Lady Azumi Archambault - Human Cyber-Knight

GMs: Pender Lumkiss & Koshnek
They see trouble, they shoot it.
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Azumi Archambault
Posts: 49
Joined: Thu Aug 30, 2018 3:19 pm

Lady Azumi Archambault - Human Cyber-Knight

Post by Azumi Archambault » Sat Sep 15, 2018 9:19 pm

Heroic Journey Rolls:
Education: 1d20 = 4: 4
Experience: 1d20 = 4: 4
Experience: 1d20 = 5: 5
Training: 1d20 = 15: 15
Underworld/Black Ops: 1d20 = 10: 10

77th SET Extras (Previous Rolls)
Bonus Underworld 1d20 (15)
Legendary Agents Table 1d12 (11)

Starting Credits: 2d6*100 = 600 (2, 4)
Last edited by Azumi Archambault on Sun Jan 06, 2019 6:45 pm, edited 1 time in total.
Active Powers:
Lady Azumi Archambault
Human Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0
Skills: Fighting d10, Healing d6+2, Notice d6, Persuade d10+8, Psionics d6, Shooting d4, Stealth d10, Streetwise d8+8
Hindrances: Heroic, Loyal, Wanted (Rogue Agent of the Coalition States)
Edges: Assassin, Champion, Charismatic, Connections (Black Market), Healer, Improved Frenzy, Minor Psionic, Scrounger, Strong Willed, Tricky Fighter and Very Attractive
Special Abilities: Cyber-Armor (+2 Toughness as Free Action), Cyberkinetic Combat (−2 to be hit by tech attacks), Psi-Sword (2d8+1d4, AP 6 or AP 2 w/ 2 blades), Right Behind Me (Choose any spot on map to start / Stealth roll = The Drop) [1st Rd only], +2 Common Knowledge with creating forgeries
Powers: Knight’s Inspiration [Boost Trait] (2 ISP), Preternatural Reflexes [Deflection] (2 ISP), Adrenaline Surge [Quickness] (4 ISP), Warrior’s Repose -from armor [Healing] (3 ISP)
Equipment: CK Medium Armor (+6 Arm, +1 TN, FEV, Healing), Wilk’s 320 Laser Pistol (18/36/72, 2d6, AP2, RoF 1, Shots 20, SA), NG-L5 Laser Rifle (25/50/100, 3d6+2, AP 2, RoF 1, Shots 20, SA), TK Shield (+4 Armor vs Ranged Attacks, +2 Parry, 1 PPE per hour to activate), NG-S2 Survival Kit, Silver Cross, Green Stone of the Capitan, 600 crs.
XP: 0/5
EP: 2
Wounds: 0/3; Fatigue: 0/2; ISP: 7/10
Bennies: 7/3
Adventure Cards
  • #35: Seize the Day - Azumi acts as if she had drawn a Joker this combat round.
  • #37: Villanious Verbosity - An opposing Wild Card loses his next action by gloating about his master plan.
Azumi's Character Sheet
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Azumi Archambault
Posts: 49
Joined: Thu Aug 30, 2018 3:19 pm

