Blurre: Quick-Flex Cyber-Knight
Posted: Wed Aug 30, 2017 8:30 pm
Hero's Journey Narrative Hook: 1d20 = 7: 7 Blood Is Thicker. When all else fails, there’s always family. Then again, for some, the loss of a family member is the driving force for what they do. This result directly connects your hero’s story to her relationship with one or more family members, or perhaps to the loss of her family in this savage, terrible world. Somehow, joining the Legion is a part of it all
Experience & Wisdom: 1d20 = 13: 13 He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +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.
Experience & Wisdom: 1d20 = 14: 14 There are times when no amount of skill, talent, or training is enough. Fortunately for your character, she has a bit of Luck (as in the Edge) on her side. Take Great Luck instead if she already has Luck
Experience & Wisdom: 1d20 = 3: 3 Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
Experience & Wisdom: 1d20 = 20: 20 Player's Choice: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. Major Psionic
Experience & Wisdom: 1d20 = 6: 6 Some folks come to understand that lone wolves don’t make it in a world as dangerous as this one. Your hero has Common Bond.
Cash: 2d6 = 11: 6, 5 x100 = 1100 Credits
Re: Blure: Quick-Flex Cyber-Knight (Ready for Review)
Posted: Wed Aug 30, 2017 9:19 pm
Google Handle: Soren
Character Name: Sir Blurre
: Veteran Experience
: 60 + 1 Advance
: Agility d10, Smarts d6-1, Spirit d12+1 (+2), Strength d6, Vigor d6
: 0; Pace
: 14/d12+1; Parry
: 9 (-2 to be hit by technology, -1 to ranged attacks); Toughness
: 14+2 (4)
: Parry 11 (-2 to be hit by technology, -1 to ranged attacks); Toughness
: 14+2 (4) melee, 18+2 (8) ranged
- Psionics d6 (IF)
- Fighting d12+1 (d8 IF, 3 Creation, Boon)
- Shooting d6 (2 Creation)
- Streetwise d6+2 (2 Creation, HJ Bonus)
- Intimidate d6+2 (2 Creation, Edge)
- Tauntd6+2 (2 Creation, Edge)
- Notice d4 (1 Creation)
- Survival d4+2 (1 Creation, HJ Bonus)
- Persuasion d4+2 (1 Creation)
- Investigation d4 (1 Creation)
- Common Knowledge d6-1 (d6+1 for Geography/People in North America)
- Overconfident (Racial)
- Code of Honor (IF)
- Vow (Major): Redeem his sister
- All Thumbs (Minor)
- Poverty (Minor)
- Arrogant (Major, Earned)
- Arcane Background: Psionics (IF): See Powers
- Champion (IF): +2 Damage/Toughness vs. Evil Supernatural
- Charge (IF): May Run as a Free Action if followed up by a Fighting Attack
- Overrun (IF): If moving faster than normal Pace before Fighting Attack, do +2 Damage, and knock prone if Shaken
- Ambidextrous (Racial): No Off-Hand penalty
- Strong-Willed (HJ): +2 to use/resist Taunt/Intimidate
- Luck (HJ): +1 Benny
- Major Psionic (HJ): More ISP, spend ISP to boost Powers
- Common Bond (HJ): May give Bennies to allies
- Improved Psi-Sword (Starting): Increases Damage/AP
- Master Psi-Sword (Starting): Spend ISP before attack to increase damage
- Two-Fisted (N1 Advance): Attack once with each hand, no MAP
- Fleet-Footed (N2 Advance): +2 Pace, +1 Run Die
- Elan (S1 Advance): +2 to rolls when spending a benny
- Improved Cyber-Armor (S3 Advance): +4 to Toughness from Cyber-Armor
- Great Luck (V2 Advance)(: +1 Benny
- HJ Ability: Psychic Bolster (Bonus HJ Roll): As an action, grant allies a free attempt to resist puppet, mind control, illusion, deadly illusion or mindwalk, with a +2 bonus on the die
- Dodge (V3 Advance): Ranged attacks suffer -1
- Power Points (V4 Advance): +10 ISP
- Power Points (Q3 19 Bonus Advance): +10 ISP
Re: Blurre: Quick-Flex Cyber-Knight (Ready for Review)
Posted: Wed Aug 30, 2017 9:24 pm
Five years ago:
"Blurre, Runnin--come here." Miss Annie, the kindly human woman who operates the orphanage, calls out to the Quick-Flex brother and sister as they played in the small yard behind the neat brick building. Next to Miss Annie stands a powerfully-built man, dark hair and beard, with gray showing at the temples and speckled along his jawline. As the two come running up (Blurre first, he has always been the quicker of the two; Runnin the more spirited), she continues. "This is Sir Antoine." At the "Sir", the two look over the stranger again, seeing the armored mail he wears under his clothing.
