Lance, Cyber(netic) Knight

Adventures in and around Kingsdale
GM: Stoic
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Lance
Posts: 65
Joined: Fri Jun 29, 2018 9:25 pm

Lance, Cyber(netic) Knight

Post by Lance » Fri Jun 29, 2018 12:23 pm

Rollin' (MARS Headhunter):

Narrative Hook: 1d20 = 8: 8 Juicer Uprising

F&G:
1d12 = 10: 10: Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
1d12 = 8: 8: Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
1d12 = 4: 4: Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.

HJ:
Training 1d20 = 3: 3: +5 Combat Skill Points
Education 1d20 = 11: 11: Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.
Experience & Wisdom 1d20 = 13: 13: He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
Rich HJ:
Cybernetics 1d20 = 20: 20: Choice: Mining Drill Apparatus
Cybernetics 1d20 = 20: 20: Choice: Core Electronics Package
Fithy Rich HJ:
Cybernetics 1d20 = 20: 20: Choice: Optics Package
Cybernetics 1d20 = 5: 5: Expanded Detection & Security Array
Ranged Weapons 1d20 = 18: 18: Portable Rocket Launcher

Starting funds: 25,000 + 4d6*100 = 1000: 1, 3, 1, 5 = 26,000 Cr
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

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Lance
Posts: 65
Joined: Fri Jun 29, 2018 9:25 pm

Re: Lance, Cyber(netic) Knight

Post by Lance » Fri Jun 29, 2018 8:21 pm

Player Name: Soren/Freemage
Google Handle: Soren
Lance
Rank: Seasoned Experience: 36
Race: Dog-Boy
Iconic Framework: Headhunter
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d8
Charisma: 0 (+2 w/ DogBoys); Pace: 6/d6; Parry: 7; Toughness: 14 (6); Strain: 12/14
Skills (20, 5 must be Combat):
  • Fighting d12 (+4 Chip, +2 HtH Cyber)
  • Shooting d8
  • Riding d6 (d12+1 w/Chip)
  • Notice d4 (+2, +4 Scent/Vision)
  • Repair d4
  • Tracking d6 (+4)
  • Streetwise d6 (+2 North America OR DogBoys, +4 both)
  • Persuasion d6 (+2, +4 DogBoys)
  • Survival d4 (+2, +4 North America)
  • Knowledge: Politics d8
  • Knowledge: Computers d8 (+2 vs. Security, +4 w/ direct link, +6 for both)

Hindrances
  • Code of Honor (Major): I am a Knight, and I followeth the Knight’s Code! Chivalry, Valor, and Honor!
  • Delusion (Minor):Of course I am a true Knight. I certainly am not some sort of duped spy for a nefarious Artificial Intelligence. Preposterous!
  • Quirk (Minor): Naturally, as a true Knight of the Realm, I speaketh in courtly language.
  • Outsider (Minor, Race): -2 Charisma with all non-DogBoys

Edges
  • Upgradable (IF): +6 Max Strain
  • Quick (F&G): Redraw Initiative of 5 or less
  • Charismatic (F&G): +2 Charisma
  • Nerves of Steel (F&G): Ignore 1 level of Wound penalties
  • Beast Master (Hindrances): I have a way with animals, and also a steadfast animal companion, who is replaced if the need arises (see Steed in Gear)
  • Rich (Hindrances): +2 HJ Rolls (Cybernetics Table), +5K Cr. Starting Funds
  • Filthy Rich (N1): +3 HJ Rolls (Cybernetics Table), +20K Cr. Starting Funds
  • Danger Sense (Cybernetics): Roll Notice -2 to start combat On Hold.
  • Breed Advantage: Strong Breed (Race, N2, S1): +3 Die-Types Strength
  • Improvisational Fighter (S2): Reduce Improvised Weapon Penalties by 1
  • Trademark Weapon: Drill Apparatus (S3): +1 Fighting rolls with weapon
Last edited by Lance on Mon Jul 02, 2018 1:49 pm, edited 1 time in total.
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

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Lance
Posts: 65
Joined: Fri Jun 29, 2018 9:25 pm

