The Rivendell Kid (Group Leader)

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The Rivendell Kid (Group Leader)

Postby The Rivendell Kid » Sat Jun 30, 2012 8:18 pm

Player Name: Eric
YIM Handle: uncle_servo

Character Name: Lithalomir Nanihr
Alias: Lithalomir, Litho, Lethal Litho, The Rivendell Kid
Race: Elf
O.C.C.: Gunfighter (though he prefers to be called a Pistollero)
Alignment: Scrupulous
XP Level: 4
XP Points: 13,751 ((Dec 12/2013 as per Storm))
Next Level @ XP: 16,801
Sentiments/Non-Humans: Hates/fears demons and supernatural beings, but believes that all mortal races need to live and work in harmony to hold the demons/monsters at bay.
Sentiments/Coalition: Suspicious and fearful of the CS. Sees them as a nation of migsuided zealots who hate, fear and destroy what they fear and don't understand. Wishes that would change.
Disposition: Lithalomir projects an aura of understated nobility. He is confident and self-assured (but not to the point of arrogance), kind, generous and compassionate. He is also committed to proving himself worthy of his clan heritage in spite of his familial excommunication -- as a result he observes not only the Code of the New West but also the Code of the Cyber-Knights as much as possible.
Insanity: Phobia -- Spell Magic

ATTRIBUTES
I.Q.: 15
M.E.: 13
M.A.: 14
P.S.: 23
P.P.: 21
P.E.: 11
P.B.: 17
Speed: 10

PHYSICAL DATA
P.P.E.: 21
I.S.P.: 30
H.P.: 27
S.D.C.: 51
Age: 43 years (quite young for an elf)
Sex: Male
Height: 6 foot 6 inches tall
Weight: 220 lbs
Description: Lithalomir is a tall, solidly-built elf with dark brown hair and green eyes and who carries himself with an air of confidence and nobility.

Racial Abilities
Nightvision 90 ft (27.4 m; can see in total darkness)
+2% on all wilderness skills
+1 attack per melee when using archery

Natural Abilities
Perception Bonus: +1 @ levels 4, 7, 10, 13
Charm/Impress: 35%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 66 lbs.
Max. Carrying Weight: Litho can carry up to a maximum of 506 lbs.
Max. Lifting Weight: Litho can lift up to 1,012 lbs at least 1'-3' off the ground and can hold up that amount for a maximum of 33 seconds (just over 2 melee rounds)
Max. Jumping Ability: Litho can leap up to 11.5' long and 5.75' high

Special Abilities
  1. Weapons Master & Bonuses:
    • +1 extra attack per melee round when using any type of gun, from old style revolvers or bolt-action rifles to energy pistols, energy rifles and rail guns.
    • +3 to disarm on a "called" shot (the intent to disarm must be announced).
    • +1 to save vs horror factor at levels 1, 3, 5, 7, 9, and 12.
  2. Weapon Repairs: Can take apart, clean and put together his favorite types of weapons blindfolded. Can also clear jams, make repairs to weapons, pack his own bullets (a.k.a. "load shells") or make/modify his own special ammunition, jury-rig an E-Clip recharger from a vehicle, generator or robot, and similar.
    • Base skill: 75% -- same as the (Field) Armorer skill.
  3. Quick-Draw Initiative: Handguns & Rifles (special): +2 to initiative. The winner of the initiative roll shoots first.
    • Note: The full bonus applies only to the use of handguns (i.e. Derringers, revolvers and pistols) and rifles (energy and conventional types). Reduce by half when using shotguns, archery, knife throwing, laser rods, or magic rods and staffs that fire bolts of energy. Not applicable to the use of rail guns, artillery, explosives, hand grenades, power armor, or weapons built into vehicles.
  4. Paired Weapons: Revolver & Pistol (special): Litho can draw and shoot two handguns (or throw two knives) simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack! In the alternative, the two-gun attack can be divided between two different targets visible to the shooter and within his range of peripheral vision. The divided attack counts as one simultaneous melee action against two different foes. The quickdraw initiative bonus still applies, but Litho must roll two separate times to hit each target (roll to strike for each) and the bonuses to strike each is reduced by half. Note: Parrying is not possible when two handguns are being used as paired weapons, but the character can dodge (which uses up one of his attacks) and counter by shooting.
  5. W.P. Sharpshooting Specialties (3):
    • Sharpshooting Handgun (was originally listed as Revolver)
    • Sharpshooting Energy Pistol
    • Sharpshooting Energy Rifle
      A combination of special expertise and trick shooting with a particular type of weapon. Includes +1 melee attack when using that specific weapon for the entire melee round, shooting bonuses, and trick shooting, which includes:
      • Can fire a traditional two-handed weapon, like a rifle, one handed without penalty (normally the shooter loses all strike bonuses).
      • Can shoot over his shoulder by holding up a mirror and using the reflection to aim; no penalties, keep full bonuses to strike.
      • Accurately shoot while riding a horse or a moving vehicle (normally a wild shot), but strike bonuses are half and a "called" shot is impossible.
      • Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
      • Dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.
      • Ricochet shot! The shooter can bounce bullets, arrows, slings, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target! Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half. This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot. Particle beams, ion blasters, rail guns, mini-missiles and other types of weapons cannot be used.
      Note: See the W.P. Sharpshooting Specialty skill description for full details.
  6. Reputation & Horror Factor: The occupation comes with a certain stigma and creates an element of fear, particularly among ordinary citizens (+1 to Horror Factor). This aura of fear and violence gives the known Gunfighter a Horror Factor of 8 at 6th level. Add +1 at levels 7, 8, 9, 11, 13, and 15.

