Character Name: Dr. Nora Daniels Alias: Lady Nora Daniels Race: Human O.C.C.: Cyber-Knight Alignment: Principled XP Level: 3 XP Points: 4,281 Next Level @ XP: 8,560 Sentiments/Non-Humans: Loves them! Finds D-Bee's, especially plantoids, fascinating, and other non-humans equally so. Harbors no ill will towards the supernatural, either. Sentiments/Coalition: Dislikes and distrusts the Coalition, the character is well informed and knows a lot about the CS's philosophies, laws, and activity, and they seem to be pretty unjust, if not outright evil. Disposition: Bright and determined. Speaks with a quiet focus unless it is about one of her interests, which she can't help but gush about. When things go wrong, she responds by pushing forward even further. Insanity: None!
PHYSICAL DATA
P.P.E.: 32
I.S.P.: 62
H.P.: 37
S.D.C.: 102
Age: 28
Gender: Female
Height: 6'2"
Weight: 171 lbs.
Description: A very tall woman with a combination of lithe features and toned muscle. Curled black hair that she keeps up in a ponytail and bright green eyes. Tank-tops and khakis are her go-to's for fashion, and sometimes does up her hair with a purple headband.
Special Abilities
Cyber-Knights possess a little known advantage against weapons of technology. An advantage that makes them aware of the weapons being used against them, even if they can't actually see them, and puts them a step or two ahead of their opponents.
Level One: The Basics. All the basics have been learned and the character has all the O.C.C. and skill bonuses afforded by their training. With time and experience, however, the Cyber-Knight fine tunes their skills and abilities to such a point that they gain additional bonuses and superhuman awareness detailed as follows.
Level Two: Paired Weapons: The Cyber-Knight can use a shield in concert with a weapon held in the other hand, or a pair of weapons, with equal skill. May use a man-made shield or Psi-Shield. Gets the W.P. Shield skill which provides a bonus of +1 to parry at levels 1, 3, 6, 9, 12, and 15. +1 to strike with a shield at level 4, 8, and 12.
Level Three:Combat Acrobatics: Ability to fight and strike even when moving and off balance. No penalty to strike when moving!
Level Four:Basic Combat Awareness. Initially, the Cyber-Knight can only focus and be aware of one opponent and all the weapons and weapon systems of that one, primary opponent. The Knight is aware of and able to react to all mechanical devices and weapons used by that particular opponent, including guns, Vibro Blades, Neural Mace, environmental body armor, power armor, cybernetics/bionic weapons and systems, computers, optic systems, sensors, robots, vehicles and other devices. Basically any machine with moving parts or that uses electricity or has a computer chip (which is virtually all CS and other advanced people's entire armory)! This awareness lets the Cyber-Knight know the very instant a targeting computer or radar locks on, the moment they fall into the crosshairs of a gun, when a trigger is about to be squeezed, when an energy cell charges to fire, or a cybernetic muscle tenses or a turret begins to turn. More than that though, the Knight can actually feel the weapons and war machines as they come on-line or are drawn to be used against them. It's as if they can see them as clearly as the weapon being pointed in their face. Bonuses & Abilities Against Weapons and Technology:
Negates any bonuses provided by the weapon/machine.
The Cyber-Knight knows what their opponent is doing the same instant their opponent does it, enabling the Knight to react a split second faster: +3 on initiative against attacks from modern guns and machines (bionics, robots, etc.), and +6 against artificial intelligences and computers like Skelebots and automated defense systems. Also, the Cyber-Knight is +3 to strike and parry.
Meanwhile, the Cyber-Knight's gun-toting or tech-laden opponent is -3 to dodge the Cyber-Knight's attacks and loses 2 melee attacks/actions due to time spent compensating for the Cyber-Knight's amazing agility, combat skills and awareness.
Level Five:+4 to Automatic Dodge against tech. The Cyber Knight can twist, turn, duck, somersault, and otherwise dodge attacks from "guns" and advanced weapon systems (i.e. mechanical weapons) without using up a melee action (otherwise dodge as normal). The Knight is so fast, mobile and "aware" that they can attempt a dodge against most weapon fire. This does not apply to spells or psionics unless they are generated and cast through or with a mechanical device. The automatic dodge applies to all attacks from a single, primary opponent at level 5, two at level 9, and three at level 13.