He nods to them. "A pleasure to meet you both." Then he turns to Miss Annie. "Yes, these two are the ones I seek." The old woman nods her fluffy gray head, and turns to the young teens.
"Sir Antoine is a Cyber-Knight." Their eyes grow wide at that--even here in the quiet backburg of Haven, New Mexico, they've heard tales of Lord Coake's far-traveling heroes. "He says he's heard about you two, though how that could be I do not know, I'm sure. He wants to take you on as--what was the word again?"
"As my squires. I am long past the point when I should have begun training another generation, so I need to catch up a bit with my peers. Training two fine siblings such as yourselves would be an excellent start." His voice is rich and deep. "What do you say?"
Runnin is the first to think it through, and then nod eagerly. Blurre is just as happy to agree, and so there are a few small formalities, and the trio head off down the road, the pair given packs full of traveling supplies by their new mentor as welcome gifts. Once they are away from the orphanage, Runnin speaks. "You didn't tell her the whole truth, did you?"
Sir Antoine stops short, and raises a brow, then chuckles. "You are correct. I did not just 'hear about' you two. I learned that I was meant to take you on as my apprentices in a much more direct fashion. You will learn the details later. Now, as we walk, let me explain the Knight's Code to you...."
18 Months Ago
Blurre embraces his sister. Both tested, both passed, both Cyber-Knights! Sir Antoine smiles proudly at the pair. "You two are both everything I had hoped for, and more. Now, demonstrate your newfound status, if you would." He steps back to give them space.
Blurre--no, Sir Blurre, now--is first. He holds both hands out, and calls up a pair of matching blades, slashing them in the air in a cross-cut so quick it leaves an after-image hanging in the air. Sir Antoine raises an amused eyebrow. "Bowie knives? Really, Sir Blurre...." Blurre has the good grace to look a bit sheepish, but the blades hold their form.
Then Sir Runnin (she had vowed that anyone foolish enough to call her "Lady" was going to get a boot to the backside) steps up, and conjures a single blade, slender and with a slight arc and a shimmering edge. It practically pulses with the young woman's willpower. Sir Antoine nods in approval. "Ah, the classic. Well done, both of you!"
After some more congratulations and pleasantries, he grows more serious. "I am going to be heading up to Tolkeen. As things there get worse, more of the renegades are showing signs of losing the path; they are in need of correction. You two know my territory; I would consider it a great personal favor if you two would watch over it while I am gone."
The sting of being told they would not be accompanying their mentor to the battlefields of Tolkeen is greatly reduced as they realize just how sacred his trust is. The two of them readily agree, and discuss details of things he wants looked into.
6 months ago
The two walk side-by-side (although, of course, their 'stroll' is more like most people's 'all-out sprint', at least in terms of ground covered) through the New Mexico desert. Sir Blurre is the first to speak. "I can't wait to see Miss Annie again."
Sir Runnin laughs. "Same here, brother. She's going to be so surprised. Of course, now that we're Knights, we can't steal from her cookie-jar any more."
They laugh a bit at fond memories, and then grow a bit quieter. "She'll be sorry to hear about Sir Antoine, if she hasn't already." Blurre nods at his sister's comment.
"Yeah. I can't believe he was struck down by another Knight. Tolkeen's been a horror for the order. Hopefully, now that the fighting is over, we can work on re-building. Have you thought any more about Lord Coake's message?"
