Were-Beast Cyber Knight

In this archive lies the much honored characters and concepts that have served us through the first incarnation of Savage Worlds. Never Forgotten!
Post Reply
User avatar
Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Were-Beast Cyber Knight

Post by Pursuit »

HJ Rolls:
  • [dice]0[/dice] Experience and Wisdom: Gain a background edge.
  • [dice]1[/dice] Experience and Wisdom: Gain a professional edge.
  • [dice]2[/dice] Training: Dirty Fighter and +1 Parry
Narrative Hook: [dice]3[/dice]

Starting Funds: [dice]4[/dice]
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Were-Beast Cyber Knight

Post by Pursuit »

Character Sheet

Player Name: Tim
Google Handle: MyDogIsAnEquestrian
Catherine
Rank: Novice Experience: 5xp Advances Left: 0
Race: Were-Mountain Lion
Iconic Framework: Cyber-Knight
Attributes: Agility d6 (1), Smarts d8 (2), Spirit d8 (1), Strength d6 (1), Vigor d6+1 (1)
Big Cat Attributes: Agility d8, Strength d12, Vigor d8+1
Charisma: 2; Pace: 8 w/running d10, big cat 10 w/ running d10; Parry: 8; Toughness: 16(8) w/Cyber-Armor, 19(8) in big cat form w/Cyber-Armor; Strain: 0
Skills:
  • Fighting d10 (2)
  • Shooting d6 (2)
  • Stealth d6 (+2 in wild) (2)
  • Notice d8+2 (3)
  • Psionics d8 (1)
  • Survival d6+2 (0) (includes Woodsman)
  • Tracking d6+4 (2) (includes Woodsman and sig item)
  • Persuasion d4 (1)
  • Climbing d6 (2)

Hindrances
  • Code of Honor (IF): She comports herself as a lady of honor ought.
  • Curiosity: I mean, she’s a cat, so… yeah. Curious. Good thing she regenerates.
  • Wanted (Minor) (race): Vampires, demons, deevils, and the like will hunt her if she enters their territory.
  • All Thumbs: She prefers to solve problems by turning into a giant cat, so technology sometimes flummoxes her.
  • Loyal: Can never leave a comrade behind.

Edges
  • Danger Sense (race): Notice roll at -2 to detect ambushes, etc.
  • Frenzy (big cat form): Make an additional Fighting roll at -2 to all Fighting rolls.
  • Improved Frenzy (big cat form): Frenzy with no -2.
  • Champion (IF): +2 damage/armor/resist vs. supernatural evil.
  • AB (Psionics) (IF): 10 ISP, boost Trait, deflection, speed.
  • Level-Headed (IF): Draw 2 Initiative cards and choose which to keep.
  • Killer Instinct (IF): Kitty wins ties.
  • Woodsman (HJ): +2 Survival, Tracking, and Stealth (Stealth bonus in wild only).
  • Alertness (HJ): +2 to Notice.
  • Dirty Fighter (HJ): +2 to Tricks.
  • Improved Psi-Sword (Hindrances): Strength + (Spirit x 3) damage, AP 8.
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Were-Beast Cyber Knight

Post by Pursuit »

Background

When she was little more than a teenager, Catherine found herself trapped in an alternate reality for several months. While hunting in the wilderness near her home, she crested a hill that she had climbed countless times before and discovered an unfamiliar landscape on the other side. Whatever magic had transported her to this other world would not allow her to return, and so she wandered alone for a time before falling in with a clan of of fellow shapeshifters. Though they could not speak the same language, she gleaned that the shapeshifters called themselves “druids”, and that she was on the island of Ireland in a time that, for her, had long since passed.

The druids were not werecats, nor “were” anythings, but true humans who tapped into the magic of nature in order to take best forms on themselves. They were amazed by her big cat form, as such creatures are not native to their isle, as well as her natural regenerative capabilities. For her part, she was awed by the sheer variety of animal forms the druids could take: wolves, large hunting dogs, boars, goats, bears, birds, rodents, bugs, and even one ancient druid who could transform into a gigantic bull. To coordinate their actions in beast form, the clan communicated via a form of telepathy, and many of them wore special suits of armor that were heavily enchanted so as to make the change with their wearers, thus providing protection and magical enhancements to the druids in both their human and beast forms.

During a particularly harrowing raid, Catherine saved the life of one of the clan leaders and, as a reward, was gifted with a suit of her own. Still unable to understand much of the druidic language, she came to rely on the telepathy power built into her new armor to communicate with her companions via images and emotions.

