Rifts Coalition Wars 4: Cyber-Knights by Alien Rope Burn
"The cover: A Cyber-Knight with a pair of twin Psi-Swords battles a Coalition Juicer, Vibro-Claws drawn, in a mano y mano dance of death."
Original SA postRifts Coalition Wars 4: Cyber-Knights posted:
Warning!
Hark, and take heed!
Rifts Coalition Wars 4: Cyber-Knights posted:
Violence, War, Magic & the Supernatural
Therein lies injury done harshly, the clash of nations, sorcery most foul, and monsters of a manner most unnatural.
Rifts Coalition Wars 4: Cyber-Knights posted:
The fictional world of Rifts® is violent, deadly and filled with supernatural monsters. Other-dimensional beings often referred to as "demons," torment, stalk and prey on humans. Other alien life forms, monsters, gods and demigods, as well as magic, insanity, and war are all elements in this book.
Indeed, the fantastical setting depicted within these pages is full of injuries suffered, the cold grip of death, and filled with the awfulest of beasts. Many creatures crawl from worlds about, heretical deities and their spawn, and bewitchment, addled minds, and war most terrible.
Rifts Coalition Wars 4: Cyber-Knights posted:
Some parents may find the violence, magic and supernatural elements of the game inappropriate for young readers/players. We suggest parental discretion.
Dutiful mothers and fathers may find the spilling of blood, wicked enhantments, and strangest of matters found within thine pages not fit for little ones. We suggest you apply strict discretion in allowing their attentions to lie upon this tome.
Rifts Coalition Wars 4: Cyber-Knights posted:
Please note that none of us at Palladium Books® condone or encourage the occult, the practice of magic, the use of drugs, or violence.
Be sure to inscribe the words that follow: not a man amongst us hast any desire to tolerate things wizardly, strange elixirs, or harm done to a fellow man. So sayest we all.
Rifts Coalition Wars 4: Cyber-Knights, part 1 - "The cover: A Cyber-Knight with a pair of twin Psi-Swords battles a Coalition Juicer, Vibro-Claws drawn, in a mano y mano dance of death."
Have I got good news for you! If you want to know more about Cyber-Knights, we're not getting much on the war this time. It's mostly just Cyber-Knights.
However, I have some bad news. If you want to know more about the war, we're mostly just getting material on Cyber-Knights. It's mostly just Cyber-Knights.
Rifts tends to be coy when adding new splatbook-type material. For example, Rifts Sourcebook 3: Mindwerks gave us more on Crazies, Rifts World Book 20: Canada gave us more on Headhunters, Rifts World Book 22: Free Quebec went on about Glitter Boy Pilots. (When do we get the long-awaited Vagabond Non-Skilled book, Siembieda?) Well, like Juicer Uprising before it, Rifts Coalition Wars 4: Cyber-Knights wears its purpose on its sleeve. It's another Siembieda / Coffin jam, so be prepared for sudden shifts in style.
Of course, these aren't knights in the sense of serving a lord or even necessarily being mounted warriors. No, these are more of the medieval romance questing sort of knights, only they don't have a quest, they just go around righting wrongs. White knights, if you will, some kind of justice warriors for society. Signaling their virtue so they might act as examples. Believers in liberty, but who try to be correctly political.
"The focused totality of my phallipathy!"
This is another Siembieda trope, of course- the idea of wandering virtuehobos started in Rifts with the Cyber-Knights, but since then we've had many others, with Justice Rangers, Totem Warriors, and Tundra Rangers being the most prominent, people who live by itemized codes that direct them on being gooder than most people. How they actually get support and supply and live is fairly vague, however. Presumably they're supported by local communities, but it's not clear. Hopefully it'll be clear by the end?
Anyway, we don't have an introduction, and can go right into the opening fiction chunk. It's time to imagine those dulcet documentary tones once again as we get a letter from Coalition Sgt. Deon Canton to his wife. This has been apparently sent covertly (somehow), as to bypass the military censors. It seems he survived the "Sorcerer's Revenge", but recounts how the sudden Tolkeen assault surprised and overwhelmed them, turning things into chaos. His unit tried to surrender, and though a Tolkeen mage and some monsters set out to kill them anyway, a half-dozen Cyber-Knights stepped in to save the Coalition soldiers. In driving off the Tolkeen "Monster Squad", a D-Bee Cyber-Knight sacrifices himself for Deon. After geing rescued by the Cyber-Knights, and especially after having a D-Bee sacrifice himself to save his life, he's freaked out knowing how many D-Bees he's murdered. However, he's still with the Coalition army, and resolves to be ready for the next offensive. Finally, he asks her to destroy the video from Rifts World Book 3: Sorcerers' Revenge out of shame. I think you've got a lot more to be ashamed about, Deon, including your ongoing service...
Next: Nice Guys.
"'Yes,' says Sir Thorpe, the Native American Cyber-Knight and Erin Tarn's friend and protector, 'that is Erin Tarn, and your Emperor will reward you greatly for her capture ... alive.'"
Original SA postRifts Coalition Wars 4: Cyber-Knights, part 2- "'Yes,' says Sir Thorpe, the Native American Cyber-Knight and Erin Tarn's friend and protector, 'that is Erin Tarn, and your Emperor will reward you greatly for her capture ... alive.'"
I originally had a quote with the r-word, but shifted it over recent requests. That's right! I've been censored! That's censorship! The internet tells me how these things work!
Cyber-Knights
So, Cyber-Knights are good guys, you all. Really just swell fellas. They'll protect the underdog, paint a fence, or rescue a treeborne kitten. (No exaggeration; those are examples.) This is supposed to emphasize what humble, awesome, relatable dudes they are, but it also makes them seem like tremendous marks. "Gosh, the Coalition guys blew up all my lovely fence! Can you help me out, Mr. Knight?!" "Why, forsooth, I'll help you build thine fence, Mr. Finn!"
And everybody loves them but it doesn't go to their head because they're great guys. Even assholes like the Simvan think they're great guys, and only harass Cyber-Knights to save face because they're huge tsunderes. They're not threatening you because they like you, Sir Cyberlot, gosh! Even though the Coalition has sneered at them, they generally have avoided direct conflict with the Cyber-Knights as too much trouble. However, sometimes there are young guns who see Cyber-Knights as their personal Mount Everest to walk all over. Similarly, most monsters dread or hate Cyber-Knight intervention, and no doubt shake their fists over meddling do-gooders.
Apparently, the main campaign that has taken the Cyber-Knights' attention is fighting the vampires of the former region of Mexico - keeping them from spreading north, as well as working to smuggle humans out of the vampire nations. However, most are aware that, alone, they'll never be able to overthrow the vampires. However, many Cyber-Knights have now come from the Mexican people, inspired by their efforts south of the Rio Grande. There's also the weird claim that Reid's Rangers (the anti-vampire crusaders from Rifts World Book 1: Vampire Kingdoms) was founded by "rogue Cyber-Knights" which... no, it wasn't, going back and reading it.
Fighting monsters with monsters.
The Tolkeen conflict, however, has given them their first major internal struggle. The Cyber-Knights are supposed to remain neutral for the most part, and so the large number that have shown up to aid Tolkeen are essentially rogue. This is a major issue because most people are unaware of this, meaning the Coalition now is likely to label all Cyber-Knights as enemies of the state. Furthermore, the dark turns that Tolkeen has taken is likely to taint their reputation even though many knights have worked to curb the sorcerers' excesses. Moreover, the internal conflict has driven a lot of doubt and bitterness into the organization as a whole. Their leader, Lord Coake, has spoke against fighting in Tolkeen- seeing Tolkeen as corrupted and a lost cause. In keeping with the narrative so far, he's presented as almost certainly being in the right side of history, for better or worse.
