Lyn-Srial SKyknight (SWADE Spirit Warrior)

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Venatus Vinco
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Lyn-Srial SKyknight (SWADE Spirit Warrior)

Post by Venatus Vinco »

HJ
Magic and Mysticism [dice:3dplii4v]56604:0[/dice:3dplii4v]
Training [dice:3dplii4v]56604:1[/dice:3dplii4v]

FG
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[dice:3dplii4v]56604:3[/dice:3dplii4v]
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Re: Lyn-Srial SKyknight (SWADE Spirit Warrior)

Post by Venatus Vinco »

Truth Teller
Rank: Seasoned Advances Left: 0
Race: Lyn-Srial
Iconic Framework: MARS Spirit Warrior
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6 (d6 run); Fly: 12 (d6 run); Parry: 7; Toughness: 11 (5); Strain: 0
Skills:
  • Athletics d8 (1)
  • Common Knowledge d6 (1)
  • Notice d6 (1)
  • Persuasion d8 (1)
  • Stealth d4
  • Fighting d10 (3)
  • Faith d8
  • Shooting d10 (HJ, +2)
  • Occult d8 (3)
  • Survival d6 (2)
  • Academics d4 (1)
Hindrances: Heroic (Major), Wanted (Major), Code of Honor (Major), Loyal (Minor), Mild Mannered (Minor)

Edges: Adept IF, Holy Warrior IF, Champion IF, AB Miracles IF, Power Surge HJ, Brave FG, Connections: Try-Syral FG, Connections: Native American Preserves FG, Steady Hands Hind, Power Points Hind

Racial Abilities
  • Alien Physiology: –2 penalty to Healing compatible medical supplies/services cost double the listed price
  • Cyber Resistant: No cybernetics of any kind.
  • Distinctive D-Bee: –2 Persuasion when dealing with prejudiced groups.
  • Flight: Fly at Pace 12 and “run” for extra movement as usual; use Athletics when maneuvering.
  • Four Arms: Ignore 2 points of Multi-Action penalties each turn.
  • Wanted (Major): Hunted by the Coalition for rescuing and harboring refugees of the Tolkeen war.
  • Inherent Nature: Heroic Hindrance and count as supernaturally good.
  • Low Light Vision: Ignore Dim and Dark Illumination penalties.
  • Non-Standard Physiology: -2 from Trait rolls when using equipment not specifically designed for them (including weapons and vehicles).
  • Regeneration: Make natural healing rolls once a day and may regenerate lost limbs. Permanent injuries may be recovered once all other Wounds are regenerated
  • Strong: Start with d6 Strength.
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Re: Lyn-Srial SKyknight (SWADE Spirit Warrior)

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Powers
AB Miracles, 10 PPE

Cloud Rider Armor [protection]*
A swirling mist surrounds and clings to the warrior forming into a suit of body armor reminiscent of ancient chainmail giving him 2 points of Armor, or +4 with a raise.
  • Ice Crystals [more armor] (+1): Success grants 4 points of Armor (+6 with a raise).
  • Wind Resistance [toughness] (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
  • Storm Rider Armor [greater protection] (+3): Protection provides 6 points of M.D.C. Armor (+8 with a raise), stacking with all other M.D.C. armor, natural or worn—or all other armor if used with the Toughness Power Modifier.
Cloud Weapon [smite]*
The Sky Knight’s weapon is covered in shimmering mists and damage is increased by +2, or +4 with a raise.
  • Storm Cloud [greater smite] (+2): The clouds darken and crackle with lightning and the weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already.
Storm Clouds [elemental manipulation]
Can summon small storm clouds that affect the environment. The power acts as if it has a d6
Strength, or d8 with a raise.
  • Windstorm [elemental fury] (+2): Everyone within Range (except the caster) is harassed by the wind and rain for the power's Duration, suffering a –1 penalty on all Trait rolls, or –2 with a raise.
  • Cloud Disc [exalted manipulation] (+2): A large, swirling, disc shaped cloud or mist the size of a large shield lashes out at the caster's opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
  • Storm [one with the elements] (+1): The power’s duration is measured in minutes instead of rounds.
  • Limitations: Air & Water Only (-1)
*Innate Abilities
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Re: Lyn-Srial SKyknight (SWADE Spirit Warrior)

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Re: Lyn-Srial SKyknight (SWADE Spirit Warrior)

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Gear
Standard Gear
Heavy Enchanted Armor (+5, +1, FEP)
Spirit Bow
Spirit Spear
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Re: Lyn-Srial SKyknight (SWADE Spirit Warrior)

Post by Venatus Vinco »

Advances
Iconic Framework: MARS Spirit Warrior
  • Begin with Faith d6, Arcane Background (Miracles), 10 PPE, and select three powers from the following list: armor, burrow, burst, boost/lower Trait, damage field, darksight, detect/conceal arcana, elemental manipulation, environmental protection, fly, healing, invisibility, smite, warrior’s gift.
  • Begin with Athletics d6 and Fighting d6.
  • Begin with the Adept, Champion, and Holy Warrior Edges.
  • Spirit Warriors may make a natural healing roll once per day (instead of every five days). Permanent injuries may be recovered once all other Wounds are regenerated—treat each injury as an additional Wound (may try once per week).
  • Begin with standard Starting Gear substituting Light or Heavy Enchanted Armor, plus a Spirit Bow and a Spirit Spear.
Hero’s Journey
  • Magic & Mysticism 7: Power Surge
  • Training 2: +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
MARS Fortune & Glory
  • 11 - Rich Edge, Connections with Two Factions
  • 9 - Brave, +1 Benny
Advances
  • Initial Advances: (From Hindrances): +1 Smarts, Power Points
  • Novice 1 Advance: Steady Hands
  • Novice 2 Advance: +1 Spirit
  • Novice 3 Advance: +1 Faith, +1 Persuasion
  • Seasoned 1 Advance: Master of Magic
  • 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:
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