As suddenly as she had appeared in ancient, pre-Rifts Ireland, she rounded a bend one day and re-appeared in her own proverbial back yard in the Magic Zone. Though she had been gone the better part of a year, barely a week had passed in the real world. Her time in Ireland had rubbed off on her, and she joined with the Cyber-Knights, the most famous modern example of pre-Rifts chivalry and camaraderie. After passing from squire to Knight, she served in several campaigns before being invited to join the Cyber-Knight contingent at Castle Refuge. Intrigued, she made her way to the Tomorrow Legion and the [SET].
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Were-Beast Cyber Knight

Post by Pursuit »

Gear
Item
  • Druidic Armor (signature item - subject to approval): enchanted Celtic armor based on the stats of the Triax T-13 Field Mechanic.
    • Major: changes shape with wearer
    • Major: telepathy power
    • Minor: +2 armor
    • Minor: +1 Vigor
    • Reskin of Repair bonus from visual enhancements: +2 to Tracking
    • Reskin of extendable robot arm: short range telekinesis (Reach 1, Strength 1d6), useful for opening doors and manipulating small objects when the wearer doesn’t have access to opposable thumbs. This can be focused into a minor telekinetic attack that does 1d6+1d4 damage in melee and can be used to cut through obstructions (typically to clear a path through otherwise impassable underbrush).

Credits:

Contacts
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
User avatar
Pursuit
Game Master
Posts: 1211
Joined: Thu Jan 04, 2018 9:21 am

Re: Were-Beast Cyber Knight

Post by Pursuit »

Advances

Iconic Framework
  • 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, rail guns, 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: Minor Psionic: CyberKnights 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, CyberKnights 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 PsiSword 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.
  • 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.


Racial Characteristics
  • Shapeshift: You gain the ability to Shapeshift into one animal form up to size 2, gaining its physical attributes and natural abilities. To change forms, roll Vigor and spend an action changing forms. On a success, you change forms. On a failure, it takes a full round to change into animal form. On a Critical Failure, you stay in human form, though you can try again next round. With a raise, you can change as a free action. You can change back to human form as a free action.
  • Low Light Vision: The were-creature ignores penalties for bad lighting in all but pitch darkness.
  • Born Survivors: These creatures are trained from literal birth in identifying the dangers of their environment, including their preferred prey, supernatural creatures. They gain a d6 in Survival and the Danger Sense Edge.
  • Regeneration: The were-creature regenerates quickly. It may make a natural Healing roll once per day (rather than once per week). Whenever the creature gains a permanent injury, it may make a natural healing roll once recovered from the Incapacitation which caused the injury. On a success, the injury heals after 1d6 days.
  • Allergy to Wolfsbane: Although not deadly to were-creatures, wolfsbane causes them significant problems. They suffer −2 to all Trait rolls in the presence of it, while large quantities impose a −4 to all such rolls.
  • Cyber Resistant: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).
  • Natural Enemy of Vampires: Vampires see were-creatures of all sorts as natural enemies and will seek them out to destroy them if they discover them in their hunting region. Similarly, demons and deevils also see the creatures as natural enemies and will hunt them. Counts as the Wanted Minor Hindrance.
  • Racial Enemy: Psi-Stalkers instinctively hate all were-creatures and love to hunt them as a food source. They suffer –4 Charisma when they are forced to deal with each other, and may become hostile with little provocation.
  • Restricted Path: For reasons of biology and spiritual makeup, the species cannot access P.P.E. and cannot take any Arcane Background which uses P.P.E. or an Iconic Framework which includes such an Arcane Background.
  • Supernatural Creature: Your natural weapons will damage supernatural creatures not normally damaged by normal damage (such as vampires), and you are damaged by natural weapons from other supernatural creatures normally.
  • Vulnerability to Silver: You have a vulnerability to silver. You suffer a –4 penalty to resist the presence of silver (such as an intimidation check by a silver wielding foe, or to escape bonds of silver). If you suffer an attack with the silver trapping, the penalty acts as a bonus to damage. Also, you do not regenerate while silver is touching you.

Animal Form: Mountain Lion (lion statistics)
  • Attributes: Agility d8, Strength d12, Vigor d8
  • Skills: Fighting d8, Notice d8
  • Pace: 8; Parry: 6; Toughness: 8
  • Special Abilities
    • Bite or Claw: Str+d6.
    • Improved Frenzy: Lions may make two Fighting attacks each action at no penalty.
    • Low Light Vision: Lions ignore penalties for Dim and Dark lighting.
    • Pounce: Lions often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by 2 until its next action when performing the maneuver, however.
    • Size +2: Mountain lions can weigh over 500 pounds.

Hero’s Journey
  • (10) Experience and Wisdom: Gain a Background Edge, as long as it makes sense. (Alertness).
  • (16) Experience and Wisdom: Gan a Professional Edge, as long as it makes sense. (Woodsman).
  • (14) Training: Gain the Dirty Fighter Edge and +1 Parry.


Advances
  • Initial Advances: (From Hindrances): Increase Smarts, Improved Psi-Sword
  • Cybernetic Modifications: N/A
  • Novice 1 Advance: Increase Spirit
  • 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:
Curse of the Crimson Throne GM Bennies: 3/6

Lost Colony GM Bennies: 7/6

Dark Frontier GM Bennies: 6/6
Post Reply

Return to “SR (SWD) and Playtest Archive”