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Battlelords of the 23rd Century Scenario

                               

Eagle and Jaguar Knights


 

Huitzilopochtli quickly understood the true danger posed by the vampires as he assessed the military intelligence gathered on them, but he once again saw his warnings of the threat posed by the vampires fall on deaf ears in the more bellicose elements of his pantheon. However he believes he received unofficial consent from Cihuacoatl to take steps to keep the vampires in check. This was all the prompting he needed.

 

It suited Huitzilopochtli having to act indirectly against his pantheon's allies and his fellow gods, as he believes the gods should depart the battle arena of Earth, and leave the mortals to claim back their planet. As such he instructed a few of his minions (Huitzilopochtli's “Cloud Warriors” - See Rifts Conversion Book 2) to revive in secret the ancient orders of the Eagle and Jaguar Knights.


 

Unbeknownst to Huitzilopochtli, his actions have fortuitously given Quetzalcoatl a method of combating the all devouring vampire swarm. Allowing the dragongod to participate in his enemies' machinations on Rifts Earth without revealing his involvement to protect the planet.


 

Xolotl's report on the situation in Central America and generally on Rifts Earth greatly alarmed Quetzalcoatl, and prompted him to action. Realizing there were too many powerful entities with a vested interest in Rifts Earth for him to operate openly, Quetzalcoatl decided to work from behind the scenes, assisting the embattled mortals carry the fight to the threats they face.


 

He has deduced correctly that the major powers on Rifts Earth have greatly underestimated the vampire threat. Xolotl and he have agreed to start off by concentrating their separate efforts to strengthen Central America and its surrounds, a theater of war that they are particular familiar with.

 

Quetzalcoatl realized from Xolotl's reports that though the Eagle and Jaguar warrior knights were brave to a fault, they were being outnumbered and fighting a losing battle. Due to Huitzilopochtli's dislike of firearms, these warriors hadn't received any training in the use of advanced technology and modern warfare on Rifts Earth. At the same time the Eagle and Jaguar Knight's ancient mystic martial rituals weren't being answered by a pantheon of gods who more than likely had forgotten this duty to their worshipers.


 

The immortal Cloud Warriors only trained worthy individuals they came across, rather than an organized resistance force and they grew tired of babysitting mortals. Long ago these illustrious warriors had won favor of their god on the unforgiving battlefields of the mortal plane, and now they longed only to enjoy the fruits of their selfless sacrifice and to fight on the godly plane in the shadow of Huitzilopochtli.


 

Quetzalcoatl decided to ensure the survival of the Eagle and Jaguar knights, by making them a key part of his strategy to safeguard Rifts Earth. In his debriefings, Xolotl had informed him of a modern group of heroic warriors operating in North America, but Quetzalcoatl had been sad to hear Xolotl's assessment of these valiant servants of Order, known as Cyberknights, being ripped apart in the future by a growing internal schism.


 

Quetzalcoatl decided to use the disillusioned cyberknights to not only defend the weak and innocents in Central America, but to give them a new cause to champion. He would use the cyberknights to refine and hone the training received by the remaining Eagle and Jaguar Knights. With all due precaution, Xolotl and Quetzalcoatl went about enticing cyberknights and other heroes to Central America.


 

The two gods identified the cyberknights they wanted, choosing experienced and young knights alike for this great task. They then sent dream visions to these cyberknights, showing them their sacred duty lay in Central America. Where their quests will end and they will find glories and honor.

 

They facilitated the cyberknights' journeys, easing their path to Central America. Xolotl went to Lazlo and other markets, ensuring that military hardware and other necessities needed by a resistance force reached the covert bases of the Eagle and Jaguar Knights.


 

Quetzalcoatl knew that the traditional cyberknight training to combat technological weapons and war machines just wouldn’t be good enough against the varied dangers threatening the mortals tenacious hold in Central America.


