Lenard Hill for the Lowest Legion

The least Legionaires get their chance to shine
GM: Pender Lumiss
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Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Lenard Hill for the Lowest Legion

Post by Wittsen Dolgon »

HJ Custom
OOC Comments
1-2 More ISP means more power to work with, and your character has it. He gains the
Power Points Edge. Psionics who already have this Edge should reroll.
3-4 Many psionics strive for a level of enlightenment that transcends matters physical,
focusing ever more energy and effort via their will. Your hero is able to spend a
Benny to use her Spirit in place of any other Trait roll for a round
5 With deep concentration, meditation, or prayer, your hero regains her ISP at a faster
rate than most. She gains the Rapid Recharge Edge, or improved Rapid Recharge
if she already has that Edge.
6-7 Your psionicist gains either the New Powers Edge or one power chosen from the
Mind Melter's list (Rank permitting).
8-9 She always gets a strange tingling in the back of her neck when things are about
to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your
character has the Danger Sense Edge.
10-11 Your hero has a rare and coveted suit of TW Combat Mage Armor (see page 77),
which may or may not place him on a few bounty lists in both the Coalition and
the Federation of Magic. Alternately, if he’s a Cyber-Knight, he gains a suit of TW
Cyber-Knight Heavy Armor
12-13 After serving in a military, paramilitary, militia, or security force for some time,
your hero has some solid combat training. She gains +3 Skill Points which may be
spent on Athletics, Fighting, or Shooting in any combination.
14-15 Constant battle, for cause or survival, means your hero knows a great deal about
combat. Select one Combat Edge; you may ignore all requirements except other
Edges (e.g. to take Improved Frenzy your character must have Frenzy first).
16 Whether via formal training in a dedicated school, learning at the hands of a
master, or just surviving a dangerous world, your hero’s picked up some serious
fighting skills. He’s got the Martial Artist Edge, or Improved Martial Artist, if he
already had Martial Artist.
17-The JA-11 Energy Rifle (see page 102) is a marvel of design and effectiveness. Most
Juicers give inexperienced punks the side-eye if they’re carrying one.
18 Exceptional crafting and fine-tuning grants your hero a +1 to Shooting with this
weapon.
19-20 choose one

[dice:1xjotkar]59943:0[/dice:1xjotkar]
[dice:1xjotkar]59943:1[/dice:1xjotkar]
Last edited by Wittsen Dolgon on Thu Oct 31, 2019 9:01 pm, edited 1 time in total.
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2
Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Lenard Hill for the Lowest Legion

Post by Wittsen Dolgon »

Lenard Hill
Rank: Experience: Advances Left:
Race: Human
Iconic Framework: Cyber Knight
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 8; Parry: 8 (½ Fighting +2); Toughness: 15 (½ Vigor+2 plus armor); Strain: 0
Skills:
Core
Athletics 1d4
Common Knowledge 1d4
Notice 1d6
Persuasion 1d8
Sleath 1d6

Other Skills
Fighting 1d10
Psionics 1d8
Shooting 1d6
Research 1d6



Hindrances
  • Hindrance (Major): Delisional: Thinks he’s a Jedi knight after seeing star wars once.
  • Hindrance (Major): Implusive
  • Hindrance CK: Cyber Knight code
  • Hindrance CK: -1 strain


Edges
  • Edge IF: Cyber-Armor: As a free action, CyberKnights can summon an organic metal shell granting +2 Toughness and allowing them to ignore Gritty Damage
  • Edge IF:Cyberkinetic Combat: Any electronic technology-based attacks such as lasers, rail guns, and vibroblades suffer a −2 to hit a CyberKnight. This ability stacks with the deflection power.
  • Edge IF: First Into Battle: Cyber-Knights begin with +2 Pace and a d10 running die; stacks with the Fleet-Footed Edge.
  • Edge IF: Inner Light: Cyber-Knights begin with the Champion Edge
  • Edge IF: Minor Psionics: 15 ISP
  • Edge IF: Psi-Sword: 1d6 + 2d8 Mega Damage. 8 AP
  • Edge IF: +1 Social interactions, and reactions start 1 level higher than normal.
  • Edge IF: Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately
  • Edge IF: Block: His Parry increases by +1 and any Gang Up bonus against him is reduced by one
  • Edge Human: CYBERKINETIC AWARENESS: As an action, the Cyber-Knight can enhance his Cyberkinetic Combat abilities by stretching out his senses to understand all of the electronic technology he’s engaged with. Enemies within a distance of Smarts ×2 are −2 on all Trait rolls against him where technology is involved; includes Notice checks and opposed rolls. This ability lasts until the end of the encounter.
  • Edge H1: Power Points: +5 Power Points
[*]Edge H2: Common Bond
Last edited by Wittsen Dolgon on Sun Nov 03, 2019 10:53 am, edited 4 times in total.
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2
Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Lenard Hill for the Lowest Legion

Post by Wittsen Dolgon »

