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Kuikku

Posted: Sat Aug 19, 2017 10:29 am
by Kuikku
HJ Education: 1d20 [dice]0[/dice]
HJ Experience & Wisdom: 1d20 [dice]1[/dice]
HJ Experience & Wisdom: 1d20 [dice]2[/dice]
HJ Psionics: 1d20 [dice]3[/dice]
HJ Psionics: 1d20 [dice]4[/dice]

Money:
2d6 * 100: [dice]6[/dice]

Narrative Hook:
1d20: [dice]5[/dice]

Re: Kuikku: Creation

Posted: Sat Aug 19, 2017 2:31 pm
by Kuikku
Player Name: Robert Black
Google Handle: Robert

Character Name Kuikku
Rank: Veteran Experience: 51 Advances Left: 0
Race: Quick Flex
Iconic Framework: Cyber Knight
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d8
Charisma: 0 (+2); Pace: 10 (run d12); Parry: 8; Toughness: 14(6)/20(8) MDC; Strain: 0
Skills:
  • Psionics d10
  • Fighting d10
  • Shooting d6
  • Healing d6 +2
  • Notice d8
  • Persuasion d8 +2
  • Intimidation d8 +4
  • KN (History) d4
  • Language (Japanese) d6
  • Taunt d4+2 (Strong Willed)
Hindrances
  • Overconfident (Major, Racial): Will take on any mission or fight.
  • Heroic (Major): Always helps those in need.
  • Loyal (Minor): Without allies the world is a lonely place.
  • Quirk (Minor): Regularly adds bad Haiku to a conversation, even if not apporpriate.
Edges
  • Ambidextrous (Race): Ignores the –2 penalty for using off-hand
  • Champion (IF): +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • Combat Sense(IF): Enemies only get one half gang up bonus, round down.
  • Improved Combat Sense (IF): Enemies get no gang up bonus.
  • Healer (HJ): +2 to all Healing rolls (including natural healing rolls for his own wounds), whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well.
  • Elan (HJ): When you spend a Benny on a Trait roll, add +2 to the final total.
  • Quick (HJ): Discard draw of 5 or less for new card.
  • Improved Cyber-Armor: Cyber-Armor now adds +4 to Toughness
  • Master Cyber-Armor: In addition Cyber-Armor adds +2 MDC armor
  • Two Fisted: May attack with a weapon in each hand without Multi Action Penalty
  • Brawny: Toughness +1; load limit is 8 x Str
  • Strong Willed (Adventure Bonus): +2 to Intimidation and Taunt rolls, +2 to Spirit and Smarts rolls when resisting Test of Wills attacks.
  • Block: +1 Parry
  • Dodge: Ranged attacks suffer a -1 to hit.
  • Major Psionic (Adventure Bonus): Double base ISP, +10 ISP from Power Points Edge, Spend 2 ISP for +1 to roll or 4 for +2, 1 ISP for double range or 2 for x10 range (Can combine bonuses but must declare prior to roll), bonus effects doubled when on Ley Line
  • Improved Psysword: weapon is enhanced doing Strength + 3 × Spirit, AP 8. If split, each blade does Strength + 3 × Spirit, AP 4.
  • Rapid Recharge (Adventure Bonus): One PP recovered per 30 minutes.
Cybernetics
NONE

Powers (20 ISP)

Boost Trait
  • Cost: 2 ISP
  • Trapping: None
  • Range: Self
  • Free action to manifest
  • Duration: 3 (1/r)
  • Effect: +1 die type to effcted attribute or skill, Raise: +2 die types
Deflection
  • Cost: 2 ISP
  • Trapping: Shroud: -1 to be hit with ranged attacks
  • Range: Self
  • Free action to manifest
  • Duration: 3 (1/r)
  • Effect: -4 to be hit by any attack (HJ: Success grants Raise)
Darksight
  • Cost: 1 ISP
  • Trappings: eyes shine with a holy light
  • Range: Touch
  • Duration: 1 hour (1/hour)
  • Effect: Halve darkness penalty, Raise: ignor up to 6 points of darkness penality
Healing (from Medium Armor)
  • Cost: 3 ISP
  • Trapping: Jolt – success grants immediate check to remove shaken
  • Range: Touch
  • Duration: Instant
  • Effect: Heal one wound or remove Incapacitation, Raise: Heal second wound
  • Note: If used to remove Incapacitation can still be used to heal wounds
Barrier (From Heavy Armor)
  • Cost: 1 ISP per section
  • Trappings: None, slightly glowing blue field.
  • Range: Smarts
  • Duration: 3 (1/round)
  • Effect: Creates a 1" wide and tall wall with Parry 2 Toughness 10.
Pummel
  • Cost: 2
  • Trappings: Electric - Spasms: On a raise the target also makes a Vigor check or is at -2 Parry until end of next action.
  • Range: Cone
  • Duration: Instant
  • Effect: All targets in area make a Strength roll (-2 on raise) or be thrown back 2d6 inches and knocked prone. If target strikes an inanimate object it is also shaken. Targets may subtract cover modifiers from distance thrown.