 

It was apparent to all that the training the new raw recruits received had to be an amalgamation of the cyberknight training and the ancient warrior ways. This schooling had to be such that it gave you an effective warrior within a reasonable time frame, but without sacrificing the essential skills and abilities that were needed.


 

The Eagle and Jaguar knights of 110 P.A are a variation of the traditional cyberknights. They are a synthesis of ancient Central American warrior traditions, tempered by the cyberknight's modern knowledge and finesse.


 

One of the differences between an Eagle and Jaguar Knight is in their outlook. Eagle Knights are likely to be more flamboyant, adventurous and spectacular. They rely on speed and agility during combat. Using acrobatic moves, they stay constantly on the move, preferring to use the Atlatl as they leap, somersault and cartwheel in and out of combat. They enjoy trying out advanced and other strange armaments.


 

Jaguar Knights fighting style is more to go toe-to-toe with an opponent using their Maquahuitl. They are more cautious, assessing their enemy before launching a ferocious barrage of attacks. Jaguar knights are slower to use advanced and exotic weapons and equipment preferring to rely on proven hardware, and as such will readily use advanced weaponry if they believe it's the best equipment to use in the given circumstance.


 

The other difference between an Eagle and Jaguar Knight is they have different cosmic twins. The Eagle knight's cosmic twin is the Eagle, and the Jaguar Knight's is the jaguar. These cosmic twins are spirit creatures but are more than just the spirit animal. They are an exact double of the knight in the spirit realm.


 

The Eagle and Jaguar Knights are similar yet opposites of each other. The eagle knights will act as scouts, spies and cover the retreat, relying on long range weapons. The Jaguar knights function as shock troops, using close quarter and melee combat.


 

The Eagle and Jaguar knights work in pairs, their skill set will be different but will still compliment and add to each others effectiveness. Eagle and Jaguar knights fight as one, rarely will you encounter one without the other being nearby.


 

For Game Purposes. There isn't any difference in the training they receive or the powers/abilities they are able to select.


 

Player Characters gaming as an Eagle Knight may choose to have an NPC Jaguar Knight accompany them, or a Eagle Knight NPC could be alongside a Jaguar Knight Player Character.


 

One of their training and safe areas is based in the surrounds of the ruins of the Pre-rifts Belize City and its surrounding islands. This area is run by Lupe Madero (10th Level Wilderness Scout). He has welcomed the addition of these fearless champions of justice, and ensures that these knights are well supplied with weapons and equipment. This community has grown several folds over the last few years.


 

Lupe Madero was saved by a small group of Eagle and Jaguar knights after his group was ambushed by vampire assassins, sent out to kill him and his group for having the temerity to launch an attack against a Vampire Intelligence. Lupe Madero was severely wounded in the attack but fortunately the Eagle and Jaguar Knights intervened in time.


 

Another group of Eagle and Jaguar Knights has joined a nomadic caravan community heading northwards along the western coast of Central America. The presence of these protectors has seen several other nomadic caravans joining this group. A few weeks ago this nomadic caravan, numbering in several hundreds passed Old Acapulco. This nomadic caravan is a safe haven as well as a recruitment center for potential new Eagle and Jaguar Knights. Unknown to most new Eagle and Jaguar Knights are trained in this ever moving mobile city.


 

A small group of Eagle and Jaguar Knights patrols the surrounding areas of Old Acapulco where the Sons of Quetzalcoatl are providing a safe haven for an ever swelling humanoid population that has started to attract unwelcome attention from vampire neighbors. There is a covert sanctuary of Eagle and Jaguar Knights within striking distance of Old Acapulco that trains new knights. If there is need it can send several scores of well equipped knights to aid in the defense or evacuation of the Old Acapulco settlement.


 

On Rifts Earth the locals in and around the settlement known as Colima in the early 21st century, claim that somewhere amongst them there is a hidden cyberknight training monastery that was set up by Lord Coake himself.


