"Strikin' at darkness don' kill it; be wise in yo' rage, however righteous."
The man known to his close friends as "Teddy" (and also "Sir Theo") never wanted to a knight. He wanted to be a fisherman, just like his father, Theodore Snr. Teddy's family grew up outside of Coalition territory in a small settlement on the shore of an inland lake. They owned a boat -- a modest-sized boat -- and Teddy learned to swim and fish almost as quickly as he learned to walk and run.
His mother, Harriet, had succumbed to illness when Teddy was only little.
In fact, a number of significant events (most of them tragic) occurred while he was only little. After his mother's passing, young Theo and his entire little community came under the threat of the Coalition States -- a powerful governing force determined to expand and claim the Americas for its own, no matter what. Fortunately, the CS had little interest in the small settlements -- they were simply… there. The real problem came from the CS Psi-Stalkers…
While still only a young boy, Theo's psychic powers manifested -- his 'gift' with fire. Not only did he accidentally torch his father's boat, but he drew the attention of the psi-hounds. Theo Snr knew the CS would either claim Teddy for themselves, or kill him, especially for having such dangerous powers, so he did the only thing he could think of:
There were other factions, settlements, Orders and groups opposed to the Coalition -- those who embraced the magical, the psychic and the 'different' -- and thus the two Merciers set off for one of those settlements. The largest of which they knew was named Tolkeen.
They never arrived.
Some amount of time into their travels, father and son eventually found themselves run down by the psi-hounds. To their rescue came a contingent of Cyber-Knights, powerful and formidable individuals in service to allkind, following in the ways set down by their founder, Lord Coake. They were successful in thwarting the hounds, at which point Theo Snr made a request:
That his son leave with the knights, and train to become one of them.
A female by the name of Sir Adrienne agreed, taking the boy with her after allowing the two Merciers a moment for a tearful goodbye. That marked the last time Teddy saw his father. The knights did not return their home, their base of operations, their 'anything'. They travelled, and Theo travelled with them. His training with Sir Adrienne began the same day he rode away with them -- and it never stopped.
He grew up 'on the back of a horse' (a robotic horse, but a horse nevertheless). Teddy's pyromancy made riding a living steed… problematic: he could set fire to the beast. They never stayed in one place for very long -- usually only long enough to see a major crisis or two averted -- and then they'd move on. For most of that time, Theo and Adrienne journeyed by themselves.
He did not even know that the Cyber-Knights HAD a 'base' of sorts (a monastery, to be exact) until the day of his full initiation into the Order. It was the day in which he mind-forged his psi-sword -- a powerful construct of pure psychic energy, in the shape of a long-bladed, one-handed scimitar or saber of glowing, red-gold fire.
The years in which Sir Theo served the Order, and the ideals of Good and Justice, were many and filled with numerous adventures, mishaps, triumphs and trials… and he has the scars to prove it. Two events, however, stood out more than anything else:
The Tolkeen War.
Meeting Garrus ShadowCleft.
Whether or not Garrus' true last name was 'ShadowCleft' was a question never answered - never answered honestly at the very least. He was a scoundrel, a thief and a liar -- married to a Shifter named Melosha, one of those powerful warlock-types always summoning minions -- and they lived in the super-state of Tolkeen. Garrus had proven to be a (mostly) reliable source of information, and both men found a kindred spirit in one another, despite their differences. Melosha died in a failed summoning that did something to her daughter -- Megana -- leaving father and daughter alone. Theo sympathised, having suffered a similar loss. Garrus was always a meddler, and became thoroughly embroiled in the rising tensions between Tolkeen and the Coalition States. When it came to war...
They (he and Sir Theo) fought back.
In fact, a large number of Cyber-Knights openly sided with Tolkeen in the war -- so heinous were the crimes of the Coalition States, that the knights felt compelled to forsake their staunch neutrality and pick sides. Not all the knights did, but as far as the perception of the world (and especially the CS) goes, it was the entire Order. No war is ever pretty or glamorous, but this proved especially horrible. Theo witnessed many things he would rather forget, if he could -- including the death of his mentor, Sir Adrienne. Near the end of the war, Garrus also died in combat -- while saving Theo's life. He asked Theo to take Megana (now a young, vibrant, reckless and often fey woman -- also a Shifter like her mother) under his wing, no matter what.
