Sir Oliver Drake (Human Cyber-Knight)

Merctown Armored Recon Services: A multipurpose small unit built around the idea of reconnaissance, infiltration, retrieval (of persons or items), and information and intelligence gathering.
GM: Sum of All Fears
AGM: Clear and Present Danger

Moderators: Game Masters, AGMs

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Sir Oliver Drake (Human Cyber-Knight)

Post by Drake »

Player Name: John
Discord: John#6761
Link to Ledger: Ledger

Character Name: Sir Oliver Drake
Alias: Drake
Race: Human
O.C.C.: Cyber-Knight
Alignment: Scrupulous
Cyber-Knight XP Level: 7
Cyber-Knight XP Points: 45,951 (2/21 C&PD, 6/21)
Cyber-Knight Next Level @ XP: 50,521 (@ 7th lvl.)
Sentiments/Non-Humans: Treats all sentient beings with the utmost respect and courtesy until they prove undeserving of it. Has a high regard for life and personal freedom.
Sentiments/Coalition: Hates the Coalition, because he has lost numerous friends, family members, and acquaintances to them.
Disposition: All around good person. Kind, generous, compassionate and positive. The glass is usually half full.
Insanity: Hysterical Aggressive Reaction to acts of torture and/or cruelty

I.Q.: 13
M.E.: 15
M.A.: 15
P.S.: 23
P.P.: 15
P.E.: 17
P.B.: 9
Speed: 18

P.P.E.: 27
I.S.P.: 31
H.P.: 40
S.D.C.: 87
Age: Appears to be in his mid-forties. (24 years old)
Sex: Male
Height: 6’1”
Weight: 165 lbs
Description: Gangly would be an appropriate word to describe Drake. His tall frame is lean and covered in tightly corded muscle. He has tattoos covering whatever skin isn’t covered in cyber armor. His face shows the story of a hard life with sunken eyes and three days of stubble. His short hair is dark and unruly. Drake wears the clothes and armor of someone who is used to walking the wasteland; it’s covered in rough repairs and dirt.

Natural Abilities
Perception Bonus: 55% (+3%)
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 66 lbs.
Max. Carrying Weight: 460 lbs.
Max. Lifting Weight: 920 lbs.
Max. Jumping Ability: 21.5' lengthwise, 8.25' high.

Special Abilities
Combat Acrobatics: No penalty to strike while moving.
Auto-Dodge versus Tech (Against One Opponent.): +4
Basic Combat Awareness: One Opponent
Cloud Sensors.

Bionics & Cybernetics
Living Cyber-Armor
A.R.: 16
M.D.C. by Location:
Shoulders (2): 12 each.
Back/Shoulder Blades (2): 19 each.
Forearms (2): 14 each.
Thighs/Upper Legs (2): 19 each.
Chest Plate: 60

Minor Psychic
Psi-Sword (0 I.S.P.; 3D6 M.D.)
Psi-Shield (15 I.S.P.; 5 min/level, 80 M.D.C.)
Meditation (0 I.S.P. restore ISP/Heal more quickly)

O.C.C. Skills
Literacy: American 90% (+5%)
Language: American 96%
Language: Dragonese/Elf 96%
Language: Spanish 98% (+3%)
Language: Euro 98% (+3%)
Anthropology 75% (+5%)
Body Building & Weightlifting
Climbing 85% (+5%)
Rappelling 75% (+5%)
Sense of Balance 73% (+3%)
Work parallel bars & rings 83% (+3%)
Back flip 87% (+2%)
Climb rope/rappel 77% (+2%)

Horsemanship: Cyber-Knight 88%/68% (+3%)
Land Navigation 72% (+4%)
Lore: Demon & Monster 80% (+5%)
Paramedic 80% (+5%)
Swimming 90% (+5%)

O.C.C. Related Skills
Physical Labor
W.P. Archery
W.P. Targeting
W.P. Rifle
Field Armorer 75% (+5%)
*Basic Mechanics 60% (+5%)
Prowl 65% (+5%)
Wilderness Survival 65% (+5%)
Pilot: Automobile 77% (+2%)
Pilot: Motorcycles 85% (+3%)
Automotive Mechanics 60% (+5%)
General Repair & Maintenance 70% (+5%)
[3rd] Fencing (+1 Strike or Parry with Sword or Dagger, +1D6 Damage with a sword.)
[3rd] Fasting 57% (+3%)
[4th] Pilot: Robots & Power Armor 65% (+3%)
[4th] Robot Combat (Basic)
[5th] W.P. Energy Pistol
[5th] W.P. Blunt
[5th] W.P. Spear
[6th] Robot Combat: Elite (Glitterboy; Ground?)
[6th] Sensory Equipment 35% (+5%)