Bionics & Cybernetics
None yet, but Litho would be very interested in acquiring some sensory implants at some point.

Psionics (Minor Psionic)
  1. Sense Evil
    • Range: 140 foot (42.7 m) area.
    • Duration: 2 minutes (8 melees) per level of experience.
    • I.S.P.: 2
    • Saving Throw: None.
      This psi-power is a much more refined ability to feel the presence of evil. All supernatural creatures radiate their alignment, good or evil. A psychic sensitive will automatically feel supernatural evil without spending a single I.S.P. point. However, to get a clearer picture of the evil force(s) the character must open himself and use the Sense Evil ability. Sense Evil will indicate the general number of supernatural evil beings: one, a few (2-6), several (7-14), or many (15 or more). It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object, character, and distance; i.e. very near (within 15 feet/4.5 m), near (within 50 feet/15.2 m), or far (60 to 140 feet/18.2 to 42.7 m). The character can track the source of supernatural evil, like a bloodhound, by sensing how close it is to him. Evil emanations from human beings are much less distinct and can not be felt unless the source-person has an immediate evil intention and has psychic powers or is psychotic. The former can mask his evil intentions with a Mind Block.
  2. Sixth Sense
    • Range: 90 feet (27.4 m).
    • Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    • I.S.P.: 2
    • Saving Throw: None.
    • Bonuses: All bonuses apply only to the first, initial melee (15 seconds) 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.
      The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet/27.4 m). 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 he knows is that something life threatening will happen within the next 60 seconds (4 melees)! The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares 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 feet/27.4 m or a flash flood is rushing his 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 his I.S.P. the Sixth Sense is temporarily rendered inoperative.


O.C.C. Skills
Language/Literacy: Dragonese (Elven) – 98%
Literacy: American -- 70% (+5)
Mathematics: Basic -- 85% (+5)
Speaks American and Spanish at 95% efficiency.
Land Navigation -- 64% (+4)
Detect Ambush -- 65% (+5)
Detect Concealment -- 55% (+5)
Find Contraband -- 54% (+4)
Recognize weapon quality -- 65% (+5)
Basic Electronics -- 60% (+5)
Armorer -- 80% (+5)
Basic Mechanics -- 70% (+5)
Sniper (+2 strike on a called or aimed shot)
Pilot Hover Craft (Ground) -- 75% (+5)
Horsemanship: General -- 56%/36% (+4)
Hand to Hand: Expert
W.P. Handguns (was originally listed as W.P. Revolver)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Energy Heavy Weapons
W.P. Rifle
W.P. Archery
  • Two shots per melee round at level one +1 at levels 2, 4, 5, 8, 10, 12 and 14
  • May try a shot at 50% beyond listed range but without any bonus to strike/disarm.


