HJ
Education [dice:2uex0ni5]57329:0[/dice:2uex0ni5]
Experience & Wisdom [dice:2uex0ni5]57329:1[/dice:2uex0ni5]
Victor "Hedge" Agathon (Cyber Knight)
- Vargan Orok
- Posts: 80
- Joined: Mon May 27, 2019 7:04 pm
Victor "Hedge" Agathon (Cyber Knight)
Vargan Orok (Ranger)
- Vargan Orok
- Posts: 80
- Joined: Mon May 27, 2019 7:04 pm
Re: Human Cyberknight 32nd
Victor "Hedge" Agathon
https://i.pinimg.com/564x/86/d8/a0/86d8a057db9a454d97401a197cc81bb7.jpg
Rank: Novice Advances Left: 0
Race: Human
Iconic Framework: Cyberknight
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Pace: 8 (d10 run); Parry: 7; Toughness: 20 (10) (armor + cloak + cyber-armor); Strain: 0
Skills:
https://i.pinimg.com/564x/86/d8/a0/86d8a057db9a454d97401a197cc81bb7.jpg
Rank: Novice Advances Left: 0
Race: Human
Iconic Framework: Cyberknight
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Pace: 8 (d10 run); Parry: 7; Toughness: 20 (10) (armor + cloak + cyber-armor); Strain: 0
Skills:
- Athletics d8 (3)
- Common Knowledge d6 (1)
- Notice d6 (1)
- Persuasion d8 (1)
- Stealth d6 (1)
- Psionics d8 (2)
- Fighting d10
- Survival d6 (2)
- Occult d6 (2)
- Riding d6 (1)
- Shooting d4 (1)
- Code of Honor (IF): 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.
- Cybernetics (IF): Cyber-Knights suffer −1 to Psionics per point of Strain
- Driven (Major): Wants to redeem himself for his previous failure.
- Habit (Minor): Smokes hand rolled tobacco leaf
- Shamed (Minor): His previous team was turned into Xombies by Nxla
- Vow (Major): Serve Psyscape
- Nxyla Hindrances: Thin Skinned, Death Wish, and Minor PTSD Hindrances.
- Champion (IF): +2 damage vs. supernaturally evil creatures.
- Arcane Background (Psionics) (IF): 10 ISP, 3 powers
- Feint (IF): You may choose to make foe resist with Smarts instead of Agility during a Fighting Test.
- Counterattack (IF): Free attack against one foe per turn who failed a Fighting roll.
- Well Travelled (HJ): +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 Networking checks in North America.
- Psychic of Psyscape (Human): Gain empathy power. Use detect arcana as an Innate Ability, gaining a +2 to sense supernatural evil and dark arcane powers. Can transform into pure psychic energy, fusing with a ley line in order to enter stasis for one year per ISP spent.
- Acrobat (HJ): Free reroll on acrobatic Athletics attempts.
- Major Psionics (Hind): Double ISP. May spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
- Improved Cyber-Armor (Hind): Cyberarmor increases to +4
- Strong Willed (N1): +2 to resist Smarts or Spirit-based Tests.
- Improved Psi-Sword (S2):
- Trademark Weapon (S4): +1 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +1 Parry while weapon is readied.
- Cyber-Armor: Summon an organic metal shell granting +2 Toughness ignores Gritty Damage Setting Rule effects.
- Cyberkinetic Combat: Any electronic 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.
- Psi-Sword: As a free action, can summon a blade of spirit and will that does Strength x 2 + Spirit × 2 damage with AP 16 (AP = Psionicsx2, no Strength minimum).
- Revered Protectors: Has Connections with the Order and its allies. Gains +1 to social checks with most people and Reactions start one level higher than normal.
Vargan Orok (Ranger)
- Vargan Orok
- Posts: 80
- Joined: Mon May 27, 2019 7:04 pm
Re: Human Cyberknight 32nd
Powers
Arcane Background: Psionics
ISP: 20/20
Empathy [empathy] (1 ISP)
Arcane Background: Psionics
ISP: 20/20
Empathy [empathy] (1 ISP)
- Rank: Novice
Range: Smarts
Duration: 5
Effect: Skill vs Spirit roll. Knows the target’s emotional state and most basic surface thoughts, and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him. Also works on animals, adding +2 to Riding or other rolls used to interact with the creature.