 

 

Eagle and Jaguar Knight O.C.C


 

Alignment: A good many will be Principled, Scrupulous, but at the moment most are Unprincipled and a few Aberrant. Only candidates of these alignments are accepted by the gods. Of course some knights may lose their way after completing their training. These can become any alignment.


 

Attribute Requirements: None per say, but high attributes are greatly desired by the gods. However the main attributes needed are the desire to survive, and to serve the gods with selflessness, loyalty, honor and valor.


 

Racial Requirements: None


 

Special Bonuses: See Mystic Martial Rituals for more details. NOTE: These bonuses don't include the Skill Bonuses


 

Auto-sacrifice


 

+2 save vs Horror Factor, Pain, Magic and Psionics. +2D6 Hit Points, +2 M.E, + 1 P.E, + 1 M.A, +20% save vs coma.


 

Ball Game


 

+2 Initiative, +1 Dodge, Strike and Parry, +10ft to leap, Break fall, Sweep, Tumbling & Wrestling skill

 

+1 P.E, P.S, P.P, P.B, +1 M.A, M.E and +6 to Spd attributes, +3D6 SDC, +2D6 HP, +2 Maintain Balance. Leap Attack


 

Create an extra ectoplasmic upper limb (fully functioning arm and hand) at lvls 1, 3, 5, 7, 11, 13. ISP: 30. Duration: 10 Minutes per lvl


 

These limbs have the same Robotic Level PS as the natural limb.


 

The warrior gets to perform an additional attack per melee at lvls 3, 7, 13. Essentially gains an extra attack for each pair of ectoplasmic upper limbs they are able to create. GM Option: Add 1D4 inches in height to character for each pair of limbs.


 

The Knight learns to co-ordinate the use of his multi-limbs. Therefore

At lvl 3: All Opponents are -1 Attack and -3 to all combat moves/ performed against character once he starts using at least 4 limbs at once (2 (TWO) natural and 2 (TWO) ectoplasmic


 

Cosmic-vision


 

Instinctive Battle Response: Starts with Automatic dodge and is able re-roll one combat action/skill check dice roll per melee. This is because the character becomes aware of something going wrong before it happens, and is able to react fast enough to try and change the course of events.


 

+1 to all combat moves and +1 at lvls 2,4,7,11,15,

+1 Attk and +1 Attk at lvls 2,4,6,9,12

+4 Initiative and +1 at lvls 3,5,7,9,12,15.


 

Opponents are -30% to skill rolls during combat and other applicable situations vs the knight. For instance the character is trying to sneak behind a guard. The guard will be -30% to his skills rolls to detect the knight


 

GM Option: at lvl 1 gets an additional +1/+10% to all combat moves/skill roll and +1/+10% at lvls, 2,4,8,12 to a preplanned action


 

Intuitive Battlefield Overview: The knight is aware of everything that is within his surrounds. He appears to have a constantly updating overview radar map in his mind of the surrounding territory.


 

Range 20ft + 10ft per lvl. Duration: permanent. ISP: 0 (Zero)


 

Range: 1000ft + 1000ft per level. Duration: 3 (Three) Minutes per lvl. ISP: 25


 

Flower War


 

Similar to a Martial Arts Kata. When performing this martial Ritual, the character is unable to deliver a killing blow to opponent. The opponent will fall into a coma.


 

All attacks by the knight are restrained strikes. Opponents take on ¼ (ONE QUARTER) damage BUT must save vs knock down from each attack as if they have taken X3 damage from the normal damage a knight would have inflicted on them.


 

Knight loses Half his attacks during this Martial ritual


 

Knockdown opponents lose two attacks and -1 to attacks and -1/-10% to all actions/skill rolls each time they suffer a knock down.


 

+4 Parry, Dodge, Strike and this bonus counts towards knockout/stun rolls. +4 Maintain Balance, +25% to save vs coma. Note: These bonuses only applicable for the duration of the Flower war ritual. It can last as long as the knight wants to, but he is unable to kill his opponents for the duration that the kata lasts.