Secondary Skills
Law (General) 65% (+5%)
Brewing: Basic 55%/60% (+5%)
Cook 65% (+5%)
Mathematics: Basic 75% (+5%)
Astronomy & Navigation 60% (+5%)
Computer Operation 70% (+5%)
[5th] Barter 38% (+4%)
[5th] Sewing 50% (+5%)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 7
Initiative Bonus: +4
Critical: Natural 18-20
Strike Bonus: +2
Parry Bonus: +5
Dodge Bonus: +5
Auto-Dodge versus Tech (One Opponent): +4
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Entangle: +2
Other: Kick: 2D4, KO on Natural 20, Body Flip/Throw (1D6 + victim loses initiative & 1 APM), Knows all hand strikes, Knows all Kicks, W.P. Paired Weapons, Knows all Holds.

Cyber-Knight Zen Combat
Basic Combat Awareness: Against One Opponent.
• Negates any bonuses provided by the weapon/machine.
• The Cyber-Knight knows what his opponent is doing the same instant his opponent does it, enabling the knight to react a split second faster: +3 on initiative against attacks from modern guns and machines (bionics, robots, etc.), and +6 against artificial intelligences and computers like Skelebots and automated defense systems. Cyber-Knight is +3 to strike and parry.
• Meanwhile, the Cyber-Knight's gun toting or tech-laden opponent is -3 to dodge the Cyber-Knight's attacks and loses 2 melee attacks/actions due to time spent compensating for the Cyber-Knight's amazing agility, combat skills and awareness.

Cloud Sensors: The Cyber-Knight cannot be accurately detected with Sensors.
• Sensors" are limited to those in Robots, Power Armor, Vehicles with Weapons/Sensor systems.
• Inexperienced (1st-3rd Level) sensor operators cannot use sensors at all, and -2 attacks per melee every time they try to figure out what's going on.
• Experienced operators are uncertain, hesitate, and lose one melee action, with a -40% skill penalty.

Horsemanship: Cyber-Knight
Number of Attacks: 8
Initiative Bonus: +6
Strike Bonus: +2
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +8 (+14 S.D.C./M.D. with Melee Weapons.)
Bonus to Roll w/Punch: +6 (+8 When knocked from a horse.)
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Other: Charge Attack (With a Lance or Polearm: +3D6 S.D.C. or +2D6 M.D.)
Horse Attack (+2 for Horse to strike.)

Robot Combat (Basic)
Number of Attacks: 8
Initiative Bonus: +4
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Damage: As per Robot P.S. Each power armor description will list the damage under the "Elite" hand to hand stat block. The basic skill, however, only lets the pilot do a restrained and full strength punch and an ordinary kick, no leap kick, stomp or special attacks.
• Power Armor Body Block/Tackle/Ram: 104 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative
and one melee attack/action. Counts as two of the power armor's melee attacks.
• Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 0-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.

Robot Combat: Elite (Little Brother)
Number of Attacks: 8
Initiative Bonus: +5
Criticals: 18-20
Strike Bonus: +4
Parry Bonus: +8
Dodge Bonus: +8
Auto-Dodge vs Tech: +4
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +9
Bonus to Disarm: +9
Entangle: +2
Restrained Punch: 6D6 S.D.C., Punch: 1D$ M.D., Power Punch: 2D4 M.D. (2 attacks)
Kick: 1D6 M.D., Running Leap Kick: 2D6 M.D. (3 attacks)
Body Block/Ram: 1D4 M.D.
Full Speed Running Ram: 1D6 M.D. (3 attacks)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword (+4 Strike, +4 Parry, +1 Strike when Thrown, +1D6 Damage.)
W.P. Knife (+3 Strike, +4 Parry, +3 Strike when thrown)
W.P. Handgun (+3 Strike)
W.P. Energy Rifle (+3 Strike)
W.P. Paired Weapons
W.P. Shield (+3 Parry, +1 Strike)
W.P. Archery (+4 Strike, +1 Parry, +1 Disarm, R.O.F.: 4)
W.P. Targeting (+3 Strike)
W.P. Rifle (+4 Strike)
[5th] W.P. Energy Pistol (+2 to Strike)
[5th] W.P. Blunt (+2 Strike, +2 Parry)
[5th] W.P. Spear (+2 Strike, +2 Parry, +1 Strike when Thrown)