- Rank: Novice
Range: Smarts
Duration: 5 (detect)
Effects: See and detect all supernatural persons, objects, or effects in sight for five rounds (includes invisible foes, enchantments on people or items, weird science devices, and so on). With a raise: knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Also, ignores up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Notes: +2 when using detect arcana to detect supernatural evil or dark arcana. Limitation (self).
- Rank: Novice
Range: Smarts
Duration: 5 (boost)
Effect: Increases the selected Trait one die type, or two with a raise, for five rounds.
- Rank: Novice
Range: Smarts
Duration: 5
Effect: Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
- Rank: Seasoned
Range: Self
Duration: 5
Effect: Gains the benefits of a single Combat Edge chosen by the caster (improved version with a Raise).
Vargan Orok (Ranger)
- Vargan Orok
- Posts: 80
- Joined: Mon May 27, 2019 7:04 pm
Re: Human Cyberknight 32nd
Background
Hedge woke with a start blinking in the darkness of whatever hovel he was staying in. He shivered, despite the heat and humidity.
The swamps, he reminded himself. I am in the swamps.
The cold coursing through his body eventually gave way to the close, sticky, air of the dinosaur swamps. Fumbling for his pack the vagrant rolled a leaf of local tobacco and lit it with a wooden match.
Inhaling deeply Hedge tried to clear his mind. His dream was always the same. The night in Soulharvest that went terribly wrong. He was leading an expedition of cyberknights and psi-warriors intent on freeing many souls from the sway of the Harvesters. Instead, all were lost. Turned to soulless xombies when the releasing ritual went terribly wrong.
Rather than sending the avatars from the xombies back to Nxyla, devourer of souls, the group released a massive wave of dark, icy, tendrils. Hedge froze, literally and figuratively, unable to move in the face of the intense cold pressing against his soul. He watched in agonizing, slow motion, as tendrils wrapped around his companions, entering and occupying their minds. His eyes locked with theirs, now empty voids, barren of the warm spark of life.
His breath caught in his lungs, Hedge could not scream but only let out a small gasp. A dark tendril passed over his face, prodding his mind and soul. Miraculously he resisted, but not without damage. He had touched minds with the devoured. The evil entity left a single psychic impression on the young knight, This is your fault.
The voice pounding inside his skull always woke him, and echoed through his mind everyday. Hedge may not have become a soulless one but part of him is just as imprisoned.
Taking another puff of his makeshift cigarette Hedge stood up and sighed. He had fallen far. From cyber knight, champion of light, to hedge knight, drifter in the night. After Soulharvest he fled, not daring to face the gaze of the Psynex or shame of his fellow Knights. From the Magic Zone to Arzno. Across the Pecos Badlands into the great Dinosaur Swamps. Hedge fled his past, trying to make amends by doing good along the way. Yet, the voice of Nxla still reverberated through his mind.
Rummaging through his bag he unfurled a tattered paper he got from a caravan of Tolkien refugees in old Kansas. It bore the symbol of a castle and gave the directions to a place called "refuge" and an invitation from the Council of Hope to join the fight to build a better tomorrow.
Sighing Hedge crumpled the paper and stubbed out his smoke. It was time to stop being dominated by the past. And what better way to face the future than by joining the Tomorrow Legion?
Hedge woke with a start blinking in the darkness of whatever hovel he was staying in. He shivered, despite the heat and humidity.
The swamps, he reminded himself. I am in the swamps.
The cold coursing through his body eventually gave way to the close, sticky, air of the dinosaur swamps. Fumbling for his pack the vagrant rolled a leaf of local tobacco and lit it with a wooden match.
Inhaling deeply Hedge tried to clear his mind. His dream was always the same. The night in Soulharvest that went terribly wrong. He was leading an expedition of cyberknights and psi-warriors intent on freeing many souls from the sway of the Harvesters. Instead, all were lost. Turned to soulless xombies when the releasing ritual went terribly wrong.
Rather than sending the avatars from the xombies back to Nxyla, devourer of souls, the group released a massive wave of dark, icy, tendrils. Hedge froze, literally and figuratively, unable to move in the face of the intense cold pressing against his soul. He watched in agonizing, slow motion, as tendrils wrapped around his companions, entering and occupying their minds. His eyes locked with theirs, now empty voids, barren of the warm spark of life.
