Tiberius, Eldakar Cyber-Knight

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Tiberius
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Tiberius, Eldakar Cyber-Knight

Post by Tiberius »

Training HJ Roll [dice]0[/dice] - After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Training HJ Roll [dice]1[/dice] - Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges. => Elan

Training HJ Roll [dice]2[/dice] - Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval. => Master Psionics

Training HJ Roll [dice]3[/dice] - After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.

Training HJ Roll [dice]4[/dice] - Note: Will spend 3 EP to "Blow on the Dice" to change result to 9. While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.

Credits: [dice]5[/dice]

Hook [dice]6[/dice]
Last edited by Radecliffe on Mon Feb 12, 2018 11:56 am, edited 7 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
User avatar
Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Eldakar Cyber-Knight

Post by Tiberius »

Character Sheet

Player Name: James
Google Handle: radecliffe@cox.net
Character Name: Tiberius
Rank: Novice Experience: 23 Advances Left: 0
Race: Eldakar (Shaintar Race)
Iconic Framework: Cyber-Knight
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d6
Charisma: 2*; Pace: 8; Parry: 8; Toughness: 12(6)**; Strain: 0; ISP 30
Attribute Modifiers
*Situational Charisma Modifiers
  • +2 Charisma with those that know and respect a Cyber-Knight’s reputation
  • -4 with CS when known as a D-Bee


**+2 Toughness when Cyber Armor is active.

Skills:
  • Agility
    • Fighting d12
    • Shooting d10
    • Throwing d4
    • Swimming d4
    • Riding d4
    • Stealth d4 (+ 2 in wilderness settings)
  • Smarts
    • Psionics d8
    • Knowledge(American) d8
    • Knowledge(Arcana) d4
    • Notice d6 + 2
    • Survival d6 + 2
    • Tracking d6 + 2
    • Streetwise d4
    • Knowledge (Battle) d4
  • Spirit
    • Persuasion d4 + Charisma Bonus
    • Intimidate d4
Skills Breakdown
10 skill points from HJ Roll: Fighting [4], Shooting [5] and Throwing [1]
+1 die type to Survival and Tracking from HJ Roll.
d6 in Notice is a free racial skill.
15 starting skill points: Psionics [1], Survival [1], Tracking [1], Stealth [1], Persuasion [1], Streetwise [1], Taunt [1], Intimidate [1], Riding [1], Swimming [1], Knowledge(Arcana) [2], Knowledge(American) [3]


Hindrances
  • [Racial] Enemies - All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
  • [Racial] Weakness - All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
  • [Iconic] Code of Honor - See below
  • Major Heroic - A Cyber-Knight always helps those in need.
  • Minor Loyal - A Cyber-Knight would never never betray or disappoint his comrades.
  • Minor Pacifist - A Cyber-Knight only uses violence when all other options have been exhausted. Prisoners and the defenseless are to be protected above all else.
Edges
  • [IF] AB (Psionics) - Gain 10 ISP and three powers
  • [IF] Champion - +2 damage / toughness vs. supernatural evil
  • [IF] Level Headed / Improved Level Headed - Act on best of three cards in combat
  • Major Psionic - Double base ISP and gain ability to get bonuses to Psionics roll by spending ISP
  • [HJ] Master Psionic - Gain access to Mega Power versions of all powers the hero knows
  • [HJ] Elan - +2 when spending a Benny on a Trait roll (including Soak rolls)
  • [HJ] Woodsman - +2 Tracking Survival, and Stealth
  • Rapid Recharge - Regain 1 Power Point every 30 minutes
    From Advances
  • Brave - +2 to Fear tests
  • Ambidextrous - Ignore –2 penalty for using off-hand
Cybernetics - None
Last edited by Tiberius on Sun Apr 01, 2018 11:55 pm, edited 11 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
User avatar
Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Eldakar Cyber-Knight

Post by Tiberius »