"About this 'Tomorrow Legion'? Yeah, it sounds like a good step forward, though really, what were they thinking, setting it up right in Coalition territory? I mean, I am sure Coake and the others know better than to try and stay and fight like Tolkeen did, but it seems like they're going to get pushed to make that choice sooner rather than later there."
"I think the idea is to remain small and unremarkable, at least for now. Prosek and his goons have enough on their mind with the people who actually want to kill them to worry about a small town in the middle of the moun--" Blurre's voice dies in his throat as he sees the smoke. Both of them break into a run, heading to the smouldering orphanage as fast as they can.
Blurre gets there first (as always). He runs past the gate, wrenched off the hinges, and through the doorway (the doors themselves are blasted into splinters), calling out, frantic, but there's no response.
He pauses as he comes to the parlor. The one-time place of respite and calm has been shattered and tossed, furniture smashed and even the rug ripped up. Runnin catches up to him, and she's always been made of sterner stuff than he, pressing on instead of being lost to sentiment. "We need to finish searching, first, then we can--" They both hear the moaning from the office, and renew their running.
Miss Annie lay in the rubble. A laser wound to her shoulder; she's dead. This time it's Runnin's turn to come up short. Then they hear sound, coming up through the floorboards. Looking at each other, they dash outside, and around the house, to the storm cellar entrance.
Running downstairs, they go to the small rack of pickling jars, and pull it open. Behind it is the small emergency hiding place Miss Annie had prepared long ago for situations like this. Some of the children are old enough to recognize them, and run forward. The story comes tumbling out amid chokes and sobs.
Apparently, the First Apocalyptic Cavalry had come to town for a few days. For some reason, they decided to attack the orphanage. Miss Annie had just enough warning to get the D-Bee children out of sight. One of the children, Amunet, a D'noor, looks up at the Cyber-Knights. "It was Pike that brought them here. He been hangin' round with them Cav'rymen. They let him ride a horse."
They both remember Pike, an angry, sullen child a year younger than Blurre. His parents had been killed in front of him by a Simvan raider; he'd never taken to Miss Annie's lessons of tolerance and judging by deeds rather than appearances. If Miss Annie hadn't heard about them being in town, the D-Bee children would probably all be dead right now....
Another human child, Paul, apparently found out what Pike was up to, told Miss Annie and had her put all the D-Bees in the hidden room. She'd had to make the hard choice to leave the human children upstairs, believing they'd be safe.
Runnin stands up. "Come on, we might still catch them. You guys can't stay here--the building's starting to catch fire. We'll take you to the old church on the north side of town; you can hide there until we deal with the Cavalry and come back, okay?" There are protests, but the siblings are adamant; they need to find out what happened to the human children, and to stop the fiends responsible for this.
Once the children have been gotten to the church with their meager possessions in hand and as much food as they could carry out of the cellar, the siblings go outside and look for the horse-trails. Runnin is an excellent tracker, and finds the Cavalry's trail easy to follow. As they run, they agree to take the children to the Tomorrow Legion once they're done here--it seems to be one of the last safe places in the world these days. They know there's one of their SATs or SITs or whatever they're called in the area.
They catch up to the Cavalry shortly after dusk, at their camp. Creeping softly behind a rock outcropping, they stop when they hear voices. Crying voices, mostly, young children. And one slightly stronger. "Quit yer blubberin'! These guys did us all a favor. You're going to get to live for real, now, and not with a bunch of invader freaks!" The siblings look at each other, and Runnin connects their minds. Pike.
Another voice, older, harsh with road-dust and gravel. "You tell 'em, Pike. We're gonna make you all real Cavalrymen, and you can help us drive out these filthy D-Bees once and for all."
No signal is needed. They come around the corner, shouting challenges to the bandits who style themselves an army. They give their opponents enough warning to make the foolish decision to grab their weapons, then cut them down, hard and fast. In short order, every man in the unit is dead or running, and the children are all huddled together, weeping, except for Pike, who has fallen against the rock, and is looking at his former peers, now Cyber-Knights, with open terror. He begins to crabwalk away, towards the dark desert.