The struggle of the Cyber-Knights in the war will be to hold to their ideals and struggle against the monsters working for Tolkeen (both literal and figurative). We're told a fair number will become "Fallen Knights", whether disillusioned and fallen from the path, or turned to outright eeevil. However, Coake takes the more "positive" note that this is the tough lesson they need to be shaken out of their complacency and driven to new heights of being gooder dudes.
I'm sure the people being herded into literal Death Camps by the Coalition or getting tortured by Black Faeries are glad some of the Cyber-Knights get to walk the moral high road. Like, has he not even considered he might be able to do good against both sides?
An Erin Tarn Experience
Yep, it's some more Erin Tarn , endangering her peers once again.
See, she was leaving Tolkeen after an academic conference shortly before the war, accompanied by her volunteer Cyber-Knight bodyguard, Sir Thorpe, and a young fanboy named Alan Vanhook. They were just chilling and making comedy on the road, but then ran into a Coalition patrol... not noticing them until they were twenty feet away.
I see Sir Thorpe was disearning his unpay.
One of the soldiers starts to suggest something, but before he can identify Tarn audibly, Sir Thorpe speaks up and confirms that, yes, this was the famous Erin Tarn, and yes, she did have a major price on her head.
I see Sir Thorpe is angling to lose his nonbonus.
In any case, Thorpe challenges the entire Coalition unit, complete with power armor, to duel him with only his "Psi-Sword and Psi-Tomahawk", and then proceeds to trade insults with the Coalition soldiers. This is, apparently, what a bodyguard does.
Rifts Coalition Wars 4: Cyber-Knights posted:
"Yes, you could," comes the stoic replay from Sir Thorpe, the fingers of his left hand twitching ever so slightly, "but I am surprised. I thought the technocrat soldiers of the great Coalition Army would leap at a chance to prove their superiority over one, lone Cyber-Knight. But I understand. Fear can make a man into a child. I have seen it many times — especially among the Coalition."
"What the ..." words fail the one grunt.
"Fear? We aren't afraid of you, Indian Boy!" chides the other grunt.
Rifts Coalition Wars 4: Cyber-Knights posted:
"Enough!" snaps their leader as he eyeballs the Cyber-Knight.
"No, please," interjects Erin Tarn, "he's only trying to protect me. I'll go without a fight. I promise."
"Yes," snipes Sir Thorpe. "Hide behind a woman's skirt."
We then get a full page of narration as he flips out and slices the Coalition soldiers up nonlethally in a way you really can't do in the rules, and then gets that kind of badass moment where he makes the enemy think he's going to execute them but then doesn't so he can get both the convenient combination of psychological suffering out of his foes before riding off on his moral high horse. It's seemingly him just picking a fight with them so that
A blow so well struck, it never happens in the story.
Anyway, the whole story is supposed to be a demonstration of everything a Cyber-Knight does - psychic weapons, has built-in cyber-armor, and a new twist and retcon. You see, this book gives them a series of buffs, but the biggest is this big secret they apparently now have:
Rifts Coalition Wars 4: Cyber-Knights posted:
Erin smiled and settled in for a story.
"I think people forget these noble men and women call themselves 'CYBER' Knights — not P-S-I-ber knights. The very name suggests some connection to technology, not psionics. However, most people focus on the Cyber-Knights' power to create the Psi-Sword and their handful of other psychic abilities. Add in the fact that many ride a horses and call themselves 'knights' — an archaic term that brings to mind the olden days of pre-Apocalyptic Earth and a time of low-tech and chivalry — and people lose sight of any technological aspects to the knights."
Rifts Coalition Wars 4: Cyber-Knights posted:
"Cyber-Knights gain a sort of mystical ability as they master their martial arts and grow with experience. One such ability is a unique rapport with technology. An awareness of combat weapons and machinery. Some believe this ability is a psychic power similar to Tele-Mechanics, but it is very different. You see, the experienced Cyber-Knight can so tightly focus on the combat at hand, that he can reach out with his mind and senses to touch the machines around him. He can feel the gun turret charging before it fires. He knows when a weapon is pointed at him and when a targeting computer has him in its cross-hairs. Likewise, he can feel a suit of power armor, robot, or 'Borg sneaking up behind him or zooming down from above."
"No way!"
"Yes. And this knowledge combined with the Cyber-Knights' zen-like awareness and martial arts training gives them a slight advantage. Particularly when dealing with opponents who rely on technology. A fraction of a second to move, twist, dodge, parry or strike before his opponent, can make all the difference in the world, as you saw for yourself. Now, the Cyber-Knights can not actually communicate with the weapons and machines, nor do they exert influence over them in any way, but they are supremely aware of them and what they are doing."
"You see, when the writer favors you, you don't have to wear M.D.C. armor to survive!" "I see..."
Yep. From this point forward, Cyber-Knights have anti-tech fu. Is it psychic? Magic? Cybernetic? Well, no, it's some kind of vague Eastern tech-whispering mysticism. And that'll serve them well in this event!... only, you know, most of their main foes aren't technological. Their main enemies are the demons of the Calgary Rift and the vampires of the South, not the Coalition or any other technologically-oriented force.
Still, it's part of a series of buffs that'll make them at least a better class than they were, and more competitive after forty books of expansion bloat and power creep.
Speaking of which, let's get to that.
Next: Secret origins.
"Such names are likely to have grown out of nicknames from the knight's youth that could not be overcome: "Sir Charles the Round" (because he's fat), "Sir Tank" (because he's stout but tough and/or unstoppable), "Sir Whitelake" (because he was born on a lake or had a renowned battle at a place called Whitelake), "Sir Lark" (because he has a wonderful singing voice), "Sir Crow" (either because of his unkempt, fly-away black hair or scattered or shrill personality), "Sir Froggy or Squeeky" (because of his voice), "Sir Trek or Hadj or Wade" (because he's always on the move), "Sir Oak or Pine" (because he's tall or strong), "Sir Acorn" (because he's silly or because of some prank as a squire involving acorns), "Sir Slash or Scarface," "Sir Boast," "Sir Giggles," "Sir Weezy" "Sir Mouse," "Sir Shorty," "Sir Gobble," "Sir Ramble or Bramble" "Sir Rose or Violet or even Dandelion," and so on."
Original SA postRifts Coalition Wars 4: Cyber-Knights, part 3- "Such names are likely to have grown out of nicknames from the knight's youth that could not be overcome: "Sir Charles the Round" (because he's fat), "Sir Tank" (because he's stout but tough and/or unstoppable), "Sir Whitelake" (because he was born on a lake or had a renowned battle at a place called Whitelake), "Sir Lark" (because he has a wonderful singing voice), "Sir Crow" (either because of his unkempt, fly-away black hair or scattered or shrill personality), "Sir Froggy or Squeeky" (because of his voice), "Sir Trek or Hadj or Wade" (because he's always on the move), "Sir Oak or Pine" (because he's tall or strong), "Sir Acorn" (because he's silly or because of some prank as a squire involving acorns), "Sir Slash or Scarface," "Sir Boast," "Sir Giggles," "Sir Weezy" "Sir Mouse," "Sir Shorty," "Sir Gobble," "Sir Ramble or Bramble" "Sir Rose or Violet or even Dandelion," and so on."
I knight thee, Kevin Siembieda, as "Sir Ramble". Rise then, and for the love of all that is Cybernetic try to end a sentence.
"I am the goodest of guys! This is how good guys dress!"
Cyber-Knight O.C.C.
I bet you think a header like that means we'll get the class in short order, right? Not much to explain. it's already in the corebook!
