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Reiko Tanaka - Human Cyber-Knight

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Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Reiko Tanaka - Human Cyber-Knight

Post by Reiko Tanaka »

Narrative Hook
[dice]0[/dice]

Authority Issues. Your hero crossed the wrong people, putting her in trouble with someone of local authority. Perhaps it was a Coalition patrol or remote outpost, or it may have been Federation agents attempting to exert control where they were not wanted. She might have simply messed up in some major way with a town magistrate. Whether on the run, fighting her way out of trouble, or arrested and waiting for punishment, she got some help from of the Legion.


Education
[dice]1[/dice]

Your character has a passion for languages, and a real gift for them as well. She has the Linguist Edge. She also has a strong likelihood of getting paid work as a translator in most civilized areas (what there are of them).


Experience & Wisdom
[dice]5[/dice]

There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements. (Mighty Blow)


Psionics
[dice]2[/dice]

Choose Any: More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.


Training
[dice]3[/dice]

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. (Major Psionic)


Underworld & Black Ops
[dice]4[/dice]

When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.


Credits: [dice]6[/dice] x 100 = 500
Last edited by Reiko Tanaka on Thu Apr 05, 2018 12:18 am, edited 1 time in total.
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • 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.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Reiko Tanaka - Character Sheet

Post by Reiko Tanaka »

Player Name: Matthew
Google Handle: KahlessNestor

Character Name: Reiko Tanaka
Rank: Novice Experience: 10 Advances Left: 0
Race: Human
Iconic Framework: Cyber-Knight
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d6
Charisma: 2; Pace: 10 (d10 running); Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
Skills:
  • Common Knowledge d8
  • Climbing d6
  • Fighting d10
  • Healing d4-2
    • +1 first aid kit
  • Languages: American, Japanese, Chinese, Euro, Spanish, Gobblely, Techno-Can, Dragonese/Elven
  • Lockpicking d6
  • Notice d8
  • Psionics d8
  • Repair d6
  • Shooting d6
    • +2 Empress Ion Pistol
  • Stealth d8
    • +2 from armor
  • Survival d4-2
    • +2 land navigation
    • +1 food gathering

Hindrances
  • Arrogant (Major): Humiliates opponents; seeks out the “leader”
  • Vengeful (Minor): Vows vengeance against The Black Hand, a shadowy organization of ninjas and assassins connected to the Black Market.
  • Vow (Minor): Vowed to redeem herself from her misdeeds done when a member of The Black Hand.
  • Enemy (Minor): The Black Hand. One doesn’t just leave the Clan. Sometimes not even if you’re dead.
  • Code of Honor (Major): 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.

Edges
  • Linguist: Begin play with a number of languages equal to Smarts. Smarts -2 to be understood in any language heard for a week.
  • Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
  • Major Psionic: 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.
  • McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
  • Champion: They add +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.
  • Giant Killer: +1d6 damage against creatures Size +3
  • Tricky Fighter (Agility): No multi-action penalty when using an Agility Trick and a Fighting attack.
  • Cyberkinetic Awareness: As an action, may extend her tech penalty to all tech weapons and defenses around her. All Trait rolls that involve technology, including Notice checks and opposed rolls, take -2 penalty.
  • Assassin: +2 damage when striking a foe unawares.

Abilities
  • Cyber-Armor: As a free action, Cyber-Knights can summon an organic metal shell, granting +2 Toughness.
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, railguns, and vibro-blades, suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power. As an Action, may extend it to all Trait rolls against her that involve technology (Cyberkinetic Awareness).
  • Psi-Sword: As a free action, Cyber-Knights can summon forth 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 6 (and no Strength minimum). Alternately, the Cyber-Knight may split his Psi-Sword into two blades, one for each hand, doing the same damage, but each blade only gaining AP 2. For 2 ISP, the Cyber-Knight can make the blade inflict Mega Damage for as long as the blade is manifested.
Last edited by Reiko Tanaka on Mon May 14, 2018 4:58 am, edited 5 times in total.
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • 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.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
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Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Reiko Tanaka - Powers

Post by Reiko Tanaka »

