Source Material: Stormlight Archive
HJ
Experience & Wisdom [dice]0[/dice]: Elan
Training [dice]1[/dice]: Martial Artist & Brawler
Training [dice]2[/dice]: +5 Skill points to Fighting, Shooting, or, Throwing
Experience & Wisdom [dice]3[/dice]: Quick
Education [dice]4[/dice]: +5 Skill points to Healing, Investigation, or Knowledge skills
Savage Windrunner (Cyberknight)
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Savage Windrunner (Cyberknight)
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Windrunner (Cyberknight)
Character Sheet
Rothar Voidcursed
Rank: Novice Experience: 5 Advances Left: 0
Race: Human
Iconic Framework: Windrunner (Cyberknight)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 8; Parry: 8; Toughness: 5; Strain: 0
Skills:
Hindrances & Complications
"I will protect those who cannot protect themselves."
"I will protect even those I hate so long as it is right."
A Windrunner must adhere to the three ideals of the Radiants, or he loses some or all of his powers, depending on the degree of transgression. Transgressions also cause him to lose his bond with his Honorspren . Regardless, the Game Master must determine the extent of Windrunner’s transgressions and assess a penalty accordingly.
Edges & Abilities
Rothar Voidcursed
Rank: Novice Experience: 5 Advances Left: 0
Race: Human
Iconic Framework: Windrunner (Cyberknight)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 8; Parry: 8; Toughness: 5; Strain: 0
Skills:
- Fighting d12
- Shooting d4
- Throwing d4 (1)
- Surgebinding d10 (4)
- Knowledge (Battle) d6
- Knowledge (Arcana) d4
- Investigation d6
- Notice d6 (2)
- Survival d6 (2)
- Riding d6 (2)
- Tracking d6 (2)
- Swimming d6 (2)
Hindrances & Complications
- Clueless: Not from Rifts Earth, -2 to Common Knowledge rolls
- Loyal: Always stands by his friends and keeps his commitments
- Poverty: Has no sense of the value of credits and gives them away.
- The Three Ideals:
"I will protect those who cannot protect themselves."
"I will protect even those I hate so long as it is right."
A Windrunner must adhere to the three ideals of the Radiants, or he loses some or all of his powers, depending on the degree of transgression. Transgressions also cause him to lose his bond with his Honorspren . Regardless, the Game Master must determine the extent of Windrunner’s transgressions and assess a penalty accordingly.
- Minor Transgression: −1 to all Miracles rolls until he performs a noble or heroic deed to atone.
- Major Transgression: −2 to all Miracles rolls, and all abilities under Swirling Winds and Radiance cease to function until he undertakes some kind of personal (or perhaps spiritually guided) quest to atone. His Shardblade is also reduced to doing only his Str+Spirit in damage, and all AP values are reduced by 2.
- Mortal Transgression: The Windrunner commits an action completely opposed to the code. All Windrunner abilities are lost and his Honorspern has left him. The character may regain his abilities by fulfilling a significant quest (determined by the Game Master). Should the character commit another Mortal Transgression before regaining his Windrunner status all abilities are permanently lost and his Honorpsren is dead.
- Requires Stormlight: The Windrunner must be infused with P.P.E. for his abilities to work. If his PPE base drops to zero all abilities are lost!
- Cybernetics: Cybernetics are not an option for Windrunners, as such devices interfere with their bonded Spren.
Edges & Abilities
- Quick: Redraw action cards of 5 or less
- Martial Artist: Never unarmed. Str + 1d4 unarmed damage.
- Brawler: +2 Unarmed damage
- Elan: +2 to Trait rolls when spending a benny
- Command: Troops are +1 to recover from Shaken
- Windspren: As a free action, Windrunners can summon a wispy shell of Windspren that buffet him against blows and attacks granting +2 Toughness.
- Run Like the Wind: Windrunners begin with +2 Pace and a d10 running die.
- Swirling Winds: Any ranged attacks suffer a −2 to hit a Windrunner. This ability stacks with the deflection power.
- Radiance (Champion Edge):
- Sweep: Attack all adjacent foes at Fighting -2
- Combat Reflexes: +2 Soak.
- Shardblade: As a free action, Windrunners can summon forth a Shardblade. The blade does Strength + Spirit × 2 damage with AP 6 (and no Strength minimum). For 2 PPE, the Windrunner can make the blade inflict Mega Damage for as long as the blade is manifested.
- Arcane Background (Surgebinding): Miracles, 3 powers, 10 PPE
- Revered Protectors: All Windrunners enjoy +2 Charisma when dealing with those who experience them as guardians of life and freedom.