Well, no, the old writeup was about 2 pages. This is 10+ even after I cut out the art. So there's a lot to bring up, starting with the secret origin of the Cyber-Knights. Generally, the Cyber-Knights maintain secrecy of their origins in order to maintain an image of mystery and legend. According to legend (that is, the corebook), great warriors from the Palladium Fantasy world known as the Defilers showed up, and one of their number, Lord Coake, remained with a community they saved to train them as knights. However, though he was a member of the Defilers, Lord Coake arrived on his own (a retcon) and raised a small army to overthrow a demon lord in Wyoming. That demon had (somehow) heard of the Defilers, and assumed by Lord Coake's presence that the army he led was the Defilers. But they weren't! Don't you love it when a little retcon just clears everything up like that?
In any case, Coake bases a new order of knights on a Code of Chivalry (presumably, one from the Palladium world, given there is no actual codified Code), and was joined by a Chiang-Ku dragon who helped them develop the Psi-Sword and their anti-tech martial arts based on "aspects of ancient Oriental mysticism". An unnamed Techno-Wizard invented their cyber-armor, which apparently is fused with the human body but requires "years of Cyber-Knight training". How do you train to have metal permanently fused into your body? Swallow larger and larger magnets? Rub metal filings on your skin? Accept the armor into your body with a pure and unconditional love? We just don't know.
In any case, Cyber-Knights must not like each other too much, because they go around either solo or in pairs unless there's a major crossover crisis to attend to. I mean, sure, they'll join groups, but for some reason they go around as wandering loners because, uh... they like taking big risks, I guess? I have no idea, it's just Siembieda smearing the notion of wandering Lone Rangers, Zorros, and Black Knights all over with no real justification given. In any case, they're a rainbow Coalition that accepts all races and creeds, and often have a number of deputized allies that they can call upon as well. We're given a listing of all their main supporters, but the chief ones are noble savages (Native Amerians, Sasquatch), pacifistic good guy D-Bee species (D'norr Devil Men, Fennodi, Lyn-Syrial, Yhabbayar Bubble Makers), and... Tyrrvol Sword Fists, for some reason. Well, I suppose they like swords.
"You'll never take him, disembodied leg!"
We also get a racial breakdown of Cyber-Knights:
Rifts Coalition Wars 4: Cyber-Knights posted:
28% Whites (human)
18% Mexicans (human)
13% Native Americans (human; with the overwhelming majority who become knights coming from Renegades).
10% Blacks (human)
4% Other (human)
5% D'norr Devilmen (D-Bee; see Sorcerers' Revenge™)
1% Grackle Tooth (D-Bee; see Rifts® Canada)
1% N'mbyr Gorilla Men (D-Bee; see Coalition War Campaign™)
3% Noli Bushmen (D-Bee; see Rifts® Canada)
3% Psi-Stalkers (mutant human; see Rifts®)
9% Quick-Flex Aliens (D-Bee; see Coalition War Campaign™)
5% Other (D-Bees)
Granted, how some of these species work rules-wise is unclear. Does a Grackle-Tooth - being naturally Mega-Tough - get Cyber-Armor? Can D'norr Devilmen, who are generally barred from taking Man at Arms classes, now have an exception for Cyber-Knights? How about Psi-Stalkers, who can't take outside classes at all? And how do N'mbyr Gorilla Men cope with Cyber-Knight training, given that they go into a mega-damage-inflicting fury and loss of control whenever they're "angry, embarrassed, frightened, or frustrated"? Well, we just don't know.
Cyber-Knight naming convention is usually "Sir [lastname]", but those with particularly unwieldy last names may be "Sir [firstname]" instead. Some may select a nickname either self-selected (usually) or ascribed to them (less often).
As a reminder, Cyber-Knights had an only 80% chance to be psychic in core - fail the roll, and they got no psionics at all. Now, it's changed so they get a Psi-Sword no matter what. In addition, they also get the Psi-Shield power- at half normal cost. (As opposed to their Psi-Sword, which has no cost.) They also get "Meditation" listed as a power, even though that's not a power - it's something any psychic can do to recover their Inner Strength Points. Lastly, it just says players can just decide that they're psychic and don't necessarily have to roll. Moreover, it's implied (but not clearly stated) that Cyber-Knights that can roll for psionic powers randomly (like humans and a number of D-Bee species) get even more psychic powers that they normally would from that. Major psionics also now get a very slightly buffed Psi-Sword.
Cyberripped.
We get some extra details on the Psi-Sword. More specifically, experienced Cyber-Knights can learn to make other Psi-weapons as long as they don't have any flexibility or moving parts by spending an extra attack when summoning them- you can't throw them, either. Moreover, they can switch a weapon's type in combat by spending two attacks, but there are zero game effects from doing so. Most weapons are blue-white, but you can make other glowing colors by spending two attacks. Making a pure white weapon is extra-hard and requires 5 attacks to create, and gives a dime penalty to skills while summoned. And while that's all flavorful, it seems mostly to just penalize those who don't just make a standard light tube. I mean, I'm sure some folks might go "I'm so chivalrous I reshape my blade to match my opponent's", you're mostly just sacrificing game effects for flavor. Lastly, at 3rd level they can make a second psi-sword and use them as paired weapons - which is a big buff that almost makes the damage of the Psi-Sword adequate... at very high levels. As a remember, it only does 1d6 to 5d6 depending on your level. Given that's around the base damage of most mega-pistols and has a lot less range, it's not that impressive.
In addition, their cyber-armor - previously just a sort of subdermal plating that protected their torso - is now more like a special living metal armor that lives just under the skin and covers everything but the head, forearms, and lower legs. (No idea if it shields the nethers.) At higher levels, it gains the ability to regenerate and adds more M.D.C., but the bonuses are lost. And no, it can't be transplanted because... look, it just can't be, okay?! You have to train by squeezing pennies until your body accepts the metal!
"I will zen you!" "You'll never zen me!"
In addition to a new bonus against Horror Factor, they get "Cyber-Knight Zen Combat" in addition to their corebook combat and attribute bonuses. They now get proficiency with paired weapons and shields by second level, but the big addition is "Combat Awareness". At lower levels they get to pick a technological opponent and get bonuses against them and penalize their foe (the big deal is reducing their attacks by 2 flat-out). Later on they get automatic dodge against technological attacks, and can use their Combat Awareness against multiple foes at lowered bonuses. The weirder effect they get is to "Cloud Sensors", which means they can grant penalties to those using sensors to try and track them in combat... but it's mainly just good against lower-level foes. Though high-level foes get penalties to using sensor skills against them in combat, that's... not something you do in combat?
They also get Dream Visions. This is not a psionic power, we're told, but comes from... well, it doesn't say. Once in their lives, they get a dream that gives them a glimpse of their destiny or future. It usually comes shortly after they finish their training and set out, and are usually cryptic. In an unusual twist for a Palladium game, we're told that the player should come up with their Dream Vision - if they want, they can leave it to the GM, but they should never be used to punish or change the character unless the player agrees that's appropriate. We get plenty of examples, but generally they point down to hinting at a future important choice the Cyber-Knight has to make. In any case, it's surprisingly even-handed for Palladium, and that may sound backhanded, but I've got to laud what I can.
"Baggy pants, dragon tattoo, scenic garden... I can't not get enlightened!"
Some take squires, and it's exactly what you'd expect - they accompany their "sponsor" or live in a training camp, and are taught combat skills and ethics (namely, Chivalry). But we're told only "30%" make it to become knights proper.
Which is oddly accurate, because a new Physical Endurance attribute requirement means only 25% of players will have a character that qualifies as a Cyber-Knight (in the corebook, it was 50%, based on their Mental Endurance requirement). Other than that, the rest of the class writeup is mostly just reprinted from the core, save for the addition of their new Horsemanship skill from Rifts World Book 14: New West... which isn't reprinted here, you have to check in that book for that. Ooops. Weirdly, though they note that new skill, it doesn't clarify whether or not they can take Cowboy skills from the same book, despite their love of horsing around.