Re: Lady Azumi Archambault

Post by Azumi Archambault » Sat Sep 15, 2018 9:24 pm

Re-roll Experience (5) result, as it mirrors Bonus UW result:
Experience: 1d20 = 20: 20
Active Powers:
Lady Azumi Archambault
Human Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0
Skills: Fighting d10, Healing d6+2, Notice d6, Persuade d10+8, Psionics d6, Shooting d4, Stealth d10, Streetwise d8+8
Hindrances: Heroic, Loyal, Wanted (Rogue Agent of the Coalition States)
Edges: Assassin, Champion, Charismatic, Connections (Black Market), Healer, Improved Frenzy, Minor Psionic, Scrounger, Strong Willed, Tricky Fighter and Very Attractive
Special Abilities: Cyber-Armor (+2 Toughness as Free Action), Cyberkinetic Combat (−2 to be hit by tech attacks), Psi-Sword (2d8+1d4, AP 6 or AP 2 w/ 2 blades), Right Behind Me (Choose any spot on map to start / Stealth roll = The Drop) [1st Rd only], +2 Common Knowledge with creating forgeries
Powers: Knight’s Inspiration [Boost Trait] (2 ISP), Preternatural Reflexes [Deflection] (2 ISP), Adrenaline Surge [Quickness] (4 ISP), Warrior’s Repose -from armor [Healing] (3 ISP)
Equipment: CK Medium Armor (+6 Arm, +1 TN, FEV, Healing), Wilk’s 320 Laser Pistol (18/36/72, 2d6, AP2, RoF 1, Shots 20, SA), NG-L5 Laser Rifle (25/50/100, 3d6+2, AP 2, RoF 1, Shots 20, SA), TK Shield (+4 Armor vs Ranged Attacks, +2 Parry, 1 PPE per hour to activate), NG-S2 Survival Kit, Silver Cross, Green Stone of the Capitan, 600 crs.
XP: 0/5
EP: 2
Wounds: 0/3; Fatigue: 0/2; ISP: 7/10
Bennies: 7/3
Adventure Cards
  • #35: Seize the Day - Azumi acts as if she had drawn a Joker this combat round.
  • #37: Villanious Verbosity - An opposing Wild Card loses his next action by gloating about his master plan.
Azumi's Character Sheet
Edit Signature

User avatar
Azumi Archambault
Posts: 49
Joined: Thu Aug 30, 2018 3:19 pm

Lady Azumi Archambault, Human Cyber-Knight

Post by Azumi Archambault » Sun Sep 16, 2018 1:21 pm

Novice, 5 Experience, 0 Advances Remaining
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0

Skills (15)
Fighting d10 (d8 from IF, +2 pts to d10)
Healing d6+2 (d6+2 from HJ)
Notice d6 (2 pts to d6)
Persuade d10+8 (3 pts to d8, +2 pts to d10, +2 IF, +4 Very Attractive, +2 Charismatic)
Psionics d6 (d6 from IF)
Shooting d4 (1 pt to d4)
Stealth d10 (3 pts to d8, +2 pts to d10)
Streetwise d8+8 (d8 from IF, +2 IF, +4 Very Attractive, +2 Charismatic)

Hindrances
Hindrance (Major): Heroic
Hindrance (Minor): Wanted (Rogue Agent of the Coalition States)
Hindrance (Minor): Loyal

Edges
Free Edge (Human): Attractive
Edge (1): Very Attractive
Edge (2): Agility d8
Edge (IF): Champion
Edge (IF): Frenzy
Edge (IF): Improved Frenzy
Edge (IF): Minor Psionic
Edge (HJ): Healer
Edge (HJ): Strong Willed
Edge (HJ): Assassin
Edge (HJ): Tricky Fighter
Edge (HJ): Scrounger
Edge (HJ): Connections (Black Market)
Novice (5) Advance: Charismatic
Last edited by Azumi Archambault on Sun Oct 21, 2018 9:05 am, edited 8 times in total.
Active Powers:
Lady Azumi Archambault
Human Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0
Skills: Fighting d10, Healing d6+2, Notice d6, Persuade d10+8, Psionics d6, Shooting d4, Stealth d10, Streetwise d8+8
Hindrances: Heroic, Loyal, Wanted (Rogue Agent of the Coalition States)
Edges: Assassin, Champion, Charismatic, Connections (Black Market), Healer, Improved Frenzy, Minor Psionic, Scrounger, Strong Willed, Tricky Fighter and Very Attractive
Special Abilities: Cyber-Armor (+2 Toughness as Free Action), Cyberkinetic Combat (−2 to be hit by tech attacks), Psi-Sword (2d8+1d4, AP 6 or AP 2 w/ 2 blades), Right Behind Me (Choose any spot on map to start / Stealth roll = The Drop) [1st Rd only], +2 Common Knowledge with creating forgeries
Powers: Knight’s Inspiration [Boost Trait] (2 ISP), Preternatural Reflexes [Deflection] (2 ISP), Adrenaline Surge [Quickness] (4 ISP), Warrior’s Repose -from armor [Healing] (3 ISP)
Equipment: CK Medium Armor (+6 Arm, +1 TN, FEV, Healing), Wilk’s 320 Laser Pistol (18/36/72, 2d6, AP2, RoF 1, Shots 20, SA), NG-L5 Laser Rifle (25/50/100, 3d6+2, AP 2, RoF 1, Shots 20, SA), TK Shield (+4 Armor vs Ranged Attacks, +2 Parry, 1 PPE per hour to activate), NG-S2 Survival Kit, Silver Cross, Green Stone of the Capitan, 600 crs.
XP: 0/5
EP: 2
Wounds: 0/3; Fatigue: 0/2; ISP: 7/10
Bennies: 7/3
Adventure Cards
  • #35: Seize the Day - Azumi acts as if she had drawn a Joker this combat round.
  • #37: Villanious Verbosity - An opposing Wild Card loses his next action by gloating about his master plan.
Azumi's Character Sheet
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Azumi Archambault
Posts: 49
Joined: Thu Aug 30, 2018 3:19 pm