Powers
Arcane Background: Psionics,
ISP: 15 - Recovery: 1/hour

Trapped Power Name [Telekinesis] (5/ISP Cost) [Seasoned]
  • Range: 12
  • Duration: 5
  • Trapping: Reaches out with his hand
  • Effect: Telekinesis is the ability to move objects or creatures (including oneself) with arcane will. It has a Strength of d10, or d12 with a raise. Unwilling opponents resist the caster’s arcane skill with an opposed Spirit roll when targeted and at the start of each of their turns afterward until they’re released. They can be moved up to the caster’s Smarts per turn in any direction, and can be bashed into walls, ceilings, or other obstacles for Str+d6 damage. Dropped creatures suffer falling damage

Jedi Mind Trick [Puppet] (3/ISP Cost) [Vetarn]
  • Range: 6
  • Duration: 5
  • Trapping: Waves hand in front of face and makes a suggestion.
  • Effect: Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. With success, the victim automatically obeys commands that don’t directly harm himself or those he cares about. With a raise, the target is completely controlled, but gets an automatic Spirit roll as a free action to avoid directly harming himself or those he cares about. If the puppet’s 166SAVAGE WORLDS resistance succeeds, he doesn’t carry out that particular command but doesn’t otherwise resist his master. With a raise, he breaks the controller’s hold and the power ends. Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many actions the victim uses in a turn, whether or not he uses his Sweep Edge, etc.

LLight Sabre Deflection [Deflection] (3/ISP Cost) [Novice]
  • Range: self
  • Duration: 5 rounds
  • Trapping: Can Deflect attacks with his light sabre
  • Effect: Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).

Jedi Speed [Speed] (2/ISP Cost) [Seasoned]
  • Range: Self
  • Duration: 5
  • Trapping: Starts moving at a blur.
  • Effect: Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.

Speak Language (1/ISP Cost) [Novice]
  • Range: Range
  • Duration: 10 minutess
  • Trapping: The force knows all languages
[*]Effect: This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.undefined
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2
Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Lenard Hill for the Lowest Legion

Post by Wittsen Dolgon »

A Long Time Ago in a Galaxy, near, near here…

Lenard
Hill
A New Character

It was a period of Disco. Lenard had just won his game of D&D. Making him the greatest wizard of all time. But his greatest victory was still ahead as the greatest movie of all time had just hit the theater, STAR WARS!

Excited by the trailer, Lenard had managed to get opening night tickets for what would be a literal life changing event for Lenard. After watching what Lenard would describe as the most accurate portrayal of ancient deep space known to man.

Coming off the high of this cosmic life changing movie Mr. hill was immediately zapped into the future while he walked through an alley, and was immediately attacked by a hideous D-Bee. After being knocked unconscious Lenard awoke to a Cyber Knight standing over him.

Taking this for a sign Lenard without a second thought joined the Cyber Knights as a padawan. Put on clean up duty as they Masters describe Lenard as too “mentally unstable” for field work, until now...
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2
Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Lenard Hill for the Lowest Legion

Post by Wittsen Dolgon »

Gear

Item
CyberKnight Medium Armor (Armor +6, Toughness +4)
NG-L5 Laser Rifle (Range 24/48/96, Damage 4d6, ROF 1, AP 2, Shots 20)
NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes

Credits: 700
[dice:2mqxoxhy]60146:0[/dice:2mqxoxhy]
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2
Wittsen Dolgon
Posts: 31
Joined: Wed May 29, 2019 11:36 am

Re: Lenard Hill for the Lowest Legion

Post by Wittsen Dolgon »

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

Attributes
Agility: d4
Smarts: d4 - d6 start
Spirit: d4 d8 start 1st novice
Strength: d4 d6 start
Vigor: d4 d6 start






Advances
  • Initial Advances: (From Hindrances):
  • Free Edge (Human):
  • Cybernetic Modifications:
  • Novice 1 Advance: 1 to strength
  • 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:
Last edited by Wittsen Dolgon on Sun Nov 03, 2019 10:52 am, edited 1 time in total.
Parry: 2
Toughness: 8
Bennies: 2
PPE 20
Greater Armor +10 MDC round 2
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Pender Lumkiss
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Re: Lenard Hill for the Lowest Legion

Post by Pender Lumkiss »

Here is the code.
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Re: Lenard Hill for the Lowest Legion

Post by Pender Lumkiss »

Advances seem incomplete.

Did you take the improved psi sword edge? Ap seems off.

CKs cyber knight psi blade:
As a free action, Cyber-Knights can summon 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 equal to Psionics (no Strength minimum).
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Re: Lenard Hill for the Lowest Legion

Post by Pender Lumkiss »

Can you please fill out your advance tracker?

Also background wise did you get caught up in the war for Tolkeen? I would imagine for most cyber knights it was an important moment for them. Did they follow Lord Coke and stay out of it ( possibly shake their faith in the order) or did he fight with the forces of tolkeen and loose himself in war?

Generally I like characters to have some connection to the rifts world. It is easier for me to drop nuggets of intrest for a character that has some amount of history in rifts earth. Like maybe you found yourself on rifts earth 104PA (it is 109PA)?
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Re: Lenard Hill for the Lowest Legion

Post by Imperator »

You don't have a point of strain. That blurb was there to remind you that if you get any you suffer a penalty to psionics rolls.

Also, I suggest a strength of d6 so you can shoot your rifle without penalty.
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Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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