Ultimately, it's a welcome self of improvements for the class, though a good chunk of it is more fluff than effectual.
Lastly, we get a note that the Tolkeen conflict has resulted in some Cyber-Knights getting a 100K-500K credit reward on their heads, but many Coalition soldiers still respect or fear them, so many don't bother trying to collect. Everybody loves Cyber-Knights! (A sitcom now on CBS.)
Next: "Yeah, but they were all bad."
"This means exhibiting manners whenever appropriate, being polite and attentive to those who merit it, and to be respectful of women, authority and anybody who gives the knight help of any kind."
Original SA postIt can work, but you need powerful sponsors (like the Pinkertons and Andrew Carnegie, for example).
Rifts Coalition Wars 4: Cyber-Knights, part 4- "This means exhibiting manners whenever appropriate, being polite and attentive to those who merit it, and to be respectful of women, authority and anybody who gives the knight help of any kind."
"Psi-Sword, you're the only friend I have left."
Dreams
By Bill Coffin & Kevin Siembieda
... 108 P.A., not long after the Sorcerers' Revenge
This is a short story about Sir Taloquin, an older Cyber-Knight, and his ex-student, Sir Rigeld. Largely, it's about Taloquin coping with the rift in the Cyber-Knights, as he receives a vision that Rigeld of his may go one to spark a war between the two factions of knights... that causes the Cyber-Knights to fall. But though he might be able to stop this by slaying his protege, he opts to try and find a way to forgive him and and bring him back into the fold. It seems largely Coffin-scripted, and is solidly evocative, if a bit overlong. There's a hook that hints that the Tolkeen conflict is a spark for some greater conflagration; this is not followed up upon.
There's a weird post-script flashback regarding Taloquin receiving an undetailed vision during his training, which I'm guessing was added by Siembieda by the dialogue tics, and is singularly confusing... given part of the whole point of the story was that Taloquin had never received a vision in his youth, which leads to his desperation to help Tolkeen thinking it must be his purpose. Not sure what Siembieda thought he was adding, because it's just confusing.
Maybe don't take this path.
One Way, Many Paths
By Bill Coffin & Kevin Siembieda
This is a section discussing the different "motifs" that shape the Cyber-Knights, in true '90s splatbook fashion. It's a deep-dive into their philosophy, but before we get too far into it, I'm going to divert into the book's talk of Code of Chivalry and skip the motifs for the moment. Historically, there was no "code" proper- it was a vague notion of Christian morality, feudal duty, and military excellence. Here's the full Cyber-Knight chivalric code, since I didn't cover it in core:
Rifts Coalition Wars 4: Cyber-Knights posted:
The Code of Chivalry
1. To Live
Live one's life so that it is worthy of respect and honor.
Live for freedom, justice, and all that is good.
2. Fair Play
Never attack an unarmed foe.
Never use a Psi-Sword on an opponent not equal to the attack.
Never charge an unhorsed opponent.
Never attack from behind.
Avoid cheating.
Avoid torture.
3. Nobility
Exhibit self control.
Show respect to authority.
Obey the laws if they do not supersede the rights of life.
Administer justice.
Administer mercy.
Protect the innocent.
Respect women.
4. 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.
5. 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.
6. Courtesy
Exhibit manners.
Be polite and attentive.
Be respectful of host, women, and honor.
7. Loyalty
To one's principles and heart.
To one's friends and those who lay their trust in thee.
To the code of chivalry.
That's thirty-two strictures, and a lot of redunancy. Why have "Avoid cheating." when "Avoid deception." is already in? "Respect women." is there, then "Be respectful of host, women, and honor." We get "Live for freedom, justice..." and also "Administer justice.", "Avenge the wronged.", and "Fight for an ideal, like freedom." I'm sure you can find others- what I'm saying, ultimately, is that
Of course, a lot of it is vague and subject to judgement, and those who break it are taken before Coake or a senior knight for punishment. But who makes a judgement? Well, it's a mystery. Sometimes they're assigned a quest to atone, physically punished - really, the Cyber-Knights engage in physical torture of their own members? Okay, that doesn't seem chivalric, but I'm no Sir Cyber-Lawyer. Sometimes they're cast out to become grumbly or villainous cyber-"ronin". However, it's important to note that "Fallen Knights" don't actually lose any of their powers, unlike traditional paladins - they just lose their association with the Cyber-Knights.
"Arise, and skull no more."
We then get long descriptions on the details of such, which I'll try to deep-boil down to the important points:
- Life: Sacrifice your life for tangible good thing good, sacrifice yourself only for intangible principle bad. Also don't be a bad martyr that get people killed. Be good martyr for positive action!
- Fair Play: D-Bee with laser eyes or mega-claws be "armed". Not fair to disarm armed person and murder with Psi-Stabs! Also if enemy run out of ammo they no armed. Sneak attack bad, even when sneaking. Cheating only okay against cheaters and super-unfair bad guys. Torture only used if must. It gets result, and do not enjoy it or you are bad.
- Nobility: Nobility is fairy tale virtue, not blood! Kings dead, nobility in heart. Be nice person. Be classy. Tolkeens murdering the running Skull guys not classy. Respect authority and laws of weirdoes unless no human rights then laws bad. Slam evil! Avenge troubles unless people bad then do not avenge them. Only avenge on bad dudes! Also mercy good, even if it be bad later.
- Valor: Only fight for good things never bad! Fight fair! Nuke bombs never fair. Glow swords way more fair. Never abandon friend or being good!
- Honor: Be true and be cool good person so other people want to be good person! Even if person betray be good to person so maybe again good and not betray again. But not trust lying person! Lies that kill just like killing with gun. All life precious like sparkly, even demon! Maybe kill demon but if not need then no kill demon. Tolkeen full of mean people and demon people. Knights help Tolkeen feel super-bad, maybe turn bad or try to make good until dead. It sad!
- Courtesy: Mind manners! Respect authority and womens and helping peoples. Show people rude things bad!
- Loyalty: Like beliefs and friends, no do bad to beliefs and friends. Lord Coake bestest friend! Also mentor bester friend. There numbers, Lord Coake number one, Coake teach knights they number 2, knights being taught by Coake number 3, knights taught by knights who taught by Knights taught by Coake 4. Always respect numbers! Some think numbers bad but repect mentor, mentor student debt! But bestet bester friend is Code of Chivalries, never forget Code. If no Code then just jerk bossing people. Have Code!
Rifts Coalition Wars 4: Cyber-Knights posted:
In this world of dirty tricks, magic and overkill, fair play is something for which the Cyber-Knights are legendary. Their refusal to employ undue force when meeting a foe sets them apart, at least in temperament, from most other adventurers, warriors and would-be heroes.
Rifts Coalition Wars 4: Cyber-Knights posted:
Cyber-Knights are a cut above the petty warlords, bandits and other would-be conquerors who try so hard to carve out little kingdoms for themselves. These power-mongers are just craven conquerors who lack the grace and vision of true leaders. Brutes who rule by the sword. In short, they lack the refinement and purity of spirit that the Cyber-Knights exhibit.
Rifts Coalition Wars 4: Cyber-Knights posted:
That they respect everyone's culture, laws and customs is a welcome change from the crass indifference most travelers and adventurers show, or from powers like the Coalition States who try to crush individuality and free-thinking in an effort to create militant conformity.