Level Six: Cloud Sensors. The Cyber-Knight can cause sensors and weapon systems to either blink on and off, provide its user with mixed readings or faltering signals, or to not "see" the Knight for a moment. (The Cyber-Knight pops in and out. Now you see them, now you don't!) This makes the use of sensors unreliable, impossible to pinpoint a Cyber-Knight or to identify the exact number of Cyber-Knight targets, through artificial means. High-tech soldiers not used to "eyeballing" their opponents are put at a great disadvantage as the penalties and modifier that follow indicate. Inexperienced sensor operators (1st-3rd level) can not read or use the sensors at all and they lose two melee actions every time they try to figure out what they are or aren't seeing. Even experienced operators are uncertain, hesitate and lose one melee action while they try to evaluate and respond to the data with a skill penalty of -40%! The types of sensors are limited to those used in robots, power armor, vehicles and by or with weapon systems, including radar, sonar, motion detectors, heat sensors, laser targeting, optical enhancements and so on.
Level Seven: Nothing new.
Level Eight:Advanced Combat Awareness. Combat awareness (all opponents). Basically the same as level four, above, but the Cyber Knight's awareness extends to all combatants who direct an attack at the Knight. However, because the area of awareness is expanded to include several opponents, the overall bonuses are reduced. Bonuses & Abilities against Weapons and Technology:
Negates any bonuses provided by the weapon/machine.
The Cyber-Knight knows what their opponents are doing the same instant their opponents do it, enabling the Knight to react a split second faster: +2 on initiative against attacks from modern guns and machines (bionics, robots, etc.) and +4 against artificial intelligences and computers like Skelebots and automated defense systems. Also the Cyber-Knight is +2 to strike and parry, and +1 to dodge.
Meanwhile, the Cyber-Knight's gun-toting or tech-laden opponents are -2 to strike the Knight, -2 to dodge the Cyber-Knight's attacks, and lose 1 melee attack/action due to time spent compensating for the Cyber-Knight's amazing agility, combat skills and awareness.
Level Nine:Cloud targeting computers and other weapon systems. Makes them off just enough to negate any built-in bonuses and to make the shooter -2 to strike with any modern or advanced weaponry. Note: Penalties apply to power armor, robots, combat vehicles, cyborg systems, all energy weapons, and any weapon utilizing sensors or optic systems, as well as Techno-Wizard "guns" and other TW machines. The penalty does not apply to hand-held melee weapons such as Vibro Blades, Neural Mace, and modern bow and arrows, nor Rune Weapons, or other M.D.C. weapons of a similar nature (swords, axes, pole arms, clubs, staves, etc.). Techno-Wizard swords and melee weapons (with possible magic bonuses) also suffer no penalties.
Level Ten:Improved Auto-Dodge against tech. The Cyber-Knight's auto-dodge increases to +6 against technology, and an amazing +8 against artificial intelligences and computers, like Skelebots and automated defense systems, as well as robot vehicles and power armor.
Levels Eleven to Fifteen: Nothing new.
Active Abilities By Level
Level 3: No combat penalties while moving.
Level 4: Primary Opponent: No bonuses from tech/weapons, -3 dodge, -2 melee actions. Cyber-Knight: +3 initiative vs tech (+6 vs machines), +3 strike and parry. Only applies against primary opponent.
Level 8: All opponents: No bonuses from tech/weapons, -2 strike and dodge, -1 melee action. Cyber-Knight: +2 initiative vs tech (+4 vs machines), +2 strike and parry, +1 dodge. Applies against all opponents.
Level 9: Computers and weapons systems provide no bonuses against Cyber-Knight. Opponents are -2 to strike (stacks with other penalties). Auto-dodge applies against two opponents.
Level 10:+6 auto-dodge vs tech (+8 vs machines).
Level 13: Auto-dodge applies against three opponents.
