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Sephia - Altaran Cyber-Knight (planned for Crio-Freeze)

Posted: Wed Aug 09, 2017 8:13 am
by Sephia
Hero's Journey Rolls for Cyber-Knight:

Experience & Wisdom [dice]0[/dice]
Psionics [dice]1[/dice]
Training [dice]2[/dice]
Body Armor [dice]3[/dice]
Ranged Weapons [dice]4[/dice]

Narrative Hook: The Siege of Tolkeen

Credits:
[dice]6[/dice]
[dice]5[/dice]

Character Sheet

Posted: Wed Aug 09, 2017 12:50 pm
by Sephia
Player Name: Rob
Google Handle: eternally.lost.zeppo

Sephia Moonblade
Rank: Novice Experience: 15 Advances Left: 1
Race: Altara
Iconic Framework: Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: 0; Pace: 8; Parry: 6; Toughness: 15* (6); Strain: 0
*+3 Toughness from active Cyber-Armor and Medium Cyber-Knight Armor.

Skills:
  • Fighting d8
  • Healing d6
  • Intimidation d6
  • Notice d6
  • Persuasion d6
  • Psionics d6
  • Shooting d8
  • Streetwise d6
  • Swimming d6
  • Throwing d6
Racial Info
  • Alertness (Racial Bonus): Altara Warrior Women add +2 to their notice rolls to sense the world around them, as all of their other senses are exceptional.
  • Attractive (Racial Bonus): The forced evolution process administered to the Warrior Women includes genetically engineering them for beauty. They gain a +2 bonus to Charisma.
  • Bad Reputation: Altara Warrior Women are infamous as servants of Splugorth slavers worldwide. The average person hates and fears them; they suffer a -4 Charisma penality with most people who discover who and what they are.
  • Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending 1,200 feet (200”) which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.
  • Genetic Engineering (Racial Bonus): Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength and Vigor of d6. This increases their natural maximums in these attributes to d12+1.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a -2 to all Smarts rolls.
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
  • Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
Hindrances
  • Code of Honor: As a Cyber-Knight, Sephia must adhere to the codes and philosophies of the Order, or she loses some or all of her powers, depending on the degree of transgression. See TLPG 20 for more details.
  • Curious (Major): After living the sheltered existence of a Warrior Woman, Sephia is less content to turn a blind eye.
  • Cybernetics: Cybernetics are not an option for Cyber-Knights, as such devices interfere with their nanotechnology.
  • Enemy (Minor) - Lt Harper Carlisle: Carlisle was the officer in charge of the unit that Elphyra and Sephia fought against during their last battle together. Elphyra was killed, but Sephia escaped with the Tolkeen civilians they were protecting. Considering the trouble both of them caused the CS, Carlisle would like to finish the job.
  • Vow - Redemption (Minor): Sephia still carries the guilt of her deeds as a Warrior Woman, and seeks to atone in whatever way she can.
Edges
  • Ambidextrous: Ignore -2 penalty for using off-hand.
  • Arcane Background (Psionics): As per Iconic Framework.
  • Champion: Add +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil sources.
  • Martial Artist: Sephia is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (SWD 87). With a successful unarmed attack, she adds +d4 to her Strength roll (as if she were using a small weapon).
  • Mighty Blow: When dealt a joker, double total damage when making a successful Fighting attack this round.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Two-Fisted: When attacking with a weapon in each hand, roll each attack seperately, but ignore the multi-action penalty.
Powers

Neuro-Psychic Augmentation (Boost Trait*)
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 2
Trappings: An aura of light surrounds the Cyber-Knight as they channel their inner strength to augment their physical capabilities.
  • Light (Glow): On a raise, for the duration of the effect, the Cyber-Knight is surrounded by an SBT of normal illumination. It draws attention to them, but also means you have no illumination penalty in close-quarters combat.
Details
  • Increase any trait by one die type on a standard success, increase by two with a raise.
Bullet Time Reflexes (Deflection*)
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 3
Trappings: The Cyber-Knight enters a state of heightened awareness and reflexes allowing them to dodge attacks almost faster than the eye can see, creating a motion blur effect to external observers.
  • High Speed Blur: +2 Pace on success, and on a Raise she gets +1 Die-Type to Agility.
Details
  • Attackers subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. On a raise, the penalty increases to -4.
  • Also acts as Armor against area effect weapons.
Bio-Regenerative Emitter Gauntlet (Healing, built into armor)
Rank: Novice
Range: Touch Duration: Instant ISP: 3
Trappings: The gauntlets of the armor have emitters built into their palms which release a charge of regenerative energy to accelerate healing of wounds.
  • Reassuring Presence: The spirit of the Cyber-knight calms the target, reducing their shock. On a Raise, if the target is currently Shaken, they may make an immediate (and free) roll to unshake.
Details
  • Must be used within the "Golden Hour".
  • For Wild Cards: Removes a wound with a success, two with a raise. Roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering herself).
  • For Extras: If ally is dead, no healing may be attempted. If not, a successful Psionics roll returns the ally to the game Shaken.
  • Can also cure poison and disease if used within 10 minutes of the event.
Psychic Energy Infusion (Smite*)
Rank: Novice
Range: Self Duration: 3 (1/round) ISP: 2
Trappings: The Cyber-Knight infuses a weapon with psychic energy, which manifests by causing the affected weapon to crackle with blue-white energy.
  • Fire/Heat (Fatigue): Forces the victim to make a Vigor roll or suffer Fatigue.
Details
  • Cast on a melee weapon or a full ‘load’ of ammunition. While the spell is in effect, the Weapon’s damage is increase by +2 or +4 with a raise.
* Only affects Cyber-Knight, but can be activated as free action.