Rifts Coalition Wars 4: Cyber-Knights posted:
As the institution of medieval knighthood faded, the reality of their deeds and practices became romanticized, and the pragmatic tasks of knights (who were simply a layer of government) became glamorized as a system of noble behavior performed by worthy champions upholding goodness for goodness' sake. Clearly, the Cyber-Knights have inherited this romantic tradition and are running with it. A good thing it is, too, since no other group in this part of the world so ardently embraces ideals such as these.
Rifts Coalition Wars 4: Cyber-Knights posted:
The Chivalric Code reminds Cyber-Knights that it is not enough that they travel the world looking for a good fight. That would make their efforts no different than that of a callous mercenary. No, Cyber-Knights are expected to fight for a particular cause, such as truth, justice, or peace. This notion of fighting for a cause is something lost on more callow adventurers, who typically find themselves on the battlefield out for profit, power or the sheer hell of it. The true knight is above all of that, and at the end of a battle, he knows that there is a greater good to be served than that of mere bloodshed.
Rifts Coalition Wars 4: Cyber-Knights posted:
This is the way of the champion. The way of the warrior. The way of the Cyber-Knight.
Next: White Knight! Grey Knight! Black Knight! Every uncolor of knight!
"In a rainstorm, the Crusader should offer a lady his only cloak."
Original SA postRifts Coalition Wars 4: Cyber-Knights, part 5- "In a rainstorm, the Crusader should offer a lady his only cloak."
There are three main motifs intended for PCs, and two intended largely for NPCs. They also have some example NPCs to go with them, which I'll cover a few of in each example. Most of the NPCs have a unadvertised adventure hook to go with them, which is actually pretty useful.
"Maybe one day, you too can be a psychic man-machine fighting a thankless war, young man! Ha ha!"
The first three, in order of prominence within the Cyber-Knight order are:
Courtiers: These are knights that focus on upholding the Code of Chivalry. They have a tradition of "holding court" when they gather in groups of a half-dozen or more, which means bringing large amounts of food and drink to a town, which then holds a festival in their honor. (Where do they get the food and drink from? They don't get paid...) In the evening, the Cyber-Knights share stories of their valor, which everybody presumes to be awesome and true because Cyber-Knights never lie. A "young maiden" or child is asked to evaluate the stories and deem whether or not it's worthy, and if so, the town and other Cyber-Knights will keep and spread the stories. Erin Tarn wishes she could do a proper collection of these tales, but is resigned to the fact she probably is too old to properly chronicle them all before their passing.
- Lady Shalder Lida (11th Level Human): A Cyber-Knight working for Tolkeen who's rumored to have found and claimed Poor Yorick (from Rifts Coalition Wars 1: Sedition) and was badly shaken by some prophecy it had for her.
- Sir Kevin "The Salamander" Strauss (6th Level Human): A Cyber-Knight who worked to evacuate villagers during a Coalition fire-bombing, Kevin was caught in the bombing but was found crawling out of the flame carrying three children. People think he's fireproof, but it turns out he managed to hide in a bunker and it was "sheer luck" the oxygen was not sucked out. I'm not sure that can happen by luck... he's chagrined by the stories and tries to let people that he is not, in fact, fireproof.
- Sir Galston Kurbod (7th Level Quick-Flex): A world-hopping knight who traveled to Wormwood and Phase World, and apparently was given the opportunity become a Cosmo-Knight but refused. He helped with a slave uprising in Atlantis. While he's loyal to Lord Coake, if something should... happen to Coake, he'll consider the order to to stay unallied null and void and join on Tolkeen's side.
Crusades: they always work out well, it's a good term.
Crusaders: These are knights that focus on crusades and quests; crusades being long-term, lifetime sorts of oaths, like trying to free Mexico from the vampires or liberating slaves from Atlantis. Granted, they can be more humble, like protecting somebody or overthrowing a regional warlord. Give up on one? You're probably kicked out, unless you quest to atone or the like. They generally start with quests given to them by their mentors, which are are simpler assignments given either to squires or to make up for some wrong. Usually quests have some requirement, like claiming the crown of a evil warlord or other proof of their success. Sometimes failures go AWOL, hiding from the shame of their failure. They also focus on the "four precepts" in addition to the Code, which are:
- Poverty: Crusader only want useful thing, never hoard. Can own magic fancy stuff if useful, but no goods heavier than carry.
- Humility: Only keep gifts for using, and not show off. Be lone wolf, not famous, remain on edge. No telling stories of braving! Play down things you do to be plain.
- Purity: Selfish alignments bad, evil alignments worse. Don't hang with bad peoples! Be mean to them, tell them you is better!
- Generosity: Give money to poors! If you get big reward, give to poors! Even if hungry, give food, you hurt, but that hurt good, because poors hurt less!
- Lady Jade Seltic (5th Level Human): Lady Jade has sworn to destroy the Coalition States. While she's loyal to Lord Coake and doesn't side with Tolkeen, she's waiting for the opportunity to do damage directly to the Coalition with a secret operation that might shut down Chi-Town entirely. The Coalition has somehow heard of her plan, and is looking to capture and interrogate her.
- Lady Charisma Stalton (3rd Level Human): "... P.B. 24. Lady Stalton is considered by many to be the most beautiful Cyber-Knight in the world. She is a statuesque, blond-haired, blue-eyed knockout, who is also a stalwart Crusader and a foe not to be underestimated." She abandoned the order to serve Tolkeen, but is trying to get the Cyber-Knights under Tolkeen to focus on helping refugees, and hopefully bring them back into the fold.
- The Shining One (10th Level? Unknown?): A mysterious figure that isn't part of the order, but goes around with bright white Psi-Swords being a super-badass and blowing up Coalition Transports... somehow. Not even Coake knows who he is! He's super mysterious and badass and Coalition soldiers have started just running when he shows up! "The Shining One seems to come and go as he pleases and does as he wants."
This elf Cyber-Knight shows up in most of Freddie Williams' art in this book.
Champions: This is the smallest faction of proper Cyber-Knights, who are mostly focused on proving and testing their skills in battle. Many consider them boorish, but they consider themselves practical, figuring that being the bestest that ever was a necessity to do a Cyber-Knights work. They often seek out villains with fearsome reputations to defeat, but they try to be starkly honest about their accomplishments, trying to avoid being vainglorious. Many keep trophies to back up their claims, even though few doubt them, because... well, just in case, I guess. They can be more competitive amongst themselves, and often give challenges to other Cyber-Knights as a matter of establishing their own self-imposed pecking order. They also like to set up small tourneys of jousting (with different "types" based on the mounts used, from horses to hovercycles), marksmanship (with whatever the weapon), single combat (either point-based duels, punch for punch, or endurance test), and winner-take-all melees. They also honor those who can match them in skill (usually just Cyber-Knights, but rarely outsiders) as "blood brothers" they remain loyal to. Some outside the Champions think such personal loyalties risk breaking the Code. This tradition has meant the Tolkeen crisis has been even worth for them, as battle brothers end up on opposite sides of the divide. Some loyalists have gone to challenge their brothers working for Tolkeen, seeking to challenge them in duels to bring them back into the fold. Coake isn't real hot on this, but they do it anyway.
- Sir Gavin Grey (6th Level Vanguard Brawler): A Cyber-Knight that was slain by the "Seven Demons of Thunder Gorge", he mysteriously rose from the dead and killed them while glowing. He claims he doesn't remember what happened, and others are trying to figure out he did it. He's been around Minnesota doing good samaritan work around the war, and fighting the Coalition not for Tolkeen, but to protect the smaller communities.
- Sir Tubros Belton (10th Level Human): A enormously strong 400 lb. glutton, Belton loves tourneys to the point where he's taken flak for it, but those who criticize him have refused his challenges. And so, he's joined Tolkeen to prove himself, even though people have had to save him because I guess he's the comedy fat guy. "His considerable bulk slows him down to such a degree that Sir Tubros is usually given a stationary position to guard or hold so the rest of the group will not be slowed down by him."