Powers

Post by Azumi Archambault » Sun Sep 16, 2018 1:43 pm

Psionic Powers
PPE/ISP: 10 - Recovery: 1/hour

Knight’s Inspiration [Boost Trait] (2 ISP) [Novice]
-Range: Self
-Duration: 3, 1/rd
-Trapping: Psionic
-Effect: A moment of concentration, belief in oneself, and visualization of a positive outcome provides Azumi with a 1-die type increase to a single Trait, or 2-die types increase with a raise. Knight’s Inspiration is activated as a Free Action.

Preternatural Reflexes [Deflection] (2 ISP) [Novice]
-Range: Self
-Duration: 3, 1/rd
-Trapping: Psionic
-Effect: Stretching her senses outward enables Azumi to predict where her attackers will strike, thus enabling her to avoid blows and blasts from opponents and focus her efforts on educating them in the error of their ways. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls. A raise increases the penalty to –4. This also acts as Armor against area effect weapons. This power is activated as a Free Action.

Adrenaline Surge [Quickness] (4 ISP) [Seasoned]
-Range: Touch
-Duration: 3, 2/rd
-Trapping: Psionic
-Effect: Combining martial training with bio-feedback alteration, Azumi can allow herself (and others with a word of encouragement) to move blindingly fast, as if everything is in slow motion. With success the target has two separate turns per round on her action instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
Active Powers:
Lady Azumi Archambault
Human Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0
Skills: Fighting d10, Healing d6+2, Notice d6, Persuade d10+8, Psionics d6, Shooting d4, Stealth d10, Streetwise d8+8
Hindrances: Heroic, Loyal, Wanted (Rogue Agent of the Coalition States)
Edges: Assassin, Champion, Charismatic, Connections (Black Market), Healer, Improved Frenzy, Minor Psionic, Scrounger, Strong Willed, Tricky Fighter and Very Attractive
Special Abilities: Cyber-Armor (+2 Toughness as Free Action), Cyberkinetic Combat (−2 to be hit by tech attacks), Psi-Sword (2d8+1d4, AP 6 or AP 2 w/ 2 blades), Right Behind Me (Choose any spot on map to start / Stealth roll = The Drop) [1st Rd only], +2 Common Knowledge with creating forgeries
Powers: Knight’s Inspiration [Boost Trait] (2 ISP), Preternatural Reflexes [Deflection] (2 ISP), Adrenaline Surge [Quickness] (4 ISP), Warrior’s Repose -from armor [Healing] (3 ISP)
Equipment: CK Medium Armor (+6 Arm, +1 TN, FEV, Healing), Wilk’s 320 Laser Pistol (18/36/72, 2d6, AP2, RoF 1, Shots 20, SA), NG-L5 Laser Rifle (25/50/100, 3d6+2, AP 2, RoF 1, Shots 20, SA), TK Shield (+4 Armor vs Ranged Attacks, +2 Parry, 1 PPE per hour to activate), NG-S2 Survival Kit, Silver Cross, Green Stone of the Capitan, 600 crs.
XP: 0/5
EP: 2
Wounds: 0/3; Fatigue: 0/2; ISP: 7/10
Bennies: 7/3
Adventure Cards
  • #35: Seize the Day - Azumi acts as if she had drawn a Joker this combat round.
  • #37: Villanious Verbosity - An opposing Wild Card loses his next action by gloating about his master plan.
Azumi's Character Sheet
Edit Signature