O.C.C. Related Skills
Lore: Demons & Monsters -- 55% (+5)
Lore: Magic
  • General Knowledge -- 55% (+5)
  • Recognize Magic Symbols, Runes & Circles -- 45% (+5)
  • Recognize Enchantment -- 40% (+5)
  • Identify Magic Artifact -- general information, how much depends on specific item; -15% to identify an unknown or alien magic item
Gymnastics
  • Sense of balance -- 62% (+3)
  • Work parallel bars/rings -- 72% (+3)
  • Back flip -- 78% (+2)
  • Prowl -- 30% (does not increase)
  • Climb -- 25% (does not increase)
Boxing
Radio: Basic -- 60% (+5, equal to 3rd level)
Sensory Equipment -- 40% (+5, equal to 1st level)

Secondary Skills
Lore: Faeries & Creatures of Magic -- 40% (+5)
Lore: D-Bee -- 40% (+5)
Mythology -- 35% (+5, equal to 1st level)
History: Post-Apocalypse -- 40%/35% (+5, equal to 2nd level)
Computer Operation -- 45% (+5, equal to 1st level)


Combat Data
HTH Type: Expert
Number of Attacks:
  • 6 if unarmed
  • 4 if using bow weapon
  • 7 if using any type of gun
  • 8 if using handguns, energy pistols or energy rifles
(originally referenced revolvers instead of handguns)
Initiative Bonus:
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other:
  • Kick attack: 1D8 or 2D4 S.D.C. (gymnastics)
  • Karate Punch: 2D4 S.D.C.

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. Revolver -- +2 strike
W.P. Energy Pistol -- +2 strike
W.P. Energy Rifle -- +2 strike
W.P. Energy Heavy Weapons -- +2 strike
W.P. Rifle -- +2 strike
W.P. Archery -- +3 strike, +1 parry, +1 disarm

Saving Throw Bonuses
Coma/Death (varies):
Magic (varies):
Lethal Poison: 14+
Non-Lethal Poison: 16+
Insanity: 12+
Psionics (varies):
Horror Factor: +2
Last edited by The Rivendell Kid on Thu Jul 05, 2012 1:05 pm, edited 4 times in total.
The Rivendell Kid
 

Re: The Rivendell Kid (in progress)

Postby The Rivendell Kid » Sun Jul 01, 2012 9:34 pm

Equipment


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NG-220 "Rocket" Hovercycle
Vehicle Type: Rocket propelled Combat Hovercycle.
Crew: One rider, and one passenger can sit behind the driver, but will not be comfortable on long trips.
M.D.C. by Location:
* Rear Hover Rocket Jets (6) — 25 each
* Front Directional Jets (2) — 5 each
* Undercarriage Directional Jets (6) — 5 each
* Forward Headlights (2) — 5 each
* Forward Ion Blasters (2; disguised as mini-jets) — 6 each
Windshield (1)—18
Main Body — 84
* Attackers are -3 to strike.
Statistical Data
Engine: Nuclear
Dimensions: 12' long, 3' wide, 4' tall, 850 lbs.
Maximum Speed: 340 mph
Maximum Altitude: 1,000' and handle drops of up to same.
Maximum Range: Indefinite due to its nuclear engine.
Standard Weapons
Concealed Dual Ion Guns
• Range: 500'
• Damage: 3D6 M.D. per blast or 6D6 per dual blast
• Rate of Fire: single or dual blasts only
• Payload: 60 shots each
Technical Note: A total of three lasers weapons (or two machineguns with ammo drums) and four dual mini-missile launchers or two multi-shot launchers can be installed on the heavy, sleek body of the NG-220 Rocket bike; six dual launchers or four dual and two multi-launchers if used in place of two lasers. Add 30% to all M.D.C. for the deluxe, armored model, but also add 30% to the cost.
Special Penalties: The NG-220 handles so poorly that the driver suffers a penalty of -15% to his piloting skill and -30% when making sudden stops, sharp turns or stunts. Reduce the piloting skill by another 10% when flying at 300 mph or faster.
Cost: 120,000 credits gasoline engine or 135,000 credits for electric, or 675,000 nuclear with a 10 year life; any optional weapons cost is in addition to the base cost of the vehicle.


