Character Sheet
Player Name:Jon Neeper
Google Handle: jonneeper@gmail.com
Saul Goodwright
Rank: seasond
Experience: 46
Advances Left:
Race: Human
Iconic Framework: Sea Inquisitor ( Cyberknight Re-imagined)
Attributes: Agility d4, Smarts d6, Spirit d12(raise with advance), Strength d6, Vigor d8(Raised with two advance)
Charisma: 2;
Pace: 8 run d10;
Parry: 8;
Toughness: 14(6) or 18(6);
Strain: 0
ISP: 40
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): Death Wish ( He will go all out to stop the super natural evil)
- 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)
- Master Psionics (20xp)
- improved cyber armor (25 xp)
- More ppts: 5 and 30 xp
- Improved Psi-sword at 40xp
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. [dice]0[/dice] 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)
- Psionics: 1d20 (2)
- Psionics: 1d20 (3)
- Improved Rapid Recharge (2 for 1)
- 2 for 1 option Training 7, professional edge: Major Psionics