Jason kept his fear in check as he slowly backed away from the undead monstrosity that lumbered towards him. The monster waved its rune encrusted battleaxe menacingly, and Jason reached into the depths of his mind, summoning forth his golden psi-sword into his left hand. The light from the psychic blade cast a dim radiance over the gruesome scene, revealing the mauled corpses of his companions. Three other cyber-knights lay in pools of their own blood, one with his cyber-armor literally ripped out of his chest and the other two sliced apart beyond recognition. Several yards away, barely visible in the darkness despite the dim light cast by Jason's psychic blade, was the mutilated corpse of his magician friend, Justin, who had planned the raid on the necromancer guild.
The creature walking towards Jason was called a Murder Wraith, and Jason understood why. The stench of death reeked from the undead monster, and rotting skin fell from the creature's body as it moved. Even the bio-comp system of the undead juicer was blackened and covered with dry blood. Jason shuddered involuntarily as he looked at the monster. His energy rifle and pistol were useless against the beast, something his companions had learned earlier. The only weapons which seemed to slow the monster at all were their psi-swords and Justin's magic.
But now only he was left, and the wounds that had been inflicted on the monster earlier were closing fast. Summoning up his courage, Jason charged, his psi-sword flashing brilliantly as it flew towards the undead juicer. Almost faster then Jason could register the undead beast parried away the weapon with its axe. The two weapons met in an explosion of sparks, and a moment later the Murder Wraith tossed Jason backwards with unnatural strength. Its axe descended in an overhead chop, shattering parts of Jason's cybernetic armor. Screaming in pain, Jason fell to the ground. Stumbling to his feet, he prepared to get one last attack off before he died.
Suddenly the dark alley where they fought illuminated brilliantly. Stunned by the sudden brightness, the Murder Wraith stumbled backwards, half turning to see what had caused the illumination. What he saw shocked both Jason and the undead monster.
A knight, in glowing silver armor reminiscent of the knight's of old, ran towards the two combatants, a sword as bright as the blazing sun in his hands. The undead juicer started to somersault away from the knight's slashing blade a moment to late, and the sword of white fire neatly cleaved off the undead monster's right hand at the wrist.
Jason was stunned that any weapon could cut through the Murder Wraith's flesh so easily, where energy weapons did not leave so much as a burn and even his psi-sword gave it only the most superficial and minor cuts. An instant later the Murder Wraith's head went flying off its shoulders, and the monstrosity gave a shudder before crashing to the ground. Gaping, the cyber-knight stared at the newcomer, who merely nodded at the stunned warrior before walking off into the shadows, his armor and sword fading away as he melded into the darkness.
Paladins appear in hundreds of stories, crusading for the cause of good against the forces of darkness in all of its forms. The legends of these noble warrior of light springs from a secret society of gifted warriors who hunt evil in all its forms, across many dimensions. Although akin to cyber-knights, the Paladin is much more powerful then their lesser brethren. However, their increased power is necessity as Paladins appear on worlds only to battle against the greatest of evils, from powerful dragons and dark gods. (They are dimensional wanderers, and usually appear in large numbers only in times of great need)
Although the Paladin undergoes tremendous mental and physical exercises, even this does not completely explain the extent of their innate powers. Therefore, it has been speculated that the Paladins are champions of some great supernatural good, perhaps a god of light or something even more powerful. (Even the Paladins themselves seem unsure of whether this is true of not.)
Paladin's are noble and kind towards most any, good, creature; be they mortal or supernatural. However, they give no respect to the forces of evil. Supernatural evil, especially vampires, are to be hunted and destroyed at any cost. A Paladin will attack creatures of evil, using any advantage available. (ie. Will kill if unarmed, attack from behind, etc.) This is especially true against supernatural evil, as some Paladins are more merciful to evil mortals.
Often Paladins keep their identities hidden from those around them. This is due to the fact that the Order of Paladins have made many enemies over the millennia, and many forces of evil will aid a cause that the warriors of light are fighting solely out of hatred towards the Order. (It should also be noted that many gods and champions of light have befriended the Paladins as well, and have been known to aid them.) The most common disguise a Paladin takes is that of a wandering knight or cyber-knight. However, they also often pose as vagabond peasants and countless other professions. Paladins normally have at least one fake identity, which they use when they don't want their true identity revealed. (Though the truth of their identity is often revealed as soon as a force of supernatural evil appears).
Before coming to a new dimension/world many Paladins seek out basic information on the world, as the Vision normally provides only a glimpse of the dimension/world's inhabitants and focuses more on the coming evil. Also, upon arriving at a new world they often join a group of other adventurers to help them in their endeavors. (Armies of paladins are incredibly rare, and normally no more then two dozen are scattered across a single world at one time. (Unless some tremendous evil is about to be unleashed.) Usually Paladins travel alone, in pairs, or with various other adventurers, who may or may not know their true identity).