Background
The carriage rocked gently as the procession proceeded towards the Galean capital. The young Eldakar sat quietly next to his parents and watched the forest move slowly past. The weather was pleasant and the open windows let in the fresh scents of the spring morning air. It was only a few moments later as the party crossed from the forrest proper into an open meadow the idyllic scene was shattered as a blast wave of pure force slammed into the side of the carriage tipping it over onto its side. The horses screamed as they were dragged down by the weight of the carriage. Virtually simultaneously dozens of crossbow bolts hissed from the surrounding forests, many finding targets in the accompanying guard detail. Yet even with complete surprise the surviving guard quickly rallied while the boy’s father cut a hole in the roof of the carriage with quick, economical moves. A complex gesture and muttered words combined to form a shimmering shield that deflected incoming missiles as he stepped from the wreckage. Gesturing behind him he waved mother and son forward while he kept a watchful eye.

Once they were free of the wrecked carriage the boy’s father called to the guard captain and indicated they should retreat back to the cover of the forest and the guard formed a phalanx around the boy’s family as they retreated back the way they came. Sensing their quarry was escaping the Childer broke from their own forest cover and looped after their prey with savage grins. Grins that turned to howls of agony as the rear ranks of the guard had now had the time to deploy bows of their own and fired into the advancing ranks of the enemy, covering the retreat of their fellows. Meanwhile mother and son moved towards the perceived safety at the rear of the party behind the rank of archers still firing into the advancing attackers. That safety, however, proved to be an illusion as more Childer broke from the treeline to their left, attacking their flank. Drawing her own sword, the boy’s mother was quickly engaged with multiple attackers and her blade seemed to almost form a solid wall as she attempted to give the archers and other warriors time to adjust. Shoving the boy behind her she yelled, “Run into the forest and hide! I will find you when it is safe. Now go!”

Turning the boy ran into the forest to the right only pausing a moment to look back at his parents and the others as they fought for their lives. At the same time he saw to of the Childer bypass the fighting and charge straight at him! Turning he plunged into the forest, slipping between trees and underbrush with the agility of youth. Moments later he literally stumbled onto the the entrance of a cave and pausing only momentarily he slipped inside, his elven eyes adjusting to the gloom. The entrance was not large though the tunnel widened after only a short distance. As the boy advanced into the cave he noticed a glow coming from ahead of him that became steadily brighter the farther he came. Soon he can to a cross section in the tunnel and made an amazing discovery! An underground ley line ran before him glowing in the dark. Thoughts of possible pursuit were forgotten as the fascinated young fae turned to follow the glowing trail of mystic energy and eventually found himself in a large chamber where yet another leyline crossed the first! The light come from the nexus was bright enough even a human would have been able to see unaided. The boy approached the nexus almost in a trance, the play of eldritch energies playing off his fae senses were almost too beautiful to bear.

As the boy reached out to touch the shining light the nexus flared, momentarily blinding the boy. Blinking rapidly to clear his vision he realized that he was no longer underground! His heart began to pound in his chest as he tried to comprehend what had happened to him. Getting a grip on himself he used techniques taught to him by his mother to calm himself and he took stock of his situation. The area around him did not seem familiar to him though the local fauna did not seem overly strange. It was night out so he moved around until he found a place where he could see the sky and his eyes widened again as strange and unfamiliar constellations winked at him from the nighttime sky. These were not the stars he knew! Again panic threatened to overwhelm him and again he fought it down. Returning to the nexus he once again touched the softly glowing nexus hoping that it would return him back to where he had come from but to no avail. Whatever had brought him to this strange world did not seem inclined to return him to home and despair at the thought of never seeing his parents or home again threatened to overwhelm him. But just as with despair he remembered his father’s words “Panic and despair are the enemies of survival while a calm mind and rational thought are a warrior’s greatest allies. Never forget this, my son.”

For several days the boy stayed near the nexus hoping that it would once more send him back from whence he came but at every turn the nexus refused to respond to his presence. Eventually hunger drove the boy to seek out food and shelter and perhaps most importantly, someone who could tell him where he was and how he might return home. For several days the boy worked his way out from the nexus using a reverse spiral search pattern. The ley lines made an excellent navigational aid and he eventually found several types of berries that proved safe to eat after cautious testing. On the 14th day after his arrival in this new world the boy’s heart leaped as he heard the voices of sentient beings! The words he heard were unfamiliar but after two weeks of isolation in the forest the lure of civilized companionship was almost too great to bear.