The oath of guardianship between Sir Theo Mercier and Megana ShadowCleft was made official shortly after the Tolkeen War ended. Megana would travel with Theo, and he would keep her from harm -- and from harming others. Given her rebellious and often morally dubious nature, Theo found himself forced into situations that both tested his skills, his patience as well as his devotion to his Vows.
But he owed Garrus.
Now his travels have brought him to a community in what had once been Virginia -- far from the CS -- where he might be able to accomplish some more good... if only he can keep Megana out of trouble as well.
Pyrokinetic Cyber-Knight Veteran
Despite often 'appearing the rogue', Mercier takes his role as a veteran Knight-Errant very seriously, and he feels passionately about... most things, as pyrokinetics often do. As a Knight-Errant, he travels far and wide, seeking to right whatever wrongs he finds.
Invoke: Using his status and experience as a veteran Cyber-Knight to actively intervene in local affairs, rally allies, command troops or militia, even boost morale in order to achieve his goals.
Compel: Mercier is often slowed or distracted by people who challenge him, or who want his attention, help, or endorsement, especially when it is either inconvenient or inappropriate. He finds challenges particularly difficult to resist.
Psi-Conditioned and Blinded
In the aftermath of the Tolkeen War, some of the Cyber-Knights underwent (whether willingly or not is unclear) psychic-conditioning to make them more… ‘knightly’; this conditioning has heavily influenced Ted’s personality (such as having great difficulty lying), his choices and values the last two years — but is beginning to break down. More recently, a blow to the head has damaged one of the implants in his brain, rendering him blind for the time being. Ted is learning to overcome this with his psi-talents and ability to sense heat, but it is slow-going…
Invoke: Whenever the ‘straight talking’ approach actually works for him, whenever he meets someone suffering a similar condition — be it the blindness or mind-control — creating a connection with them, or should knowledge of his conditioning spur him to greater feats of prowess (such as vengeance for what was done to him).
Compel: Whenever telling the blatant truth gets him into trouble (often), or he suffers headaches as the conditioning breaks down, or he meets people who can exploit his conditioning, or should his behaviour become erratic… whenever his blindness makes life particularly difficult (such as tripping over things, accidentally reading minds while using psi-talents to see, or just being unable to read something), or whenever someone tries to exploit this weakness.
Justice For All
The Cyber-Knights do not recognise political boundaries, class distinctions, wealth or social status. If there is a need for justice, they will go anywhere, help anyone.
Invoke: Using his vows of justice and honour to be granted freedom of action, or safe-passage through otherwise dangerous territory, or to lower tensions among those who would be wary of outsiders. The knights have a reputation.
Compel: Mercier may be delayed or distracted by criminals or 'bad' people in genuine need of knightly assistance (such as tyranny from even worse people, or demonic invasion etc). The people he helps one day, may well come back to be a thorn in his side later on. He will still help them, insofar as his vows dictate. Some authorities will not appreciate his meddling.
A Cyber-Knight will always keep his promises, no matter what. There is one specific promise that Mercier has made to an old friend: to watch over and protect that friend’s daughter: Megana ShadowCleft, who is a Shifter (rift mage) with more than a small penchant for getting into trouble. Ted’s devotion to her has broken down some of the mind-blocks placed on him after the Tolkeen War, and he has formed similar strong bonds with others, such as the Mystic, Slaine, and the young Necromancer, Kaji.
Invoke: Using his loyalty and devotion to spur him to greater feats of prowess and valour, for the sake of someone under his protection. He will go to greater lengths for Megana, because of a specific promise. This also applies to others such as Slaine and Kaji.
Compel: Should any of his friends and ersatz family wind up in harm’s way, requiring Mercier’s help — particularly when Megana gets into trouble. There are limits: Mercier’s vows to the Order used to take precedence over everything else, but now his ‘new’ vows (to protect those he personally cares about) clash with the Order. There are consequences to his distancing himself from the Order.
Teddy Mercier has an almost preternatural capacity for detecting danger. His Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm him.
Major Psychic: Kinesis Specialist
You have an especial affinity for manipulating some physical phenomena (fire).