 

The consequences for a person not honoring the rules of the Flower War ritual are dire. They will suffer from bad luck/karma for 1 (ONE) week per level (See Karmic or Jinx super powers for an idea of some of the possible debilitating effects that they will suffer). Disobeying includes killing or attempting to kill an opponent who has put himself at your mercy during the time this kata was active (surrendered), or you failed to honor your agreements if you lost the fight, such as willingly accepting to be the prisoner of the victor.


 

Gladiatorial Battle Training


 

Multiple dodge, Circular parry, Automatic Dodge, Disarm, Power Block/Parry, Parry/attack, Grab/Kick, Strike/Parry, Strike/Dodge, Dodge/Strike, Drop kick, All Holds, All Joint Locks, Choke, Kick Parry. Tripping/Leg hook, Elbow, Knee, Backward Sweep, Snap Kick, Critical Body Flip/Throw,


 

Paired Weapons, Boxing, W.P. Shield,

W.P. Swordclub (for Game purposes same as W.P Sword),

W.P. Atlatl (For Game purposes same as W.P. Thrown Weapons)


 

Summon Inner Strength, Warrior Spirit and Demon Wrestling


 

+1 Attk, +2 to all combat moves, + 2 save vs pain, + 1 save vs horror factor, +10% to save vs coma


 

+2 P.E, P.S, P.P, +2 P.B, M.A, M.E, +5D6 SDC, +5D6 HP, + 2 Maintain Balance. +2 Initiative


 

Dragongod Blood


 

A quintessence of Quetzalcoatl’s dragongod blood is infused with the Eagle and Jaguar Knights. It forms an extremely thin layer of extra MDC skin underneath the subcutaneous layer. This layer effectively provides the knight with armor. (For Game Purposes similar to cyberarmor)


 

+6 to P.S, +4 to M.A, M.E, P.B, +2 IQ, P.E attributes. All Physical attributes are at Robotic Level.


 

Living Cyberarmor: 30MDC + 10 MDC at lvls 3,5,6,9,12,15. Heals 3D6 MDC per hour


 

Gains another living cybernetic/bionic at lvls 2,4,6,9,12,15. (See Autosacrifice Martial Ritual)


 

+10% save vs coma, +3 save vs Magic, Psionics, Possession, Toxins, +4D6 Hit Points, +6D6 SDC, Heal 3D6 Hit Points/SDC or MDC per hour (As applicable to character)


 

Knightly Authority: With the divine dragongod blood flowing through him the knight exudes an aura of authority: Once a melee a warrior can utter an order that all have to obey (save versus Trust/Intimidate)


 

High Pole Cosmic Twin Ritual


 

+3 save vs Horror Factor, +3 P.S, P,E, + 1 M.E, +2 P.P,

+3 to break fall, +2 Maintain Balance,


 

Back flip, Somersault, Handstand, Cartwheel, Leap Attack, All Jump/Leap Kicks


 

Climbing, Gymnastics, Acrobatics, Combat Acrobatics,


 

Light Body climbing and Falling Technique Martial Arts Techniques.


 

Create and Bless Holy Weapons


 

The knights fashion their own holy weapons.


 

Single Handed Maquahuitl (Swordclub):


 

Blunt Dam: 4D6 MDC +1 to knockout/Stun (bonus adds to/applies for number needed for successful knockout/Stun roll)


 

Psi-Obsidian Shards Activated Dam: 4D6 + 1D4 X 10 MDC. Duration: 1 (ONE) Minute per lvl. ISP: 10. Poison Effect: 1D4 shards embed/burrow in flesh or machine for each attack.


 

(However -10 MDC to damage inflicted with this weapon for every melee of use)


 

Telekinetic Psi-Obsidian Shards Chainsaw Dam: 2D6 X 10 MDC. Duration: 1 (ONE) Melee per lvl. ISP: 30. Poison Effect: 2D6 shards embed/burrow in flesh or machine for each attack.


