. bolt.
- Fire Sword:
In some was similar to the psi-sword that normal
cyber-knights are trained for, it is the focusing of both willpower and
burster abilities. The sword is similar in power to a cyber-knights sword
and can be created instantly and at no cost. Like the psi-sword, the shape
of the sword is decide the first time it is created and can look like anything
from a Rapier to a Claymore. The codes for the use of the flaming sword
are the same as those for a standard psi-sword. The sword will not be used
against opponents not equal to the weapon.
Fire Sword Damage: 1D6
M.D.C at first level, plus an additional 1D6 at levels three, six, nine,
twelve, and fifteen. I.S.P.: None
- Fire Eruption:
The Fire Knight can cause a fire to erupt
in front of somebody or in an area (never directly on a living being) instantly
and without the need for combustible materials. The size of the flames
can be controlled. It can range from just a few inches tall and cover only
an inch or two of area or can be several yards/meters high and across.
The fire will burn as long as the creator will it to (costs 2 additional
I.S.P. per ten minutes) and can not be extinguished by normal means (it
is fueled by psychic energy). If the Flame Knight is distracted or rendered
unconscious, the flame will disappear.
If the fire eruption is created in an area where other combustible
material are present (includes carpet, flooring, walls, ceiling, furniture,
etc), the surrounding area/items will be set on fire. This is a normal
fire and can extinguished by conventional means, but will spread and cause
damage just like any fire would.
Range: 50 feet (16 meters) + 10 feet (3 meters) per level of
experience. A specific target must be visible but a target area does not
have to be visible. It must be know to the fire knight to be used.
Duration: The fire eruption will continue burning for 10 minutes
or until the Fire Knight cancels the effect. The Fire Knight can keep the
fire burning but must expend an additional two I.S.P. every ten minutes,
but must stay within range and concentrate on maintaining the fire. Melee
actions are reduced by half and fighting is impossible unless he/she breaks
concentration, causing the fire to disappear. However, any combustible
materials set ablaze will remain burning and the fire will continue to
spread until extinguished, even after the fire eruption is gone.
Bonus to Strike: This is treated a little bit differently than
the normal strike attack. The Flame Knight must learn to judge distances
and focus thoughts in order to create the eruption exactly where he/she
wants it. Since the cyber-knight training has specific concentration training,
the targeting is improved when compared to normal bursters. Base Skill:
52% + 4% per level of experience. A failed roll means that the eruption
occurs 2D4 yards/meters off target.
S.D.C. Damage: Tiny Flame 1D4 S.D.C., a few yards/meters fire:
4D6, a towering pillar or wall (6 feet/1.8 meters tall or bigger) 1D4x10
S.D.C., filling a room or 20 x 20 foot area or larger causes 2D4x10 S.D.C.
damage per melee or whenever somebody attempts to run through it.
Mega-Damage: the fire can be increased to mega-damage destruction
by expending twice as much I.S.P.; This is applicable only to the larger
fires, pillars, and large areas fires. Inflicts 2D6 M.D.C for large fire,
wall, or pillar, 20 x 20 foot area inflicts 4D6 M.D.C., and a 40 x 40 foot
area inflicts 6D6 M.D.C. Combustible items burn and fire spreads four (4)
times faster.
I.S.P.: 20 for S.D.C. fires regardless of size. 40 for M.D.C.
inflicting fire.
Maximum Size Limitation: 10 foot (3 meters) x 10 foot (3 meters)
area with the length and width being extended by 5 foot (1.5 meters) per
level of experience
- Sense Fire:
This ability enables the Fire Knight to sense
if there is a fire as small as a candle burning nearby. To sense the fire,
the psychic must stop an concentrate for a few moments (15 seconds / 1
melee). The fire knight will then receive an impression of the fires approximate
size (big, small, tiny), the approximate distance (near, far, up, down),
whether it is spreading (contained, spreading, raging out of control),
whether the fire is natural/accidental fire, intentional/man made, or magical
fire, and how long the fire has been burning (minutes, hours, days). The
fire knight can also examine burnt objects or ashes to get an impression
of how long ago the fire last burnt and whether it was natural or man-made.
This power can also recognize fire elementals This ability does not
disclose who made the fire, how many were involved, exact location (although
it can be used to pinpoint a fire in a search), or any other exact data.