Level One: Cyber-Knight Armor. When a Cyber-Knight has completed their years of martial arts training, body hardening exercises, and spiritual awakening (marked and symbolized by the ability to create a Psi-Sword), they become a first level Cyber-Knight. The warrior is also given special "Cyber-Armor" that is fused to their body. Armor Rating: 16. Any attacker's roll to strike that falls at 16 or less hits the Cyber-Armor. However, any roll of 17 or higher bypasses the armor and hits the Knight's body, doing full damage. This is why all Cyber-Knights wear exterior suits of M.D. armor. Cyber-Armor is intended only to provide additional protection and give the Knight an extra edge in combat.
Level Four: Living Armor: Unknown even to most friends and allies of the Knights, at 4th level, the armor becomes a living part of the Cyber-Knight and can repair itself, regenerating 1D6 M.D.C. per hour until back to full M.D.C. and appearance. Furthermore, starting at fourth level, the Cyber-Armor grows stronger: +1D6 M.D.C. to the chest per level of experience starting at level four, and +1 M.D.C. to all other areas of Cyber-Armor, per level, starting at level four.
Level Eight: Increase A.R. to 17.
Level Twelve: Increase A.R. to 18.
A.R.: 16 (+1 A.R. at levels 8 and 12) M.D.C. by Location:
Shoulders (2) - 8 M.D.C. each (+1 M.D.C., starting at level 4)
Back/Shoulder Blades (2) - 15 M.D.C. each (+1 M.D.C., starting at level 4)
Forearms (2) - 10 M.D.C. each (+1 M.D.C., starting at level 4)
Thighs/Upper Legs (2) - 15 M.D.C. each (+1 M.D.C., starting at level 4)
Psionics Master Psionic(+1 Super-Psionic at levels 2, 6, 10)
A Psi-Sword is a Mega-Damage energy weapon that the Cyber Knight can mentally will into existence! Presumably the Knight creates it using both their inner strength and inner spirit (an unusual combination of P.P.E. and I.S.P.). The creation of this weapon becomes so second nature to the Cyber-Knight that it effectively requires the expenditure of no I.S.P. Cyber-Knights insist the energy weapon is a manifestation of the human will and fighting spirit that becomes an extension of its maker. The creation of the Psi-Sword is a very personal thing and requires years of training, study, and conviction. Does not cost a melee action to create.
Shape:
Color: Deep, shimmering purple
Creating Two Psi Weapons: Can also summon a second Psi-Sword or a Psi-Shield simultaneously without costing an action.
Range: Self
Duration: Indefinite!
I.S.P.: None!
Damage: 4D6 M.D. (6D6 M.D. using Amaki TW Psi-Blade)(+1D6 at levels 1, 2, 3, 5, 6, 12, 13, 15; +2D6 at level 9; +1D6 damage Fencing)
A companion power to the Psi-Sword, in which the psionic can create a Mega-Damage shield out of thin air. The shield can be used to parry all hand to hand combat attacks, including attacks from robots, power armor, and magic. The shield can not be used to parry energy blasts or projectiles.
Range: Self
Duration: 15 minutes (+5 minutes)
I.S.P.: 15 (half the normal cost)
M.D.C.: 80
Meditation is a trance state of consciousness in which the individual can calm their emotions and focus on relaxation of mind and body. In a meditative state, the psychic finds peace and harmony between mind, body, and spirit, and it is in this state of being that they can regenerate their Inner Strength Points (I.S.P.). Recovers Base I.S.P. at a rate of six I.S.P. per hour of meditation.
Range: Self
Duration: As needed; at least one hour of meditation is required.
I.S.P.: None, zero.
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to themself or somebody near them (within 90'). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All they know is that something life threatening will happen within the next 60 seconds! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever their life is in great peril or the life of somebody they greatly care about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90' or a flash flood is rushing their way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all their I.S.P. the Sixth Sense is temporarily rendered inoperative.
Range: 90'
Duration: Until the danger passes or happens. Bonuses apply only to the first round of the attack from the source of the sensed danger.
I.S.P.: 2
Saving Throw: None.
Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge, and the character can not be surprised by a sneak attack from behind.