Psychic Mastery: Pyrokinesis
Pyrokinetics can conjure flame from their mind, control combustion, focus or put out flames, create shields with metal melting heat and toss tongues of flame around like toys, or even burst into flame themselves.
You have implanted cyber armor which looks similar to low profile cybernetic armor… but isn’t. Over time it actually becomes a living part of the Cyber Knight.
Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
Discipline: Psychic Offense
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.
Discipline: Psychic Defense
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.
Strength From Determination
Use Will instead of Physique on any overcome rolls representing feats of strength.
The ability of one mind to touch another is a powerful one and nowhere is that more directly expressed than in the telepathic gifts. At its base level this is the ability to touch and influence the conscious minds of others. The most basic expression of this talent is mindspeak, allowing one or more minds to communicate to one another with mere thoughts. From there telepaths learn to influence others thoughts in ways both subtle and direct: planting ‘suggestions’, broadcasting a simple thought that says ‘you don’t see me’ or even outright attempting to take over someone’s body. Reading others thoughts as they become hostile, or even as they form the intent to attack can also give a telepath some major advantages. Perhaps the deepest and most complete form of telepathic link is the ‘mind bond’, a form of communication that lays both sides completely bare to the other. Perhaps understandably, it’s not often attempted.
You may use the Drive skill to ride living beings or artificial ones that have minds of their own.
Stabbings and mental trauma affect Vesper. Something moves in the shadows...
A blind Ted and a Meg turned into an old man struggle to deal with their new situation...
Ted seeks out Varos for some new clothes, and to discuss rumours about the necromancers...
Incidents in Vesper lead the companions to a 'fight club' of sorts... and Meg suffers some interesting consequences...
Something is going on at the Tanneries (again) in Vesper. Something bad. Bring out yer Undead! Ser Mercier makes a big mistake...
Slaine and co. have an unexpected intruder disrupt their informal meeting in the streets of Vesper.
After a rough start, Dalia, Kaji and Ted Mercier confront the mysterious woman they think might be "Bea."
Following up on the information Ted Mercier found out at the bar, Kaji and company head out to Old Richmond in search of the location of a potential necromancer suspect.
A group of intrepid companions encounter a stadium of problems in Old Richmond, and not a soul among them...
Ted takes Meg and Nadia fishing. Nadia learns something about bait. Teddy shows what blushing is really like. Someone gets very wet. And... apparently worms don't taste that bad...
Pony returns and does something... strange to Meg.
Ted and Meg catch up after some individual adventures, and the conversation takes... an 'interesting' turn...
Leo's adventure into some dangerous territory has Aiden, Slaine and Teddy joining him on a borrowed ship (Nix's). Arriving at a beach in ruins of the 'Golden Age' they soon discover they are not alone. There will be fire, steel, and... sand in all the wrong places.
Leo's little band of explorers have some trouble finding the city he mentioned...
Delving further into the hatch they found, Leo, Teddy and Slaine find more evidence of violence
After a scintillating discussion about meat with a talking raptor, Aiden and the others hit the bar, meet up with a couple of the usual suspects and catch up on things.
Ted Mercier and Slaine McClellan catch up at Gran's B&B about some disturbing recent events -- and some even more disturbing events to come...
A dangerous trek in the outlying reaches before getting into Old Richmond brings Slaine, Megana and Ted into contact with a recent acquaintance -- and increases the risk of having trouble find them...
Dealing with the terrorist organisation known as the College of Free Thought has brought motley band of heroes to... a ball! Or at least a formal dinner. Who knows what they shall discover here... assuming they are not discovered themselves!
Two Shifters, a Wolf, a War Veteren, a Cyberknight, a Demon and a small horde of Beastmen walk into a Market...
Ted reveals to Meg the consequences of his being tortured by the king of Dogwood (well, the king's men), and the many benefits of beer...
A starship crashes on the coast just South of Vesper; Ted, Meg and Cat rush to investigate and try to save any survivors...
After their ordeal in a Dogwood prison cell, Ser Mercier catches up with the youth, Kaji, to make sure he is doing alright. Kaji did, after all, catch part of a psychic-burst from the Cyber-Knight -- the horrors of the Tolkeen War...