Powers 30 ISP
  • Boost Trait
    • 2 ISP
    • Self only, free action
    • Duration: 3 (1/r)
    • +1 die type; Raise +2; stacks
    • Specific Trappings (all other boosts are normal magical enhancement)
      • Fighting: Electricity/Jazz - her nanites provide a boost of electrical energy
        • +1 ISP
        • +2 Pace; Raise: Agility +1 die type
      • Spirit: Electricity/Jolt - her nanites provide a jolt to get her back into action
        • On a Raise, take an immediate free roll to recover from Shaken
      • Stealth: Darkness/Stealth - her mystical training the Black Hand allows her to move even more silently.
        • +1 ISP
        • +1 die type Stealth; +2 Raise. Stacks with the Boost.
      • Strength: Electricity/Jazz - her nanites provide a boost of electrical energy
        • +1 ISP
        • +2 Pace; Raise: Agility +1 die type
      • Vigor: Electricity/Jazz - her nanites provide a boost of electrical energy
        • +1 ISP
        • +2 Pace; Raise: Agility +1 die type
  • Deflection
    • 2 ISP
    • Self only, free action
    • Duration: 3 (1/r)
    • Trapping: Darkness/Shroud - her mystical training with the Black Hand allows her to cloak herself in darkness.
      • -1 to be hit by ranged attacks.
    • -2 from any Fighting, Shooting, or other attack rolls against her; Raise -4; acts as Armor against area effect weapons.
  • Smite
    • 2 ISP
    • Self only, free action
    • Duration: 3 (1/r)
    • Trapping: Electricity/Armor Piercing - electricity from her nanites arcs along her blade into her foe.
      • +1 ISP
      • Gain +2 AP
    • Weapon damage +2; Raise +4
  • Wall Walker (in armor)
    • 2 ISP
    • Range: Touch
    • Duration: 3 (1/r)
    • Trapping: Electricity/Jazz - electrical energy energizes as it provides magical static cling.
      • +1 ISP
      • +2 Pace; Raise +1 die type Agility
    • Walk on walls and ceilings. Success: half pace; Raise: full pace and running
    • Additional targets: Up to five, for same cost each.
Last edited by Jude Maverick on Thu Aug 31, 2017 2:03 pm, edited 1 time in total.
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • 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.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Reiko Tanaka - Gear

Post by Reiko Tanaka »

Gear

Empress Heavy Ion Pistol
  • Atorian ion blasters use accelerated, charged particles in a dense, destructive beam. The Empress model is manufactured exclusively for use by imperial guards of the six princesses of the Empire. None have ever made their way to the galactic black market.
  • Range: 8/16/32
  • Damage: 1– 3d6+2, AP 0 (see also EMP Attack)
  • +2 Shooting
  • Payload: 8 shots per E-clip
  • Features:
    • Custom Grip and Laser Targeting: The shooter gains +2 to all shooting rolls with this weapon.
    • EMP Attack: The wielder uses his Shooting skill to target a technological device (−4 Called Shot penalty for any hand-held or small items targeted). On a successful hit, the device won’t work for one round; it fails to operate for three rounds on a raise. This can inflict hindrances on the target. Shoot a cyborg in the arm, he gains the one arm hindrance. Shoot him in the head and he becomes blind or deaf. Shoot a vehicle's weapon and it will not work. Shoot a light and it goes out. This requires 2 shots from the weapon's E-Clip.
  • No Min Str (2 lbs)
NG-L5 Laser Rifle
  • Damage: 3d6+2, ROF 1, AP 2
  • Range: 25/50/100
  • Shots: 20
  • 2 spare clips x 20 shots
  • Weight: 14
Wilk’s 320 Laser Pistol
  • Damage: 2d6, ROF 1, AP 2
  • Range: 18/36/72
  • Shots: 20
  • 2 spare clips x 20 shots
  • Weight: 2
Cyber-Knight Light Armor (TW)
  • +4 Armor
  • +2 Pace
  • +1” jumping distance
  • Wall Walker power
  • 2 Minor Upgrades: +2 Stealth
  • Full Environmental Protection
  • 1 ISP/hour to power
  • 5 mile comms
  • Offset 2 points of illumination penalties and +2 vs blinding attacks.
  • 2 lb/9 lbs w/o power
  • Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
    • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters, and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof), and a good article of clothing in which to hide a shotgun or rifle under. The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small, but usable, internal pockets (four on each side).
    • +1 Toughness
    • Increase load limit to Strength x 7 in pounds.
    • No Minimum Strength Requirement (10 lbs.)
    • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
      • Attachment: Wilks 320 Laser Pistol
      • Attachment:
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NG-S2 Survival Pack
  • Weight: 30
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated. One flashlight, with a concealed pocket knife.
  • Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation).
  • A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.

Credits: 25,000

Contacts
Last edited by Reiko Tanaka on Fri May 04, 2018 4:04 am, edited 3 times in total.
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • 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.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Reiko Tanaka - Background

Post by Reiko Tanaka »

Background

ImageImage

Age: 20

Reiko was born to a poor Japanese family in a fishing village in southern Japan. Her family could not afford to feed everyone, so when men came to their village and offered money for the beautiful, precocious child with her blue “water eyes”, they accepted.

Reiko was taken to a large city with much high technology that she had never seen before. She was given over to a geisha house. At first she was put to work cleaning and fetching, to prove she could be obedient, for beatings were a regular punishment for disobedience. As she grew older, Reiko began to develop psionic powers, and her duties changed.

The geisha house was a front for the Black Hand, clan of ninjas and assassins that ruled the city’s underworld and beyond, and were connected to the loose international Black Market. The geisha girls trained in the house were actually highly skilled assassins, and Reiko entered their training.

First she was taught combat and fighting and the magical tricks of the ninja. When she grew older and began to come into womanhood, she was given the training of the geisha, training in how to please men in all ways.

