Lady Azumi Archambault

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
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Azumi Archambault
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Lady Azumi Archambault

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)

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Azumi Archambault
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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

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Azumi Archambault
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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 12 (5), Strain 0

Skills (15)
Fighting d12 (d8 from IF, +4 pts to d12)
Healing d6 (d6+2 from HJ)
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): Frenzy
Edge (IF): Improved Frenzy
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 Sep 16, 2018 2:21 pm, edited 4 times in total.

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Azumi Archambault
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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.

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Azumi Archambault
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Iconic Framework and Heroic Journey

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

[*]Cyber-Armor: Cyber-Knights have +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.
[*]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.
[*]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 Sun Sep 16, 2018 6:51 pm, edited 1 time in total.

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Azumi Archambault
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Gear

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

Cyber-Knight Medium Armor (TW)
  • Armor +6 and +1 embedded Toughness.
  • Strength Minimum: N/A
  • Full Environmental Protection while powered.
  • Weight: 3 lb / 14 lb without power
  • Note: Medium Armor suits include either the healing or succor power (recipient’s choice), which can be used on self or others.


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


NG-L5 Laser Rifle
Image
  • Range: 25/50/100
  • Damage: 3d6, AP 1
  • RoF: 1
  • Shots: 20
  • Weight: 14 lbs
  • Notes: Min Str d6, 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
Silver Cross Around Neck

600 credits

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Pender Lumkiss
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Re: Lady Azumi Archambault

Post by Pender Lumkiss » Sun Sep 16, 2018 5:12 pm

First pass, toughness should read 15(6). 6 being the armor. Speaking of armor you need to choose succor or healing.
13th GM bennies GM Bennies
0/6
Vampire Kingdoms GM Bennies
4/8
-1 to hit Vela with MW
-3 for benny rolls on challenge
Legends of the Black Bennies
2/2

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Koshnek
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Re: Lady Azumi Archambault

Post by Koshnek » Sun Sep 16, 2018 5:31 pm

Indeed, choose which power you want to gain from your armor and add it to your powers list :).

Half d6 = 3 +2 = 5 Toughness, +1 from Armor, +2 from embedded CK armor = 8, +6 Armor from Armor = Toughness: 14(6)

Did I miss a point somewhere?

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Koshnek
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Re: Lady Azumi Archambault

Post by Koshnek » Tue Sep 18, 2018 6:18 pm

Your d8 in Streetwise came from HJ not IF. Threw me for a loop because I had already re-read cyber-knight before going through your skills and had to re-read it. I wasn't smart enouugh to check HJs first :p. Otherwise, Your Attributes and Skills add up correctly, and non-HJ Edges meet requirements properly.

Cyber-Armor require a free action to activate; its not always active. It might be worth noting in your edges section.
Cyber-Armor: As a free action, Cyber-Knights can summon an organic metal shell, granting +2 Toughness.

Inner Light, from IF, is no where on your character sheet.
Inner Light (IF): Cyber-Knights begin with the Champion 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.

Code: Select all

[b]Inner Light (IF):[/b] Cyber-Knights begin with the Champion Edge.
[list][ooc=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.[/ooc][/list]

Mind and Body is not part of the IF, although its bonuses are included in the Minor Psionics ability (and power selection). The Minor Psionics ability itself is missing from your sheet, although its probably not necessary to add it. Your powers are trapped right and you have the appropriate abilities spread out around your char sheet. Im personally a neat freak, so I would appreciate it if AB (Psionics) or Minor Psionic showed up somewhere on your sheet - even without a description, but I won't require :).

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.

For PSi-Sword, It might also be worth nothing that for 2 ISP you can make the blade inflict Mega Damage for as long as the blade is manifested.

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.

When you get some more time, lets work on something a little more concrete on your Code of Honor. It has a significant impact upon your powers if you stray from your Code. Unless its a standard Cyber-Knight code of honor from palladium source - Jon may be familiar with that. I am not.

HJs line up, except you kept Experience 4, not 5, and Rerolled Experience 5 and got 20 (15).

NG-L5 Laser Rifle deals 3d6+2 Damage, AP 2 not 3d6 Damage, AP 1.

And, as noted above, you still need to choose and trap which power your Medium CK Armor grants you :). Your Toughness is also still reading too low. It should be 14(6) by my reading.

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