Creeping closer to the sound of the voices the smell of a hot meal and the warmth of a campfire were intoxicating to the lost boy. Finally he had moved close enough to spy on the campsite and he frowned as the group appeared to be primarily made up of humans. This worried him as it was always difficult to tell the motivations of any random group of humans or so his father would always say. The men and women seemed to be quite friendly with each other, laughing easily and speaking in congenial tones. He could not make a word out as to what they were saying, however. It certainly wasn’t Galen they were speaking. As the boy sat in the darkness torn with indecision fate decided to take a hand and the boy nearly jumped out of his skin when a hand descended on his shoulder.

Sir Havel silently stalked the boy hiding in the bushes, careful not to spook him prematurely. Based on his state it appeared as though he had been in the wilderness for no short period of time. Some sort of elf I would think based on the ears the knight thought to himself. Moving to within arm’s reach of the boy he laid a hand on his shoulder saying, “Well lad, what brings you out into this deep wilderness alone. Where are your parents?” Keeping a firm grip on the lad has he tried to bolt Sir Havel knelt down and turn the boy to face him and smiled gently. As the fear receded the boy said something in his native language but it was not a dialect that Sir Havel was familiar with and he sighed. Noone in his party had the abilities to speak and understand unknown tongues so communication was going to be a problem. Waving the boy towards the fire he continued to smile at him reassuringly. Cautiously the boy allowed himself to be shepherded into the camp to the surprised looks of those arranged around the campfire. “So Havel, what game have you caught this evening?” Sir Arnold said with a chuckle and eyebrows raised in surprise.
“A good question. The boy does not appear to speak any English and his dialect is not one I’ve heard before. It may as well be ancient Greek for all I know.” Sir Havel replied in the same good humor. The boy meanwhile looked at the grown men speaking in their strange words dubiously.

Breaking into their conversation the boy said earnestly, “Can you tell me where I am? Or how I can get home? I am very hungry, could you spare some food?” Sir Arnold looked at the boy curiously, “You are right Havel, that isn’t a language I’ve heard before either. But in these dark days and all the beings coming from who knows where from beyond the Rifts that is not all that unusual anymore. Who knows, maybe it is ancient Greek. How about it boy, are you some ancient Greek philosopher come to us through time and space via a Rift? Or from ancient Rome, perhaps?” chuckling at his jest Sir Arnold turns to the fire and prepares a plate of food which he offers to the boy making eating motions with his free hand. Another of the knights, drawing on his love of pre-Rifts entertainment suggests the name Tiberius which for one reason or another sticks. Needing little encouragement boy seized on the food, wolfing it down. When the food was gone the boy held out the empty plate and smiled timidly obviously hoping for a second helping. “Nothing wrong with your appetite, eh Tiberius?” Sir Arnold commented as he served up more food onto the boy’s plate. Eating more slowly the boy continued to observe the group with intense curiosity.

They did not seem intent on doing the boy any harm and for the moment he had nowhere else to go so he decided that if these strangers allowed it he would remain with them for the time being. Once he had eaten his fill Sir Havel realized the boy was barely able to keep his feet he was so exhausted. Handing the boy a spare blanket and a bedroll he indicated a spot near the fire where the boy could lay down and go to sleep. The next morning the group of Cyber-Knights broke camp and continued their patrol and the boy seemed willing enough to accompany them. The days passed and after a few miserable attempts to teach them how to say his name the boy decided it was just easier to respond to the nickname Tiberius. Tiberius was a quick study and soon learned the basics of camp life, helping to gather firewood, assist with the cooking and erasing the signs of their camp when it came time to depart.

