Marten - Human Knight of The White Rose

When all else fails, they’ll have to fight dirty to get the job done!
GM: Snake Eyes
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Marten
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Marten - Human Knight of The White Rose

Post by Marten » Wed Jan 15, 2020 9:32 pm

H.J.
Education
1d20 = 4: 4

Pick One (Auto-Raise on Bolt)

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Marten
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Re: Human Knight of The White Rose

Post by Marten » Thu Jan 16, 2020 8:27 pm

Character Name Marten
Rank: Seasoned Advances Left:
Race: Human
Iconic Framework: Knight of the White Rose
Attributes: Agility d8 (Hindrance), Smarts d8, Spirit d8 (Hindrance), Strength d6, Vigor d6 (advance)
Pace: 6; Parry: 7 (½ Fighting +2); Toughness: 5 (15, 7 armor 3 embedded toughness) (½ Vigor+2 plus armor); Strain: 0
Skills:
Athletics d8 (2)
Common Knowledge d4
Notice d6 (1)
Persuasion d8 (2)
Stealth d6 (1)
Fighting d10 (I.F.) (3)
Psionics d8 (I.F.) (1)
Faith d10 (I.F.) (3)
Healing d6 (2)



Hindrances
Hindrance (Major): Heroic
Hindrance (Minor): Loyal
Hindrance (Minor): Vengeful

Racial Abilities
Ability: Adaptable

Edges and Iconic Abilities
Edge: Arcane Background: Miracles
Edge: Arcane Background: Psionics
Edge: Gardner Of The White Rose
Edge: Gateway Knight
Edge: Power Points
Edge: Martial Artist
Energy Invulnerability: Knights of the White Rose gain +20 MDC Armor versus arcane and mundane energy sources (including electricity, fire, ion, lasers, particle beams, and plasma). They ignore the AP of all damage from mundane energy sources (but not arcane ones). Kinetic damage—Vibro-Blades, Rail Guns, and many magic weapons—ignores this protective effect.
Ley Line Magic Mastery: The Knights may draw extra energy for their Rituals, adding two dice to their pool when rolling for available PPE, see Ley Line Energy in The Tomorrow Legion Player's Guide. „
Ley Line Rejuvenation: While on a ley line, a Mystic Knight gains a natural healing roll once per day. „ Ley Line Sense: Possess the Ley Line Walker ability of the same name (see The Tomorrow Legion Player’s Guide). „
Onslaught: Though they do not begin with Master of Magic, Knights of the White Rose may use the bolt Mega Power Modifiers of Greater Bolt and Onslaught. Their bolts take the form of blue beams of energy from their eyes or hands. „
PPE Channeling: Rose Knights can power or recharge mundane batteries for no appreciable PPE. They can recharge E-clips for weapons as well at a cost of 1 PPE per shot. „
Steal Ley Line Energy: Knights of the White Rose can, as an instant reaction, Siphon PPE drawn by any other caster from a ley line during rituals. A Knight must be within his Spirit × 2 and make an opposed arcane check of his Faith against the arcane skill of the other caster at the final round of the ritual's Dramatic Task (see Rituals and Meditations in The Tomorrow Legion Player’s Guide


Powers (post background as a reply to character sheet)
Arcane Background: Miracles
PPE/ISP: 15 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes

Trapped Power Name [Bolt] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Celestial Silver
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Smite] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Celestial Silver
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Warrior's Gift] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)


Trapped Power Name [Healing] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)


Powers (post background as a reply to character sheet)
Arcane Background: Psionics
PPE/ISP: 10 - Recovery: 1/hour/30 minutes/15 minutes/5 minutes

Trapped Power Name [Mind Reading] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Detect Conceal Arcana] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Relief] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Trapped Power Name [Teleport] (PPE/ISP Cost) [Power Rank]
Range: Range
Duration: Duration
Trapping: Chosen Trapping
Effect: Summary of power
Modifiers: [modifier](cost); [modifier](cost)

Background (post background as a reply to character sheet)