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Azumi Archambault
Posts: 49
Joined: Thu Aug 30, 2018 3:19 pm

Iconic Framework and Heroic Journey

Post by Azumi Archambault » Sun Sep 16, 2018 2:09 pm

[*]Cyber-Armor: As a Free Action, Cyber-Knights can summon their cyber-armor, granting +2 Toughness from their embedded techno-magic nanotech.
[*]Cyberkinetic Combat: Cyber-Knights are −2 to be hit by technology-based attacks, such as laser rifles and vibro-blades.
[*]First Into Battle: A Cyber-Knight has +2 Pace and a d10 run die. If she has Fleet-Footed, this stacks, giving her another +2 Pace and a d12 Run Die.
[*]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).
[*]Mind and Body: The Cyber-Knight can use deflection, smite, and speed on herself as a free action, but she cannot use these abilities on anyone else.
[*]Minor Psionic: Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to the following powers: armor, barrier, bolt, boost Trait*, confusion, darksight, deflection*, environmental protection, havoc, healing*, pummel, quickness, smite*, speak language, speed*, succor, warrior’s gift. Powers marked with an asterisk (*) are usable only on the Cyber-Knight but activate as a free action, inflicting no multiple action penalty (a Cyber-Knight with Master Psionic can use mass healing but not as a free action). All other aspects of AB (Psionics) remain the same.
[*]Psi-Sword: The Cyber-Knight can summon a single blade doing Str + Spirit ×2 damage—in this case 2d8+1d4 -AP 6, or two blades doing the same damage, but only AP 2. This is a free action.
[*]Revered Protector: Cyber-Knights gain +2 Charisma due to their status on Rifts Earth among most civilized people.
[*]Code of Honor: A Cyber-Knight must adhere to the codes and philosophies of the Order, or she 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.

Heroic Journey
[*]Education (4): Your character is a talented medic and a huge boon for any group she runs with. She has the Healer Edge and the Healing skill at d6.
[*]Experience (5): Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
[*]Experience (20, selected 15): 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. [Assassin]
[*]Training (15): Constant battle, for cause or survival, means your hero knows a great deal about combat. Select one Combat Edge; you may ignore all requirements except other Edges. [Tricky Fighter, Agility]
[*]Underworld (10): Though few and far between, the cites of Rifts Earth are the hubs of what remains of civilization, vital as sources of information. Your character understands the ebb and flow of their streets and alleyways, gaining a d8 in Streetwise. She is also good at creating fakes of necessary papers, badges, and the like; she’s got experience and training in Forgery (treat as Common Knowledge), with a +2 to related checks.

77th CIT Special Perks
[*]Underworld (15): With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. She has the Scrounger Edge and Connections (Black Market).
[*]Legendary Agent (11): Right behind me You are known in certain circles for being able to get the drop when no one expects it. You also have a knack for popping up in places unexpected. On the first round of combat that your character goes she can choose any spot on the map to start. With a successful stealth roll she also has the drop(first round only).
Last edited by Azumi Archambault on Tue Oct 02, 2018 12:53 pm, edited 3 times in total.
Active Powers:
Lady Azumi Archambault
Human Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0
Skills: Fighting d10, Healing d6+2, Notice d6, Persuade d10+8, Psionics d6, Shooting d4, Stealth d10, Streetwise d8+8
Hindrances: Heroic, Loyal, Wanted (Rogue Agent of the Coalition States)
Edges: Assassin, Champion, Charismatic, Connections (Black Market), Healer, Improved Frenzy, Minor Psionic, Scrounger, Strong Willed, Tricky Fighter and Very Attractive
Special Abilities: Cyber-Armor (+2 Toughness as Free Action), Cyberkinetic Combat (−2 to be hit by tech attacks), Psi-Sword (2d8+1d4, AP 6 or AP 2 w/ 2 blades), Right Behind Me (Choose any spot on map to start / Stealth roll = The Drop) [1st Rd only], +2 Common Knowledge with creating forgeries
Powers: Knight’s Inspiration [Boost Trait] (2 ISP), Preternatural Reflexes [Deflection] (2 ISP), Adrenaline Surge [Quickness] (4 ISP), Warrior’s Repose -from armor [Healing] (3 ISP)
Equipment: CK Medium Armor (+6 Arm, +1 TN, FEV, Healing), Wilk’s 320 Laser Pistol (18/36/72, 2d6, AP2, RoF 1, Shots 20, SA), NG-L5 Laser Rifle (25/50/100, 3d6+2, AP 2, RoF 1, Shots 20, SA), TK Shield (+4 Armor vs Ranged Attacks, +2 Parry, 1 PPE per hour to activate), NG-S2 Survival Kit, Silver Cross, Green Stone of the Capitan, 600 crs.
XP: 0/5
EP: 2
Wounds: 0/3; Fatigue: 0/2; ISP: 7/10
Bennies: 7/3
Adventure Cards
  • #35: Seize the Day - Azumi acts as if she had drawn a Joker this combat round.
  • #37: Villanious Verbosity - An opposing Wild Card loses his next action by gloating about his master plan.
Azumi's Character Sheet
Edit Signature