This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, and Empathic Transmission. It can be an invaluable protective mask when dealing with malevolent psychic forces. Note: Mind Block only blocks psionic attacks that affect the psychic's mind or emotional state (e.g. Telepathy, Empathy, Hypnotic Suggestion, etc.). It offers no protection from magic.
Range: Self
Duration: 30 minutes (+10 minutes)
I.S.P.: 4
Bonus: Permanent +1 to save against psionic and mental attacks
This is the ability to read and comprehend the written word extremely quickly. Speed of reading is 30 pages per minute (4 melee rounds). The psychic will retain the information as they would normally. Highly technical texts will reduce the speed reading by half (15 pages per minute) and may require two readings to remember in detail.
Range: Self
Duration: 9 minutes (+3 minutes)
I.S.P.: 2
The character remembers every word they read. Specific blocks of written and visual information can be recalled in perfect detail at will. Each block of information costs 3 I.S.P. to recall in absolute detail. If all I.S.P. have been expended the memory is a little fuzzy. Roll percentile to see how much is retained:
01%-50%: Remembered in full detail, word for word.
51%-80%: Details are forgotten, but the full essence of the ideas are clear.
81%-00%: Can only recall the most basic concepts; no details nor strong comprehension. Note: Does not apply to the spoken word, although psychics with the ability usually have very good memories.
Range: Self
Duration: Permanent.
I.S.P.: 2, permanently spent.
A mind over matter discipline which enables the character to engage in physical activity without suffering from exhaustion. Although fatigue is temporarily suspended, the psychic will feel extremely tired and may even collapse when the psi-power wears off.
Range: Self
Duration: 2 hours (+20 minutes)
Length of Trance: 1D6 melees of preparatory meditation.
I.S.P.: 4
Another mind over matter discipline that subdues any feeling of hunger, allowing the character to function at full effectiveness without nourishment. It is important to point out that while the psi-power maintains full operations, the body is still suffering from malnutrition and starvation. Loses 3 lbs. of weight per day. Note: A psychic can survive up to 60 days, functioning as normal, without any food by continually using Resist Hunger. On day 61 the character will lapse into a coma. Under this extreme condition, 60 days of food deprivation, while still active physically, the character is -20% to save vs coma/death.
Range: Self
Duration: 6 hours
I.S.P.: 2
This ability is identical to Resist Hunger psi-power except it applies to the consumption of water. It does not negate the long-term damage from dehydration.
Range: Self
Duration: 6 hours
I.S.P.: 6
This power temporarily suppresses the chemical and psychological components of fear in the recipient. As a result, the character is unable to feel fear or is barely frightened even if intellectually they realize they are in grave danger, or are facing a terrifying monster or situation. This enables the character to think rationally and take calm, calculated action, rather than respond with the typical "fight or flight" reactions of those who are scared. This power can be used on the psychic themself or on one or two others.
Range: Self or others by touch
Duration: 3 minutes (+1 minute)
I.S.P.: 8
Bonuses: Automatically saves against Horror Factor.
With a thought, the psychic instantly surrounds themself with a telekinetic force field that conforms to the shape of their body and enables them to physically move and fight. It is a Mega-Damage structure. The field takes the shape of a dim, white, transparent aura that completely surrounds and encloses the body of of the psychic. Items held in their hands, hung from their back, or worn on top of the head are not protected.
On the downside, the field does not protect against disease, radiation, or toxic fumes, nor magic or psionic attacks other than physical ones (energy blasts, fire, etc.). Worse, the TK-force field means the psychic loses their sense of touch, because the field is between them and all objects/materials outside the force field. This lack of touch sensation means the character cannot feel much of anything they pick up or touch after the field has been erected. This makes the use of skills that require a sense of touch and manual dexterity -30%, and delicate items may be accidentally dropped or crushed.
Range: Self
Duration: 6 minutes (+2 minutes)
I.S.P.: 30
M.D.C.: 30 (+10 M.D.C.)
