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 Saul Goodwright (Sea-Inquisitor "Cyberknight but vs arcane") 
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Joined: Fri Sep 22, 2017 7:49 pm
Posts: 21
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Experience and wisdom: 1d20 = 7 (7)
  • Danger Sence Edge(2 for 1)
Training: 1d20 = 15 (15)
  • Combat Edge of Choice
Training: 1d20 = 1 (1)
  • 5 pts into combat edges
Psionics: 1d20 = 2 (2)
  • Rapid Recharge
Psionics: 1d20 = 3 (3)
  • Improved Rapid Recharge (2 for 1)

2 for 1 option Training 7, professional edge: Major Psionics


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_________________
Saul Combat data
pace 8 (run d10), Parry 8, Toughness 16(6)
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
Powers and ISP: 30/28
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 3/3
Sun Sep 17, 2017 7:25 am
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Joined: Fri Sep 22, 2017 7:49 pm
Posts: 21
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Character Sheet

Player Name:Jon Neeper
Google Handle: jonneeper@gmail.com
Saul Goodwright
Rank: seasond Experience: 27 Advances Left:
Race: Human
Iconic Framework: Sea Inquisitor ( Cyberknight Re-imagined)
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d6, Vigor d6(Raised with an advance)
Charisma: 2; Pace: 8 run d10; Parry: 8; Toughness: 12(6) or 16(6); Strain: 0
Skills: 15pts+5 combat skill pts
  • Fighting d12(4pt, Free)
  • Psionics d10(4 pts, Free)
  • Persuasion d10 (4pts)
  • Notice d6 (2pts)
  • Boating d6(2pts
  • Survival: d4 (1pts)
  • Kn: Arcana d4 (1pts)
  • Swimming d4 (1 pt)
  • Shooting d4 (1pt)

Hindrances
  • Hindrance (Major): Monologeur ( Waking dreams from the deep)
  • Hindrance (Minor): Anemic ( He has not had a good night's sleep since he was a child, this has put his immune system at an all time low)
  • Hindrance (Minor): Big Mouth: As easy as it is for him to make friends or sway folks to another opinion, he is just as likely to give away prized secrets or stick his foot into his mouth.

Edges
  • Dodge ( HJ):
  • Rapid Recharge (HJ):
  • Improved Dodge ( Cyber knight)
  • Elan (Cyberknight)
  • AB Psionics (CK): Deflection ( The Parting Ocean), Darksight ( Supernatural sense), smite (Supernatural Bane)
  • Major Psionics( 2 for 1 )
  • Arcane Awareness (Cyberkinetic Awareness, awaiting approval and feedback): As an action the sea inquisitor can stretch his senses out to understand all magic and psionics he is engaged with. The -2 attacks against him with magic and psionics expands to -2 to all trait rolls against him. This is includes notice and opposed rolls. ( Hindrance)
  • Improved Arcane Awareness (improved Cyberkinetic Awareness,awaiting approval and feedback): All rolls against the cyber-knight where magic and psionics are involved suffer a -4 penalty. ( Hindrance)
  • Arcane Denial ( Cyberkinetic Denial, awaiting approval and feedback): The Sea inquisitor can dispel magical and psionic effects. As an action he can target a power, item or creature with in his spirit range and make a psionics roll to dispel for 3 rounds, or a full minute with a raise. Simple magical effects like little enchantments, or novice/seasoned spells are rolled with no penalty. To affect more complex magical and psionic effects, such as veteran/heroic spells, magical items like your basic magical swords and rope are rolled at a -2. While dispelling the most complex magical and psionic effects such as powerful magical items, legendary powers, magical suits of power armor or vehicles are dispelled at a -4. To affect a creature or person made of magic or psionics ( generally supernatural in origin) requires an opposed roll at -4 against the targets smarts. The target loses its magical or psionic functions and abilities for the duration, this binds the creature oftentimes incapacitating them. Note: The blending of technology and magic to create TW items puts them beyond what the Sea Inquisitor can shut down. (Human free edge)