His breath caught in his lungs, Hedge could not scream but only let out a small gasp. A dark tendril passed over his face, prodding his mind and soul. Miraculously he resisted, but not without damage. He had touched minds with the devoured. The evil entity left a single psychic impression on the young knight, This is your fault.
The voice pounding inside his skull always woke him, and echoed through his mind everyday. Hedge may not have become a soulless one but part of him is just as imprisoned.
Taking another puff of his makeshift cigarette Hedge stood up and sighed. He had fallen far. From cyber knight, champion of light, to hedge knight, drifter in the night. After Soulharvest he fled, not daring to face the gaze of the Psynex or shame of his fellow Knights. From the Magic Zone to Arzno. Across the Pecos Badlands into the great Dinosaur Swamps. Hedge fled his past, trying to make amends by doing good along the way. Yet, the voice of Nxla still reverberated through his mind.
Rummaging through his bag he unfurled a tattered paper he got from a caravan of Tolkien refugees in old Kansas. It bore the symbol of a castle and gave the directions to a place called "refuge" and an invitation from the Council of Hope to join the fight to build a better tomorrow.
Sighing Hedge crumpled the paper and stubbed out his smoke. It was time to stop being dominated by the past. And what better way to face the future than by joining the Tomorrow Legion?
Vargan Orok (Ranger)
- Vargan Orok
- Posts: 80
- Joined: Mon May 27, 2019 7:04 pm
Re: Human Cyberknight 32nd
Gear
Armor
Cyber-Knight Medium Armor
A gift given to champions of Psyscape, usually passed down from generation to generation. This amulet is made with the scale of a Zaayr Crystal dragon (freely given) and seems to radiate a dull light even when not activated. Looking closely at the crystal reveals a swirling pattern of light twinkling from deep inside of it. Bearers of the amulet are resistant to lasers and other energy attacks. Wearers can also infuse it with ISP (not PPE) causing light to emanate from the amulet, making it an excellent beacon or torch that can hold vampires and other creatures of darkness at bay. With even more ISP the amulet can emit an intense, brilliant, flash of light that can blind friend and foe alike.
The Protector
NG-L5 Laser Rifle (Range: 24/48/96 Damage: 3d6 AP 3, ROF: 1, Payload: 20 Min Str: d6 Weight: 10, Clips: 2)
Wilk’s 320 “Classic” Laser Pistol (Range: 15/30/60, Damage: 2d6+1 AP 3, ROF: 1, Payload: 20, Min Str: d4, Weight: 2, Clips: 2)
Auracles of Spineas (Patron Item)
Very Rare Enchanted Spectacles
Magic Features:
• These magical spectacles provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana.
• Whenever the wearer uses detect arcana, they get the exalted detect arcana mega-modifier for free. They must still pay to activate detect arcana normally.
• Weight: 1 lb.
Basic Gear
Strider (Riding Horse)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d4, Notice d6
Pace: 12; Parry: 4; Toughness: 8
Edges: Fleet-Footed.
Special Abilities:
1,300 plus 1,498 in gear or valuables
Armor
Cyber-Knight Medium Armor
- Protection: +6 Armor, +2 Toughness
- Min Str: d6
- Weight: 14
- Cost: 120,000
- Notes: healing and relief. Requires an interface with Cyber-Armor to function.
A gift given to champions of Psyscape, usually passed down from generation to generation. This amulet is made with the scale of a Zaayr Crystal dragon (freely given) and seems to radiate a dull light even when not activated. Looking closely at the crystal reveals a swirling pattern of light twinkling from deep inside of it. Bearers of the amulet are resistant to lasers and other energy attacks. Wearers can also infuse it with ISP (not PPE) causing light to emanate from the amulet, making it an excellent beacon or torch that can hold vampires and other creatures of darkness at bay. With even more ISP the amulet can emit an intense, brilliant, flash of light that can blind friend and foe alike.
- Trapping: sunlight
- Major: Add a power light (limitations: range (object), aspect (light only) -2)
- Major: Add a power blind
- Minor x2: +4 armor against lasers, particle beams, ion weapons, and energy attacks.