Background

Posted: Wed Aug 09, 2017 12:52 pm
by Sephia
Like many of her kind, Sephia was conditioned for one purpose: to serve and protect the Splugorth and their elite minions. However, during her first tour with the slave barges, she began to question that purpose, and became plagued by guilt over the deeds she committed in the Splugorth’s name. During one of her later tours, she and her barge crossed paths with a Cyber-Knight called Elphyra. Elphyra sensed Sephia’s inner conflict and convinced her that the Splugorth could be stopped. In that moment, Sephia turned on ker kin and helped Elphyra free the slaves they had harvested. After the battle, Sephia despaired as she walked among the bodies of her fallen sisters, knowing that she now had nowhere to go. Elphyra understood, and invited her to travel alongside her.

Sephia accepted the offer and, over the course of their travels together, a mutual admiration and respect grew between them. Elphyra later offered Sephia the chance to serve as her squire, and train to become a Cyber-Knight herself. Honored and humbled, Sephia wasn’t sure she was truly worthy, but could not insult Elphyra by declining the offer. Sephia trained under Elphyra for several years, eventually earning her own knighthood.

A few years later, the Coalition-Tolkeen War began. Sephia once again found herself torn between her loyalty to the Cyber-Knights, and her sense of justice. She could not stand to ignore the conflict when the Coalition threatened innocent lives. Neither could Elphyra. When her mentor rode out to Tolkeen's aid, Sephia left with her. They fought as hard as they were able, but the Coalition could not be stopped, and Elphyra was mortally wounded. She made one final request of Sephia: 'Save as many as you can.'

While Elphyra spent her last moments fending off the Coalition forces, Sephia led the refugees they had been protecting to safety, eventually joining other refugee groups in their journey to Castle Refuge. Upon arriving, she and others from the refugee caravan joined the Tomorrow Legion to continue the good fight.

Gear

Posted: Wed Aug 09, 2017 12:53 pm
by Sephia
Cyber-Knight Medium Armor
  • +6 Armor, +1 Toughness
  • +2 Stealth in woodland
  • healing

Wilk’s 320 Laser Pistol
Image
  • Weight: 2
  • Range: 18/36/72
  • Damage: 2d6
  • RoF: 1
  • Shots: 20
  • AP: 2
  • Notes: Semi-Auto.

TX-22 Precision Laser Pistol
Image
  • Weight: 3
  • Range: 18/36/72
  • Damage: 2d6
  • RoF: 1
  • Shots: 50
  • AP: 2
  • Notes: Semi-Auto, +2 to Shooting rolls (includes +1 from HJ roll).

NG-S2 Survival Pack
One silver cross
6 x wooden stakes

Credits: 500

Advances

Posted: Wed Aug 09, 2017 12:54 pm
by Sephia
Iconic Framework
  • Hero’s Journey Rolls (5): Cyber-Knights gain three rolls on any of the following tables: Education, Experience & Wisdom, Psionics, and Training. Cyber-Knights gain two rolls on any table except Cybernetics and Magic & Mysticism.
  • Cyber-Armor: As a free action, Sephia can summon an organic metal shell, granting +2 Toughness.
  • Cyber-Kinetic Combat: Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, suffer a -2 to hit her. Stacks with the deflection power.
  • First Into Battle: Begin with +2 Pace and a d10 running die.
  • Inner Light: Start with the Champion Edge.
  • Intense Combat Training: Start with Fighting d8 and two Combat Edges (Martial Artist and Two-Fisted).
  • Minor Psionic: Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to powers as listed on TLPG 19-20.
  • Psi-Sword: As a free action, Cyber-Knights can summon forth a blade of spirit and will, which does Strength + Spirit × 2 damage with AP 6 (and no Strength minimum). Alternately, the Cyber-Knight may split his Psi-Sword into two blades, one for each hand, doing the same damage, but each blade only gaining AP 2. For 2 ISP, the Cyber-Knight can make the blade inflict Mega Damage for as long as the blade is manifested.
  • Revered Protectors: All Cyber-Knights enjoy +2 Charisma when dealing with those who know and love them as guardians of life and freedom.