Gear (post gear as a reply to character sheet)
NG-S2 Survival Pack (20 lb)
• Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
• Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
• Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
• Fire starter kit with pocket lighter and flint sparker.
• First aid kit with three uses (each refill costs 100 credits).
• Flashlight and radio (five-mile range), crank and solar powered.
• Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
• Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
• Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
• Survival Knife
• Wooden Cross
• Mallet and wooden stakes
• 1 set extra clothes
Body Armor: Choose ONE Body Armor
Mystic Knight Armor: Forged by Techno-Wizards associated with both the main order and the renegade Knights of the White Rose, Mystic Knight Armor incorporates modern ceramics and enchanted fabrics into flexible plate mail. It provides +7 Armor and +3 Toughness, but isn't EBA. Knights of the White Rose favor gold, red, or white coloration and rose motifs, but also keep the spikes and chains more associated with Mystic Knights. A knight receives this armor upon first joining either order; few merchants dare risk the Mystic Knights’ wrath by selling scavenged suits— repairs cost the same as Cyber-Knight Heav y EBA. (20 lb., Min Str d6)

Flaming Sword Str + d12 AP 6 1 PP It burns
Wilk’s 320 Laser Pistol 3d6 1 3 20 d4 2 +1 11,000
• Range: 15/30/60
• Dmg: 3d6, AP: 3
• ROF: 1
• Shots: 20
• Weight: 4 lbs. (Min Str: d4)
• Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
• Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon
Two E-clips or magazines for each weapon
Credits:
4d6 × 100 Universal Credits, and 2d4 × 500 credits worth of gear or valuables

Contacts

Advances (post Advances as a reply to character sheet)
Listed in Character Creation Order to assist in conflicts.

Choose Race (Choose a Race, apply resulting modifiers)
Racial Abilities
Benefits, table rolls, etc

Choose Iconic Framework (Choose an Iconic Framework not excluded by your Race, noting Edges, Hindrances, Skills, and other modifiers.)
Iconic Framework
Benefits, table rolls, etc
Drawbacks, etc

Hero’s Journey (If playing a MARS character, roll on the MARS Fortune & Glory Table, page 46. Roll on the Hero’s Journey tables as listed for your Iconic Framework. Roll for Narrative Hook to determine how your character ties to the story.)
Hero’s Journey
Table (roll): Automatic Raise (Bolt)
Table (roll): Putting down opponents before they end you is a powerful lesson in this dangerous world. Your hero gains +2 damage when using direct damage spells and TW weapons by expending one extra PPE per attack.



Advances
If playing a MARS character, take five Advances per the rules in Savage Worlds. All other Iconic Frameworks take one Advance instead, per site rules. Record Advances below.

Initial Advances: (Bonus from Hindrances): Raise Spirit, Raise Dexterity
Edge(s) granted by Racial Features: Gardener of the White Rose
Novice 1 Advance: Edge: Gateway Knight
Novice 2 Advance: Raise Vigor
Novice 3 Advance: Edge: Power Points (Miracles)
Seasoned 1 Advance: Edge: Counterattack
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:

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Snake Eyes
Game Master
Posts: 333
Joined: Wed Feb 07, 2018 2:16 pm

Re: Human Knight of The White Rose

Post by Snake Eyes » Thu Jan 16, 2020 10:48 pm

There's an errant copy/paste of the KOTWR code in the middle of the damage immunity description. Needs a background and parsing, but he's good enough to run.
Beware the mesmerizing eyes of the snake!
GM Bennies: 6/8
Wild Card Bennies:
TBD

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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Re: Human Knight of The White Rose

Post by Pender Lumkiss » Sat Jan 18, 2020 6:00 am

I think you can save a skill loint by taking vigor as the advance and starting with d8 smarts.
Field Team Six Bennies
3/6

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Snake Eyes
Game Master
Posts: 333
Joined: Wed Feb 07, 2018 2:16 pm

Re: Human Knight of The White Rose

Post by Snake Eyes » Sat Jan 18, 2020 11:07 pm

Pender Lumkiss wrote:
Sat Jan 18, 2020 6:00 am
I think you can save a skill loint by taking vigor as the advance and starting with d8 smarts.
Good catch, Jon. Thanks.
-1 Burn to @Everett Jackson for not catching it.
Beware the mesmerizing eyes of the snake!
GM Bennies: 6/8
Wild Card Bennies:
TBD

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