User avatar
Azumi Archambault
Posts: 49
Joined: Thu Aug 30, 2018 3:19 pm

Gear

Post by Azumi Archambault » Sun Sep 16, 2018 2:24 pm

Cyber-Knight Medium Armor (TW)
[list]
[*]Armor +6 and +1 embedded Toughness.
[*]Strength Minimum: N/A
[*]Full Environmental Protection while powered.
[*]Weight: 3 lb / 14 lb without power
[*]Note: This Medium Armor suit includes the healing power, which can be used on self or others.[/list]


Wilk’s 320 Laser Pistol
Image
[list][*]Range: 18/36/72
[*]Damage: 2d6, AP 2
[*]RoF: 1
[*]Shots: 20
[*]Weight: 2 lbs
[*]Notes: Semi-Auto[/list]


NG-L5 Laser Rifle
Image
[list][*]Range: 25/50/100
[*]Damage: 3d6+2, AP 2
[*]RoF: 1
[*]Shots: 20
[*]Weight: 14 lbs
[*]Notes: Min Str d6, Semi Auto[/list]

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)
[list]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[/list]
Silver Cross Around Neck

TK Shield: +4 Armor vs Ranged Attacks, +2 Parry, 1 PPE per hour to activate

600 credits
Last edited by Azumi Archambault on Sat Jan 05, 2019 2:16 am, edited 3 times in total.
Active Powers:
Lady Azumi Archambault
Human Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0
Skills: Fighting d10, Healing d6+2, Notice d6, Persuade d10+8, Psionics d6, Shooting d4, Stealth d10, Streetwise d8+8
Hindrances: Heroic, Loyal, Wanted (Rogue Agent of the Coalition States)
Edges: Assassin, Champion, Charismatic, Connections (Black Market), Healer, Improved Frenzy, Minor Psionic, Scrounger, Strong Willed, Tricky Fighter and Very Attractive
Special Abilities: Cyber-Armor (+2 Toughness as Free Action), Cyberkinetic Combat (−2 to be hit by tech attacks), Psi-Sword (2d8+1d4, AP 6 or AP 2 w/ 2 blades), Right Behind Me (Choose any spot on map to start / Stealth roll = The Drop) [1st Rd only], +2 Common Knowledge with creating forgeries
Powers: Knight’s Inspiration [Boost Trait] (2 ISP), Preternatural Reflexes [Deflection] (2 ISP), Adrenaline Surge [Quickness] (4 ISP), Warrior’s Repose -from armor [Healing] (3 ISP)
Equipment: CK Medium Armor (+6 Arm, +1 TN, FEV, Healing), Wilk’s 320 Laser Pistol (18/36/72, 2d6, AP2, RoF 1, Shots 20, SA), NG-L5 Laser Rifle (25/50/100, 3d6+2, AP 2, RoF 1, Shots 20, SA), TK Shield (+4 Armor vs Ranged Attacks, +2 Parry, 1 PPE per hour to activate), NG-S2 Survival Kit, Silver Cross, Green Stone of the Capitan, 600 crs.
XP: 0/5
EP: 2
Wounds: 0/3; Fatigue: 0/2; ISP: 7/10
Bennies: 7/3
Adventure Cards
  • #35: Seize the Day - Azumi acts as if she had drawn a Joker this combat round.
  • #37: Villanious Verbosity - An opposing Wild Card loses his next action by gloating about his master plan.
Azumi's Character Sheet
Edit Signature