Re: Lance, Cyber(netic) Knight

Post by Lance » Fri Jun 29, 2018 8:21 pm

Cybernetics
(Total Strain: 12/14)
Lance of Might (Super-Tech Signature Item: Mining Drill Apparatus )- Strain 2
When Lance arrived at the Siege Perilous, the Lord of the Lake took the weapon he'd already been bearing, and made it into a work of art. (Read: Lance was a mining slave who escaped, and got his brains cooked in the desert before running into an ARCHIE-3 Bunker. ARCHIE did typical ARCHIE stuff, and enhanced his mining apparatus to be a truly suitable weapon for one of his agents. One element is a detector for locating weak spots in large targets--this happens instinctively, and Lance himself is only barely conscious of it.)
  • -2 Fighting/Parry as Improvised Weapon (Reduced to -1 w/Improvisational Fighter)
  • Strength + 2d10 AP 10 MD
  • Cut through 1' square of material/round, double time for every 30 points of Armor.
  • MODS (Supertech: 8 Points)
    • +1 Fighting Die-Type (1 point)
    • +1 Parry (1 point)
    • Giant Killer Edge (2 points)
    • Focus (As a full-round action with no movement, bypass armor on vehicles and inanimate objects; Limitation -1, cannot be used while using Reach, 2 points)
    • Extensible Shaft: The drill shaft can, as a free action, extend to Reach 1 or 2. As a Reach 2 weapon, it uses the same rules as a Lance (+2 AP on a charge, can only be used while mounted). (2 points)
Total Combat with Lance: Fighting d12+6, Damage d12+2d10, AP 10 MD, +1d6 if Size 2+

Expanded Detection & Security Array (1) - Strain: 2
  • Danger Sense Edge
  • +2 all Notice Checks
Optics Package (1) - Strain: 1
  • +2 Visual Notice
  • Thermal/Night Vision: ignore illumination penalties
  • Distance Magnification x50
  • Close Magnification x20
  • +2 Resist Blinding Flashes, etc
  • Record Still/Moving images
Core Electronics Package (1) - Strain: 1
  • Mini-Computer
  • Direct Link to Computers: +4 Repair/Common Knowledge when connected
Wilderness Scout Package (1) - Strain: 1
  • +2 Survival/Tracking rolls
Wired Skill Port (2) - Strain: 2
  • Each Chip provides up to +4 Die-Types to a single Agility-based Skill
  • May have up to 2 chips active at once
  • Chips: +4 DT Riding, +4 DT Fighting
Hand-to-Hand Reaction Wiring (1) - Strain: 1
  • +2 All Fighting Checks
Reinforced Frame (1) - Strain: 1
  • +2 Toughness
Cyber-Wired Reflexes (1) - Strain: 1
  • +1 Die-Type Agility
  • Pre-req for HtH RW, Wired Skill Port
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

User avatar
Lance
Posts: 65
Joined: Fri Jun 29, 2018 9:25 pm

Re: Lance, Cyber(netic) Knight

Post by Lance » Fri Jun 29, 2018 8:23 pm

Background

Kickin' it Roshomon Style


The Pit. I began in the Pit. I knew only darkness; ate only rot; drank only ashes. But I was strong, and I persevered. I slew the demons who attempted to hold me. I cut them down with the very tool they sought to shackle me to.

Climbing from the Pit, I came to the Waste. There, I wandered, seeking solace, refuge. But there was none. I spent years in the Waste, the corruption of the Pit slowly burning off of me. In the Waste, I was purified.

And when my purification was complete, finally I came to the Siege Perilous, on the Lake of Eternity. I met the great Wizard, and heard the voice of the Lord of the Lake. And the Lord laid upon me a charge:
"A new force has arisen, one which I must learn more of," I was told.

And the Wizard took me to his Sanctum, and there he gifted me with wonders, and bestowed blessings upon me, and finally set me upon a miraculous Steed to ride as I carried forth my charge, to fight for this new Legion of the Morrow, and to be amongst them, and learn of their ways and their aims, to see if they are truly as noble as they would have others believe.