This ability only works on fires and does not work on machine that just
radiate heat. Range: Sensing for a burning fire will cover a 500
foot (150 meter) x 500 foot (150 meter) area with both length and width
being extended by 100 foot (30 meter) per level of experience. Examining
ashes or burnt items requires touching the object. Duration: About
15 seconds of initial concentration for psychic impressions, then the Fire
Knight can remain in tune with the fire(s) for another 4 minutes to search
for the location. I.S.P.: 4
- Super Fuel Flame:
The character can feed a fire with psychic
energy which allows increasing the size of the fire from as little as two
fold to as much as ten times. Area of Effect: 10 x 10 foot (3 x
3 meter) area per level of experience. Range: 60 feet (18 meter)
per level of experience Damage: Increased proportional to size of
the fire. I.S.P.: 8
- Can select three minor psionic powers from the following list:
(Unlike bursters, the character does not continue to gain psionic talents
when advancing)
Levitation
Mind Block
Resist Fatigue
See the Invisible
Sense Evil
Sense Magic
Sixth Sense
Fire Knight Requirements & Skills:
Alignment: Good only (Aberrant and Unprincipled acceptable and
like all sentient beings, Fire Knights may be corrupted) must have a sense
of justice and honor as well.
Attribute Requirements: High Mental Endurance (ME of 15 or greater),
although not required, it is recommended to have a high I.Q., M.A., P.P.,
and P.E. (All 10 or above).
Special Bonuses: Add +1D3 (1D6/2, round up) to M.A., M.E., P.S.,
P.E., and Spd attributes. Also add 5D6 S.D.C., +2 to initiative, +1 to
strike, +2 to pull punch, +3 to save against horror factor, and one attack
per melee. These are in addition to other attribute or skill bonuses.
Permanent base P.P.E.: 2D6
O.C.C. skills:
Literacy, American (+20%)
Language (speaks both American and Dragonese/Elf at 94%, may select
one additional at +30%)
Lore: Demon & Monster (+20%)
Anthropology (+10%)
Paramedic (+10%)
Land Navigation (+10%)
Horsemanship: Cyber-Knight (+10%)
Climbing (+5%)
Gymnastics (+5%)
Swimming (+5%)
W.P. Ancient (Select 2 of Choice)
W.P. Modern (Select 2 of Choice)
Hand to Hand: Martial Arts
O.C.C. related Skills: Select 10 other skills but at least two
must be selected from physical and another two must be W.P.s. Character
selects two additional skills at level three, two additional W.P. at level
five, two additional skills at level six, one additional skill at level
nine, and one additional skill at level twelve. All new skills start at
level one proficiency.
Communications: Any
Domestic: Any
Electrical: Basic only
Espionage: Any (+5%)
Mechanical: Automotive only
Medical: None other than O.C.C. skill of paramedic
Military: Any
Physical Any (+5% where applicable)
Pilot: Any (Power armor combat is very unlike due to the fact that
Fire Knights prefer to rely on fire abilities)
Pilot Related: Any
Rogue: Any
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select four secondary
skills from the previous list. These are additional areas of knowledge
that do not get the advantages of the bonus listed in parenthesis (). All
secondary skills start at the base skill level. Also, the skills are limited
(any, only, none) as previously indicated on the list.
Standard Equipment (Identical to cyber-knight): A set of personalized,
heavy, mega-damage body armor including Coalition armor. A suit of lightweight
mega damage body armor, a set of dress clothing, set of black clothing
for covert operations. Also a gas mask and air filter, tinted goggles,
hatchet for cutting wood, knife (or two), ancient weapon of choice, modern
handgun and rifle (probably energy weapons), and three extra ammo or E-clips,
first aid kit (extra bandages, antiseptic, suture threads, and painkillers),
tent, knapsack, saddlebag, two canteens, emergency food rations (two weeks
supply), Geiger counter, and some personal items
The Knights mode of transportation can be just about anything but most
common is real horses, robot horses, hover cycles, and modified motorcycles.
They are also known to use magical devices. They will rarely use power
armors or robot vehicles
Money: The character starts off with 2D6x100 in credits and has
additional black market items that will garner an additional 1D6x1000 credits.
As always, the money can be spent immediately on additional equipment or
saved.
Cybernetics: None, will avoid cybernetics because cybernetics
will impair psionic abilities
Experience Levels:
- 0 to 2,450
- 2,451 to 4,800
- 4,801 to 9,500
- 9,501 to 18,800
- 18,801 to 27,500
- 27,501 to 37,200
- 37,201 to 53,000
- 53,001 to 74,800
- 74,801 to 100,200
- 100,201 to 145,000
- 145,001 to 195,000
- 195,001 to 238,200
- 238,201 to 288,000
- 288,001 to 355,000
- 355,001 to 420,000
[Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune).
Copyright © 1998, Kitsune. All rights reserved.