Kuikku: Background

Posted: Sat Aug 19, 2017 2:36 pm
by Kuikku
Background
As a child he was rescued from some Coalition forces by a Cyber Knight in the Tomorrow Legion. Shortly after he found an old Earth book about Samurai and his mind has painted that rescue with a broad brush. Was instantly enamored with the concept and has decided to follow his limited understanding of how they operate. Becoming a Cyber Knight himself and joining the Tomorrow Legion was a natural result of this infatuation.

When he is able to focus he spends that time reading up on Earth history and how the samurai influenced its progression. He has also learned some Japanese and often uses it in conversation, though not always correctly. He will also toss out a (bad) haiku when the mood strikes him. His Psi-Sword manifests as a Kodachi (“Small Big Sword” just under a meter in blade length), or a Katana and Wakizashi when split.

Kuikku: Gear

Posted: Sat Aug 19, 2017 2:39 pm
by Kuikku
Gear

Cyber Knight Medium Armor
  • +6 Armor, +1 Toughness
  • Grants Healing Power, usable on others
  • Watershed
Cyber Knight Heavy Armor
  • +8 Armor, +2 Toughness
  • Grants Barrier Power
  • Watershed
Psi-Sword
  • Free Action to conjure or dismiss
  • Range: Melee
  • Damage: Str + Spirit x3 (1d6+3d10)
  • AP: 8
  • Notes: Can spend 2 ISP to make damage Mega Damage
Psi-Sword (Split)
  • Free Action to conjure or dismiss
  • Range: Melee
  • Damage: Str + Spirit x3 (1d6+3d10)
  • AP: 4
  • Notes: Can spend 2 ISP to make damage Mega Damage
Wilk's 320 Laser Pistol
  • Weight: 2
  • Range: 18/36/72
  • Damage: 2d6
  • RoF: 1
  • Ammo: 20
  • AP: 2
  • Notes: Semi-Auto
NG-L5 Laser Rifle
  • Weight: 14
  • Range: 25/50/100
  • Damage: 3d6+2
  • RoF: 1
  • Ammo: 20
  • AP: 2
  • Notes: Semi-auto, min Str d6
C-12 Heavy Assault Laser Rifle
  • Weight: 7
  • Range: 30/60/120
  • Damage: 3d6+1
  • RoF: 3
  • Ammo: 60
  • AP: 2
  • Notes: Semi-Auto, 3RB. Integrated scope with night vision and laser targeting (offset 2 points of range and/or darkness penalties)
Shadow Cloak
  • Weight: 1 lb
  • Grants +2 Stealth
  • Powers: Fear, Invisibility
  • 1 PP/Hour

    NG-S2 Survival Pack
    • Two person tent
    • Sleeping bag
    • Flashlight w/condealed knife (solar powered)
    • Biometric compass/inertial mapper w/mirrored back (+2 Survival rolls related to land navigation)
    • Short range radio (5 miles)
    • First aid kit (+1 healing, 3 charges)
    • Hunter/Fisher kit (+1 Survival rolls related to gathering food)
    • Saw cables x3 (can cut through most non-Mega matterials)
    • Fire starter
    • Climbing kit w/ 30 feet of cable
    • Bar of soap and sterilized cloth
    • Survival rations (14 days)
    Silver Cross