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+):
Psionics (12+):
Horror Factor (varies): +2
Last edited by Drake on Fri Oct 21, 2016 8:44 am, edited 23 times in total.
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Post by Drake »


Personal Vehicle
NG Road Hog Motorcycle

Carried/In Hand
• Nothing

Worn on Person
NG-EX10 Gladius Light Exo-Skeleton Battle Armor
N-F40A Heavy Force Field
• Clothing (Slightly Yellowed Tank Top, Khaki Cargo Pants, Suspenders, Undergarments)
• Keffiyeh (Dirty Black Cloth.)
• Tinted Goggles
• Air Filter
Huntsman’s Choice Gloves
Huntsman’s Choice Track Boots
Streetwolf M.D.C. Combat Pants
Armored M.D.C. “Tank” Trench Coat
• Slung: NG-P7 Particle Beam Rifle (Block III)


"All-in-One" Utility Belt
Locks into the Overland Harness providing for a complete load-bearing system.
• Magazine Pouch (3): 3 Rifle E-Clips
• Magazine Pouch (3): 2 Pistol E-Clips, FSE-Clip
• Magazine Pouch (3): 2 Speed Loaders (BB Magnum)
• Knife Sheath (3): 2 NG Grenade Vibro-Knife, Knife (1D6 S.D.C.)
• Holster: BigBore "Big Boss" Magnum Revolver
• Holster: TX-26 Particle Beam Pistol
• Canteen: One Quart Canteen
• Radio Pouch: Wilk's PRC-5 Secure Walkie-Talkie
• Fanny pouch: Will hold several smaller items.
• • First Aid Kit (extra bandages, antiseptic, suture thread, and painkillers)

Stored on Bike
• Bike Holster: Long Bow
• • 12 Standard S.D.C.
• • 14 High Explosive M.D.C. Arrows • Damage: 3D6 M.D.

Heavy Duty "Overland" Harness and Frame Backpack
Compact but expandable, external frame, and load-bearing pack. Quick-release connector enables the main pack to be dropped quickly.
M.D.C.: 3

• Compass pouch:
• Utility pouch: Geiger Counter
• Utility pouch: 2 Speed Loaders (BB Magnum)
• Utility pouch: 2 FSE clips
• Side pouch: Gas Mask
• Side pouch: Canteen
• Side pouch: Hatchet (1D6 S.D.C.; for cutting wood)
• Side pouch: NG Self-Charging Pack (Class III)
• Side pouch: 4 E-Clips
• Side pouch: 4 Long E-Clips
• Main Space (3,000 cubic inches):
• • Black Clothing (Turtle Neck Shirt, Jeans)
• • 4 MRE
• Daypack Space (500 cubic inches):
• • 4 Wooden Stakes
• • Hand Held Wooden Cross
• • Traversing Our Modern World (Dog-eared and annotated)
• • Hardback Journal (100 pgs.)
• • Black Pen

Saddle Bags
• 9 MRE's
• One-Man Tent
• Knapsack
• Spare Clothing (5 T-shirts, 4 Pairs of Utility Pants, 5 pairs of socks, 5 underwear)
• Box of Big Bore (Shotgun) Rounds (144/124)
• Worn Battle Jacket Missing Right Sleeve.
• Old Combat Boots
Neural Mace Tied to Saddlebag

Stored in Group Vehicle
USA-GA100 "Little Brother" Chromium Troop Armor
• 2 Explorer EBA

NGMI Secured Card: $261,000 (updated by Maniacal Laugh 2/08/2017)
Secure Universal Card: $281,313 (SoAF 6 OCT 21)
Non-Secure Black-Market Card: $8,000 (updated by Maniacal Laugh 2/08/2017)

Gear Stats

Road Hog Motorcycle
M.D.C. by Location:
  • *Headlight: 6
  • *Armored Tires (2): 18 each
  • Main Body: 115

