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The Bazaar #77: OCC Overview – Cyber-Knight

Writer's picture: Francois DesRochersFrancois DesRochers

INTRODUCTION

 

From the very beginning, this has been one of the more defining classes a Player could choose. The epitome of fighting for the downtrodden and those at risk, against the predations of the demons and monsters that plague the Earth. Often compared to the Jedi Knights of Star Wars (rather obvious “laser swords“), or corresponding to the Paladin from D&D fame. Both are fair comparisons that fail to consider some of the more nuanced elements of the class, particularly given the development they’ve gone through since first introduced in the Rifts Main Book (RMB) back in the 1990s. There are some that really enjoy the progressions the class has gone through, while others are firmly against it. This has some replication in the culture of the O.C.C., so no sense of irony lost on me here.

 

The source of the Cyber-Knight code and their training methods has yet to be properly defined. The reference discussed below does some justice to the lore, but nothing concrete. Myth and legend still surround the Cyber-Knights’ origins, which is fine. Most games leave this level of detail to the Players and GM to build upon. An informal organization of do-gooders and heroes, the Code of Chivalry they espouse is likely something most people know about; and likely making incorrect assumptions most times.

 

Type of Characters. As one of the Men-at-Arms, they provide a martial expertise that dovetails well into most Player Character groups. In a section of classes that epitomizes damage dealing, the Cyber-Knight isn’t the first and foremost selection. They are, however, a paragon of virtue and champion of the underdog. This makes them great role-playing characters, as most everyone will know what they are; this also comes with an inherent penalty (e.g. CS, evil NPCs, Black Market) or bonus (e.g. wilderness communities, enemies of the CS) to most social/non-combat interactions. The O.C.C. presents a very versatile character, able to contribute in just about any scenario imaginable. Because they follow a Code of Chivalry, there are some game-play considerations the Player may wish to think about, and theoretically any alignment could be chosen, but the Code skews heavily to Principled/Scrupulous. As a combat character with some restrictions, they benefit from hefty bonuses and special abilities, with great game-play opportunity.


Key Characteristics of the O.C.C. The training they undergo does a great deal for improving their Attributes, S.D.C. and combat statistics. Given the updates to the class, they gain several characterful abilities as they advance, particularly against opponents bearing weaponry with any form of technology – I just wish they would specifically mention the exception for magical/TW weapons. The Code of Chivalry needs addressing again, if nothing to remind the potential Player/GM-directed NPC of what is expected from them. Some of these certainly leave room for interpretation and ethical dilemmas (e.g. does administer mercy possibly entail mercy killing a mortally wounded combatant or ally?). I wouldn’t recommend diving into this aspect of the gameplay unless you and your Players are ready and willing to explore this aspect of the RPG. Cyber-Knights also very likely benefit from several baseline psionic powers, and most times a boatload of additional powers. Most notably is the ability to generate the Psi-Sword at will, as an expression of their character and worldview, and the Cyber-Armor, a unique defensive M.D.C. protection with the unfortunate limitation of having an Armor Rating value (rolls above ignore the armour and impact the “squishy center”). Neither last nor least is the Zen Combat table, which provides an escalation of their combat abilities with each Experience Level; one of the few O.C.C.s that presents a true level-based approach to improving their capabilities outside of skills. Because of all this, they will not augment their abilities with psionics, but it certainly doesn’t mean they eschew the use of technology. In fact, they are particularly well skilled in modern combat weaponry.

 

Something of note, this O.C.C. gets a pretty copious number of skills! You are “forced” to select a few Physical category skills and some Weapon Proficiencies, but this leaves a great deal of individual choice. Oddly enough, the Cyber-Knight can also become a fairly accomplished power armour/robot pilot.

 

Relevant Books with Updates. This is a bit of an odd duck. There hasn’t been much in terms of updates to the Class itself until Siege on Tolkeen 4: Cyber-Knights, all of which is largely reflective of the updates found RUE. Aside from this, no real entries in terms of updates.