- Lady Lorelei Winter (8th Level Human): A former Chi-Town "City Rat", Winter was taken in by a Cyber-Knight who put her through a punishing several-year montage. Having experienced Coalition oppression though her childhood, her focus is on harrying the Coalition war machine.
All of this is pretty standard splatbook stuff at the time, and isn't bad per se, but goes on at the sort of overt length you'd expect. To me, the different factions feel artificial - the different traditions being specific to different factions feels weird, and it feels like you might get a Code-focused character that still enjoys tourneys, or a Crusading character that's big on duels... it doesn't feel natural. Maybe if they had clear leaders or different communities, it'd be easier to have them be divided, but it's not clear why the Cyber-Knights are giving each other different labels.
One thing worth noting is that there's actually a fair number of female NPCs; female characters tend to be token in Rifts books, and with some exceptions (as seen above, and some to come)... it's at least good to have some that aren't defined by their looks. But there are still those that are. Baby steps.
But we've got two labels to go...
Next: The dark knight rises.
"These heartless zombies are likely to defend their cruel actions with something like, 'I warned him to get out of my way,' or, 'He knew what I am, he was a fool to challenge (or oppose) me; now he's a dead fool.'"
Original SA postRifts Coalition Wars 4: Cyber-Knights, part 6- "These heartless zombies are likely to defend their cruel actions with something like, 'I warned him to get out of my way,' or, 'He knew what I am, he was a fool to challenge (or oppose) me; now he's a dead fool.'"
"Look, no ley line's gonna help you here!"
Fallen Knights: So, there are two basic types of "Fallen Cyber-Knights" the first are those who become burnt-out or disillusioned and abandoned the Code thanks to the grimness of this daaark world. Many have abandoned faith in humanity, and become wandering, selfish, grumbly adventurers and drunks. They're bitter folks! Some may have a hint of virtue still burning in their hearts, as much as they deny it. "I don't believe in honor or anything! Baka!"
Blackguards are those who go full evil. "Nobody is sure why these knights choose the dark paths they tread." They're edgy anti-paladin sorts who will kill you because they don't even care and no doubt have their voice drop several low octaves upon joining the cause of eeevil. They might be corrupted by power, or have been evil seeds that hid being evil through their training. The Tolkeen conflict has seen a spike on Blackguards arising, because... uh Tolkeen bad, don't worry about the details!
Now it would be just silly if Blackguards had factions... oh, wait, they do.
- Robber Knights: These are Cyber-Knights that turn to banditry, sometimes disguising themselves as legit knights to exploit people and take over a town or rob people. They make Cyber-Knights look bad!
- Justiciars: These are deviant followers of the Code who obsess on some stricture to the point of obsession, becoming the standard "overbearing paladin" archetype that might beat somebody over a lie or find traitor Cyber-Knights and slay them. Often, they're ignored until they go totally over the edge and their extreme attitudes become readily apparent.
- Despoiler: These are Blackguards that embrace power and eeevil. They're essentially the straight-up reversal of virtue, and a number of them are trying to corrupt those working for Tolkeen because "we're not so different, you and me..." Why? Because they're mustache-twirling caricatures that hate all goodness because they're evil because they hate good and... they also like using the Code to manipulate their goodly peers. Curse you, Lord Coake!
Drives cats crazy.
We also get some NPC Cyber-Fallen-Knight-Blackguards:
- The Executioner (Level 7th or 8th... Human?): A literal dark knight in black armor and bionics, this guy Darths around and goes around "purifying" (i.e. beating or murdering) anybody he interprets as in violation of the Code, and then goes to purge society of it by murdering their friends and family. Also, he has a laser eye.
- Lady Epheseia Gloordon (7th Level Human): A P.B. 24 "Black Widow" who goes around seducing "noble knights" and making them eeevil because, uh, women, amirite? She's allied with the evil Federation of Magic and wants to move into Minnesota after the war to carve out her own kingdom before conquering stuff. Or she has other evil plans! That probably involve fucking! Evil fucking!
- Sir Michael Garcia (3rd Level Human): Sir Shining Light was a super-good optimist with gold armor, but who was disillusioned by Tolkeen's tactics, and his spirit was broken by running across multiple Coalition Death Camps. He's fled from the war and is planning to go to Lazlo or try and become...
quote:
Trapper-Woodsman O.C.C.: A HUNTER-TRAPPER! Woooooohooo! Join the dark side, eh?
Alien Rope Burn: Ugh, no.
Trapper-Woodsman O.C.C.: Join me, and we will skin beavers as hunter and son!
Alien Rope Burn: Well. He could probably stand to fish and chill.
Trapper-Woodsman O.C.C.: Hey, I get me more than one Fallen Cyber Fella, they could reform their psi-swords into psi-sticks, and we could have psi-hockey!
Alien Rope Burn: I'd watch it.
"Having all that cyber-armor grafted onto my back... I have regrets."
Hermetic Knights: So, most Cyber-Knights die in service, but some live to become old. Some retire as instructors and historians at Cyber-Knight camps, where others become true hermits and live in the woods or mountains becoming the grumbliest of loners. Others are burnouts or ashamed, and abandon the way to live "civilian" lives of peace. Of course, sometimes they come out of retirement despite being too old for this shit. Others retire after fulfiling their Dream Vision, seeing themselves as having completed their role, and sometimes become Dream Sages who interpret said visions. Often Dream Sages isolate themselves and give those who might seek their aid quests, riddles, or guardians to get past. Why? Because they're big grumps. No, seriously. That's old folks for you: the grumpiest. We're told players can't be Hermetic Knights for the most part, and that they get fairly severe penalities to their combat stats - but Dream Sages specifically get bonuses to some mental saves. Some get extra Dream Visions which haunt them, which may be the reason for their grumpiness. "Another dark vision? Well, it's a Sunday..."
- Sir Brugai Rensibor (9th Level Human): After a failed quest, Rensibor became a sad-sack drunkard, though a number of Cyber-Knights visit him to try and intervene, as he used to be a excellent knight. He's pretty much set up for somebody to inspire him back to action and become their bestest mentor and bud.
- Sir Maxwell Claymore (11th Level Trimadore): A rare Trimadore Cyber-Knight, he retired after defeating all of his arch-enemies to become a sage. He owns a powerful rune sword called Black Ivory, and is looking for a new heir to claim it if if they can defeat his five challenges (whatever the GM decides they are).
- Lady Sora Ochobar (8th Level Human): A Cyber-Knight who completed her Dream Vision to destroy an infamous pirate fleet, she's a Dream Sage who will give somebody advice only twice, to prevent herself from having to "mother" young knights. In addition, she expects those who see her to swear to perform three acts of goodwill in the following month.
The Hermetic Knights are actually pretty good hooks for PC Cyber-Knights to hang onto - but most of the Fallen Knight section belabors the point, and makes turning to evil cartoonish and silly. Which would be fine if Rifts didn't keep wanting faux-nuance. Well, you can't have it all.
They're fractured, just take our word for it.
A Fractured Fellowship
We get a details on the breakup between the Cyber-Knights - roughly around half or less, around 900, have joined the Tolkeen defense. We get a lot of belabored text it, but a lot of it just... isn't new information. Cyber-Knights joined up with Tolkeen for fairly obvious reasons, despite Coake considering Tolkeen a nonangel. Ideally, he just wants them to skirt the edges of the conflict and save civilian and refugee lives without directly fighting on either side. However, the Code dragged many knights in for, as mentioned, obvious reasons. We're told there are worse times to come, but that there's still hope! Because Cyber-Knights are rad! Cyber-yay!
