Locke Blackthorne wasn't always a Cyberknight. He started at about the opposite end of the spectrum. A son of a longtime family of thieves, assassins, nobles and other rough figures. His grandfather was a lord of the wildfae. His mother was a powerful lady of the court. He was trained by his grandfather, the Threecourts Lord Blackthorne in swordscraft and to master some of his innate powers. Being the youngest of a rather large family(he has a lot of half-brothers and half-sisters, aunts and uncles, scattered across the multiverse), he was very excited about going on his first mission.
Unfortunately it didn't go so well for him.
His target for his first mission was more powerful than he knew. A rifter mage, who flung Locke though a portal just as Locke put a dagger in the mage's chest.
The young lord was lost on an unknown world. Wounded. No supplies. No support. No way home. He would have died if not for a passing stranger. This stranger with, for no reward of his own, healed him. Helped him. Brought him to a camp to rest. Eventually Locke, at a loss of what to do and where to go, offered to help with what he could to repay his savior.
This man a human named Mardin, taught him the ways of the Cyber-Knights. Tutoring the once-assassin in the code of honor that seemed to be a brighter reflection of the more pragmatic code he was taught. Locke took to it fairly well, and eventually joined the order himself. He rose though the ranks to full Knight faster than others, and though he was still a bit reckless he clove to his new Code.
Unfortunately his fae blood caused him to outlast Mardin, and he outlasted his teacher. Again without a cause he wondered the wilds of North America to help the people there. He made some small name for himself before the war broke out between the Coalition and Tolkeen.
The Cyber-Knights were told to stay out of the war. They were warned that a war was no place for the Order. Many in the Order refused those orders, swept up in the fervor for the magic kingdom. Determined to save them from the horrible monsters that were the Coalition. Never realizing that in doing so they could become monsters themselves.
Locke kept himself out of the conflict, determined to fight on the edges. Save those that could be saved. He made both friends and enemies on both sides of the conflict. One day he would stop and save a Coalition patrol trapped by demonix and demons from the rifts. The next would be settlers trying to flee the warzone from full warparties of black armored horrors. The battles wore on him, and when the conflict eventually wore down he decided to travel.
To see someplace new.
To find someplace where there wern't so many different prices on his head.
Which is how he ended up far from both superpowers. Its better to let things like that rest a few decades he's learned. Its not like he hasn't got the time.
A warrior of light and justice, though its still important to stop for a bit of fun along the way.
Invoke: He can use this title to inspire or befriend those he comes across.
Compel: As a cyber-knight he is easily swayed by arguments of what is right and wrong, and by his own Code of Honor
Locke comes from a very large family. Of very powerful fae. The Lord Threecourts(his grandfather) has lived thousands of years, and as such has sired...many...children. He has more Aunts and Uncles and Cousins and Nieces and Nephews and Half-Brothers and Half-Sisters than he can really count. And sometimes. They show up. Uninvited. And try to kill him. Or try to help him. Or just what to have a drink. HE NEVER KNOWS BECAUSE THEY NEVER TELL HIM.
Invoke: Sometimes his family wants to help him. He has quite a few of them and they all have different and interesting skill sets, all of which can be useful.
Compel: ....sometimes they don't want to help that much. That is the issue being related to the Fae. They sometimes want you to do things. Or just want to kill you for some imagined slight. That your second cousin did. I mean really. It wasn't even me!!
He is a very upbeat kinda person, even in the face of death and dismemberment.
Invoke: To make friends or help inspire hope in others his not-giving-up attitude can be a real asset.
Compel: To others, it can just piss them right off. Not to mention the fact that always trying to stay positive /does/ tend to breed overconfidence.
(2)You gain Armor 6 if unarmored. If wearing armor you gain Armor -1. This does not stack with vehicles, robots or powered armor. You also gain an additional 3 stress box. Finally you gain +2 to any defense when being targeted via primarily technological means (robot / powered armor sensors, Advanced optics and similar. Does not protect against people who can simply see you).
Major Gateway: Psionic(Generalist)
(1)You may use Will to activate psychic disciplines and gain an exotic stress track appropriate to your Will rating. You must also choose one of the options below.
Best Foot Forward
(1)Twice per session, you may upgrade a boost you receive with Rapport into a full situation aspect with a free invocation.
(1)Fae: One additional 4 Stress box, 1 minor conquence slot, and 1 free stunt
Psychic Master: Psychic Defense
(1)+2 Will when using Psychic Defense
(1)Hydrokinetics are the masters of the most common liquid on earth. They can sense it and call it to them. They can tell at a glance what’s in it and what it might do. They can freeze or boil it. They can hurl it around with a thought. Unlike other forms of elemental kinesis, they can’t create it ex nihilo, and can’t pull tricks like boiling the blood in someone’s veins but they hardly need to do either.
(Free) +2 to defend against Provoke attacks specifically related to intimidation and fear.
(Free)Psychic Offence: The fine art of killing someone with your mind. Psychic Offence is the study of creating highly destructive physical forces and has two primary expressions. One is the feared ‘Psychic Sword’, a difficult to master manifestation which concentrates mental energies to conjure a weapon that can rend modern body armor, robots and similarly tough material. The other is a flung ‘mental bolt’ with similar power, but at greater distances.
(Free)This is the study of marshaling the mind to preserve the body from harm. Many of these gifts are similar in nature to telekinesis, but more potent and refined. Mental energies form fields like armor and shields that ward off physical harm as well as anything technology can provide.
(Free)Healers encourage the body to do what it does naturally, just faster and better. Psychics versed in mind over matter, though, force the body to do things it doesn’t normally do. Using mental energies to deny fatigue, hunger and thirst is just the beginning. Eyes can be manipulated to see better in the dark, ears to hear better. The body can even be forced to appear as if dead – for a little while anyway. Pushing the limits of the body, forcing it to go on by literal sheer force of will is where those versed in Body Control excel.
Locke is treating is sister for her birthday and it looks like Kthzyx is just the right present. Er, wait.
Repairs are happening apace at Grans and a new guest arrives
Ser Blackthorne is in Dragon's Gate looking for his horse, when a Shifter on a contract arrives back at one of the dimensional anchor points with several charges. The merchants who hired the Shifter, however, are apparently unsatisfied with their service.
Gran's has a bit of an infestation problem that quickly blows out of proportion.
There's a bounty on several members of the oh-so-popular terrorist group calling themselves 'The College of Free Thought', and quite a few 'hunters' have shown up to collect... Yes, there will be snacks, cracks, and Hezqaks...
Sir Teddy Mercier and Sir Locke Blackthorne come for repairs and potential upgrades for their mighty steeds, Stella gets scouted for work, and Maddy yearns for...ice cream?
Out near Old Richmond is The Last Call. It's here that people meet up.
A seemingly wild Rift opens up just outside of Vesper, bringing with it some invading D-Bees with ill intentions toward the citizens of the city-state. Fortunately, there are some to stand in between innocents and harm...