Worn on Person
Set of riding clothes
Cowboy hat
Sunglasses
Small silver cross on a chain
Pocket mirror
Secure Universal Card: 500 credits Fixer Jones 11/14/2012
Non-Secure Black Card: 500 credits

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Branaghan Armored Overcoat
MDC by Location
• Arms: 8 each
• Legs: 12 each
• Main Body: 28
Modifiers: -5% movement and physical skill penalty, -10% to swimming


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Crusader EBA*
M.D.C. by Location
☞ Helmet: 50
☞ Arms: 30 each
☞ Legs: 50 each
☞ Main Body: 95
Modifiers: -15% movement penalty



Utility Belt
2 pairs of handcuffs
2 smoke grenades
4 flares
2 spare E-clips
Cigarette lighter
Flashlight
Laser distancer
Pocket language translator
Canteen

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Wilk's 237 "Backup" (Pair -- thigh holsters)
• Range: 500'
• Damage: 3D6 per single blast or 6D6 per double blast
• Rate of Fire: Single shots only
• Payload: 8 double shots with E-clip, 16 shots with LE-clip
• Modifiers: +2 to Strike with an aimed shot


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Para .45 ACP "Warthog Stainless" (Pair -- underarm holsters)
• Range: 135' (41.1 m)
• Damage: 4D6 per round
• Rate of Fire: Standard
• Payload: 10+1 rounds



Backpack
Set of fancy town clothes
A hand-size wooden cross
Binoculars
Pocket magnifying glass
Portable tool kit
A 6' length of M.D.C. Chain (18 M.D.C.) with a heavy-duty lock (5 M.D.C.)
100' of lightweight rope
1,000 rounds silver bullets for Warthogs
Survival knife
Air filter
Canteen
100 credits' worth of assorted personal items (notebook/pen/pencil/soap/toothbrush/etc)


Additional
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NG-P7 particle beam rifle*
  • Range: 1200 ft (365 m)
  • Damage: 2D4x10 M.D.
  • Payload: 6 shots/E-clip, 10 shots/long E-clip

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NG-S2 Survival Pack
  • 2-person tent (size of a paperback book when folded; insulated up to -40 degrees F or C; collects moisture and increases water supplies by 20%)
  • Sleeping bag
  • Flashlight with concealed pocket knife and 6 batteries (48 hrs continuous use life per battery)
  • Compass/inertial mapper with mirror finish on one side (+10% to land navigation; can use mirror to signal others)
  • Short-range radio (5 mile/8 km range)
  • Mini-first-aid kit (roll of gauze, 48 assorted band-aids, roll of medical tape, pair of small scissors, pocket knife, tube of protein healing salve)
  • Hunting/fishing kit (wires, fishing line and several hooks/pulleys)
  • Saw-wires (3) (serrated ultra-hard wire with two ring handles, able to cut through wood, stone & even SDC metals)
  • Fire Starter (pocket cigarette lighter and a flint sparker with 6 extra flints)
  • Survival knife, small hatchet, and a wooden cross
  • 4 signal flares
  • 30' of lightweight climbing cord, pair of climbing gloves, 4 ceramic spikes and a small mallet
  • Bar of soap & a washcloth
Last edited by The Rivendell Kid on Thu Jul 05, 2012 1:41 pm, edited 1 time in total.
The Rivendell Kid
 

Re: The Rivendell Kid (in progress)

Postby The Rivendell Kid » Wed Jul 04, 2012 9:37 pm

Background Story


Mack sat by himself at a small table in the very back corner of the Dragon's Breath Bar & Grill. A grizzled veteran of more combat than even he himself cared to remember, the weathered old cyborg had been a permanent fixture in Hope ever since he first visited the Colorado Barony’s namesake city some twenty-some-odd years ago and decided to retire. Well, ‘retire’ wasn’t exactly the appropriate word as he was just as active as ever between serving with the city’s police force and with moonlighting as a combat instructor.

He had trained numerous students over the years in the ways of the gun, the sword, and the robot. It was one of those students that was the reason Mack sat there -- and that pupil was running about twenty minutes late. The old cyborg was just about to polish off his beer and leave the establishment when the pupil in question finally made it to the table.