    Wooden Stake x6


    Credits: 800

Kuikku: Advances

Posted: Sat Aug 19, 2017 2:50 pm
by Kuikku
Advances

Race: Quick Flex
  • Agile: Start with d8 Agility, can advance to d12+2
  • Ambidexterity: Starts with Ambidextrous Edge
  • Distinctive D-Bee: Unless hiding face -4 Charisma dealing with Coalition
  • Elusive: +1 Parry
  • Fast: +2 Pace and +1 die type running die
  • Restricted Path: No background that uses PPE
  • Short Attention Span: -1 all Smarts rolls
  • Supreme Confidence: Start with Overconfident Hindrance
Iconic Framework: Cyber Knight
  • Cyber-Armor: Free action to gain +2 Toughness
  • Cybernetic Combat: All tech devices have -2 to hit me, stacks wit Deflection power
  • First Into Battle: +2 Pace and d10 running die
  • Inner Light: Start with Champion Edge
  • Intense Combat Training: Start with two combat edges of player's choice: Combat Sense, Improved Combat Sense
  • Minor Psionic: Arcane Background (Psionics), skill Psionics d6, 10 ISP, three powers (see list p.19)
  • Psi-Sword: Free action to manifest psychic weapon dealing Str + 2x Spirit damage, AP6. Can split weapon into each hand dealing same damage but only AP2. For 2 ISP makes all damage Mega.
  • Revered Protectors: +2 Charisma in most friendly situations
Complications
  • Cose of Honor: Violation of this code can reduce or remove bonuses above until rectified. See p 20.
  • Cybernetics: None allowed
Hero’s Journey
Education
  • 4
  • Your character is a talented medic and a huge boon for any group he runs with. He has the Healer Edge and the Healing skill at d6.
Experience & Wisdom
  • 1
  • Your hero knows how to make the most of second chances. He has Elan.
Experience & Wisdom
  • 11
  • Some experiences take a person back to the beginning, reconnecting her to her foundations. Select one Background Edge, regardless of requirements. (Quick)
Psionics
  • 17
  • Many psionics develop a powerful presence that aids them in influencing and unnerving others. Your hero gains +2 on all Intimidation and Persuasion checks.
Psionics
  • 11
  • Some powers become second-nature to the psionic. Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically. (Deflection)

Advances
  • Initial Advances: (From Hindrances): Improved Cyber-Armor, Master Cyber-Armor
  • Cybernetic Modifications: NONE
  • Novice 1 Advance: Two Fisted Edge
  • Novice 2 Advance: Brawny Edge
  • Novice 3 Advance: Spirit increase (d10)
  • Seasoned 1 Advance: Vigor increase (d8)
  • Seasoned 2 Advance: Block Edge
  • Seasoned 3 Advance: Dodge Edge
  • Seasoned 4 Advance: Skills: Taunt d4, Psionics d8
  • Veteran 1 Advance: Smarts increase (d8)
  • Veteran 2 Advance: Improved Psysword
  • Veteran 3 Advance: Psionics d10
  • 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:

Re: Kuikku: Creation

Posted: Sat Aug 19, 2017 3:38 pm
by Corrigon
You also get your first novice advance

Re: Kuikku: Creation

Posted: Sat Aug 19, 2017 8:26 pm
by Kuikku
Cool, updated.

Re: Kuikku: Creation

Posted: Sun Aug 20, 2017 1:00 pm
by Pender Lumkiss
Looking good.

Improved psi-sword with the IF, just curious how this happened? Normally cyber-knights get two free combat edges. Iconic edges are not combat edges.

Could you also give us a break down on skill pts?

Re: Kuikku: Creation

Posted: Sun Aug 20, 2017 1:14 pm
by Freemage
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6

Skills:

Psionics d8 (IF, 2)
Fighting d8 (3)
Shooting d6 (2)
Healing d6 +2 (HJ)
Notice d8 (4)
Persuasion d8 +2 (3)
Intimidation d8 +2 (3)
KN (History) d4 (1)
Language (Japanese) d6 (2)

Yeah, I come up with 20 Skill points. Note that both Notice and Psionics require 2 points to get from d6 to d8, since they are tied to Smarts. So if you bring them down to d6s, that would leave you with 16 points--almost where you need to be (15). My advice would actually be to bring both persuasion and Intimidation down to d6s, and then take Taunt at d4; this leaves you a better path to Strong-Willed later on, which will make you utterly terrifying--+4 to Intimidate is pretty major. But that's just an opinion.

Re: Kuikku: Creation

Posted: Sun Aug 20, 2017 1:23 pm
by Kuikku
Pender Lumkiss wrote:Looking good.

Improved psi-sword with the IF, just curious how this happened? Normally cyber-knights get two free combat edges. Iconic edges are not combat edges.

Could you also give us a break down on skill pts?
Oops. For some reason I had Improved Psi-Sword in my mind as a combat not iconic. In checking that out noticed I don't have the fighting for Charge either. (Initial build did not have Japanese and those points went to Fighting instead.) Both fixed now by replacing with Combat Sense and Improved Combat Sense.