* Requires a called shot at -4 to strike; -90% to speed if a tire is destroyed
Statistical Data:
Maximum Speed: 160 mph under ideal conditions, 100 mph on sandy or rough terrain, 15 mph through dense forests
Range: Electric Battery: 1,450 miles per charge.
Jumping: 15' high & 50' across from 40-89 mph; +50% when at 90+ mph
Modifiers: -8% to piloting during jumps; -5% on gravel & short grass, -10% on shattered roads, sand, tall grass, or mud/snow to 1'; -30% in underbrush or snow 1'+; deeper mud, water, & vegetation are impassable.
Crew: 1 pilot +1 passenger (uncomfortable on long trips)
Class: All-Terrain Motorcycle
Dimensions: 4' high, 2.6' wide, 8' long, 850 lbs.
Cargo: saddlebags 10 lbs. (2 items) each
Power System: Electric Battery (includes folding solar charging station; 6 hours to charge battery)
Weapon Systems:
Features of Note:
  • Chassis-Integrated Jump Jets

Book Reference: p.203, WB34

USA-GA100 "Little Brother" Chromium Troop Armor
M.D.C. by Location:
  • *Forearm Laser: 20
  • *Forearm Vibro-Blade: 30
  • *Head: 110
  • *Hands (2): 22 each
  • *Jet Pack (1): 60
  • Arms (2): 100 each
  • Legs (2): 150 each
  • Main Body: 275

* Requires a called shot at -4 to strike
Statistical Data:
Running: 55 mph max (-70% fatigue)
Leaping: 12' high or across, x2 at speeds of 40 mph+; 100' up or across with jet pack boost
Flying: 125 mph max speed (jet pack required); 1,000' max altitude
Underwater Capabilities: swim/walk on bottom at 15 mph, jet pack up to 90 mph, underwater to 65 mph
Class: Laser Resistant Infantry Assault Exoskeleton
Crew: One
Dimensions: +1' to height and width of wearer, 390 lbs.
Physical Strength: Robotic P.S. 22
Cargo: None
Power System: Nuclear; 15 years of life
Weapon Systems:
CPA-001 Forearm Laser
Barrel is retractable when weapon not in use or long range not required
  • Range: 2,000' (1,000' if barrel retracted)
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: unlimited

CPA-002 Vibro-Blade
Extends from a forearm housing as needed
  • Range: Close combat
  • Damage: 2D4 M.D.

CPA-003 Energy Rod
  • Range: 2,000'
  • Damage:
    • Blast: 5D6, 1D6x10, or 1D4 M.D.
    • Blunt Strike: 1D4 M.D.+Robot P.S. damage
  • Rate of Fire: Single shots only
  • Payload: unlimited

Hand to Hand Combat: damage per Robotic P.S. 22
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Laser Resistant Armor: resistant to laser attacks (1/2 damage)

Modifiers: +1 to dodge in flight
Book Reference: p.130-131, SB1R

NG-EX10 Gladius Light Exo-Skeleton Battle Armor
M.D.C. by Location:
  • Helmet: 80
  • Arms: 70 each
  • Legs: 90 each
  • Main Body: 180

Weight: 80 lbs.
Modifiers: +1 APM & +1 to initiative
  • All features standard to environmental armor
  • +4" of height to wearer; adjustable to fit wearers from 5'-6'10" tall
  • Exoskeleton: Robotic P.S. 20, 40 mph max speed, -70% fatigue rate
  • Power System: Electrical Battery (96 hours of continual use)

Book Reference: p.101, Mercenaries

Explorer EBA
M.D.C. by Location:
  • Helmet: 50
  • Arms: 20 each
  • Legs: 25 each
  • Main Body: 70

Weight: 20 lbs.
Modifiers: -5% to climb and swimming, -12% to other physical skills
  • All features standard to environmental armor

Book Reference: p.56, WB34

N-F40A Heavy Force Field
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
  • 8 hour duration per E-clip

Book Reference: p.122, DB2

Huntsman’s Choice Gloves
  • M.D.C.: 2
Huntsman’s Choice Track Boots
  • M.D.C.: 6
Streetwolf M.D.C. Combat Pants
  • M.D.C.: 8
  • Weight: 2 lbs.

Armored M.D.C. “Tank” Trench Coat
  • M.D.C.: 50
  • Modifiers: People with an ordinary strength of less than P.S. 24 are -2 on initiative, -1 on all combat maneuvers (strike, parry, etc.), leap at half their usual distance, -10% to speed and fatigue 20% faster.
  • Weight: 20 lbs.