 

GAME CONTEXT


How I Would Play This OCC. I’ve never really gotten into the whole “ultimate heroic personality” kind of classes; the updated information for the Class does little to change this. Even the fan fiction I wrote back in the day (while I was also working on the Free Quebec manuscript) explored the concept of what a fallen Cyber-Knight might look like. The how and the why, and the results of a break from their “Code” was more interesting to me. That said, this is a character that can be quite impactful. As I do with each of these, I rolled up a human Cyber-Knight and developed a beast of a character with some fantastic Attributes and combat bonuses (dramatically improve against tech-based opponents). I got lucky and rolled a Master Psychic, meaning that Psi-Sword is getting very potent, very fast (6D6 M.D. by level 6), and possesses a dozen psionic powers at Level One. I’d be likely playing a heroic-type, on a mission to “do good” against the vile monsters (human or otherwise) that influence the lands.

 

The Cyber-Knight in Context

  • All Human. The Cyber-Knight has some serious input into the party at this level. No slouch in terms of combat, psionics, or skills, there is much to offer, and this is before we get into the social interactions the character can truly deliver with. If playing a group of heroes, this is likely the inherent leader, or at least the one that NPCs would gravitate towards. Their skills and latent abilities contribute across most parts of the RPG experience and can really add to the immersive experience. Dependent on the format of the remainder of the group, the Cyber-Knight can be a serious combat character.

  • With the Big Boss(es). The Cyber-Knight doesn’t necessarily lose its place as a combat character. The issue that allows this O.C.C. to keep up is the well-rounded elements provided by the psionics and skills available. The special abilities and psionics give the Cyber-Knight some capabilities to keep up, but you’re likely not going to be the heaviest damage dealer. It’s just a question of where they sit in the pecking order compared to the others (e.g. Cyborgs, Juicers, RPA Pilots). With no small bit of irony, selective skill choices mean they could grab a power armour or robot and make a serious impact; you’re giving up on psionics (which may not mean much, if anything) and your Psi-Sword (at lower levels, this isn’t much).

  • With the Demi-Gods. We’re widening the gap, particularly if we strictly restrict ourselves to the O.C.C.’s special abilities. There are several skills available, just not enough that a skill-jockey or other O.C.C.s won’t clearly do a better job at. Psionics might be a distinguishing factor, but I find it difficult to see how any serious power-characters wouldn’t do something similar in a more impactful way. Even the influence of the Cyber-Knight’s myth and mystique are going to be overshadowed by demi-godlings’ high Attributes, other abilities, and ability to just power through and bully themselves into a position to influence role-playing. The Zen combat abilities may come into play a bit, but the damage output is limited in comparison.


Rifts Main Book (RMB, or Grey Book) to Rifts Ultimate Edition (RUE). This class saw a significant bump from the RMB to RUE (via Siege on Tolkeen – Book 4) – to the point that there really is no proper comparison between the two. We get the Code of Chivalry spelled out, which provides the Player a good indication on what role-playing aspects to key off from. What really saw improvement was the Psionic Powers section, which gives a much greater variety to character generation. The Summon Psi-Sword gets fleshed out well, and the Cyber-Armor is much improved. The biggest impact is the inclusion of the Zen Combat rules and how they effect the Player Character’s capabilities. They do present a few odd interaction decisions for the GM, particularly at Level 4 (e.g. +3 to Initiative) and Level 5 (+4 Automatic Dodge against a single opponent using tech) – does this apply to a mage using an energy rifle? What happens when the mage swaps from spell to tech, then back to spells?


FINAL THOUGHTS ON THE CYBER-KNIGHT


The Cyber-Knight should be an appealing O.C.C. Taking the Jedi Knight comparison aside, I really want to like this class. It provides a great dynamic for a Player in the setting, and many of the abilities make a great combat character. There is a great mystique to them, and their dynamic within the North America conflicts. They have a significant place in the Tolkeen siege narrative and can be a very influential Player Character in all other settings. There are issues with the Zen Combat rules that need to be clarified and tightened up, and if they were, this would make a great O.C.C. The artwork is another aspect that really supports this class. Ever since the Long image in the RMB (goggles-McGee), and the additional images by Freddie Williams in RUE and those from the various artists that contributed to Siege on Tolkeen 4. The Code of Chivalry gives the Player a good edict that makes for some good role-playing opportunities, and they make a great addition to the stable of martial characters.


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