Skills:
Psionics: d6 IF, one point to d8
Fighting d8 IF, zero points
Shooting d6, two points
Healing d6 +2 (HJ and +2 from Healer Edge) zero points
Notice d8, three points
Persuasion d8 +2, three points (+2 from HJ)
Intimidation d8 +2, three points (+2 from HJ)
KN (History) d4, one point
Language (Japanese) d6, two points
1+0+2+0+3+3+3+1+2=15

(At least I got that right :P)

Re: Kuikku: Creation

Posted: Sun Aug 20, 2017 1:44 pm
by Pender Lumkiss
I think you are almost there. Raising your notice and psionics which are smarts base above the d6 of your smarts takes 2 points, or a whole advance.

Not that it really matters to me, bu part of the cyber knight code is loyalty. Having the minor hindrance on top of it is fine, I would just think about what does it means to your character to have both. How would they "Stack" , and how would your loyal hindrance negatively impact your cyberknight code?

Re: Kuikku: Creation

Posted: Mon Aug 21, 2017 7:17 am
by Ndreare
Pender Lumkiss wrote:I think you are almost there. Raising your notice and psionics which are smarts base above the d6 of your smarts takes 2 points, or a whole advance.

Not that it really matters to me, bu part of the cyber knight code is loyalty. Having the minor hindrance on top of it is fine, I would just think about what does it means to your character to have both. How would they "Stack" , and how would your loyal hindrance negatively impact your cyberknight code?
Perhaps a family member or group enemy he has conflicted loyalties with?

He cannot help it commit evil, but he feels driven to help him in other affairs. In battle he cannot bring himself to finish the fiend as he is a family member?

Re: Kuikku: Creation

Posted: Mon Aug 21, 2017 11:06 am
by Kuikku
Missed that. Psionics is tied to Smarts, bummer. I need the Notice d8 for the Combat Sense edges so I guess my Psionics drops to d6.

As for the second loyal my thought was that the Code of Honor instilled a loyalty to other Cyber-Knights. The "extra" is my loyalty to my team, I will do all I can to ensure their safety. If this violates the other tenants of the oath there may be some conflict. If I ever need to face down another Cyber-Knight (perhaps even a fallen) I will have some major difficulties in that fight.

Re: Kuikku

Posted: Mon Jul 02, 2018 9:40 am
by Kuikku
For 3Q 2018: playing adventure card #30 in regards to the cultists.

Revelation: "Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc."

Re: Kuikku

Posted: Tue Oct 02, 2018 4:08 pm
by Kuikku
Q3 2018
XP: +6
EP: +3

Advances:
Seasoned 2: Block Edge
Seasoned 3: Dodge Edge

Q4 Adventure Cards:
26: Once More With Feeling
- "Play to take any one Adventure Card from the discard pile."

16: Turncoat
- "Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc."

Re: Kuikku

Posted: Wed Dec 19, 2018 8:53 am
by Kuikku
Adventure Reward: HJ roll
Training: 7 - Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
Taking: MAJOR PSIONIC
A greater control of mind, body, and spirit combined with the overwhelming power available on Rifts Earth means this hero can do much more with her inner strength. Major Psionics double their base ISP, and they gain +10 ISP (instead of the usual +5) from the Power Points Edge.

Major Psionics may also:
- Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
- Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect
powers that have Range of Self or Touch.

The two effects can be combined, but the decision to spend ISP for either must be made before the roll. While on a ley line, all above bonuses are doubled in effect.

Re: Kuikku

Posted: Wed Jan 02, 2019 1:58 pm
by Kuikku
2019Q1
5 XP, 3 EP
+1 XP for Interludes

Advance: Smarts up to d8
Advance: Taunt d4, Psionics d8

Adventure cards:
Rally "Play to cause all allies in sight and/or hearing to immediately lose their Shaken status."

That's Crazy Talk Mister "Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round."

+1 XP for interlude Jan 15

Re: Kuikku

Posted: Tue Apr 02, 2019 10:54 am
by Kuikku
2019Q2
XP: 5
EP: 3
Bonus Bennies: 2

Adancd: Improved Psysword

Adventure Cards:
1d54 = 5: 5: "Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM."

1d54 = 22: 22: "Play when your hero has been hit by an attack and there is an adjacent character. The other
character suffers the attack instead. This may be played on friend or foe."

1d54 = 38: 38: "Play after you save a group of people from dire circumstances. The community adopts you and
your party as local heroes, and you can always find aid there."

Re: Kuikku

Posted: Sat Oct 12, 2019 7:34 am
by Kuikku
2019Q3
XP: 5
EP: 2
Bonus XP: 2
(Did not use card and will not draw card.)

Advance: Psionics increase to d10 (above Smarts of d8)
Adventure Advance: New Power - Pummel