Training- Paladins are normally first recruited by other Paladins, who meet them on their travels are impressed by their sense of honor. As a general rule, Paladins never accept anyone over 20 for training as a Paladin. (This is because people are often set in their ways, and have already trained in another profession beyond this age.) The average age for recruitment is 14 to 16. Following their recruitment, they are taken to a training center located in a pocket dimension about the size of New York state. (With water, and an atmosphere, oxygen, thriving imported plant and animal life, and even eight leylines running through it, and one nexus point.) In the center of the pocket dimension is a huge citadel, hewn from stone that has been enchanted to the point where it is nearly indestructible, and with a mid-sized town surrounding it. It is here that Paladins are trained, mentally and physically conditioned to become warriors of light by their instructors, most of whom are Paladins but who can also include scholars, knights, sorcerers, etc. (In addition to their training, the citadel has an extremely extensive library which many Paladins make frequent use of, as well as several scholars and scientists who are willing to discuss a wide variety of scientific or philosophical subjects.) Those who wish to become Paladins will spend anywhere from 4 to 10 years in intensive training, which weeds out those who are weak willed or not committed enough to become Paladins. (These people are given some basic supplies and a little bit of money, and sent back to their home dimension via magic, after ensuring that they do not know how to return to the pocket dimension.) Only if the Paladin is true to the cause of the Order, and noble of mind will he become a true Paladin, and be able to summon and wield the Angelblade.
Alignment: Good or unprincpled only. (Unless a Dark Paladin)
Racial Restrictions: None, but 30% are human, (the majority for one race) and 3% are Titans!
Attribute Requirements: I.Q.: 12 M.A.: 12 M.E.: 15 P.E.: 12
Attribute Bonuses: +1D6x10 to S.D.C., +1D6 to P.S., and M.E., +1D4 to M.A. and P.E., +2 to P.P., +2D6+8 to SPD.
Horror/Awe Factor: A Paladin, in full armor with his Angelblade blazing in his hands is an awe inspiring sight to creatures of good, and frightening towards those of evil alignment. A Paladin in full battle regalia has an awe/horror factor of 12, plus one at levels 5, 10, and 15.
Special Abilities:
Note- This power only allows the Paladin to recognize something as supernatural evil, not the type of supernatural being it is.
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Note- If this M.D.C. seems to high, the G.M. can reduce M.D.C. down to 60 M.D.C. plus 2 M.D.C. per level, or whatever seems more appropriate. A dispel magic barrier, negate magic, anti-magic cloud, etc. spell will negate this armor instantly if it fails to make a save vs. magic. (if a save is applicable)
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Note- They can only use their Healing Touch on others, never themselves.
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Mega Damage: 4D6 plus 2D6 at levels four, seven, nine, twelve, and fifteen. Note- Inflicts double damage against supernatural evil!
Duration: Indefinite. Can be summoned at will, and remains until the Paladin wills it away.
Bonuses: +1 to strike and parry with AngelBlade, can parry energy blasts at -4 to parry.
Note: The Angelblade's shape can never be changed from the appearance it had when the weapon was first summoned. (An event which signals the end of the Paladins training.)
GM Note: If this damage is considered to high, reduce to Cyber-Knight's psi-sword damage against mortal, good or unprincpled, opponents. Double this damage against mortal evil and anarchist aligned creatures. And use the Mind Melter psi-sword damage table against supernatural evil. If this damage level now makes them to weak for your gaming style, then treat the Angelblade's damage as the same as a Mind Melter's psi-sword against all opponents, until the True Paladin reaches 6th level, at which point the Angelblade will inflict double damage against supernatural evil. (This gives lower level Player Characters a more moderate damage range, while still in keeping with the True Paladins being powerful vanquishers of great supernatural threats).
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The Paladin is a master of combat, having undergone 4-10 years of training before reaching level 1, they are skilled in combat and are disciplined soldiers. Bonuses- +2 to strike, parry, and dodge. +3 to initiative, +2 to disarm, +8 vs. mind control/possession, and +8 vs. horror factor. +3 vs. poisons/toxins, and +10% vs. coma/death. Add an additional attack at levels 1, 5, and 10.
The paladin has a naturally high PPE base, which can be used to power techno-wizardry devices; which they instinctively understand how to use.
P.P.E. Base: P.E.x3 plus 1D6+3 per level or as per race. (Whichever is higher/desired by Player Character)
(Recovers P.P.E. at the same rate as a leyline walker.)
Magic: None, other then a strong understanding of its principles. (A few Paladins are actually distrustful of magic, and dislike practitioners of magic. This is usually due to experiences fighting evil sorcerers.)