Leo sends out secret missives drawing three adventurers to him so he can ... entice them on an adventure.
Taken into custody by Dogwood authorities, a group from Vesper are accused of Espionage. Some fear for their lives. Others ... just want them to burn.
A mission from an elder dragon leads a team of companions to an ancient, underground subway station in Dogwood, where they find more trouble than they had bargained for...
Ted and Meg touch base regarding matters with the elder dragon, and Ted's own demon-hunting antics in the swamp...
While Ser Mercier and Megana Shadowcleft are hunting demons in Old Richmond, they come upon a strange D-Bee...who requests passage to Dinosaur Swamp.
Meg wants to show Kaji some dinosaurs, so they go a-lookin', with Ted to look after them. Then they meet something much worse...
Ser Ted Mercier goes to Dogwood to free his sister, Nadia "Shadow" Mercier, from servitude...
Meeting up in Dionysus Fountain, people discuss the happenings with The College and Varos' incident. A misfired Psychic message causes no end of issues for Teddy in an interesting predicament.
Ser Mercier receives a visit from Meg's old 'friend', who has some answers for him regarding his Past...
After suffering more migraines and nose-bleeds, Ted Mercier reclines in his apartment, with the help of his ward, Megana. She... has some revelations about his condition for him. None of it is good.
Catching a drink at the Prancing Porpoise, a tailor is met and an invitation to a function is received.
A blast - physical and psychic - has several people responding and finding a Horune.
Having witnessed more attacks by Horune pirates along the shores of Vanished Point, Ted and Meg follow some tracks in the beach, leading them to something... unexpected.
In the wake of another attack by Horune pirates, Saren's Rest receives another 'guest' from the shore who isn't with the survivors...
Ser Teddy Mercier and Megana Shadowcleft venture deep into Dinosaur Swamp to catch and hopefully tame (with a bit of help from some Techno-Wizardry and magic) a new mount for him, since he lost his cybernetic horse some weeks ago...
Ted and Meg prepare to return to Vesper, to go searching for Ted's sister. Unfortunately, preparations do not quite go smoothly, and there are some 'bare' surprises in the course of events...
Slaine McClellan wants to catch up with Ser Mercier after the ordeal in Vanished Point, and a Justicar wants to catch up with both of them. It would appear... it's not quite over yet.
Ser Mercier and Megana team up with Slaine and Aiden to finally confront the man responsible for the murders in Vesper, and hopefully clear their names...ideally without getting eaten by demons.
In order to track down a killer, and prove their own innocence, Teddy and Megana have to go into Vanished Point - A.K.A. 'Demon City'. This is dangerous to the point of insanity for a number of reasons... and they're doing it without any conventional weapons. They will be missed.
Ser Teddy Mercier and Megana Shadowcleft meet with Senator Trimble to hopefully get some answers regarding this mystery, and maybe someday clear Teddy's name. Things do not go according to plan...
A dead drop of information to Teddy, just as Vesper Justicars appear. Things couldn't look worse for the old Cyber-Knight. (Emits by Aiden and Slaine).
It is a night for things to be revealed. What begins as an 'interruption' by a demon on the prowl ends very unexpectedly for both Sir Mercier and his ward...
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?
After trying to meet with the terrorists known as 'The College of Free Thought' for some answers in a homicide, Sir Teddy Mercier and Megana Shadowcleft leave Old Richmond to make camp and think -- and argue.
Teddy and Megana head out to North Richmond seeking the College of Free Thought and answers about the death of Senator Trimbles aide. (Emits by Aiden and Slaine)
Teddy and Megana ride into Glowtown seeking information about the death of a Senators aide
What starts out as a simple 'meet & greet' in Dogwood, turns into the beginnings of a rivalry between a Cyber-Night, his ward and a bounty hunter - who end up pursuing the same thief for different reasons... in a city where magicks and psi talents are highly frowned upon...
After the fiasco in the arena, Cyber-Knight Teddy Mercier takes his ward, Megana Shadowcleft into the swamp for some training... which also goes awry...
An arena fight in Vesper goes ... interestingly. This might be why you shouldn't have a Shifter fighting.
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...