Neural Mace
  • Range: Close Combat
  • Damage: 2D6+neural shock
    • Neural Shock: save vs. non-lethal toxins
    • Success: lose initiative & 1 APM
    • Fail: lose initiative, -8 to all combat bonuses, -50% to spd & APM
    • If struck 5+ times: 01-42% unconscious 2D4 melees
  • Weight: 2 lbs.
  • Features: W.P. Blunt; M.D.C.: 100
  • Modifiers: None
  • Payload: 100 uses per E-clip
  • Book Reference: p.49, WB13

NG MD Grenade Knife
  • Range: 30'
    • Damage:
    • Vibro-Blade: 1D6 M.D.
    • Secondary Explosion: 4D6 M.D. to target & 1D6 M.D. to 4' AoE
  • Rate of Fire: single use item
  • Payload: single use item
  • Weight: 1 lb.
  • Features: Secondary explosion occurs 1 melee action after a successful thrown strike
  • Modifiers: none
  • Book Reference: p.214, WB33

Greater Lightbringer Holy Ram-Dao
Damage: 4D6+6
Alignment: Scrupulous
  1. Glows Faint Yellow.
  2. Indestructible.
  3. Are totally indestructible, the blades never dull.
  4. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
  5. Adds +1 to all saving throws.
  6. Can be used only by a person of a particular alignment (good, evil, or selfish). Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.

Greater & Special Abilities
  • Damage Bonus (+2D6 Damage)
  • Healing Touch: 2D6 S.D.C. & HP or M.D.C. 6/24 hours.

Curse: (if any)
Personality: None, though it does seem to prefer men on holy pilgrimages.
History: Forged for a Nepalese warlord in ancient times, who believed fervently that he was doing gods work. The sword bounced around from warlords and soldiers, until it was captured by the Chinese. After some time the Sword made its way to the MET for an exhibit and never left.
Book Reference: PFRPG pg 252

BigBore "Big Boss" Magnum Revolver
  • Range: 200'
  • Damage: 2D4 M.D.+knockdown
  • Rate of Fire: Single shots only
  • Payload: 4 shells
  • Weight: 4 lbs.
  • Features: None
  • Modifiers:
    • P.S. 22+ required to fire or -2 strike & knockdown
    • Augmented P.S. 20+ required to fire 1-handed
  • Book Reference: p.138, Black Market

  • Range: 640'
  • Damage: 2D6
  • Rate of Fire: per W.P. Archery
  • Weight: 2 lbs.
  • Features: W.P. Archery
  • Modifiers: None
  • Book Reference: p.268-269, PFRPG2E

TX-26 Particle Beam Pistol
  • Range: 400’
  • Damage: 5D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 15 shots per FSE-clip or 6 per E-clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.144, WB5

NG-P7 Particle Beam Rifle (Block III)
  • Range: 1,200'
  • Damage: 1D4X10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 56 shots NG Self Charging Pack, 8 shots per E-clip, 12 per LE-clip
  • Weight: Block III: 12 lbs.
  • Features: W.P. Energy Rifle
  • Modifiers: +50% damage on natural 19/20 critical strikes; vampires, werebeasts and mummies are impervious
  • Book Reference: p.202, WB33

NG Self-Charging Pack
  • Payload: 6x E-Clip capacity
  • Regenerates 4 shots per hour; regenerates 6 full reloads before requiring factory recharge
  • Weight: Class Three 20 lbs. (Heavy Weapons, Plasma & Particle Beam Weapons)

Wilk's PRC-5 Secure Walkie-Talkie
  • M.D.C.: 2
  • Range: 10 miles
  • Weight: 1 lb.
  • Features: 96 hours before recharge required
  • Modifiers: -25% to crack encryption
  • Book Reference: p.106, MercOps
Last edited by Drake on Tue Feb 07, 2017 8:51 pm, edited 33 times in total.
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Post by Drake »

The early years.
Oliver was born in the 80’s PA calendar. His family was never one to celebrate holidays or birthdays really, they were trying too hard to survive in the magic zone. His childhood, that of which he can remember, was filled with chores and farm tasks. These things though came to an end when a Coalition seek and destroy team came through their little village and rained fire on them. Both of Oliver’s parents were killed in the assault as well as a majority of the other villagers. Oliver hid in a creek bed near his home for three days before finally creeping out due to hunger. It was here that he met Sir Martin, a Cyber-knight who confided in the child that a vision had brought him there. Oliver left the ruins of his village, and traveled with Sir Martin for what seemed like years, even though it was only a few weeks. Sir Martin took the boy to the home of his master a Cyber-Knight known as Sir Franklin. Sir Martin left the boy in his former master’s care.