Eventually the group returned to the monastery of the Cyber-Knight order and one of the instructors with a gift for languages was finally able to communicate with the boy and learn his story. The Knights commiserated with the boy’s plight but had to gently explain that the nature of the Rifts were precarious and it was very unlikely that the Rift he had traveled though would reopen in any sort of predictable manner or it would return him to his home even if it did. Sir Havel offered to sponsor the boy as an apprentice Cyber-Knight and given the lack of other options Tiberius willingly accepted. Tiberius learned the history of the world that was his new home. How the wars had killed so many which in turn spawned the resurgence of the ley lines and the coming of the Rifts. He was told that by the current reckoning the year was 25 PA and humanity was just starting to make a serious effort to rebuild its society with some welcoming the newcomers from beyond the Rifts and others reacting with hostility to anything not human.

Over the years Tiberius worked hard at his studies and slowly gained mastery with the English language. While psychic abilities were not unknown to his people it was also not common practice for those of his kind to learn to harness those types of abilities. However, like everything else Tiberius applied himself to his studies and became quite adept in the manipulation of the mind to the point that by the time he was awarded his knighthood he had also achieved the rank of master psychic. A natural swordsman Sir Tiberius was soon drafted to teach the younger students in the art of sword craft which also meant that it was rare that he would leave the monastery and venture out into the outside world. From time to time Sir Tiberius would undertake missions at the behest of Lord Coake but for the most part he was content to train new generations of Cyber-Knights. It was only after the fall of Tolkeen and the schism of the Cyber-Knight order that Sir Tiberius finally set aside his training duties and traveled to Castle Refuge to assist in the build up of the Tomorrow Legion.

A Cyber-Knight’s Code of Chivalry
  • To Live
    • Live one's life so that it is worthy of respect and honor.
    • Live for freedom, justice, and all that is good.
  • Fair Play
    • Never attack an unarmed foe.
    • Never use a Psi-Sword on an opponent not equal to the attack.
    • Never charge an unhorsed opponent.
    • Never attack from behind.
    • Avoid cheating.
    • Avoid torture.
  • Nobility
    • Exhibit self-control.
    • Show respect to authority.
    • Obey the laws if they do not supersede the rights of life.
    • Administer justice.
    • Administer mercy.
    • Protect the innocent.
    • Respect women.
  • Valor
    • Exhibit courage in word and deed.
    • Defend the weak and innocent.
    • Fight for an ideal, like freedom.
    • Fight with honor.
    • Avenge the wronged.
    • Never abandon a friend, ally, or noble cause.
  • Honor
    • Always keep one's word of honor.
    • Always maintain one's principles.
    • Never betray a confidence or comrade.
    • Avoid deception.
    • Respect life.
    • Honor all life.
    • Respect all views of life.
  • Courtesy
    • Exhibit manners.
    • Be polite and attentive.
    • Be respectful of host, women, and honor.
  • Loyalty
    • To one's principles and heart.
    • To one's friends and those who lay their trust in thee.
    • To the Code of Chivalry.
Last edited by Radecliffe on Wed Feb 07, 2018 11:35 am, edited 2 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
User avatar
Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Eldakar Cyber-Knight

Post by Tiberius »

Powers
Valiant Will (Boost Trait)
  • Rank: Novice
  • Power Points: 3
  • Range: Self
  • Duration: 3 (1/round)
  • Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.
  • This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
Dauntless Resolve (Greater Boost Trait)
  • Power Points: 5
  • Range: Self
  • Duration: 3 (1/round)
  • Trappings: Brave - When a power cast with this trapping is used it instills the beneficiary with courage against that which goes bump in the night. For +1 ISP, gain +1 to Spirit checks vs Fear, and on a Raise gain +1 spirit die type increase.
  • This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
Argent Strike (Smite)
  • Rank: Novice
  • Power Points: 2
  • Range: Touch
  • Duration: 3 (1/round)
  • Trappings: As it is effective against many supernatural foes Socrates gives his weapon an aura of silver when using this power.
  • This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
Courageous Strike (Greater Smite)
  • Power Points: 4
  • Range: Touch
  • Duration: 3 (1/round)
  • Trappings: Varies.
  • This Mega Power version of smite confers two effects:
    • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
    • The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.
Legacy of the Fae (Deflection)
  • Rank: Novice
  • Power Points: 2
  • Range: Self
  • Duration: 3 (1/round)
  • Trappings: Using a technique long known to the fae he can bend the light around him to create ghost after images of himself, confusing those that are attempting to target him.
  • Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
TK Shield (Greater Deflection)
  • Power Points: 4
  • Range: Self
  • Duration: 3 (1/round)
  • Trappings: Though lacking true telekinetic ability he possesses sufficient skill to project a field a short distance from his body can deflect most forms of ballistic and energy attacks.
  • This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
Last edited by Tiberius on Mon Mar 05, 2018 5:44 pm, edited 2 times in total.
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
User avatar
Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Eldakar Cyber-Knight