 

(However -30 MDC to damage inflicted with this weapon for every melee of use)


 

MDC: 100 + 1D4 X 100 MDC. Regenerates at same rate as the Knight. (Note: can be used like shield as well)


 

However for every 1 (ONE) point of energy (ANY type of energy) it absorbs/feeds on it recovers 10 (TEN) points of MDC.


 

The Maquahuitl is able to absorb ANY type of energy that strikes it. It is able to absorb 5 ISP/PPE/MDC per lvl of energy attacks that are parried/blocked by it.


 

Psi-Obsidian Poison Effects for Organisms: 5 ISP/PPE/MDC/SDC/Hit Points are lost per minute for each piece of Psi-Obsidian fragment embedded in the flesh or has burrowed its way into a living organism.

 

Natural healing factors and processes stop working. Magical and psychic healing attempts are ineffectual. These shards need to be physically removed by hand or doctors. Technological methods that use energy to attempt to dislodge these Psi-Obsidian pieces will also proof to be futile.


 

Psi-Obsidian Poison Effects for Machinery: 5 MDC worth of energy is drained per minute from any machinery for each piece of Psi-Obsidian Fragment embedded in the machinery or has burrowed its way into a machine.

 

Automatic repair and removal processes will fail to destroy these Psi-Obsidian shards. Magical and psychic repair and removal attempts are ineffectual. These shards need to be physically removed by hand or mechanics. Technological methods that use energy to attempt to dislodge these Psi-Obsidian pieces will also proof to be futile. 


 

Double Handed Maquahuitl:


 

Blunt Dam: 1D4 X 10 MDC


 

Psi-Obsidian Shards Activated Dam: 1D4 X 10 + 3D4 X 10 MDC. Duration: 1 (ONE) Minute per lvl. ISP: 30. Poison Effect: 2D4 shards embed/burrow in flesh or machine for each attack.


 

(However -30MDC to damage inflicted by the Psi-Obsidian pieces for each melee of use)


 

Telekinetic Psi-Obsidian Chainsaw: 6D6 X 10 MDC. Duration: 1 (ONE) Melee per lvl. ISP: 80. Poison Effect: 2D10 shards embed/burrow in flesh or machine for each attack.


 

(However minus 80 MDC inflicted by this weapon for every melee of use)


 

MDC: 400 + 2D4 X 100 MDC. Regenerates at same rate as the Knight. (Note: can be used like a shield as well)


 

(However for every 1 (ONE) point of energy (ANY type of energy) it absorbs/feeds on it recovers 10 (TEN) points of MDC)


 

The Maquahuitl is able to absorb ANY type of energy that strikes it. It is able to absorb 5 ISP/PPE/MDC per lvl of energy attacks that are parried/blocked by it.


 

Psi-Obsidian Poison Effects for Organisms: 5 ISP/PPE/MDC/SDC/Hit Points are lost per minute for each piece of Psi-Obsidian fragment embedded in the flesh or has burrowed its way into a living organism.

 

Natural healing factors and processes stop working. Magical and psychic healing attempts are ineffectual. These shards need to be physically removed by hand or doctors. Technological methods that use energy to attempt to dislodge these Psi-Obsidian pieces will also proof to be futile.

 

Psi-Obsidian Poison Effects for Machinery: 5 MDC worth of energy is drained per minute from any machinery for each piece of Psi-Obsidian Fragment embedded in the machinery or has burrowed its way into a machine.

 

Automatic repair and removal processes will fail to destroy these Psi-Obsidian shards. Magical and psychic repair and removal attempts are ineffectual. These shards need to be physically removed by hand or mechanics. Technological methods that use energy to attempt to dislodge these Psi-Obsidian pieces will also proof to be futile.


 

Atlatl (Dart/Spear Thrower):


 

+3 Strike when used as a throwing weapon. (This additional bonus counts towards critical, knockout/stun rolls)


 

The Atlatl stick may also be used to strike and parry as a Baton like blunt weapon during melee combat.