The Harsh master.
Sir Franklin was a harsh and often times cruel task master, making his several young apprentices work grueling hours doing seemingly mundane tasks, like chopping wood or clearing brush. The children were nearly as bad as their master, fighting for the coveted spot of favored pupil. Oliver spent several years with Sir Franklin, or The Harsh Master as Oliver had come to think of him. These tasks were interspersed with lessons of a variety of subjects for reading and writing to field stripping firearms. Oliver spent eight grueling years with his teacher before he had been deemed worthy enough, or forged in the crucible as Sir Franklin liked to say, to make the trek to a monastery of the Cyber-Knight order. It was here that Oliver received his cyber armor and demonstrated his ability to summon the psi-blade.

Dream vision.
Oliver spent a year in the monastery, learning with other Cyber-Knights. One evening after a series of strenuous tests, Oliver retired to the dormitory. It was on this night that Oliver had a dream vision. In his dream Oliver saw two knights walking a path when they come to a fork in the road, one leads to the city beyond while the other goes around it. The two quarrel over which path to take, at first trying to reason with one another. One of two Cyber-Knights offers a challenge, the winner getting to choose the path they’ll take. The two Cyber-Knights battle for what seems like hours, psi-swords clashing against each other. The knight who wanted to travel the path bypassing the city calmly blocks and attacks very little, while the other knight becomes enraged and savage. Eventually the second knight slays the first knight and travels to the city to continue his path of bloodshed. This dream frightens Oliver and he tells it to the master of the monastery, but little comes of the dream vision at that time.

Valley of a thousand bandits.
Now fully a Cyber-Knight, Oliver is invited on his first crusade. An experienced knight named Lady Bridgette and her followers are planning a crusade against a large band of marauders and bandits, known for tormenting and killing innocent folk. Oliver quickly and enthusiastically joins the crusade, heading into the Pecos Empire to fight the bandits in their home. Several months of hard campaigning came to a head in a small valley, where the remaining bandits battled the few surviving members of the crusade. By the end of the fighting only Oliver remained alive, triumphant Oliver still felt as if he had lost. Oliver buried the remains of the battle, which took him several days, before heading north to find other knight to tell the story of the battle to.

Call to war.
While in the Colorado Baronies, Oliver heard the news that the brewing conflict between Tolkeen and the Coalition States had finally come to a head with the Coalition embarking on full scale war. Oliver headed north to join the fight against the Coalition, meeting up with several high ranking members of the Cyber-Knights along the way. Tolkeen greeted Oliver with open arms and put him to work battling their enemies. Oliver felt at home, when word came that Lord Coake didn’t want the Cyber-Knights fighting in this war, he promptly ignored it knowing he was needed there. Oliver fought valiantly and gained great prestige amongst his team and fellow soldiers.

Sorcerers revenge.
The Sorcerers Revenge was the killing blow that never came. Oliver was shocked to see what level Tolkeen would drop to, just to win their war with the Coalition, enlisting demons and monsters to fight the enemy. Fellow soldiers committing what could only be called crimes against the universe. Oliver’s mind nearly snapped. He deserted the field of battle and headed south. Oliver discarded his shiny knight’s armor, and with each step away from the conflict he discarded another piece of his old life until there was nothing but a tired looking man.

Walking the wasteland/Exile.
Oliver traveled the wasteland deserts, at first avoiding conflict, but eventually fighting for those in need. He hid his true nature, denying what he had done or where he had been. Oliver became a figure for justice, but stayed to the realms of obscurity. Very few would recognize the young knight who had entered the war on Tolkeen, the last few years have aged the man considerably. It is for certain to all that he is a haunted individual.

Experience Point Tables
1 0,000-2,140
2 2,141-4,280
3 4,281-8,560
4 8,561-17,520
5 17,521-25,520
6 25,521-35,520
7 35,521-50,520
8 50,521-71,000
9 71,001-96,100
10 96,101-131,200
11 131,201-181,300
12 181,301-231,400
13 231,401-281,500
14 281,501-341,600
15 341,601-401,700
Last edited by Drake on Sun Sep 29, 2013 8:53 pm, edited 1 time in total.
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