Cyber-Knight Paladin Concept (Ready)

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Jude Maverick
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Cyber-Knight Paladin Concept (Ready)

Post by Jude Maverick »

Hero's Journey
Experience and Wisdom
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]

Credits
[dice]5[/dice]x 100
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Cyber-Knight Paladin Character Sheet

Post by Jude Maverick »

Player Name: Matthew
Google Handle: kahlessnestor@gmail.com

Character Name:

Rank: Novice Experience: 5 Advances Left:
Race: Human
Iconic Framework: Cyber-Knight
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Charisma: 2; Pace: 8 (d10 run); Parry: 8/11 Shield; Toughness: Melee: 16 (8 MDC)/Ranged: 20 (12 MDC), +2 Champion; Strain: 0
Skills:
  • Fighting d8
    • +2 Champion
  • Healing d6
  • Intimidation d6+2
  • Notice d6
  • Persuasion d6+2
  • Psionics d6
  • Shooting d6
    • +2 Champion
  • Stealth d6
  • Streetwise d6+2
  • Survival d4
  • Taunt d4

Hindrances
  • Heroic (Major): Always helps those in need.
  • Loyal (Minor): Never wants to disappoint or abandon a friend.
  • Cautious (Minor): Overly careful.

Edges
  • Elan: +2 on all Benny Trait rolls
  • Strong Willed: +2 Intimidation and Taunt; +2 vs Test of Wills
  • Danger Sense: Notice at -2 to avoid surprise/ambush
  • Quick: Get another card if initiative is 5 or less
  • Common Bond: May give Bennies to companions
  • Champion: +2 damage/Toughness vs. supernatural evil
  • Combat Edge: Block +1 Parry
  • Combat Edge: Improved Block +2 Parry
  • Minor Psionic: 10 ISP, 3 powers, Psionics d6
  • Arcane Background (Psionics)
  • Improved Cyber-Armor: +4 Toughness
  • Master Cyber-Armor: +2 MDC Armor
  • Psi-Shield: +3 Parry, +4 ranged armor, counts as second psi-sword

Powers 10 ISP
  • Cyber-Armor: +4 Toughness (free action)
  • Cyberkinetic Combat: Any purely technology-based attacks suffer a −2 to hit. This ability stacks with the deflection power.
  • Psi-Sword: Str + Spirit x 2 damage, AP 6. 2 blades AP 2. 2 ISP for Mega-Damage
  • Boost Trait (CK only, free action)
    • Cost: 2
    • Duration: 3 (1/r)
    • Trappings:
    • Success: Raise Trait die by one; Raise, by two
  • Deflection (CK only, free action)
    • Cost: 2
    • Duration: 3 (1/r)
    • Trappings:
    • Success: -2 on all incoming attacks; Raise: -4. Counts as armor against AOE weapons
  • Healing (CK only, free action)
    • Cost: 3
    • Success: Remove 1 Wound; Raise: 2 Wounds. Golden Hour
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Cyber-Knight Paladin Gear

Post by Jude Maverick »

Gear

Cyber-Knight Medium Armor (TW)(can trade for heavy?)
  • Armor: +6
  • Toughness: +1
  • Succor
    • Cost: 1
    • Range: Touch
    • Trappings:
    • Success: Remove one Fatigue level; Raise: 2 Fatigue levels. Also removes Shaken or restore consciousness.
Wilk’s 320 Laser Pistol
  • Damage: 2d6, AP 2, Semi-Auto
  • Range: 18/36/72
  • Shots: 20
    • 2 reloads: 20 shots
  • Weight: 2
NG-L5 Laser Rifle
  • Damage:3d6+2, AP 2, Semi-Auto
  • Range: 25/50/100
  • 20 shots
    • 2 reloads: 20 shots
  • Weight: 14
  • Min Str d6
NG-S2 Survival Pack
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
1 Silver Cross
6 Wooden stakes

Credits: 800

Contacts
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Posts: 668
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Cyber-Knight Paladin Background

Post by Jude Maverick »

NONE YET
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
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Cyber-Knight Paladin Advances

Post by Jude Maverick »

Advances

Iconic Framework
  • Cyber-Armor
  • Cyber-kinetic Combat
  • First into Battle: +2 Pace, d10 run die. Stacks with Fleet-Footed Edge
  • Inner Light: Champion Edge
  • Intense Combat Training: Fighting d8, 2 Combat Edges (ignore rank)
  • Minor Psionic
  • Psi-Sword
  • Revered Protectors
  • Code of Honor
  • No Cybernetics

Hero’s Journey
  • Experience & Wisdom
    • Elan Edge
    • Strong Willed Edge
    • Danger Sense Edge
    • Quick Edge
    • Common Bond Edge

Advances
  • Initial Advances: (From Hindrances): Improved Cyber-Armor, Master Cyber-Armor
  • Free Edge (Human): Psi-Shield
  • Novice 1 Advance: Vigor d8
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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