The Knights of Saint Francis
By: Linwood Foster

Where the Black Knights of Baltimore are the crusaders of the Baltimore Knighthood, and the Techno-Knights are the maintainers of the city-state, the Knights of Saint Francis are the Defenders. These are the knights who patrol the city walls and walk the city streets, defending them from all aggressors, both human and supernatural. This group of Knights also has the most disparate collection of abilities and powers of all the Knights. Some have strong psychic abilities, some have strong magical abilities, and some have an even mix of both. As such, they are trained to use their particular strength to the best of their ability.

From the age of 12, they are trained in the investigative and urban fields of study. They are taught how to survey their environment and use it to their best advantage. Only at the beginning of the fall semester of their 17th year do they begin to have instruction on using their psychic and magical abilities. It is during that 17th year that they learn how to form a Psi-Sword and Psi-Shield. Upon their graduation at age 19, all potential Knights must undergo a 2-year apprenticeship. It is only after their 2-year apprenticeship to an Errant Knight that they are allowed to bear the mantle of a full-fledged Knight of St. Francis, to defend the cities and towns of the City-State of Baltimore from outside forces.

The Knights of St. Francis are a variant of Cyber-Knights who have been trained to use their psionic, magical, and natural abilities to fight evil. Unless noted differently below, they have all the abilities and skills of Cyber-Knights as detailed in Coalition Wars: Cyber-Knights. Unlike the other two Orders of Knights, not all Knights of St. Francis can form both a Psi-Sword and Psi-Shield. Some can form them with no ISP costs, some can only form one or the other, and still others can form them, but must pay ISP costs.

Special Abilities
1. Most Knights can easily form a Psi-Sword in a form of their choice:

01-35 Forms Psi-Sword as normal.
36-46 Can form Psi-Sword, but costs 1 ISP per two melees.
47-57 Can form Psi-Sword, but costs 1 ISP per melee.
58-68 Can form Psi-Sword once per level, per day. Unlimited duration.
69-79 Can form Psi-Sword once per day. Unlimited duration.
80-00 No Psi-Sword.

2. Most Knights can also easily form a Psi-Shield:

01-35 Forms Psi-Shield as normal.
36-46 Can form Psi-Shield, but costs 1 ISP per two melees.
47-57 Can form Psi-Shield, but costs 1 ISP per melee.
58-68 Can form Psi-Shield once per level, per day. Unlimited duration.
69-79 Can form Psi-Shield once per day. Unlimited duration.
80-00 No Psi-Shield.

3. Most Knights of St. Francis have some form of psionic ability:

01-24 No Psionics
25-49 Minor Psionics (2 powers from Sensitive, Physical, or Healer)
50-64 Minor Psionics (4 powers from Sensitive, Physical, or Healer)
65-77 Major Psionics (6 powers from Sensitive, Physical, or Healer)
78-90 Major Psionics (8 powers from Sensitive, Physical, or Healer)
91-00 Master Psionics (8 powers as Major, plus 2 from Super)

Base ISP (Minor): M.E.+ 2D6. Add 2D6 per level of experience.
Base ISP (Major): M.E.+ 4D6. Add 3D6 per level of experience.
Base ISP (Master): M.E.+ 1D6x10. Add 4D6 per level of experience.

4. Some Knights have magical abilities:

01-60 No magical ability
61-75 Minor Techno-Wizard ability
76-89 Minor Shifter ability
90-00 Minor Ley-line Walker ability

Minor Techno-Wizard ability: Same Initial Spell Knowledge and Techno-Wizard Powers.
Minor Shifter ability: Same Initial Spell Knowledge, Dimensional rift home, and Sense rifts.
Minor Ley-line Walker ability: Same Initial Spell Knowledge, plus 1D4 Line Walker abilities.

Additional magic may be purchased as normal.