Blurre moves to calm the huddled children, assuring them that it's alright now, they've come to take them back to the others. Then he hears Runnin hiss. "You contemptible filth." He turns, and sees her striding towards the terrified Pike, Psi-sword blazing like the finger of God. Fortunately, he's still the fastest, and gets in her path. A shouting match begins immediately.
"You can't! He's not armed, not trained, he's just an idiot kid who doesn't know anything!"
"You can't be serious! His friends burned the orphanage; they killed Miss Annie. And all because he wanted to feel like a big man on a horse! I'm doing the world a favor!" The revelation that Miss Annie is dead sets off a new host of wails from the human children, who'd apparently not witnessed her demise.
Runnin tries to step around Blurre. He steps in her way again. This continues for a bit, but of course, he's always been faster than she. "Forget it, I can't let you do this to him, and you can't get around me."
She looks at him, sadly. "Yes, I can." And with a vicious stroke, she thrusts her blade down, straight into his foot, and into the ground beneath. Somehow, it remains there, even as she releases it, and easily moves away and then around her pinned brother. As he struggles in vain to free himself, he hears Runnin speak. "Pity about the sword. Now I'll have to use my hands."
There's a sickening crunch as Pike's head meets a rock, and his bleated protestations cease. The sword in Blurre's foot fades away, and is once again in Runnin's hand. "So long brother, I've got some more cavalrymen to kill, and you've got some children who need to get to safety, before the coyotes get them. Don't come after me; we're on different paths now." And with that, she dashes off into the night, leaving him with a dozen wailing, terrified human children. He almost goes after her, but she's right--he needs to deal with them first. He'll do as they said--take all the children to one of those Tomorrow Legion patrols.
It took longer than he'd expected to find the SET, but eventually, he did. By then, he'd come to feel responsible for the children on a more personal level, and so he stuck with the SET as they took them back to Castle Refuge. Part of him, of course, wanted to track down his sister next, but by then, he'd seen too much to believe that his personal quest was more important than the duties he had as a Knight. And besides, he had no way of knowing where she'd gone, after all this time. So he enlisted, because the Legion seemed to live up to Sir Antoine's ideals quite nicely, on the condition that he be assigned to the New West as much as possible. Just in case.
On his first assignment with the Legion, his SET caught wind of a group of refugees being harried by a 1st Apocalyptic Cavalry division. He and the others arrived just in time as a man and his daughter had been cut off from the others and the Cavalry were closing in. He personally accompanied the refugees back to Castle Refuge, and during that time managed to persuade the daughter, Kim Black, that she could effect some true change in the world with her Techno-Wizard skills.
Re: Blurre: Quick-Flex Cyber-Knight
Posted: Fri Dec 08, 2017 9:55 pm
12/8/17: Added scavenged gear: Combat Shield, L-20 Laser Rifle, and Ion Pistol. Removed Neural Mace, L-5 Laser Rifle, and Wilk's Laser Pistol. 50K Cr. Loot received; 25K Cr. given to charity immediately.
1/1/18: N2 Advance = Fleet-footed
4/1/18: N3 Advance = Spirit d8
6/30/18: S1 Advance = Elan; S2 Advance = Spirit d10
7/25/18: Bonus XP from Interlude
9/31/18: S3 Advance: Imp. Cyber-Armor
10/25/18: Marron Bonus: Added Boost Trait Power, Runnin's Crucifix
11/20/18: Wishing Well Interlude: +1 XP, +1 Red Benny
12/19/18: Ziggaurat Interlude (Running): +1 XP, S4 Advance = Power Points
1/1/19: V1 Advance: Spirit d12
1/30/19: Fighting +1 DT (to d12+1), Arrogant Hindrance--acquired through play here
2/19/19: +1 XP from Interlude
3/17/19: +1 XP from Interlude
4/1/19: V2 Advance: Great Luck Edge
6/8/19: Extra Psionics HJ Roll as play reward here
6/29/19: +1 XP from interlude Here
7/10/19: V3 Advance: Dodge Edge