O.C.C. Skills
Literacy: American 78% (+5%)
Language: American 104%
Language: Dragonese/Elf 104%
Language: Spanish 94% (+3%)
Language: Euro 94% (+3%)
Anthropology 73% (+5%)
Body Building
Climbing 88/78% (+5%)
Gymnastics
Number of Attacks: 6
Initiative Bonus: +3 (+4 (+1 at levels 1, 5, 9, and 14) on horseback)
Strike Bonus: +4
Parry Bonus: +8 (+10 on horseback)
Dodge Bonus: +8 (+10 on horseback)
HTH Damage Bonus: +11 S.D. (+17 S.D./6 M.D. on horseback)
Bonus to Roll w/Punch: +10 (+12 when knocked from a horse)
Bonus to Pull a Punch: +5
Bonus to Disarm: +0
Other: Charge attack (on horseback, with a lance, pole-arm, or spear): +3D6 S.D./2D6 M.D. to weapon damage. Must roll under Horsemanship (second percentile) or be dismounted. Two melee attacks/actions.
Horse Strike Bonus: +2
Kick Attack: 1D8 or 2D4 + P.S.
Body Block/Tackle: 1D4 + P.S., knocks down opponent.
Pin/Incapacitate on Natural 18, 19, or 20
Crush/Squeeze: 1D4 + P.S.
Body Flip/Throw: 1D6 + P.S.
Karate Punch: 2D4 + P.S.
Karate Kick: 2D6 + P.S.
Weapon Proficiencies Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. Energy Pistol +2 strike (+1 strike at levels 1, 3, 5, 7, 9, 11, 13, and 15)
W.P. Energy Rifle +1 strike (+1 strike at levels 2, 4, 6, 8, 10, 12, and 14)
W.P. Heavy M.D. Weapons +1 strike (+1 strike at levels 2, 4, 7, 10, and 13)
W.P. Heavy Military Weapons +2 strike (+1 at levels 1, 3, 6, 10, and 14)
W.P. Axe +1 strike, +1 parry (+1 strike and parry at levels 2, 5, 8, 12, and 15; +1 strike when thrown at levels 5, 8, and 12)
W.P. Paired (all!)
W.P. Pole Arm +2 damage, +2 strike, +2 parry, +1 throw (+2 damage at levels 2 and 8; +1 strike and parry at levels 1, 3, 6, 9, and 12; +1 strike when thrown at levels 3, 8, and 12)
W.P. Shield +1 parry (+1 strike at levels 4, 8, and 12; +1 parry at levels 1, 3, 6, 9, 12, and 15)(Level 2)
W.P. Sword +1D6 damage, +3 strike, +2 parry (+1 strike at levels 1, 3, 6, 9, 12, and 15; +1 parry at levels 2, 4, 7, 10, and 13; +1 strike when thrown at levels 4, 8, 12; +1D6 damage, +1 strike, +1 parry Fencing)
Worn on Person
Winter Gear (Heavy Parka, Gloves, Knit cap)
Black clothing
Ornate Traditional-Looking Heavy Cyber-Knight Plate & Banded Metal Armor.
Utility Belt Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Knife (S.D.)
• Attachment: Geiger counter
• Attachment: Silver Cross
• Attachment: Canteen
Backpack The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Dress clothing
• Space: Gas mask
• Space: Air filter
• Space: Tinted goggles
• Space: Hatchet
• Space: Wooden stake (3)
• Space: First aid kit w/extra bandages, antiseptic, suture thread, painkiller
• Space: Tent
• Space: Canteen
• Space: Rations
*Requires a called shot at -3 to strike
**Destroying a wing or a hover jet will force the robot to hover to a landing. Loss of both wings or 2 jets (or one of each) will cause a crash landing, doing 5D6 M.D. to the robot.
***Destroying a leg reduces running speed and leaping by 30%. Statistical Data:
Running/Flying Speed: 100 mph running; 0 to 110 mph flying; altitude of 400' (hover) to 1200' (flying in a strong wind; cruise altitude 600'; Can dive from 10,000' height safely; can fly for 24 hours before requiring a cooldown.
Leaping: 15' high and 40' long; thrust-assisted 110' high and 200' long
Underwater Capabilities: Walk along the bottom at 10 mph; swim 6 mph; Maximum depth 500'
Dimensions: 5' high; 3' wide; 8' long (4' tail); 2,000 lbs.