“Yer late, kiddo…” Mack groused as the student, a tall, barrel-chested elf by the name of Lithalomir Nanihr slid gracefully into the seat across from him and gestured to the waitress. “Ya know good an’ well that I don’t like bein’ kept waitin’. It’s a waste o’ a good day off.”

“My sincerest apologies, Mack,” Lithalomir replied with an unpleasant expression. “My delay was as entirely unintentional as it was unfortunate… and, perhaps, inevitable.” He added with a tinge of regret in his voice.

“Lemme guess, it has somethin’ ta do with that big whatchaMackallit yer family goes to every ten years?” Mack asked as he took a swig of his drink.

“That would be the decennial meeting of the Clan Nanihr Elders Council, a convention of our family’s leaders from across this world and others…” Litho nodded as the waitress brought him his own drink. “And you would be correct in your assessment. Father and Dinion rifted back in from Lazlo late this morning. Needless to say the unpleasantness precipitated even before lunch had a decent opportunity for proper digestion.”

“Yer not about ta tell me they’re still all squawkin’ about that ‘cultural heritage’ baloney, are ya?” Mack snorted. “You’d think they’d be over it by now.”

Litho chuckled softly. “My friend, the solitary reason you adhere to that perspective is indubitably because you lack a sufficient understanding of the genealogical imperative under which Clan Nanihr has operated for the past several centuries. Allow me to elucidate.”

He took a long draught from his drink. “As you may correctly surmise, our clan originated on a world dimensionally removed from this one. There are multiple names for it, of course, but the most common one translates into American as 'Palladium.' My representative species, the elves, have been around since time immemorial. Legend even asserts that we were one of the few races to have survived the Age of Chaos ruled by the Old Ones. Ours was a culture at its veritable pinnacle of power, scope and grandeur – until one of our ancestors triggered the great war with the dwarves that decimated both our races.”

“During the aftermath of the war, what was left of Clan Nanihr issued an adjuration that all subsequent generations would manifest only the highest and most altruistic characteristics of elven culture, while simultaneously making it clear that any Nanihr exhibiting characteristics that could besmirch this oath would be dealt with in quite an astringent manner.”

Mack shook his head. “Ya know I hate it when ya start usin' all them big words, Litho... but I reckon I got the gist o' what yer sayin'. They felt guilty 'bout one o' their own startin' the war so they swore to always be good guys an' put the sMackdown on any lugnut that acts hooligan-like. Right?”

“You reduce it down most succinctly,” Litho nodded. “And with so few of our kind here on this world, the familial imperative takes on an additional level of importance as every Nanihr here on Earth is expected to be a veritable epitome of of our heritage. So as you can surmise, my prediliction with performing as a pistolero has produced a plethora of protest among clan representatives from other areas. My activities have been marginally tolerated thus far under the premise that I could put my small arms skills to use once I chose a calling more appropriate to the Nanihr line.”

“But lemme guess,” Mack interrupted. “Somebody got their panties in a wad about it at this meeting, an' so the crap hit the ol' fan?”

Litho nodded again. “Precisely. That particular wad would that degenerate 'Lord Lamphrey' over in Charity. Not only is he giving all elvenhood a bad name but he’s the very epitome of what I would appear to the world should I continue my dalliance with ‘the ruffian’s trade,’ as Father so eloquently puts it. The Elders Council issued an ultimatum that I must either repent of my gunfighting ways or forfeit my status as a member of Clan Nanihr.”

Mack almost sprayed his mouthful of beer. “Yer kiddin' me! Kick ya out o' your family just because yer not some friggin' ranger or spellcaster? That's retarded, Litho! An' yer dad just sat there as they handed down that decision without doin' nothin' about it?”

Litho shrugged his shoulders. “Indeed. First of all, he agrees with it. Second of all, even if he didn't he values his position on the Elders Council far too much to gainsay what I'm told was such a strongly unanimous position expressed by the other members.” He shrugged again. “Could be worse, I suppose -- part of that edict specifies that any infants born with red hair like our infamous ancestor should be put to death. Apparently though I have a redheaded cousin back in the old world who managed to escape such a grisly fate and has made quite a name for himself as a scholar and adventurer.”