Hero’s Journey
  • Experience & Wisdom
    • 9
    • A split second often means the difference between alive and a smear on the landscape. Your character has the Quick Edge. If she already has that Edge, she gains the Level Headed Edge instead.
  • Psionics
    • 6
    • More ISP means more power to work with, and your character has it. She gains +10 ISP to her base.
  • Training
    • 18
    • There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements. (Mighty Blow)
  • Body Armor
    • 7
    • Specialized paint and camouflage patterns grant your hero +2 to Stealth checks in woodland settings. If the suit also has the urban patterns, your hero can switch between the two as an action.
  • Ranged Weapons
    • 5
    • Exceptional crafting and fine-tuning grants your hero a +1 Shooting with this weapon. This result may be applied a maximum of two times.

Advances
  • Initial Advances: (From Hindrances): Ambidextrous, Persuasion d6, Streetwise d6.
  • Cybernetic Modifications:
  • Novice 1 Advance: Spirit 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:

Re: Proposed Changes

Posted: Wed Aug 23, 2017 5:29 am
by Sephia
Combat Edges from Iconic Framework:
Switch out Sweep for Martial Artist.

Renaming/Retrapping Powers:
These are only name changes to add flavor for now, though I'd be open to suggestions for trapping effects, since I'm still pretty new to Savage Worlds and I'm not sure what would be appropriate.

Neuro-Psychic Augmentation (Boost Trait*)
Name change only.

Bullet Time Reflexes (Deflection*)
Name change only.

Bio-regenerative Emitter Gauntlet (Healing, built into armor)
Name change only.

Psychic Energy Infusion (Smite*)
Name change only.

* Only affects Cyber-Knight, but can be activated as free action.

Proposed Trappings

Posted: Fri Aug 25, 2017 11:45 am
by Sephia
Hi again, thanks to Freemage's reply to my thread in the OOC forum I have a few ideas for trappings to add:

Boost Trait: An aura of light surrounds the Cyber-Knight as they channel their inner strength to augment their physical capabilities.
  • Light (Glow): On a raise, for the duration of the effect, you are surrounded by an SBT of normal illumination. It draws attention to you, but also means you have no illumination penalty in close-quarters combat. (Doesn't really help Sephia any, but it makes sense given my description for the effect. Freemage also suggested increasing the ISP cost by +1 to make this sunlight.)
Deflection*: The Cyber-Knight enters a state of heightened awareness and reflexes allowing them to dodge attacks almost faster than the eye can see, creating a motion blur effect to external observers.
  • High Speed Blur (Based on Electricity/Jazz): The Cyber-Knight actually does move faster. +1 ISP to cast. +2 Pace on success, and on a Raise she gets +1 Die-Type to Agility.
Healing (built into armor): The gauntlets of the armor have emitters built into their palms which release a charge of regenerative energy to accelerate healing of wounds.
  • The spirit of the Cyber-knight calms the target, reducing their shock. On a Raise, if the target is currently Shaken, they may make an immediate (and free) roll to unshake. (This is a reskin of Electric/Jolt.)
Smite*: The Cyber-Knight infuses a weapon with psychic energy, which manifests by causing the affected weapon to crackle with blue-white energy.
  • Fire/Heat (Fatigue): Forces the victim to make a Vigor roll or suffer Fatigue.

Re: Sephia - Altaran Cyber-Knight

Posted: Mon Aug 28, 2017 4:52 pm
by Sephia
Alright, I've edited the powers, so they should all be up to date now. (I didn't take sunlight for the Boost Trait power, so it's just the standard Light/Glow trapping.)

Re: Sephia - Altaran Cyber-Knight (planned for Crio-Freeze)

Posted: Wed Dec 06, 2017 9:31 am
by Ndreare
I am moving this character to supporting Cast. I believe the player plans to move it to Cryo-Freeze so he can start again when he has time (maybe even with the 99s again).

XP Record, 13 Experience total. 5 Base for the Forums and; If started up again will have 1 unspent advance the player can use here or transfer to a new character.