Background: A sea Inquisitor, hunter of evil supernatural creatures. Saul Goodwright has stared into the darkness that lies deep in the ocean and survived better suited for the world of Rifts Earth. Even before his transformation, he never would pass up an opportunity to help a less fortunate soul, and now he has the power to truly help those that need it most. Saul has been plagued by horrific dreams since his childhood, tempting him, calling him to the deep seducing him with greatpower. He has resisted thus far, finding great strength and preternatural combat ability with in his iron clad will. 1d20 = 11 (11) He was in the Atlantic, working on a sail vessel of old... Whether he was too tired from horrific dreams calling out to him, or his buddy Atticus the Ethereal Walker may have pushed him over board, the outcome was the same he fell long into the depths of the sea, unable to breathe he passed out. The battle for his soul had commenced. When he awoke he was in a wooded area far from where he started, the soft glow of a rift closing behind him. Also behind him a thornhead demon the Lord of the Deep's champion ready to end Saul life. But with instinct and power unknown he was able to smite the demon with ability so great or subtle none know if it is supernatural. He was transformed from the deck-hand to a sea-inquisitor! After wandering long he came across a group of fellow travelers, really more like refugees from Tolkeen. They were listening on an ancient radio to one known as Becon, who was guiding them to a place called Castle Refugee. Saul took up with these folks and soon enough the ran into trouble, but nothing Saul and one other man in the group could not handle. Turns out the other man in the group was a cyber knight. He kept going on and on about being some kind of oath breaker, but from what Saul could tell the cyberknight was handy to have in a pinch, or tight spot.

Iconic Framework
  • Shield of Inner Spirit (Cyber Armor): As a free action, sea Inquisitors can summon a protective aura granting +2 toughness
  • Arcane Dispersal (Cyberkinetic combat, awaiting approval and feedback): Any attack that is purely magical or psionic in nature suffers a -2 to hit a sea inquisitor. This ability stacks with deflection.
  • Swift as the Sea(First into battle): Sea Inquisitors begin with +2 pace and a d10 running die
  • Destroy the supernatural (inner light): Champion edge
  • Enemy of the Deep: d8 in fighting, 2 combat edges of choice ignoring rank, but meeting other requirements
  • Minor Psychic: AB Psionics 3 powers and a d6 in psionics. Powers are limited to the CK selection along with those that are free but self only.
  • SuperNatural Destruction( Psi-sword): As a free action the sea inquisitor can summon forth a blade of spirit and will. It may have any appearance but it does not change its effects. It is an awesome ability usually reserved for the truly evil. Str+(spirit x2) ap 6. It can be split into two blades and 2 ISP made mega damage per the rules in the CK..
  • Beacon against the darkness ( Revered Protector): All sea-inquisitors are known to be good and just folk. +2 to cha when dealing with people who see them in that light.
  • Complications:
    • Code of Honor- Per Cyberknight with minor, major, and Mortal transgressions
    • Cybernetics: not an option


Hero’s Journey

    Experience and wisdom: 1d20 (7)
    • Danger Sense Edge(2 for 1)
  • Training: 1d20 (15)
    • Combat Edge of Choice: Dodge
  • Training: 1d20 (1)
    • 5 pts into combat edges
  • Psionics: 1d20 (2)
    • Rapid Recharge
  • Psionics: 1d20 (3)
    • Improved Rapid Recharge (2 for 1)
  • 2 for 1 option Training 7, professional edge: Major Psionics

_________________
Saul Combat data
pace 8 (run d10), Parry 8, Toughness 16(6)
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
Powers and ISP: 30/28
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 3/3


Sun Sep 17, 2017 5:14 pm
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Joined: Fri Sep 22, 2017 7:49 pm
Posts: 21
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Powers:
    WaterShed, Deflection: 2 ISP, Range: Touch, Duration 3 (1/round)
    • Trappings: The air around the user pushes anything and everything away from him to the point water itself aims to part ways. Watershed: A success on a beneficial power (like armor) results in water not counting as difficult terrain as it is literally parted aside. Note: This only counts vs difficult terrain, it does not let the user swim for free and what not.
    Dark Sense, Darksight: 2 ISP, Range: Touch, Duration 1 hour (1/hour)
    • Trappings: A piercing gaze that sees into the immortal soul. This gaze cuts through darkness and is ever watchful for the supernatural. So daunting this sight is that If the creature is right in front of him he can cast deep into the creature's soul feeling what if any darkness lurks in its heart. Supernatural Evil Awareness: You are better able to detect the supernatural and if they are close enough get a sense of what kind of evil lurks in their hearts. +1 ppt for the duration of the beneficial power on a success he gets +1 to notice the supernatural and on a raise of the power, as long as the supernatural is adjacent he can get a sense of what kind of evil lurks within its heart.
    Supernatural Might, Smite: 2 ISP, Range: Touch, Duration 3 (1/round)
    • Trappings: Weapons glow with energy that makes even the most staunch supernatural evil enemy give pause. Supernatural Focus-Strength: With effort you can tap into the flow of leylines and magical energies emboldening your strength against the truest foes of your heart. But this level of focus requires such concentration that moving becomes a normal action. For the duration of a beneficial power your strength increases by one die type!
    Eclectic Zeal, Boost Trait: 3 ISP, Range: Touch, Duration 3 (1/round)
      Trappings: A jolt excites the recipient of this beneficial power into moving faster, and quiet possibility performing amazing feats of agility! +1 ppt +2 pace, and on a raise agility increases 1 die type.



