The Techno-Knights of Baltimore are the definition of the warrior mechanic.
From the age of 12, they are trained in the use of their minds, learning the
skills they will need to survive in the world. Only at the beginning of the fall
semester of their 17th year do they learn to use their psychic and magical
abilities to their full potential. It is during that 17th year that they learn
to form a Psi-Sword and Psi-Shield, block their minds from outside influences,
and build mechanical constructs powered by magical energy. It is only after
their 2 year apprenticeship to an Errant Knight that they are allowed to bear
the mantle of a full fledged Techno-Knight, to go out in the world to right
wrongs and defend the Commonwealth of Baltimore from outside forces.
Techno-Knights are a variant of Cyber-Knights who have been trained to use their magical abilities to supplement their weaker psychic abilities. Unless noted differently below, they have all the abilities and skills of Cyber-Knights as detailed in Coalition Wars: Cyber-Knights. While they do have some strong initial psionic abilities, those are the only abilities they will ever have. Like all Knights of Baltimore, they can form both a Psi-Sword and Psi-Shield with no ISP costs. Techno-Knights are considered a major psionic.
Psionic Abilities
1. Initial psionic ability: mind block, speed-reading, total recall, meditation, and telemechanics. They do not pay activation costs for these abilities, only maintenance and usage ISP is used.
2. Permanent base I.S.P.: 4D6 + M.E. attribute number.
Magical Abilities
1. Initial magical ability: While a Techno-Knight is not a serious studier of magic like a Ley-Line Walker, or Shaman, or a Techno-Wizard, he does have a solid understanding of spell magic and how to tap into ley lines and nexus points for additional PPE. As such, his spell casting ability is not the same as other spell casters.
Spell Casting Penalty: All spell ranges, durations,
and MDC/SDC damage are half when cast as a spell or ritual rather channeled through a TW device.
At level one, the knight knows the following spells: blinding flash, globe of daylight, ignite fire, fuel flame, fire bolt, call lightning, energy bolt, energy field, impervious to energy, and telekinesis.
2. Learning new spells: At levels three, six, nine, and twelve, three additional spells can be selected from magic levels equal to or less than the knight's current level.
3. Magic bonuses: +2 to save versus horror factor at level 1. +1 vs. HF at levels 5, 8, 12, 15, +1 to save versus magic at levels three, six, nine, and twelve.
4. Permanent base PPE: 2D4x10 + PE attribute number. Add 2D6 per level. The mage can draw additional PPE from ley lines and nexus points.
Attribute Requirements: High MA, ME, and PE attributes are required (13 or higher).
Special Bonuses: Add +1D4 to MA, ME, PE, PS, and Spd attributes. Also add 1D4x10 SDC, +3 to initiative, +2 to pull punch and disarm, and one additional attack per round. These are in addition to other attribute or skill bonuses.
O.C.C. Skills:
Paramedic (+10%)
Literacy (+20%)
Lore: Demons and Monsters (+20%)
Lore: General Law (+15%)
Language: English, Technocan (96%)
Land Navigation: (+5%)
Mechanical Engineer (+10%)
Electrical Engineer (+15%)
Automotive Mechanics (+15%)
Mathematics: Advanced (+20%)
Robot Combat Elite: Squire, Dragoon, and Errant
Horsemanship: Cyber-Knight (+10%)
Athletics
Gymnastics
Swimming
WP Ancient: Sword, Archery
WP Modern: Energy Rifle, Energy Pistol
Hand-to-Hand: Expert
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: Any (+5%)
Domestic: Any
Electrical: Any (+10%)
Espionage: Any
Mechanical: Any (+15%)
Medical: MD in Cybernetics and Bionics, and Pathology
Military: None
Physical: Any, except Boxing, Wrestling, and Acrobatics
Pilot: Any
Rogue: Computer Hacking (+15%)
Science: Any (+10)
Technical: Any (+10)
W.P.: Any
Wilderness: Any
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: While in the city, a suit of light body armor (in their school colors). A suit of Knight's Armor (if on assignment). A Squire Power Armor. One set of civilian dress clothing, one dress uniform, 2 utility jumpsuits, 2 sets of black clothing, a Polytechnic All-Weather Jacket, traveling cloak, back pack, goggles, TW flashlight, pocket flashlight, canteen, six stakes and a mallet, binoculars, air filter, gas mask, one tool kit, one portable scan dihilator, and one IRMSS kit.
Weapons will include a TW-modified 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.
Money: A Techno-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.