Base PPE: 1D4x10 + P.E. Add 1D6 per level. Unlike a Techno-Knight, a St. Francis Knight cannot draw additional PPE from ley lines and nexus points, but enjoys all other benefits of a ley-line.

5. Power Pool:
St. Francis Knights have the ability to pool their ISP and PPE into one massive pool for particularly expensive spells or abilities that they wish to activate. They can instantly access their ISP or PPE for said activity on a one-for-one basis. The only restriction is that at least half the required cost comes from the listed pool before drawing on the other. For example: In casting Armor of Ithan or Energy Field, at least half of the cost, or 5 PPE must be drawn from the PPE pool. Likewise, in using TK Forcefield, at least 15 ISP must be drawn from the ISP pool, the other 15 can come from the PPE pool, if available.

Attribute Requirements:
High MA, ME, and PE attributes are required (13 or higher).

Special Bonuses:
Add +1D4 to MA, ME, and PE attributes. Also add 1D4x10 SDC, +3 to initiative, +2 to pull punch and disarm, +1 vs. HF at levels 2, 5, 8, 12, 15, and one additional attack per round. +1 to save versus magic at levels 3, 6, 9, 12, and 14. +1 to spell strength (if applicable) at levels 4, 8, and 12. These are in addition to other attribute or skill bonuses.

O.C.C. Skills:

Literacy (+10%)
Mathematics: Basic (+10%)
Lore: Demons, Faerie (+15%)
Lore: General Law (+10%)
Language: English (98%)
Language: Character’s choice (+15%)
Paramedic (+5%)
Surveillance Systems (+10%)
Electronics Basic
Computer Operations
Tracking (+10%)
Prowl (+20%)
Black Market (+20%)
Streetwise (+20%)
Interrogation (+15%)
Find Contraband, Weapons, & Cybernetics (+10%)
Pilot: Automobile
Pilot: Hovercraft
Offensive Driving
Robots and Power Armor
Acrobatics
Athletics
Swimming
WP Ancient: Sword, Archery.
WP Modern: Energy Rifle, Energy Pistol.
Hand-to-Hand: Martial Arts.

O.C.C. Related Skills:
Select 6 other skills. Select two additional skills at levels 3, 6, 9, and 12. Also select WP: Shield at level 2 and 3 WPs at level 5. All new skills begin at level one proficiency.
Communications: Radio: Basic only (+10%).
Domestic: Any (+10%).
Electrical: None.
Espionage: Any, (+15%).
Mechanical: None
Medical: None.
Military: Sniper and Recognize Weapon Quality only.
Physical: Any, except Gymnastics.
Pilot: Any.
Pilot Related: Read Sensory Instruments and Weapon Systems only.
Rogue: Any, (+15%).
Science: Criminal Science and requirements only.
Technical: Any, Language and Lore (+10%).
W.P.: Any
Wilderness: Wilderness Survival and Land Navigation only (+10%).

Secondary Skills:
The character also gets 4 secondary skills from those listed. All OCC restrictions apply for these as well. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level.

Standard Equipment:
A suit of Knight's Armor (while in the city) or Investigator medium body armor. One set of civilian dress clothing, one dress uniform, 2 utility jumpsuits, 2 sets of black clothing, a St. Francis Knight All-Weather Jacket, traveling cloak, back pack, goggles, a nightstick flashlight, pocket flashlight, canteen, six stakes and a mallet, binoculars, air filter, gas mask, and one IRMSS kit.

Weapons will include an energy rifle and pistol, vibro-sword, a modern crossbow or compound bow, survival knife, and a few quarrels of SD and MD-explosive arrows or bolts. He may also carry a powder weapon of some sort. In emergencies, a St. Francis Knight will be assigned a Squire Power Armor.

Money: A St. Francis Knight starts with 2D6x100 credits. He also receives a stipend of 2000 credits a month for as long as he is in active service with the Knights of Baltimore.
Cybernetics:
Starts with Cyber-Armor (A.R. 16, 50 MDC). 1