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Windrunner (Cyberknight)
Powers
Arcane Background:Surgebinding (Miracles)
PPE/ISP: 15 - Recovery: 1/hour
Surge [Boost Trait] (PPE) [Novice]
Arcane Background:Surgebinding (Miracles)
PPE/ISP: 15 - Recovery: 1/hour
Surge [Boost Trait] (PPE) [Novice]
- Range: Range
- Duration: Duration
- Trapping: Glowing skin with a PPE “mist” rising from him. On a raise this glow creates light in a small burst template.
- Effect:
- Range: Range
- Duration: Duration
- Trapping: Can change the directionality of attacks to be repelled instead of drawn to the target. Ranged attacks bend around and away from him and gains +1 pace (+1 Agility die type on a raise)
- Effect:
- Range: Range
- Duration: Duration
- Trapping: A surge of energy through the body knits wounds and heal injuries. Subjects also gain an immediate +2 to recover from shaken.
- Effect:
Power List
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Windrunner (Cyberknight)
Background
As the battle with the Voidbringers raged on, Highprince Dalinar called for all armies to withdraw from the Voidbringers and fallback to the Oathgate plateau. Wind and rain lashed as a Highstorm and an Everstorm came on a collision course. Just as the collision happened Lord Dalinar’s forces were whisked away from the Shattered Plains...except for those left behind to endure the storms.
Rothar, a minor lighteyed officer, laid on the plateau staring skyward. He had been shocked by Voidlighting. It had missed him but conducted through puddles of water. He should be dead. Looking into the sky as lighting crashed and torrential rains poured he knew he soon would be. Massive bolts of Stormlight streaked down from the sky and massive voids ripped open across the plateau - one of them consumed Rothar and he screamed.
Suddenly all went quiet. The Shattered Plains replaced by a strange green forest with soft ground. A streak of Stormlight spanned above him, bathing the area in blue light. Only a single moon hung in the sky.
In the silence a single Windspren appeared.
Hello Rothar.
As the battle with the Voidbringers raged on, Highprince Dalinar called for all armies to withdraw from the Voidbringers and fallback to the Oathgate plateau. Wind and rain lashed as a Highstorm and an Everstorm came on a collision course. Just as the collision happened Lord Dalinar’s forces were whisked away from the Shattered Plains...except for those left behind to endure the storms.
Rothar, a minor lighteyed officer, laid on the plateau staring skyward. He had been shocked by Voidlighting. It had missed him but conducted through puddles of water. He should be dead. Looking into the sky as lighting crashed and torrential rains poured he knew he soon would be. Massive bolts of Stormlight streaked down from the sky and massive voids ripped open across the plateau - one of them consumed Rothar and he screamed.
Suddenly all went quiet. The Shattered Plains replaced by a strange green forest with soft ground. A streak of Stormlight spanned above him, bathing the area in blue light. Only a single moon hung in the sky.
In the silence a single Windspren appeared.
Hello Rothar.
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Windrunner (Cyberknight)
Gear
Windrunner Medium Armor (TW)
Wilk’s 320 Laser Pistol
NG-L5 Laser Rifle
2d6 × 100 credits
Windrunner Medium Armor (TW)
- Armor +6 and +1 embedded Toughness.
- Strength Minimum: N/A
- Full Environmental Protection while powered.
- Weight: 3 lb / 14 lb without power
- Note: Includes succor power which can be used on self or others.
Wilk’s 320 Laser Pistol
- Range: 18/36/72
- Damage: 2d6, AP 2
- RoF: 1
- Shots: 20
- Weight: 2 lbs
- Notes: Semi-Auto
NG-L5 Laser Rifle
- Range: 25/50/100
- Damage: 3d6, AP 1
- RoF: 1
- Shots: 20
- Weight: 14 lbs
- Notes: Min Str d6, Semi Auto
NG-S2 Survival Pack
Silver Glyphward Around Neck2d6 × 100 credits
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Windrunner (Cyberknight)
Advances
Hero’s Journey
Advances
Hero’s Journey
- Experience & Wisdom 2: Elan
- Training 5: Martial Artist & Brawler
- Training 2: +5 Skill points to Fighting, Shooting, or, Throwing
- Experience & Wisdom 9: Quick
- Education 17: +5 Skill points to Healing, Investigation, or Knowledge skills
Advances
- Initial Advances: (From Hindrances): +1 Smarts, +1 Spirit
- Free Edge (Human): Command
- Novice 1 Advance: Power Points
- 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:
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Savage Windrunner (Cyberknight)
Signature