Post by Tiberius »

Gear
Cyber-Knight Medium Armor
  • Armor +6 | Toughness +1 | Healing Power
  • Full Environmental Protection
  • 3 lbs. (14 lbs. when unpowered)
  • 120,000 credits
Wilk’s 320 Laser Pistol
  • Range 18/36/72 | Damage 2d6 | Rof 1 | AP 2 | 20 Shots | 2 lbs. | 11,000 credits
  • Notes: Semi-Auto
NG-L5 Laser Rifle
  • Range 25/50/100 | Damage 3d6 + 2 | Rof 1 | AP 2 | 20 Shots | 14 lbs. | 16,000 credits
  • Notes: Min Str d6, Semi Auto
NG-S2 Survival Pack
  • Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • 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 travelled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signalling 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.
One silver cross
6 × wooden stakes

Credits: 400

Contacts
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
User avatar
Tiberius
Posts: 64
Joined: Mon Feb 12, 2018 10:40 am

Re: Eldakar Cyber-Knight

Post by Tiberius »

Advances
Please list all Edges and Advances taken for your character here

Eldakar
The oldest and most influential of all the races of Shaintar, the magically gifted eldakar (“Old Blooded” as translated in Galean) are responsible for many of the social and political structures seen across the continent. They created language, laws, and customs, and almost every other race in Shaintar adopted these traditions in some way. With the exception of the extremely rare faelakar, who are beings of mostly spirit rarely seen in Shaintar, eldakar are the greatest of the fae. For all their influence, the power of the eldakar has faded in recent years as the humans ascend to dominance over the world. They have had to content themselves with advising and guiding the better of the human leaders where they can. To this end, many eldakar venture into the world, looking for causes and quests they can undertake to better help it — although more than a few have dispensed with such noble causes, instead using their gifts for personal gain or worse.

Eldakar actually stand slightly taller than humans, but tend to have much slighter builds. Their hair and eye colors range the gamut of hues, and their skin tones range from the palest white to deep and rich browns. Eldakar are truly immortal; though they can die from trauma, disease, and the like, old age will never take a toll on them. Those eldakar whose ages reach into the thousands of years begin to show some strain in their features and some dulling of eye and hair colors, but only a trained eye can see it. They reach physical and emotional maturity around the age of thirty.

Racial Characteristics
  • Enemies: All creatures of Darkness (Undead) and Flame (Demonic) will seek to kill an eldakar given the opportunity.
  • Gossamer: Eldakar must spend double points to raise their Vigor at character creation. Strength costs are doubled at character creation and it costs two Advances during game play.
  • Immortal Grace, Acumen, and Will: Eldakar begin with d6 starting Agility and Smarts, and Spirit of d8. Furthermore, their Spirit can go as high as d12+2 (Professional and Expert can raise it to d12+3 and d12+4 respectively).
  • Keen Fae Senses: Eldakar begin with a d6 Notice skill, and they also gain +2 with sight-based Notice checks.
  • Low Light Vision: The blood of the fae gives the eldakar the gift of night vision. Ignore attack penalties for Dim and Dark lighting.
  • Magically Sensitive: Eldakar can use the detect arcana power at will (using their Spirit for their rolls). Those that take up an Arcane Background that provides the ability gain a +2 to detect arcana attempts.
  • Unearthly Fae Beauty: Infused with the beauty of the fae, eldakar enjoy an inherent +2 Charisma.
  • Weakness: All eldakar are deathly vulnerable to Black Iron and Blood Steel, suffering +4 damage from those sources.
  • Distinctive D-Bee: The pointed ears and ethereal features are a dead giveaway if not concealed.

