RIFTSpost - Cyberknights (FATE)

grimjim(63)
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Cyber-Knights are chivalrous, wandering warriors, writing wrongs in the post-RIFTs wasteland.

Stunt: Inner Strength
Cyber-Knights can spend FATE to summon a Psi-Sword (+2, Mega-Damage) and/or a Psi-Shield (+2 Armour) out of pure psionic energy.

Inner Strength can be augmented with more stunts later on, which can be used to do the following:

  • Free summon: Swords and shields no longer cost FATE to be summoned.

  • Increased Damage: Increase sword damage by +1, up to a maximum of +5.

  • Increased Protection: Increase shield protection by +1, up to a maximum of +5.

  • Twin Weapons: Two Psi-Swords can be summoned and used together, this costs two FATE points.

  • Stunt: Inner Spirit*
    Cyber-Knights start with three basic psionic powers from the following list: Alter Aura, Empathy, Mind Block, Object Read, Resist Fatigue, See the Invisible, Sense Evil, Sense Magic, Sixth Sense, Speed Reading, Summon Inner Strength, Total Recall. Additional Psi-Powers are each considered a stunt.

Stunt: Cyber-Armour
Cyber-Armour is bonded plating and is innate to the Cyber-Knight. It grants them +1 Armour and an extra point of Physical Stress. Buying a second stunt in this upgrades the Cyber-Armour to Living Armour, upgrading it to +2 and another point of Physical Stress.

Refresh: 3

RIFTSpost - Cyberknights (FATE) | Ecency