User avatar
Azumi Archambault
Posts: 49
Joined: Thu Aug 30, 2018 3:19 pm

Lady Azumi Archambault's Background

Post by Azumi Archambault » Tue Oct 02, 2018 12:42 pm

Once an esteemed operative for the Coalition States, 1st Lieutenant Azumi Archambault was tasked by the mysterious Director to locate, identify, and infiltrate the Cyber-Knights with the end goal of eliminating Lord Coake - rumored leader of the Cyber-Knights. With the plans coalescing for the CS Campaign of Unity, High Command intended to account for all threats to their operation; seeding disarray into the order of noble warriors was viewed as a controversial, yet necessary control to be placed on an unpredictable element. LT Archambault located the Dakota stronghold with relative ease, spent a few weeks making a name of herself in the local region, and was thus invited to the Trials by a Knight-Sergeant of the name Tylas Ruther, who was returning to the monastery from a patrol.
The Trials were hard for Azumi. She was not the strongest, nor the fastest. And she was used to getting everything easy. But her innovative solutions, interpersonal acumen, and steeled resolve brought the attention of Lord Coake to her. Upon passage of the Trials, Coake broke a two-decade tradition of not taking an apprentice, and took the young woman under his wing. Azumi did her best to play a role, yet keep herself as detached as she could. She had a job to do. But the wizened master seemed to always uncannily be a step ahead of her thoughts and plans to assassinate him. Azumi eventually relaxed into her role as a squire, she would have to play a long burn with this one. Master Coake relished the opportunity to directly teach and mentor, and over the course of her training explored first-hand the problems out in the world; problems his Order could work harder to solve.The two traveled the continent, Azumi eventually came to see Coake as a father-figure of sorts, with his patient guidance, sincere compassion, and boundless wisdom filling a long-unnoticed void in Azumi’s heart. The pair returned to Dakota as CS armies began to rally at the Tolkeen border. Lord Coake summoned his knights to return for an important meeting. Coake was tight-lipped about the ordeal, but privately disclosed some of his thought about Tolkeen. ‘Azumi, innocent people are going to be trampled and die underneath the steel clods of the CS war machine - the Order is strong, we can save them, we can turn the oncoming tide in Tolkeen’s favor’, so the Old Man said. Seeing an opportunity to accomplish her mission and potentially avoid the death of Coake, the Squire spoke: ‘Right now the armies prepare to clash, and Tolkeen is not without blame in this conflict. See how they have raised demons and their own dead to fight their battles. Tolkeen as we knew is gone. Do not place the Knights in the path of the Coalition, because we both know they will come for us when Tolkeen is gone.’ The two debated for hours before each retired to their chambers. The next morning, with a heavy step, downturned stare, and wavering voice, the Leader of the Cyber-Knights made his decree: “None shall fight for the Flag of Tolkeen.” Men and women shouted at their master. “How could we abandon the innocent? Our oaths to protect! Our Order is dead!” Others, including Azumi, came to the defense of the beleaguered Master. Eventually, Sir Ruther, now a Knight-Captain, rallied many away from the “official” stance of the Order, and they promptly left for Tolkeen. Azumi continued her training with a wearying Coake as the War began. Before long, even Azumi’s most poignant arguments could not keep Lord Coake from Tolkeen proper. He and his followers, fewer in number than Sir Ruther’s, began to assist with the evacuation and protection of Tolkeen refugees. Simultaneously, Azumi received an encrypted communique from the Director: “You have failed, LT Archambault. Bring the Knight to 15.09120809 x 12.04250803 and we will complete your mission.” Azumi struggled with this directive, debating on her actions for hours before she did as she was told, suggesting to her master that there may be more refugees in hiding at this point several klicks away. Upon their arrival, the trap was set. Lord Coake was restrained and surrounded by CS soldiers, Azumi stepped to the side, and the Director appeared. Azumi attempted to parley with her commander.