***************

File Timestamp 745.243.983
Hagan has returned from a supply run with a new subject. A mutated mastiff--not uncommon, of course, but unusually, this one was also cybernetically enhanced. The animal-man is delirious from dehydration; I estimate it has been at least 3 days since he has had any water, though he insists he has been wandering for years. It is unclear what led to his current state--his mining attachements are stained with blood that tests as human, but more than that is impossible to determine from his ramblings.

Subject, self-designated "Lance", seems to have incorporated a mythic delusion to cope with his trauma. He views himself as one designated by a higher power (c.ref. God, gods, Heaven) to serve in some as yet unknown purpose. Everything he perceives is viewed through this lens. Curiously, the sheer completeness of the delusion makes him more stable than a less comprehensive one might.

I believe the subject will be a suitable tool for investigating this new group that has been forming since the destruction of Tolkeen (c.ref. Tolkeen-Destruction, Tomorrow Legion). Subject Lance has been outfitted with further cybernetic enhancements, and had certain skills speed-trained in order to better fit his mindset. The mount he has been outfitted with is capable of transmitting messages back via secure channels; Hagan and I will be able to assess the Legion from these reports, and determine if they are a potential resource or liability.

While the mount was Hagan's notion (human ingenuity; such a strange thing), I calculated that there is a strong chance the mount will be destroyed within the first few months in the field. Therefore, I have instructed Hagan to have replacements at the ready, in case they are needed swiftly by our new agent.

***********

Excerpted from a report from the desk of Sgt. Ossanna Wilde, as delivered by Corporal Montcrief, to Elle of Owls:

I conducted the new arrival's interview as requested. This one is a strange one, no doubt--the Dogboy thinks he's a knight. He was calling himself a cyber-knight, and I put a stop to that right quick, even if the name is more fitting him. Hell, he's even got a cybernetic horse. Given his cybernetics, I'd say a heavy industrial worker, probably bred for labor in the mines, is a little more likely, though. Not sure where he got the horse, though. Still, thing's very affectionate towards him.

He's sincere, though, in wanting to do right. If anything, a little too sincere. For that reason, I'm going to request that he NOT be assigned to the Jokers. In case you've forgotten, we just got a wannabe redeemed demon on our roster; get these two together, and they're likely to form a Revelation Cult, or something like that. Still, Lance has a charismatic pull to him, I can't deny it. He'd do well in a COT, I think.

Oh, and don't underestimate him combat-wise. Had him go toe to toe with a few of our trainers--he wields that drill better than some of our actual Cyberknights whip around their psi-blades. And with that carbon tip, he is capable of punching into a Glitterboy on a solid hit. So that mission to Kingsdale you've been dropping hints about might be a good fit for him.
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

User avatar
Lance
Posts: 65
Joined: Fri Jun 29, 2018 9:25 pm

Re: Lance, Cyber(netic) Knight

Post by Lance » Fri Jun 29, 2018 8:26 pm

Gear
Juicer Assassin Plate Armor
  • +6 Armor / +1 Toughness
  • 14 lbs
JA-9 Variable Laser Rifle
  • Range 40/80/160; Damage: 3d6+1 AP 3; RoF: 1; Shots: 30
  • Integrated Scope Ignores 2 points of Range/Illumination Penalties
  • 6 lbs
Vibro-Sword
  • Str+d10 MD, AP 4
  • 9 lbs
Portable Rocket Launcher
  • Range: 50/100/200; Damage 5d6 MD SBT, AP 6; Shot: 1
  • Anti-Vehicle Rocket Damage 4d6 MD SBT, AP 11
  • Rockets: 2 Standard, 1 Anti-Vehicle
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Fleet-Footed
  • Size +3
  • Kick: Strength +2d6 MD
  • Cybernetics: Armor 3 (+12, MDC); Implanted Weapon (Impact Hammer, Hooves)
C&S Knight's Tabard (Rifts Patron Item)