“Now that ain't retarded, Litho, that's just screwball.” Mack took a sip. “Alright, so yer given the choice o' not bein' a gunfighter or not bein' a Nanihr. What'd you choose?”

Litho paused for an inordinately long time before replying. “Allow me to respond to your question by directing your attention to my hovercyle outside. You'll notice that it appears to be rather fully packed with virtually everything I currently possess.”

“So your askin' me to meet ya here is so ya can say goodbye, is that it?” Mack frowned. After seeing a nod from Litho he shook his head. “Damn shame, kiddo. I don't care if that brother o' yers just made Cyber-Knight -- it ain't one o' those fancy-schmancy psychic swords that makes someone a knight, but rather his choice o' targets.”

Litho nodded. “You're aware of that, my friend, and I am aware of that... and possibly even Father is aware of that. But the Council has spoken, he's made up his mind, and Dinion's commission has only reinforced it. Not even Mother can sway his mind when it's set like this.” He took another drink. “Besides, my cybernetic compadre, being a pistolero is what I'm best at. I have no magical talents, only marginal psychic ones, and I have no sense of a grand connection with nature. I'm just going to need to relocate to a different locale where I can satisfy my ancestral legacy without being fettered by familial prejudices.”

Mack raised an eyebrow. “Alright, so ya got any 'locales' in mind, or are ya just goin' wherever the wind takes ya hopin' there's darin'-do ta be done?”

“More the latter than the former,” Litho admitted. “Lazlo isn't really an option as there are Nanihr there, but there are a few options out there -- Silvereno, Arzno, maybe even Los Alamo, Houstown or Kingsdale. Any suggestions?”

“Yeah, I got one...” the beginnings of a grin played about Mack's face. “Ya remember Al? That big slab o' Spanish muscle with some rather spooky powers? He was around here a while back as part o' the defence force but cleared out a while back.”

“Vaguely, but I believe so,” Litho replied. “What happened to him?”

“He heard about how the Warrior's Shrine in MercTown was putting together a merc team and went to check it out.” Mack pulled out a notepad and began scribbling down directions and a message. Handing the page to Litho he added, “Ya wanna uphold that family legacy, that's where ya go. That route will take ya through the least dangerous part o' Coalition territory an' right into old Kentucky. If Al's there, show 'im this message an' tell 'im I sent ya. If he ain't, then at least yer out o' yer old man's hair an' can do what ya gotta do without them lookin' over yer shoulder.”

“MercTown, eh?” Litho muttered as he looked over the page. “Fascinating...”
The Rivendell Kid
 

Re: The Rivendell Kid

Postby The Rivendell Kid » Tue Jul 17, 2012 1:42 pm

The Cyber-Knight Code of Chivalry

  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.
    • To the code of chivalry.


The Code of the New West

  • Never draw your weapon unless you're prepared to use it!
  • Never cheat in a showdown, or expect to live like a snake.
  • Never kill or deliberately hurt women and children.
  • Never kill clergy, 'cept in self-defense.
  • Never kill, injure or steal another man's horse or vehicle, unless he's dead and ain't needin' it no more.
  • Never take another man's woman.
  • Never destroy a church or holy place, unless it is a place of evil — and then beware the wrath of gods and demons.
  • Never take more money than what's owed to you.
  • Never spit in the face of the law. Show respect until it's proven that the law in that town ain't genuine.
  • Show women folk respect; remove your hat and avoid cursing.
  • Respect the land and power of nature.
  • Respect (and fear) magic.
  • Respect and honor a worthy opponent.
  • Treat others like you'd like to be treated. Show cowboys and travelers kindness and hospitality unless they ain't worthy of kindness or mercy.
  • If you cheat at cards or break the law, expect to pay the consequences. Just because you don't get caught or punished one time, don't make it right.
  • Keep your sworn word of honor, "because sometimes all a man's got is his honor." A man's word is his contractual bond.
  • Kill only in self-defense and in justice. The latter can include acts of revenge, "eye for an eye," protecting others, using deadly force against those known to be killers, etc. The only exceptions to this rule are vampires or other "hellspawn demons." The only good vampire or demon is a dead one (including Brodkil).
The Rivendell Kid
 


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