Physical Strength: Robotic P.S. 28
Power System: Nuclear, 10 years Weapon Systems: Eye Lasers (2)
Range: 2,000'
Damage: 2D6 or 4D6 M.D. (dual blast)
Rate of Fire: Single or dual shots only
Payload: unlimited
Plasma Cannon (mouth)
Range: 100'
Damage: 4D6 M.D.
Rate of Fire: Single shots only
Payload: unlimited
Vibroblade (tail)
Range: 6'
Damage: 3D4+3 M.D.
Rate of Fire: Single shots only
Payload: N/A
Combat Bonuses: 4 APM
Restrained Hoof Strike: 1D4 M.D.
Full Hoof Strike: 1D6 M.D. + Vibroblade damage if desired
Head Butt with Horns: 2D6 M.D.
Kicks: 2D4 M.D. + Vibroblade damage if desired
Stomp or Bite: 1D4 M.D.
Running/Flying Body Block: 1D6 M.D.
Features of Note:
Color of Hide: Various shades of black, deep red, and dark green; solid color with highlights on lower legs, and golden feet with silver claws. Leathery wings are dark brown, dark grey, black, alizarin crimson or green.
Attributes of Note: P.P. 20; P.B. 9 (14 with hide); Spd 148; I.Q. 9
Cargo: 1 rider and 1 passenger, up to 1,400 lbs. Can pull up to 4 tons
Recognize its owner and up to 96 of its owner's friends, associates and enemies
Can identify up to 300 hostile life forms
Respond to and obey commands from owner and up to 6 other people of the owner's choice
Extra Armor (+30% M.D.C. to all locations)
Voice Recognition and Speech (Responds to "Sterope," has a motherly/protective personality installed despite the robot's monstrous appearance.)
Modifiers: +2 Initiative; +2 Strike and Parry (melee); +1 Strike (ranged); +3 Dodge (running); +5 Dodge (flying); +2 Roll with impact
Book Reference: p.178, Black Market
Amaki TW Psi-Blade (New Babylon)
Range: Close Combat
Damage: Varies; the psi-blade adds 2D6 M.D. to the damage caused by the psi-sword.
Payload: I.S.P. cost is the same for the super-psionic power; cyber-knights and duelists must spend 2 I.S.P. per minute to activate the weapon.
Weight: 3 lbs.
Features: W.P. Sword
Modifiers: None
Book Reference: p.165, WB9
Traditional-Looking Heavy Cyberknight Plate & Banded Metal M.D.C. by Location:
Helmet: 50
Arms: 35 each
Legs: 50 each
Main Body: 120
Weight: 20 lbs.
Modifiers: -10% to climbing, -20% to all other physical skills (double penalties for non-CKs) Features:
All features standard to environmental armor
Additional Main Body Armor (120 Main Body M.D.C.)
Ornate Design, a noticeable level of artistry and extras (trim, frills, insignia, etc.)
Book Reference: p.111-112, CW4
Last edited by Dr. Nora Daniels on Sat Apr 12, 2025 12:21 am, edited 20 times in total.
Nora stands tall, wiping the sweat from her brow and staring up into the sky, squinting as she catches the mid-day sun in the edge of her vision. With a sigh, she turns her eyes to the people about her, sipping water from her canteen and grimacing at the taste.
A flash of memory, of clinking glasses filled with sparkling wine and cheers as she beams widely at her fellow graduates, each eager to change the world in their own, small way.
She shakes her head, dropping the canteen back to her side and moves up to the nearest person - a looming cactus person she learned some few days ago was definitely as prickly as their namesake. "Vixxy," she calls out to them, catching their attention and watching as their sight nubs turn to view her. "This row's almost done, I'm moving on to the next. You got the water system up and running out for another few lines, right?"
Upon receiving a nod, Nora flashes a grin.
The crashing coming from a corner of the room as the building shakes horridly, the entire floor tilting at a sickly angle. Nora's smile shifts to a scream as her father is crushed.
Her smile quickly turns to a grimace as the doctor continues her work, dragging her hoe through the field, readying it for the seeds she's managed to put together in the lab. Cobra-corn, a mixture of a small, scaled plant and one of the mutated varieties of maize that managed to eke on through the Apocalypse, mixed together to make a hearty, large bloom that was half again as filling as either plant separately, using up slightly less water in the process.
