Curious (Major): Zephrim has been restricted for so long, he's taking it all in now that he's loose from the CS. However, this gets him into rough spots now and then.
Enemy (Former CS Commander) (Minor): Disobeyed an order; Commander left him for dead but has heard rumors he's still around.
Loyal (Minor):In the CS, he hadn't had "Friends" or "Companions", now that he knows what that concept is firsthand, he'll fight to protect it.
Edges
Iconic Framework
Abilities
{/list]
Complications
Re: Zephrim Ouri, Psi-Stalker Cyber-Knight
Posted: Wed May 15, 2019 6:26 pm
by Zephrim Ouri
Dice and Stuff
Previous Version (CK)
Hero's Journey
(Cyber-Knight: 5 rolls - 3 on Education, Experience & Wisdom, Psionics or Training, 2 of Any but NOTCybernetics or anything Magic )
Underworld and Black Ops : [dice:3v4mwnfq]53540:0[/dice:3v4mwnfq]
[dice:3v4mwnfq]53540:6[/dice:3v4mwnfq] : Choice -> Spiritual and Determined - +1 Spirit die type, Edge: Strong WIlled
[dice:3v4mwnfq]53540:7[/dice:3v4mwnfq] : Choice -> Strong Suit of Armor - Armor of Choice (Triax T-11 Enhanced), Modifications - Woodland Camo (+2 Stealth in woodlands, Urban Camo (+2 Stealth in Urban))
[dice:3v4mwnfq]53540:8[/dice:3v4mwnfq] : Agile and Dextrous - +1 Vigor, Edge: Quick
Hero's Journey
(MARS (Woodland Scout) - Any 3 Tables)
Experience and Wisdom : [dice:3v4mwnfq]53540:9[/dice:3v4mwnfq]
Traveller- +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Streetwise checks in North America.
Training : [dice:3v4mwnfq]53540:10[/dice:3v4mwnfq]
Combat Training - +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Camoflage System - Can switch between patterns as an action (+2 Stealth in that environment)
Woodland
Urban
Weight: 25 lb
Wilk’s 320 Laser Pistol
Range: 18/36/72
Damage: 2d6, AP 2
RoF: 1
Shots: 20
Weight: 2 lbs
Notes: Semi-Auto
NG-S2 Survival Pack
[This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Wooden Stakes (6)Strapped to side of Pack
BinocularsStored on Survival Pack Water Purification FilterPouch on Survival Pack
Your character may have already been on the road to Castle Refuge, or headed somewhere else. Regardless of destination, his travels drew him near a place off the beaten path, undiscovered and untouched for a very long time. Whatever he discovered in that place, it ultimately led him to seek out the Tomorrow Legion.