 

Blunt Dam: 2D6 MDC


 

MDC: 40 + 6D6 X 10 MDC (Can't be used like a shield)


 

The Atlatl is able to absorb ANY type of energy that strikes it. It is able to absorb 5 ISP/PPE/MDC per lvl of energy attacks that are parried by it.


 

Psi-Obsidian Darts Dam: 1D6 X 10 MDC. ISP: 10. Duration 1(ONE) Min per lvl. Effective Range: 60ft per lvl. Poison Effect: 1(ONE) shard embeds/burrows in flesh or machine for each attack.

Psi-Obsidian Spears: 4D6 X 10 MDC. ISP: 50. Duration 1(ONE) Melee and + 1 (ONE) Melee at lvl 3,5,7,10. Range: 200ft per lvl. Poison Effect: 1(ONE) shard embeds/burrows in flesh or machine for each attack.


 

Psi-Obsidian Poison Effects for Organisms: 5 ISP/PPE/MDC/SDC/Hit Points are lost per minute for each piece of Psi-Obsidian fragment embedded in the flesh or has burrowed its way into a living organism.

 

Natural healing factors and processes stop working. Magical and psychic healing attempts are ineffectual. These shards need to be physically removed by hand or doctors. Technological methods that use energy to attempt to dislodge these Psi-Obsidian pieces will also proof to be futile.

 

Psi-Obsidian Poison Effects for Machinery: 5 MDC worth of energy is drained from any machinery for each piece of Psi-Obsidian Fragment embedded in the machinery or has burrowed its way into a machine.

 

Automatic repair and removal processes will fail to destroy these Psi-Obsidian shards. Magical and psychic repair and removal attempts are ineffectual. These shards need to be physically removed by hand or mechanics. Technological methods that use energy to attempt to dislodge these Psi-Obsidian pieces will also proof to be futile.
 


 

Saltation (Bless) Armor Ritual


 

This ritual turns SDC armor into permanent MDC armor. The new MDC of the armor will be 1/3 (One Third) of the total SDC of the armor.


 

If performed on MDC armor the he ritual will triple the MDC.

 

The armor has no prowl/movement penalties because this martial ritual makes the armor appear weightless when worn.


 

I.S.P: 40 + 3D4 X 10 + 15 per lvl


 

P.P.E: 1D6 X 10 + 10 per lvl


 

O.C.C. Skills: See Mystic Martial Rituals for some of the skills the Eagle and Jaguar Knights start with.


 

Otherwise for Game Purposes as per the Cyberknight O.C.C. BUT -2 skills from that selection and they also get


 

HTH: Gladiator or Martial Arts (Pick One). NB: Eagle Knights may favor the cyberknights Martial Arts, but the Jaguar Knights could prefer the Gladiator type of combat.


 

O.C.C. Related Skills: For Game Purposes as per the Cyberknight O.C.C. BUT -4 skills from that selection


 

Secondary Skills: For Game Purposes as per the Cyberknight O.C.C. BUT -2 skills from that selection.


 

Standard Equipment: Will start with either a pair of holy single handed Maquahuitl or one double handed Maquahuitl. The knight will also start with a pair of Holy Atlatl dart/spear throwers. Will start with 1 (ONE) suit of Saltation SDC armor and 1 (ONE) suit of Saltation MDC armor. Otherwise for Game Purposes as per the Cyberknight O.C.C.


 

Note: The lack of advanced tech weapons and armor available in Central America. Though player characters are able to start with such equipment. Eagle Knights are more likely to favor using the exotic foreign advanced tech weapons and equipment. In recent years Kittani armaments are more commonly found in Rifts Central America than technological hardware from Rifts North America is (mainly equipment from Rifts WB2: Atlantis)


 

Money: For Game Purposes as per the Cyberknight O.C.C.


 

Cybernetics: See the Mystic Martial Rituals

 

 

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