The Protector
- Base Item: Large Polymer Shield
- Minor Enchantment: +1 Parry
- Minor Enchantment: +1 to Tests initiated by the wielder
- Major Enchantment: Once per encounter, as a free action that need not be taken on his turn and does not count towards his action total for that turn, the wielder of the Protector may activate the teleport power with a Spirit roll in order to move in front of an attack directed at an ally. If successful, the triggering attack is made at the wielder instead of its original target, and any damage or other effects are resolved against the wielder of the Protector. This feature costs no ISP, but a critical failure results in a level of Fatigue, which can incapacitate the user.
- Major Enchantment: Bolster Edge
NG-L5 Laser Rifle (Range: 24/48/96 Damage: 3d6 AP 3, ROF: 1, Payload: 20 Min Str: d6 Weight: 10, Clips: 2)
Wilk’s 320 “Classic” Laser Pistol (Range: 15/30/60, Damage: 2d6+1 AP 3, ROF: 1, Payload: 20, Min Str: d4, Weight: 2, Clips: 2)
Auracles of Spineas (Patron Item)
Very Rare Enchanted Spectacles
Magic Features:
• These magical spectacles provides +2 to sight-based Notice checks, and the wearer gains access to darksight, farsight, and detect arcana.
• Whenever the wearer uses detect arcana, they get the exalted detect arcana mega-modifier for free. They must still pay to activate detect arcana normally.
• Weight: 1 lb.
Basic Gear
- NG-S2 Survival Pack (includes a Survival Knife, wooden cross, and wooden stakes)
Saddlebags
Tattered Cloak with hood (Patron Armored Overcoat, • +2 Armor and +1 Toughness)
Threadbare blanket
Lighter
Trail Rations (5 days)
Boots
Tobacco leaf
Strider (Riding Horse)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d4, Notice d6
Pace: 12; Parry: 4; Toughness: 8
Edges: Fleet-Footed.
Special Abilities:
- Kick: Str+d4, to the front or rear as desired.
- Size 2: Typical quarter horse of about 1,000 lbs.
1,300 plus 1,498 in gear or valuables
credit rolls
Vargan Orok (Ranger)
- Vargan Orok
- Posts: 80
- Joined: Mon May 27, 2019 7:04 pm
Re: Human Cyberknight 32nd
Advances
Iconic Framework: Cyberknight
Hero’s Journey
Iconic Framework: Cyberknight
- Cyber-Armor: Summon an organic metal shell granting +2 Toughness ignores Gritty Damage Setting Rule effects.
- Cyberkinetic Combat: Any electronic 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.
- 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: Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6
- Psi-Sword: As a free action, can summon a blade of spirit and will that does Strength + Spirit × 2 damage with AP 8 (no Strength minimum).
- Revered Protectors: +1 Persuasion when dealing with those who know and love them as guardians of life and freedom.
Hero’s Journey
- Education 9: 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 Networking checks in North America.
- Experience & Wisdom 16: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, so long as it makes sense and the GM agrees with it.
- Initial Advances: (From Hindrances): Major Psionic, Improved Cyber Armor
- Adaptable: Psychic of Psyscape
- Novice 1 Advance: Strong Willed
- Novice 2 Advance: +1 Spirit
- Novice 3 Advance: +1 Riding, +1 Persuasion
- Seasoned 1 Advance: +1 Vigor
- Seasoned 2 Advance: Improved Psi-Sword
- Seasoned 3 Advance: +1 Fighting
- Seasoned 4 Advance: Trademark Weapon Psi-Sword
- 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:
Vargan Orok (Ranger)
- Vargan Orok
- Posts: 80
- Joined: Mon May 27, 2019 7:04 pm
Re: Victor "Hedge" Agathon (Cyber Knight)
Approved.
Curse of the Crimson Throne GM Bennies: 6/6
Lost Colony GM Bennies: 7/6
Dark Frontier GM Bennies: 6/6
Lost Colony GM Bennies: 7/6
Dark Frontier GM Bennies: 6/6
- Vargan Orok
- Posts: 80
- Joined: Mon May 27, 2019 7:04 pm
Re: Victor "Hedge" Agathon (Cyber Knight)
Bennies: 1 (Q1 2021)
Bennies: 3 (Q2 2021)
ISP: 17/20
Bennies: 3 (Q2 2021)
ISP: 17/20
Vargan Orok (Ranger)