Lady Sylvia Cyber Altara Knight

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Koolaidman
Posts: 5
Joined: Sun Jan 06, 2019 9:43 am

Lady Sylvia Cyber Altara Knight

Post by Koolaidman »

Name: Lady Sylvia, Race: Altara, Class: Cyber Knight,
Charisma: +2, Pace: 6, Parry: 7,Toughness: 6/10/18, ISP: 20

Agility: D10, Smart: D6, Spirit: D6, Strength: D8, Vigor: D8

Altars Abilities:
Attractive: The forced-evolution process administered to the Warrior Women includes genetically engineering them for beauty. Altara have the Attractive Edge.
Bad Reputation: The Altara Warrior Women are infamous as servants of Splugorth Slavers worldwide. The average person hates and fears Altara; they suffer a −4 Charisma penalty with most folks who discover who and what they are.
Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending 1,200 feet (200”) which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.
Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.
Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
Superior Senses: Altara Warrior Women begin with the Alertness Edge, as all of their other senses are exceptional.
Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.

Cyber Knight 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, 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. 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).
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. Whether this is a function of the special nanotech treatment he undergoes or a loss of confidence damaging his psyche in some way is a matter of some debate among scholars. Regardless, the Game Master must determine the extent of a Cyber-Knight’s transgressions and assess a penalty accordingly.



Skills
Climbing D6, Fighting D10, Psionic D8, Notice D8, Shooting D10, Stealth D8, Streetwise D6, Throwing D8, Swimming D6, Persuasion D6, Pilot: D6

Languages: Dragonese/Elven, American, Spanish

Hinderance:
Trouble Magnet (Minor): Trouble always finds this hero. Things never go as planned and the center never holds. Once a session, trouble wanders across your character’s path. This could come in the form of a hot but crazy person of the opposite sex, a law enforcer who immediately dislikes the hero, an unexpected ship malfunction, or maybe just being the character targeted by some foe’s random attack. With the minor version of this Hindrance, the trouble is inconvenient but generally short lived.
Enemy (Major): Someone out there hates the character and wants him dead. The value of the Hindrance depends on how powerful the enemy is and how often he might show up. A Minor Enemy might be a lone gunslinger out for vengeance. A Major Enemy might be a supernatural gunslinger who wants your hero dead.If the enemy is one day defeated, the GM should gradually work in a replacement, or the hero may buy off the Hindrance by sacrificing an Advance.
Loyal (Minor): Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.

Background Edges:
Attractive: It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.
Alertness : Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.

Combat Edges:
Two-Fisted: A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty (see page 75).
Martial Arts: This character is highly trained in hand-to-hand fighting. He is never considered unarmed in combat and so is never subject to the Unarmed Defender rule (page 87). With a successful unarmed attack, he adds +d4 to his Strength roll (as if he were using a small weapon).
First Strike: Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.

Professional Edge:
Champion: Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
Investigator: Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.

Weird Edges:
Sixth Sense: Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).

Powers:
Deflection: Rank: Novice, Power Points: 2, Range: Touch, Duration: 3 (1/round). Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however—to misdirect incoming melee and missile attacks from the user.With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to −4. This also acts as Armor against area effect weapons.
Healing: Rank: Novice, Power Points: 3, Range: Touch, Duration: Instant. Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.Healing can also cure poison and disease if used within 10 minutes of the event. This is considered a free action to use.
Speak Languages: Rank: Novice, Power Points: 1,Range: Touch, Duration : 10 minutes (1/10 minutes). This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form—not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.

Equipment:
Cyber-Knight Heavy Armor (TW): Massive, full-plate ceramics and metals make this a truly impressive suit to behold, and there’s nothing subtle about it. Meant for true guardians, the Heavy Armor suit provides 8 Armor and +2 Toughness. In addition to the normal enchantments, Cyber-Knight Heavy Armor gives the wearer the ability to use the barrier power. Unlike other suits, Heavy Armor requires a Cyber-Knight’s personal Cyber-Armor to interface with; it won’t function without this connection.
NG-L5 Laser Rifle: Range: 25/50/100, Damage: 3D6, ROF: 1, AP: 2, Shots: 20, Minimum Strength D6, Semi Automatic
Wilk’s 320 Laser Pistol: Range: 18/36/72, Damage: 2D6, ROF: 1, AP: 2, Shots: 20, Semi Automatic
NG-S2 Survival Pack, One silver cross, 6 × wooden stakes
1,200 credits.
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