Reiko passed through her apprenticeship in group assassinations, and she pleased her mentors with her success, skill, and passion. It was deemed acceptable to send her on her first solo, long term undercover assignment.

The mark was a young, handsome Japanese businessman. Reiko didn’t know why Takeo Yoshima needed to die, only that she needed to insinuate herself close to him and kill him when ordered. She played her role to perfection, meeting him first at the geisha house, inveigling his attention to her. They had several trysts before he took her as his mistress.

Takeo treated her well, as well as he would his wife. In fact, they even talked of marriage, although she, as a geisha, was an unsuitable prospect for a man of Takeo’s social standing. Reiko found, for the first time, she was very much in love.

And then the inevitable order came. It was time for Takeo Yoshima to die. Reiko sobbed as she crushed the death notice and burned it. Takeo tried to comfort her. She took him to their bed. At the height of their pleasure, she killed him, her tears mingling with his blood as it spurt over her naked young body.

And Reiko fled the city, fled the Clan, and eventually fled Japan. She survived by thieving for a while, but she really only knew how to do one thing: kill. And so she found herself taking contracts again, fighting, killing.

She never stayed in one place long. Whenever she tried to settle down, the Black Hand would find her. One didn’t choose to leave the Clan. Even in death, they would make use of you, their foul magics either bringing you back to life, even more completely under their thrall, or bringing you back into undeath.

Reiko was determined never to go back. She killed everyone the Black Hand sent after her, adding more faces to the roll of nightmares plaguing her growing conscience. She made her way through China, Russia, Germany, and England, finally coming to the shores of North America in the Pecos Empire, trying to find herself, find a purpose, a way to redeem herself of the black blood stains on her soul, all while fighting the training and urges to kill that she had nurtured all her life.

She finally found that redemption in the cyber-knights.
Last edited by Jude Maverick on Tue Apr 03, 2018 6:38 pm, edited 1 time in total.
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • 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.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Reiko Tanaka - Advances

Post by Reiko Tanaka »

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

Iconic Framework
  • Cyber-Armor: As a free action, Cyber-Knights can summon an organic metal shell, granting +2 Toughness.
  • Cyberkinetic Combat: Any purely technology-based attacks, such as lasers, railguns, 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. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12.
  • Inner Light: Cyber-Knights begin with the Champion Edge.
  • Intense Combat Training: A Cyber-Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank).
    • Giant Killer
    • Tricky Fighter (Agility)
  • Minor Psionic: Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6.
  • Psi-Sword: As a free action, Cyber-Knights can summon forth 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 6 (and no Strength minimum). For example, a Cyber-Knight with Strength d8 and Spirit d10 does 1d8+2d10 melee damage, AP 6, with his Psi-Sword. Alternately, the Cyber-Knight may split his Psi-Sword into two blades, one for each hand, doing the same damage, but each blade only gaining AP 2. For 2 ISP, the Cyber-Knight can make the blade inflict Mega Damage for as long as the blade is manifested.
  • Revered Protectors: All Cyber-Knights enjoy +2 Charisma when dealing with those who know and love them as guardians of life and freedom.
  • Code of Honor: 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: Cybernetics are not an option for Cyber-Knights, as such devices interfere with their nanotechnology.

Hero’s Journey
  • Narrative Hook
    • 17
    • Authority Issues. Your hero crossed the wrong people, putting her in trouble with someone of local authority. Perhaps it was a Coalition patrol or remote outpost, or it may have been Federation agents attempting to exert control where they were not wanted. She might have simply messed up in some major way with a town magistrate. Whether on the run, fighting her way out of trouble, or arrested and waiting for punishment, she got some help from of the Legion.
  • Education
    • 5
    • Your character has a passion for languages, and a real gift for them as well. She has the Linguist Edge. She also has a strong likelihood of getting paid work as a translator in most civilized areas (what there are of them).
  • Experience & Wisdom
    • 18
    • There are moments when everything comes together and an opportunity presents itself. Your hero knows how to make the most of just such a moment; choose one Wild Card Edge, regardless of requirements.
    • Mighty Blow Edge
  • Psionics
    • 20
    • Choose Any: Choose Any: More ISP means more power to work with, and your character has it. He gains +10 ISP to his base.
  • 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.
    • Major Psionic Edge
  • Underworld & Black Ops
    • 1
    • When all else fails, your hero knows how to take any available resources and jury-rig her way into or out of situations. She has the McGyver Edge, and she gains a die type in Repair.

Advances
  • Initial Advances: (From Hindrances): Agility d8, Smarts d8
  • Free Edge (Human): Cyberkinetic Awareness
  • Novice 1 Advance: Agility d10
  • Novice 2 Advance: Assassin
  • 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:
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • 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.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
User avatar
Reiko Tanaka
Posts: 62
Joined: Wed Apr 04, 2018 1:49 am

Re: Reiko Tanaka - Human Cyber-Knight

Post by Reiko Tanaka »

Q2 2018 XP: 5

Advance: Assassin Edge
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • 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.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
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