The Knight's Tabard is arms dealer Chivalry & Sorcery's entry meant to compete with the Bandito Arms Armored Overcoat, serves much the same function, but is designed with the pockets underneath the front cloth-piece of the tabard. The entire tabard is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools. Items in green are from NG-S2 pack, below.
• Attachment: Short-range radio
• Attachment: Canteen
• Attachment: Flashlight/PocketKnife combo tool
• Attachment: Long E-Clip
• Attachment: Saw Wire
• Attachment: Biometric compass/mirror
• Attachment: Signal Flare
• Attachment: Fire Starter


NG-S2 Survival Pack
Some components have been placed on attachment points on the coat
  • 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-infnite 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 traveled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five mile range.
  • One frst 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 fshing 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
  • Six Wooden Stakes
Credits: 31,940

Contacts
None
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

User avatar
Lance
Posts: 65
Joined: Fri Jun 29, 2018 9:25 pm

Re: Lance, Cyber(netic) Knight

Post by Lance » Fri Jun 29, 2018 8:35 pm

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

Attributes
Agility: 1 creation, FG, Cy-Wi: d10
Smarts: 1 creation: d6
Spirit: 2 creation: d8
Strength: 1 creation, 3 breed edges: d12
Vigor: HJ, Advance: d8

Iconic Framework
  • 6 Strain of Cybernetics (Wilderness Scout Package, x2 Wired Skill Ports, HtH Reaction Wiring, Reinforced Frame, Cyber-Wired Reflexes)
  • Upgradable Edge
  • Starting Gear: Juicer

Race Traits
  • Breed Advantage: Strong Breed
  • Keen Scent: +2 Tracking, +2 Notice w/smell
  • Bite: Str + d6
  • Psychic Sense (Notice/Tracking roll to sense/follow magical energies; Strain is penalty)
  • Restricted Path: Magic
  • Ley Line Sensitivity (No Psy-Sense 2” from LL; LL Storm = Fatigue for 1 hour after)
  • Wanted (Minor): Coalition States

Hero’s Journey
  • Training (3): Combat Training: +5 Combat Skill Points
  • Education (11): Diplomatic Arts: +2 Persuasion rolls, d8 Knowledge: Politics
  • Experience & Wisdom (13): Widely Traveled: +2 Common Knowledge (geography/people of North America); +2 Survival/Streetwise in North America
  • Rich: Cybernetics (20): Choice: Mining Drill Apparatus
  • Rich: Cybernetics (20): Choice: Core Electronics Package
  • Filthy Rich: Cybernetics (20): Choice: Optics Package
  • Filthy Rich: Cybernetics (5): Expanded Detection & Security Array
  • Filthy Rich: Ranged Weapons (18): Portable Rocket Launcher


MARS Fortune & Glory
Fortune and Glory
  • (10): Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.
  • (8): Vigorous and Tough: You hero adds one die type to Vigor and begins with the Nerves of Steel Edge.
  • (4): Agile and Dexterous: Your hero adds one die type to Agility and begins with either the Ambidextrous or Quick Edge.
Advances
  • Initial Advances: (From Hindrances): Beast Master, Rich
  • Cybernetic Modifications: Danger Sense, Agility Bump
  • Novice 1 Advance: Filthy Rich
  • Novice 2 Advance: Strong Breed
  • Novice 3 Advance: Vigor Bump
  • Seasoned 1 Advance: Strong Breed
  • Seasoned 2 Advance: Improvisational Fighter
  • Seasoned 3 Advance: Spirit Bump (d10)
  • 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:
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

User avatar
Lance
Posts: 65
Joined: Fri Jun 29, 2018 9:25 pm

Re: Lance, Cyber(netic) Knight

Post by Lance » Tue Oct 09, 2018 8:14 pm

Changelog:
10/1/18: Spirit d10 (S3 Advance), +5940 Credits
11/2/18: Got UBO HJ 4: Computer Security Expert, as an Interlude Reward, here. K: Computers d8, +2 vs. Security.
1/1/19: (S4 Advance)
Cybernetic Wants
Subject Matter Expert Port
Reinforced Frame II & III
Synthetic Organ Replacement I & II
Bionic Strength Enhancement until I run out of Strain
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

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