This has nothing to do with anything, I just thought you folks might enjoy it.
Next: The taste of an old generation.
"In fact, his old teammates, The Defilers, used to tease and razz Coake about the number of magic items he used for his adventuring, saying that he actually 'glowed' at night from the magic he carried."
Original SA postRifts Coalition Wars 4: Cyber-Knights, part 7- "In fact, his old teammates, The Defilers, used to tease and razz Coake about the number of magic items he used for his adventuring, saying that he actually 'glowed' at night from the magic he carried."
"Christian? No, I'm from another world, I just appreciate your exotic mysticism."
Lord Coake
Founder of the Cyber-Knights
So, talking about Lord Coake really has to start with the Defilers. You see, the Defilers were Siembieda's original Palladium Fantasy group, and despite their odd name, they're often spoken of in reverential tones in Palladium products as great heroes. You may wonder why they're called "the Defilers". Well, this ballad from The Palladium Fantasy RPG explains it all. Kind of. I guess?
The Palladium Role-Playing Game posted:
The Defilers of Beelzebub - 1979-1981 Abzerdra and Arksam,
John, XarXar, Bunny, Bane, Rowmock, Coake the Mysterious, Lt. Death, Nameless One Jr., Feandr, Daniel, Nexine and Phillip the Axe, Glorbath, Prince, K K, Perfone, Lucifer Deeth, Doctor K
One thing that is curious about the Defilers is that they have a fair number of characters that look like they would be perfectly at home in Rifts, despite coming roughly a decade before it. Presumably, dimensional travel was an aspect of Siembieda's personal games for awhile. There's also oddities like the bunny named Bunny. I presume Lord Coake is the guy with the helm and the shield and armor, about a fourth from the left. And so, Lord Coake is one of those original characters. Coake's player went on to become a Palladium staffer, but... well. I'm going to leave that a mystery for now. Don't worry, I'll reveal the face behind Coake before the end.
In any case, Coake was a Palladium Ranger at first - mind, that pretty much just means being a wilderness warrior, not having spells, an animal companion, or other trappings of the D&D Ranger. A misspoken wish from a colleague apparently made him immortal or at least extremely long-lived. Eventually, he retired from active adventuring, forming a legion of rangers. He isn't sure how he ended up on "The Earth", but has traveled through dimensions in the past and was able to adapt pretty quickly. He sees his role here as likely guided by the gods, and formed an army to battle demons that eventually became the Cyber-Knights. He's noble and tolerant and seemingly given to giving speeches and spouting sayings, and all of his NPC description is self-written.
He's a 15th level Cyber-Knight with stats that make me wonder how Siembieda originally handled rolling attributes, because he had to make at least six rolls of at least 16 on 3d6. In addition, he's probably higher level than he ever got to see in play, based on Siembieda's earlier anecdotes. He's got a bunch of magic items converted over from Palladium Fantasy, like a Belt of
We also get numbers and art for the characters from the short story "Dreams" at length, including their codgery mentor I didn't even bring up. There aren't many surprises to them you couldn't intuit from the story itself, but if you want their numbers, here they are.
Oh, and Coake? He was the character belonging to Steve Sheiring. The fact that one of the moral centers of the Rifts universe turns out to be the worst "villain" in Palladium's real-life history is... well...
Next: Killstealers.
"The individual(s) stolen away may be earmarked for slave labor, torture, food (as in, to be killed and eaten), rape, sale into slavery, human sacrifice, and so on."
Original SA postRifts Coalition Wars 4: Cyber-Knights, part 8- "The individual(s) stolen away may be earmarked for slave labor, torture, food (as in, to be killed and eaten), rape, sale into slavery, human sacrifice, and so on."
Situations Critical
By Bill Coffin
Time to back up the truck and dump out some adventure hooks until you're just, like, sick of them. Well, I am already, but hopefully ya'll enjoy the blood I'm squeezing from this stone!
Rifts Coalition Wars 4: Cyber-Knights posted:
What follows here are brief overviews of some of these "sitcrit" scenarios, a slang term used by Coalition and Tolkeen intelligence officers alike to describe the various "situations critical" involving Cyber-Knights in and around Tolkeen.
Like, only involving Cyber-Knights? Or just that these are sitcrits that happen to involve Cyber-Knights? Granted, knowing military personnel, it'd probably take all of twenty seconds for this term to evolve into "shitcrits". I'm pretty sure a lot of these are written by Siembieda after a certain point, it eventually shifts into what's unmistakably his meandering writing style.
"En garde!"
Conspicuous Gallantry: A lot of Cyber-Knights like to fight baddies and are proud of their skills, but with the Coalition on the run, there's only so many opportunities for bravery around. What's a Cyber-Knight to do?
Why, be a jerk about it, of course!
- Glory Hounds: Some retreating Coalition forces have hunkered down in the abandoned town of Lonely Bones, as Tolkeen forces and Cyber-Knights rush to be the ones who defeat them for the credit. There's a lot of as to different situations depending if the PCs arrive early (greater risks, greater fame) or late (less risk, but possibly involving friendly fire or competition). Maybe some rival bad guys show up and fight the PCs! This is... incredibly vague, but is supposed to give an indication of how crazy and nutty the Tolkeen forces have gotten. Maybe they aren't the good guys have we drilled that in enough yet?!
- An Army of One: So, a Cyber-Knight managed to annihilate and defeat an Coalition Brigade through trickery and luck, and so a lot of Cyber-Knights are looking to equal or top his victory. We're given a laundry list of targets for ambitious PCs to go after, from a down Death's Head Transport that might be carrying a nuke to an experimental artillery rail cannon. Doing so will get Tolkeen allocades and Coalition demerits, of course.
- Decapitation: I have a feeling this was originally named "The Suleyman Gambit", because the first words of the entry are just that by themselves. Essentially, there's a Coalition brigade on the retreat that, if not defeated, will remain around for the Coalition to make a new spearhead into Tolkeen's territory. Tolkeen has resolved to do a "Suleyman Charge" named after after the Siege of Szigetvár and Zrinski's famous charge, and have their forces do a suicide charge to kill the general in charge. I guess the PCs are lucky and just got nominated for this, or something? Also the general has already prepared for this which, uh, the only reason the "Suleyman Charge" ever "worked" is that it was a wholly unexpected desperation gambit by a losing force. So, uh, good luck getting past thousands of troops, heavy armor, and traps set up just to stop this!
Rifts Coalition Wars 4: Cyber-Knights posted:
And even if the assassination succeeds, will it really stop the Coalition Army? No.
"Am I going to stab her in the back? What am I doing in this art again?"
A House Divided: So, a distant worry is that the division within the Cyber-Knights will eventually lead to a full-on conflict between the two factions. It seems unlikely, but enough are concerned that some are working full-time to try and find ways to heal the rift between them. In any case, these are hooks regarding whether or not Cyber-Knight will be super best friends again.
- Treachery Revealed: So some eeevil Fallen Knights are out to kill Lord Coake for his cowardice and divisiveness while he's visiting refugee encampments near Tolkeen. And unless PCs stop them, they'll find the perfect ambush point to murder him! Stop them, PCs! Oh, but if you screw up, you're bad and should feel super-bad.
Rifts Coalition Wars 4: Cyber-Knights posted:
G.M. Note: However the battle turns out, the G.M. should consider carefully what kind of impact it will have on his campaign and the world if Lord Coake is killed (and he shouldn't be). Lord Coake is an important NPC tying into multiple Rifts story lines, so eliminating him from play may complicate other adventures down the road. Of course, including an NPC such as Lord Coake and then saying he can not be killed defeats the purpose of this adventure and the freedom of role-playing. Why bother assassinating him, or even protecting him, if he is an untouchable fixture? As a catalyst for an epic adventure, why else? For the risk of Lord Coake dying during this critical period has dramatic repercussions for the Fellowship and North America. On the other hand, the individual G.M. may elect to have Lord Coake killed or fall off the side of the mountain and vanish (to make a dramatic reappearance later?) and simply modify events that happen in the official Rifts world in future sourcebooks.
