HJ
Experience & Wisdom [dice:182pkr8n]53121:0[/dice:182pkr8n]
Psionics [dice:182pkr8n]53121:1[/dice:182pkr8n]
Training [dice:182pkr8n]53121:2[/dice:182pkr8n]
Narrative Hook [dice:182pkr8n]53121:3[/dice:182pkr8n]
Cyberknight
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Cyberknight
Lady Knight
Rank: Novice Advances: 0
Race: Dog Boy
Iconic Framework: Cyber Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 10 (d12); Parry: 8; Toughness: 13 (6); Strain: 0
Skills:
Rank: Novice Advances: 0
Race: Dog Boy
Iconic Framework: Cyber Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 10 (d12); Parry: 8; Toughness: 13 (6); Strain: 0
Skills:
- Athletics d8 (2)
- Notice d8 (3)
- Persuasion d4
- Common Knowledge d4
- Stealth d4
- Psionics d8 (2)
- Fighting d12 (4)
- Shooting d6 (2)
- Survival d6 (1)
- Outsider (Race): -1 Persuasion
- Restricted Path (Race): No PPE based Arcane Backgrounds
- Ley Line Hypersensitivity (Race): Lose their Psychic Sense (within 2" or 4 yards) of a ley line. Ley Line storms cause a level of Fatigue from severe headaches and distress
- Wanted - Minor (Race): Coalition will attempt to capture or kill on sight
- Fast Breed (Race): +2 pace, +1 running die
- Keen Sense of Smell (Race): +2 Notice rolls, +2 Survival (tracking)
- Natural Weapon (Race): Str+d6 Bite
- Psychic Sense (Race): Use Notice to detect the presence and location of anything psychic, magic, or supernatural including energies, beings (even invisible or astral), and items. Can also use the Survival (tracking) skill to track a specific entity or item
- Mighty Blow (HJ): Once per turn, double Fighting damage when dealt a Joker
- Power Surge (HJ): Recover 10 Power Points when dealt a Joker in combat
- Cyber Armor (IF): +2 Toughness (free action)
- Cyberkinetic Combat (IF): Any electronic technology-based attacks such as lasers, rail guns, and vibro-blades suffer a –2 to hit. Stacks with deflection
- First into Battle (IF): +2 Pace, d10 Running die
- Champion (IF): +2 damage when attacking supernaturally evil
- Frenzy (IF): Roll a second Fighting die with one melee attack per turn
- Improved Frenzy (IF): Roll a second Fighting die with up to two melee attacks per turn
- Protector (IF): +1 Persuasion
- Arcane Background - Psionics (IF): 10 ISP, 3 powers, d6 Psionics
- Psi-Sword (IF): Summon sword as free action. Str + (Spirit x 2), AP 6.
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Cyberknight
Powers
Arcane Background: Psionics
PPE/ISP: 10 Recovery: 5/hour
TK Acceleration [speed] (1) [Seasoned]
Arcane Background: Psionics
PPE/ISP: 10 Recovery: 5/hour
TK Acceleration [speed] (1) [Seasoned]
- Range: Self
- Duration: 5
- Trapping: Accelerate movement with telekinetic force
- Effect: Increase pace (self only, speed only, innate)
- Range: Self
- Duration: 5
- Trapping: Telekinetic force increases the speed and power of the blow
- Effect: Increase damage (self only, innate)
- Range: Self
- Duration: 5
- Trapping: Inner spirit
- Effect: Increase a Trait (self only, innate)
- Range: Smarts
- Duration: Instant
- Trapping: Telekinetic force
- Effect: Push targets with an unseen force
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Cyberknight
Background
Narrative Hook = 19
The Evil That Men Do. The world of Rifts Earth is exceedingly dangerous, and there’s no greater threat to survival than that of human beings willing to commit all manner of violence and atrocities. Your character’s been out there, fighting bandits, raiders, and the soldiers of would-be warlords and conquerors. Alternately, he might have been such a person, robbing and hurting others for his own ends until one day the truth of who he’d become hit him and he decided to make a change. Joining the Legion is the start of that new journey.
Narrative Hook = 19
The Evil That Men Do. The world of Rifts Earth is exceedingly dangerous, and there’s no greater threat to survival than that of human beings willing to commit all manner of violence and atrocities. Your character’s been out there, fighting bandits, raiders, and the soldiers of would-be warlords and conquerors. Alternately, he might have been such a person, robbing and hurting others for his own ends until one day the truth of who he’d become hit him and he decided to make a change. Joining the Legion is the start of that new journey.
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Cyberknight
Gear
Cyber-Knight Medium Armor (EBA)
6 wooden stakes
NG-S2 Survival Pack
Credits: [dice:1vk07gc2]53148:0[/dice:1vk07gc2]
Contacts
Cyber-Knight Medium Armor (EBA)
- +6 Armor, +2 Toughness
- d6 Str Min
- Powers: healing and relief
- Range: 12/24/48
- Damage: 2d6+1, AP 3
- ROF: 1
- Payload: 20
- Clips: 2
- Range: 24/48/96
- Damage: 3d6 AP 3
- ROF: 1
- Payload: 20
- Clips: 2
6 wooden stakes
NG-S2 Survival Pack
Credits: [dice:1vk07gc2]53148:0[/dice:1vk07gc2]
Contacts
Signature
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Cyberknight
Advances
Hero’s Journey
Hero’s Journey
- Experience & Wisdom 16: Dead Shot, Mighty Blow, or Power Surge
- Psionics 8: Variety of techniques is a power all its own; your psionic knows one power of any Rank from her own list or one Novice power normally unavailable (Havoc)
- Training 18: Dead Shot, Mighty Blow, or Power Surge
- Initial Advances: (From Hindrances): +1 Agility, +1 Spirit
- Novice 1 Advance:
- 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:
Signature