Iconic Framework
CYBER-KNIGHT ABILITIES AND BONUSES
Combining intense training, psionic power, spiritual strength, and a special cocktail of nanotech designed to counter enemy technology, the Cyber-Knight is a paladin for a post-Rifts world.
  • Cyber-Armor: As a free action, Cyber-Knights can summon an organic metal shell, granting +2 Toughness.
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, railguns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.
  • First Into Battle: Cyber-Knights begin with +2 Pace and a d10 running die. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12.
  • Inner Light: Cyber-Knights begin with the Champion Edge (see Savage Worlds).
  • Intense Combat Training: A Cyber-Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank).
  • Minor Psionic: Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to the following powers: armor, barrier, bolt, boost Trait*, confusion, darksight, deflection*, environmental protection, havoc, healing*, pummel, quickness, smite*, speak language, speed*, succor, warrior’s gift. Powers marked with an asterisk (*) are usable only on the Cyber-Knight but activate as a free action, inflicting no multiple action penalty (a Cyber-Knight with Master Psionic can use mass healing but not as a free action). All other aspects of AB (Psionics) remain the same.
  • Psi-Sword: As a free action, Cyber-Knights can summon forth a blade of spirit and will. It may have any appearance but it does not change the effects. The Psi-Sword does Strength + Spirit × 2 damage with AP 6 (and no Strength minimum). For example, a Cyber-Knight with Strength d8 and Spirit d10 does 1d8+2d10 melee damage, AP 6, with his Psi-Sword. 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.

CYBER-KNIGHT COMPLICATIONS
Life as a guardian and protector in such a hostile world is never easy.
  • Code of Honor: A Cyber-Knight must adhere to the codes and philosophies of the Order, or he loses some or all of his powers, depending on the degree of transgression. Whether this is a function of the special nanotech treatment he undergoes or a loss of confidence damaging his psyche in some way is a matter of some debate among scholars. Regardless, the Game Master must determine the extent of a Cyber-Knight’s transgressions and assess a penalty accordingly.
    • Minor Transgression: −1 to all Psionics rolls until he performs a noble or heroic deed to atone.
    • Major Transgression: −2 to all Psionics rolls, and all abilities under Cyberkinetic Combat and Inner Light cease to function until he undertakes some kind of personal (or perhaps spiritually guided) quest to atone. His Psi-Sword is also reduced to doing only his Str+Spirit in damage, and all AP values are reduced by 2.
    • Mortal Transgression: The Cyber- Knight commits an action completely opposed to the code. All Cyber-Knight abilities are lost. 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 Cyber-Knight status, his spirit is corrupted. The character regains use of his abilities but becomes a Fallen Cyber-Knight (see Savage Foes of North America) under the Game Master’s control.
  • Cybernetics: Cybernetics are not an option for Cyber-Knights, as such devices interfere with their nanotechnology.

Hero’s Journey
  • Training
    • 2
    • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Training
    • 3
    • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
  • Training
    • 7
    • Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
    • Master Psionics
  • Training
    • 10 (Spend 3 EP to Blow on the Dice) => 9
    • While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.
  • Training
    • 16
    • Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges (to take Improved Frenzy; your character must have Frenzy first).
    • Elan

Advances
  • Initial Advances: (From Hindrances): Rapid Recharge, Major Psionics
  • Novice 1 Advance: Improve Vigor (d6)
  • Novice 2 Advance: Ambidextrous
  • Novice 3 Advance: Brave
  • Seasoned 1 Advance: Power Points Edge
  • 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:
XP Log
4/1/2018 - 6 XP
Ancient wisdom from the Golden Age: Don't Panic.

Bennies: 3 of 3
1 golden bennie

Tiberius


Player: James

Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6 Run Die: d6 Parry: 6 Toughness: 6(2)
Locked

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