- Shadow of Doom: So, a band of eeevil Cyber-Knights are going around murdering Cyber-Knights who serve as prominent leaders or examples. They want to keep the two factions of Cyber-Knights divided because, uh, it's Sunday and they're bored and have "Diabolic" under their Alignment? I have no idea. We get a long list of possible targets and it's up to the PCs to detective out their next target, and thankfully they sent a bunch of obtuse clues to Sir Coake and Sir Rigeld, Riddler-style. Why would they announce this? Seriously, I don't understand. Why would they do that?
Got a few more adventure hooks, and we'll have this wrapped up here.
Next: Epaulets.
"The individual(s) stolen away may be earmarked for slave labor, torture, food (as in, to be killed and eaten), rape, sale into slavery, human sacrifice, and so on."
Original SA postRifts Coalition Wars 4: Cyber-Knights, part 9- "The individual(s) stolen away may be earmarked for slave labor, torture, food (as in, to be killed and eaten), rape, sale into slavery, human sacrifice, and so on."
"We demons will save these people from you awful knights!"
And now we can wrap up all the adventure hooks in this book.
Do the Right Thing: Wars are grey, which makes it tough for white knights to keep the stains out. The "Sorcerers' Revenge" resulted in outright slaughter of Coalition troops. Some knights helped! Some knights tried to stop it! Others decided that the truth was somewhere in the middle! The middle being "serving anywhere else", anyway. So these are hooks about that! But not necessarily.
- The Xiticix Gambit: This is a reference to the Tolkeen plan from Coalition Wars 3, where a group of Cyber-Knights and Tolkeen soldiers try and use captured Coalition equipment to attack the Xiticix, and lure them all the way to Coalition forces near Chi-Town. However, a "defector" hears about the plan and informs the PCs. This plot is considered to "hatchet work" and "treacherous" by the text, and it's presumed the PCs only help if they're jerks. It's suggested that the PCs... report the plan to the Tolkeen forces that mistake the faux-Coalition force for the real thing and wipe them out. This is heroic? We're supposed to think this is heroic. Yep, getting Tolkeen forces to kill each other is more noble than having the Coalition fight the Xiticix. I don't even, I- nererermmmmmgngnh
- Other People's Property: The PCs come across a dying Coalition soldier who gives the them a large octahedron and asks them to promise get it to the "right people", then dies. See, the octahedron is a magic item known as the... Octahedron. Well, not the most creative name for an item I've seen in the game. It can resurrect its bearer up to eight times, taking 1d4 hours to do so. (The soldier had secretly found it and ran out all eight of his lives, apparently nobody noticed him taking mortal mega-damage injuries eight times.) The PCs have to make the moral choice of whether to keep it, sell it, or give it to another party. Also, it has a secret and cumulative 8% chance you turn into an evil mutant monster. Yes, this means the chances of our Coalition pal making it through all eight lives unmonstered was around 2%... maybe there's a cure! Or not.
- A Test of Mercy: A group of Coalition soldiers escapes to one of Coake's refugee camps to surrender, but there are Tolkeen-aligned Cyber-Knights on their tail. The Coake-aligned Cyber-Knights offer to have the troops taken to a neutral town to have a trial, which the Tolkeen Cyber-Knights agree to if only some neutral third party takes them there. That's you, PCs! Wait, why can't the Cyber-Knights do this? Well, who knows. But if the Coalition troops escape, the Cyber-Knights will hate each other. Somehow you're responsible for their knightly slapfight!
- Quiet Time: A group of Coalition soldiers escapes to one of Coake's refugee camps to surrender, but there are Tolkeen-aligned Cyber-Knights on their tail. Deja vu. Coake's Cyber-Knights let them recuperate with the promise they leave in three days, though a small percentage are too wounded to go anywhere. Then the Cyber-Knights show up with Tolkeen force, reveal the soldiers were responsible for a death camp, and say they're going to murder them one way or another, but would prefer to not have to march into the town to do it. "The best alternative would be to give the Coalition troopers some method of instant transportation to somewhere else." Otherwise, the Cyber-Knights will fight! Somehow you're responsible for their knightly slapfight! And yes, this is an adventure where you're supposed to save concentration camp guards because all life is precious.
- Deadman's Quest: A dying Cyber-Knight asks the PCs to fulfill his quest! What was that quest? Siembieda gives a big ol' shrug and moves on.
"Don't worry, we're the armored goons you can trust."
The Great Crusade: While Coake's loyal Cyber-Knights have been banned from taking sides in the way, many have set up border camps for refugees. The Tundra Rangers have taken on an agreement to shepherd some to safe refuge in Canada, but in general the refugee situation will grow out of the Cyber-Knight's control. Some tragically return to Tolkeen after the "victory" against the Coalition. A town called Serenity is their central rally point, and it presumes the PCs will be helping with this.
- When the wolves come Calling: Refugees are being preyed upon by bandits, monsters, or "maniacs". Who will save them? The PCs, I guess. This "adventure hook" (and I use the term very loosely) features the r-word. No, not "refugee".
- Making the Pickup: This is about a Cyber-Knight operation to capture a number of Coalition flying troop transports to carry refugees out to the "New West". The PCs are presumably brought in for their piloting skills, as Cyber-Knights generally are riders, not flyers. Uh, your group does have that Pilot skill, right? What is the Pilot skill used to fly a Coalition Sky Lifter, anyway? It's not a Hovercraft (ground)... or a Hovercycle... is it treated as a Jet Aircraft? I have no idea. Well, fight some Skelebots first! And when you get back, mercs have taken the refugees hostage! But they're willing to trade them for the vehicles! "Oh, I'll fight them with the vehicles!", you might say! Nope, these are unarmed variants made cheaply for some reason, forget about that solution! Fighting them will get refugees killed! "Sometimes one has to lose in order to win. It is the lives of the refugees that is important here, nothing else."
- The Joust: Coake loyalists vs. Tolkeen loyalists, it's time for a jousting competition. But they're using specially modified Shemarrian rail guns that only fire knockdown rounds, and have to make rolls under Strength on a d20 or get dehorsed when hit. But if you roll a 1-3, you accidentally shoot a civilian spectator and splatter them! Also it turns out one of the guns seems to have a bigger kick, and there are accusations of cheating, but it turns out to be a mistake... then somebody steals the rail guns! Who's responsible? Siembieda shrugs, we move on. "If the weapons are safely returned, those responsible will be richly heralded as tourney heroes and not have to pay for food, drinks and trinkets for the rest of the festivities. Enjoy."
Cyber-Knight Armor
Lastly, there's some guidelines on classic futuristic armor produced by Bandito Arms or the Black Market (gosh, working with some really upstanding folks, Cyber-Knights!)... or Northern Gun. Some are environmentally sealed, cheap ones are not, and they vary from 25 for "Light Cyber-Knight Armor" to up to 100 for "Modern-Looking Heavy Cyber-Knight Composite Plate". Pithy. Also, some are Techno-Wizard armors and might have silencing magic, lightweight enchantments to avoid penalties, etc. We're told Coalition Wars 6 will have additional TW features for armor. It will not.
Conclusion
Well, this has been a complete tangent. Moving on.
THE END OF "CYBER-KNIGHTS". 336 PAGES REMAIN OF THE COALITION WARS.