Powers Gone Mega
    Furies' Storm, Greater Deflection: 4 ISP, Range: Touch, Duration 3 (1/round)
    • Trapping: The sea itself rages around Saul battering attacks and foes aside. Tempest The winds of the sea and great gales of the ocean form a tidal force that pushes and pull at nearby foes. Beneficial powers provide a +2 to push maneuvers but fire or heat damaging attacks count as a dispel against them.
    Sight the Supernatural, Exalted Darksight: 2 ISP, Range: Touch, Duration 1 hour (1/hour)
    • Trappings: His eyes vanish as his sight is now unencumbered by visual limitations. He literally feels what is around him, especially attuned to supernatural threats. Feel the Supernatural: Through the smell, second sight, or maybe just blind luck when it comes to the supernatural this character is a capable defender. Positive effects ignore 1 level of gang up bonus from supernatural attackers.
    Destroy the Supernatural, Greater Smite: 5 ISP, Range: Touch, Duration 3 (1/round)
    • Trappings: Saul can place pretty much any type of energy on a weapon should it please him. Irregardless of the energy type his fervent will to destroy the supernatural flows through the weapon so enchanted. Destroy the supernatural evil: For some folks it is their lot in life to destroy the supernatural evil that walks in the night and by fate, training, or unfathomable reasons they have been given a powerful tool to do just that. For beneficial powers, adding +1 to the power cost will increase the extra damage die acquired from a raise on a hit to a d8, and a raise on this power increases that extra damage die to a d10! Note this power only works on the supernatural evil.
    Spiritual Body, Greater Boost Trait: 5 ISP, Range: Touch, Duration 3 (1/round)
    • Trappings: The sea-Inquisitor channels the calm murky depths of the ocean allowing a stillness to overcome his soul strengthening his body for the work ahead. Such focus leaves the body drained of strength after the power wears off. Spiritual Body: Beneficial powers strengthen the soul and reinforce the body, but it leaves the body weaker than when it started: They cost +1 ppt to cast, but on a success add +1 to spirit rolls, and on a raise increase vigor by 1 die type. When this power ends the user suffers a level of fatigue that can only be restored with an hour of rest (succor cannot restore).

_________________
Saul Combat data
pace 8 (run d10), Parry 8, Toughness 16(6)
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
Powers and ISP: 30/28
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 3/3


Tue Sep 19, 2017 6:36 pm
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Joined: Fri Sep 22, 2017 7:49 pm
Posts: 21
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Advances
Initial Advances: (From Hindrances):Arcane Awareness, Improved Arcane Awareness
Free Edge (Human): Arcane Denial
Cybernetic Modifications: None
Novice 1 Advance: Vigor
Novice 2 Advance: more ppts
Novice 3 Advance: New Power: Boost Trait
Seasoned 1 Advance: Master Psionics
Seasoned 2 Advance: Improved Cyber Armor
Seasoned 3 Advance: (more ppts)
Seasoned 4 Advance:(Vigor increase)
Veteran 1 Advance:(battle hardened)
Veteran 2 Advance:(Improved Psi-Sword)
Veteran 3 Advance:(Vigor Increase)
Veteran 4 Advance:(More Ppts)
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:

_________________
Saul Combat data
pace 8 (run d10), Parry 8, Toughness 16(6)
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
Powers and ISP: 30/28
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 3/3


Tue Sep 19, 2017 7:32 pm
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Joined: Fri Sep 22, 2017 7:49 pm
Posts: 21
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GEAR!!!!!!!
    Cyberknight Medium Armor
    Wilks 320 laser pistol
    NG-L5 Laser pistol
    NG-S2 Survival pack
    One silver cross
    6-wooden stakes
    2d6 = 9 (5, 4)x100 creds=900

_________________
Saul Combat data
pace 8 (run d10), Parry 8, Toughness 16(6)
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
Powers and ISP: 30/28
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 3/3


Thu Sep 21, 2017 4:02 pm
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Joined: Fri Sep 22, 2017 7:49 pm
Posts: 21
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25 advance: improved shield of inner spirit " improved cyber armor" +2 toughness.

_________________
Saul Combat data
pace 8 (run d10), Parry 8, Toughness 16(6)
Combat edges:
    Doge & improved dodge: -2 to be hit from range
    Elan: +2 to trait rolls when spending a benny
    Arcane Awareness: -4 to be hit by magic with an action expand the -4 to trait rolls and notice rolls against.
Powers and ISP: 30/28
    IMPROVED SOUL Aura:+4 toughness, factored in

Saul Bennies
Bennies: 3/3


Mon Oct 09, 2017 8:57 pm
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