“Release him. He means no harm, he will depart. He was in this AO for non-combat actions.”
“You are in no position to negotiate, LT Archambault. My orders were clear, the Knights were to not get involved. You have failed.”
“Don’t you see? They are weakened, divided! They are no threat to you. Leave him be!”
The Director raised a pistol and fired. Azumi fell, and an interchange began between the Director and the Master Knight. Azumi struggled with her wound, but could still move. Slowly, she crawled around out of the periphery of the quarrel. Her gaze shifted from former mentor to former mentor; the gloating pontification of the Director, to the soft-spoken yet firm defiance of Lord Coake. The Director raised the pistol once more and leveled it at Master Coake.
A final utterance. The pull of a trigger. A crackle of energy.
A heartbeat of time passed and half of the pistol lay smoldering on the ground.
“Leave him be.”, Azumi stated from behind the Director’s shoulder, and punctuated it with a blade of incandescent fury, formed now for the first time, perched inches away from the Director’s face. Lord Coake’s face turned to a half-cocked smile, as his investment had come to maturity. The Director waved a hand and departed with the soldiers, before offering one final threat. Once they left, Azumi stumbled over to the knight.
“I... am sorry, Master” she said, attempting to helping Coake to his feet.
“You have nothing to apologize for, Lady Archambault.”, he said, placing a hand on her shoulder and healing her wound.
The two continued their travels for many months around Tolkeen, helping where they could and escorting a great many out of the war-zone. Before long, they came upon a besieged castle-like settlement near the Arkansas/ Missouri border.. Fending off the attackers and greeting the dwarven inhabitants, a deal was struck. “Castle Refuge” as it was now called would continue to accept Tolkeenite refugees, provide hope and respite for kind-hearted souls in the region, and Lady Archambault would remain as a protector - a duty befitting of a newly minted knight, and one which she fulfills with a renewed confidence and lease on life.
Active Powers:
Lady Azumi Archambault
Human Cyber-Knight
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Statistics: Charisma 8, Pace 8, Parry 8, Toughness 14 (6), Strain 0
Skills: Fighting d10, Healing d6+2, Notice d6, Persuade d10+8, Psionics d6, Shooting d4, Stealth d10, Streetwise d8+8
Hindrances: Heroic, Loyal, Wanted (Rogue Agent of the Coalition States)
Edges: Assassin, Champion, Charismatic, Connections (Black Market), Healer, Improved Frenzy, Minor Psionic, Scrounger, Strong Willed, Tricky Fighter and Very Attractive
Special Abilities: Cyber-Armor (+2 Toughness as Free Action), Cyberkinetic Combat (−2 to be hit by tech attacks), Psi-Sword (2d8+1d4, AP 6 or AP 2 w/ 2 blades), Right Behind Me (Choose any spot on map to start / Stealth roll = The Drop) [1st Rd only], +2 Common Knowledge with creating forgeries
Powers: Knight’s Inspiration [Boost Trait] (2 ISP), Preternatural Reflexes [Deflection] (2 ISP), Adrenaline Surge [Quickness] (4 ISP), Warrior’s Repose -from armor [Healing] (3 ISP)
Equipment: CK Medium Armor (+6 Arm, +1 TN, FEV, Healing), Wilk’s 320 Laser Pistol (18/36/72, 2d6, AP2, RoF 1, Shots 20, SA), NG-L5 Laser Rifle (25/50/100, 3d6+2, AP 2, RoF 1, Shots 20, SA), TK Shield (+4 Armor vs Ranged Attacks, +2 Parry, 1 PPE per hour to activate), NG-S2 Survival Kit, Silver Cross, Green Stone of the Capitan, 600 crs.
XP: 0/5
EP: 2
Wounds: 0/3; Fatigue: 0/2; ISP: 7/10
Bennies: 7/3
Adventure Cards
  • #35: Seize the Day - Azumi acts as if she had drawn a Joker this combat round.
  • #37: Villanious Verbosity - An opposing Wild Card loses his next action by gloating about his master plan.
Azumi's Character Sheet
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