Pristine lab equipment stained red with blood. A project to improve plant immune systems rapidly changed to a counter-spore agent, as a deadly alien fungus ravages the city. Another earthquake, and the whole world being torn away.
Nora ignores the flash of the past with only a brief shiver, staring out at the people toiling away to survive. She can't help but smile, knowing she's helped them ever so little. A pang of shame goes through her as she thinks of the three that had been killed less than a week ago by an alien creature, a hostile animal that wasn't even edible in the aftermath.
"What're you thinking about?" comes a voice from beside her, Nora shifting her gaze away from the villagers and their planting, seeing the Cyber-Knight smiling at her. Nora sighs, leaning on her hoe and frowning.
"...It's not enough. I'm not enough. This'll help them, but not if they get killed by the wildlife before the crops grow, or bandits come by, or the CS drops in to 'tax' them. Just... don't want to be useless a second time around." There's silence for a moment, before the crunch of earth fills Nora's ears, and a strong hand is placed on her shoulder.
"You know," the Lady says, "After seeing how you're working after recovering, I think I might be able to help you with that."
Where were you born & what follows from that? Ireland, but she moved to the US shortly after due to an assignment shift from her mom. She's used to long-distance travel, and learned how to keep herself entertained at a young age.
Who are/were your parents & what follows from that? Her mother was a soldier in NEMA, Roscoe specifically, and her father was a university professor in international law. She derived a strong sense of right vs wrong, and a love of intellectualism from them, along with an adaptability that came from her parents having very different lifestyles.
Are your parents still alive & what follows from that? Her parents died even before she arrived at the present. Her father was killed in one of the earthquakes and contact was lost with her mom shortly after that. She contended with their loss, and focused on what she could do to help keep others from being hurt. That drive is what inspired her mentor to initiate her into the Cyber-Knights.
What were you doing before you started adventuring & what follows from that? She was a scientist in botany and biochemistry, having only just gotten a year into her employment after graduation when the Apocalypse happened. After she arrived in the present, the first thing she did after acclimating was help others, splicing together a breed of crop that would grow better for a small village.
Why did you leave & what follows from that? Didn't have a choice. When the Rifts came, she was caught up in them and torn away into this time. She struggles at times to understand the world about her, with all its horrors and wonders, which gives her an edge of caution even as she is excited about the new possibilities.
What did you leave behind & what follows from that? Her time, government, job, and girlfriend are gone, at least two centuries dead now. While the Rift left her unharmed, it killed her old life. She lives now carrying the trauma of having everything go wrong and be torn from her, and sometimes catches herself staring at ruins she recognizes from the distant past, or forgetting that not everyone around her is human.
What do you want & what follows from that? She wants to improve the world around her. Just because her previous life is gone doesn't mean she should shut herself away from the problems of the new one around her. She cares deeply for the well-being of others, human or not, and will do everything in her power to protect them, using either her scientific knowledge or combat capabilities.
1. To Live
Live one's life so that it is worthy of respect and honor.
Live for freedom, justice, and all that is good.
2. Fair Play
Never attack an unarmed foe.
Never use a Psi-Sword on an opponent not equal to the attack.
Never charge an unhorsed opponent.
Never attack from behind.
Avoid cheating.
Avoid torture.
3. Nobility
Exhibit self-control.
Show respect to authority.
Obey the laws if they do not supersede the rights of life.
Administer justice.
Administer mercy.
Protect the innocent.
Respect women.
4. Valor
Exhibit courage in word and deed.
Defend the weak and innocent.
Fight for an ideal, like freedom.
Fight with honor.
Avenge the wronged.
Never abandon a friend, ally, or noble cause.
5. Honor
Always keep one’s word of honor.
Always maintain one's principles.
Never betray a confidence or comrade.
Avoid deception.
Respect life.
Honor all life.
Respect all views of life.
6. Courtesy
Exhibit manners.
Be polite and attentive.
Be respectful of host, women, and honor.
7. Loyalty
To one's principles and heart.
To one's friends and those who lay their trust in thee.