Psionics: 50% possess major psionic powers. (Reduce related skills down to 4, and secondary skills down to 2. Also halve all related skill bonuses, rounding up.)
Psionics Powers: (If selected or rolled) Intuitive Combat, Exorcism, Bio-Regeneration (lesser power), and Sixth Sense, plus select four powers from any lesser category. Select an additional one lesser power at each new level of experience, and one Super psionic power at levels 4, and 8.
I.S.P.: MEx3, plus 1D6+3 per level of experience if possesses psychic powers.
Skills:
Speaks and literate in native language 98%.
Speaks three other languages of choice (+15%)
Math- Basic (+15%)
Disguise (+15%)
Lore- Demon (+20%)
Land Navigation (+10%)
Climbing (+15%)
Swimming (+10%)
Two Physical Skills of Choice (+10%)
Wps sword, plus three of choice.
Horsemanship- Knight/Paladin/Cyber-Knight (+15%)
Wilderness Survival (+10%)
Hand to Hand- Martial Arts
Related Skills: Select 8, and an additional two skills at levels 4, 8, 12, and 15.
Communications: Any (+5%)
Domestic: Any
Electrical: Basic Only
Espionage: Any (+10%)
Mechanical: Automotive Only
Medical: Any except medical doctor. (+10% to Paramedic and First Aid)
Military: Any (+10% to military etiquette, fortification, and defense systems.)
Physical: Any (+10% where applicable)
Pilot: Any (+10%)
Pilot Related: Any
Rogue: Any
Science: Any (+10%)
Technical: Any (+10%)
W.P.: any
Wilderness: any (+5%)
Secondary Skills: Select four, with the same restrictions, and without benefit of the bonuses, listed above.
Armor: Either Triax Plainclothes Armor, or none to start.
Equipment- Two sets of travel clothes, set of dress clothes, tinted goggles, sunglasses, two canteens, sleeping bag, tent, knapsack or backpack, 1D4 medium sacks, 2D4 small sacks, two weeks supply of emergency rations, first aid kit, air filter and gas mask, 6 wooden stakes and mallet, 200 ft. lightweight rope/cord with grappling hook, survival knife, saddlebag, hatchet, language translator, flashlight, flint and tinder, a lighter, a religious symbol of some sort, disguise makeup/equipment, and some personal items.
Weapons- Combat knife, Two ancient weapons of choice, automatic pistol or submachine gun with 30 silver rounds/magazines. Select two weapons of choice. (Can be magical, tech, normal. GM use discretion.) Note- Paladins love magical weapons, particularly holy weapons. Some are aquatinted with high technology, while others are unfamiliar with modern handguns and energy weapons.
Vehicle: Can be just about anything, but usually a horse or bionic horse, hovercycle/ hovercraft, or motorcycle. Rarely use robots of power armor, and should not normally start with them.
Money: 3D6x100 credits, plus 4D6x1,000 in gold, gems, artifacts, and black-market items.
Experience Table: Use the Mystic Knight/Lord Magus chart in the FoM book, or the True Atlantean Undead Slayer chart. (G.M. pick one)
Cybernetics: Can get up to 3 cybernetic implants if they possess psychic powers, more will interfere with psionics. However, very few (even those without psionics) ever get any form of cybernetic augmentation, preferring to rely on their natural abilities. Also note, getting more then two cybernetic implant causes their sense evil ability to halve in range, and their sense vampires ability to be reduced to a mere 200 foot radius range. Bio-systems or magic will be used to replace lost limbs as they have no negative effects on the Paladin's powers.
Average Level of Experience: (For NPCs) Level 2D4+2.
Note-Their average level of experience is fairly high because they are constantly fighting evil and saving worlds, sometimes entire dimensions, from the forces of evil.
Favorite Weapon: Their Angelblades. (Because they are literally extensions of the Paladin's personality and self, and due to their incredible effectiveness in combat, especially against supernatural evil, almost every Paladin's favorite weapon in combat is his Angelblade.)
Disposition- The disposition of Paladins varies greatly. A large percentage act like the chivalrous knight's from medieval times. Others observe the Code of Chivalry observed by Cyber-Knights. (page 64 of the Rifts Main Book). A few others, act like lawmen from the American Old West, while many others act on their own form of "chivalry" and morals. Whatever disposition the Paladin has, he will usually help those in peril (unless a greater need pulls him) and will never, knowingly, make a pact with the forces of evil unless it will allow him to strike a crippling blow upon that evil. (Even then, pacts will be made only after much thought on the matter, and with the utmost hesitancy.)
Note- Are Sometimes confused with Cyber-Knights and normal knights.