Zephrim Ouri, Psi-Stalker Cyber-Knight

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Zephrim Ouri
Posts: 6
Joined: Wed May 15, 2019 6:15 pm

Zephrim Ouri, Psi-Stalker Cyber-Knight

Post by Zephrim Ouri » Wed May 15, 2019 6:25 pm

Character Sheet
Player Name: Thomas
Google Handle: tcarknight@gmail.com
Zephrim Ouri Image

Rank: Novice Experience: 5 Advances Left: 1
Race: Psi-Stalker
Iconic Framework: Cyber-Knight
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d8
Charisma: -2; Pace: 10 (d12); Parry: 7 ; Toughness: 15 (6); Strain: 0

Skills:
  • Fighting d10
  • Knowledge: Computers d8
  • Knowledge: Electronics d8
  • Notice d8
  • Psionics d6
  • Riding d6
  • Shooting d6
  • Streetwise d6
  • Survival d6
  • Throwing d4
Hindrances
  • 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
  • Ambidextrous: ignore -2 penalty for using off-hand
  • Arcane Background (Psionics): ISP, Psionic Powers; Brainburn
  • Brawler: +2 damage with unarmed attack
  • Champion: +2 damage/+2 Toughness against supernaturally evil opponents
  • Connections (Black Market): contact inside the Black Market
  • Controlled Hunger: Only need 3 power points/48 hours to avoid Fatigue
  • Martial Artist: +d4 to Strength damage for an Unarmed attack
  • Nerves of Steel: Ignore 1 point of wound penalties
  • Quick: WHenever dealt a 5 or lower in combat, may discard and draw again until a 6 or better
  • Scrounger: Streetwise check in an City or Small town to 'find' what's needed
  • Tricky Fighter (Smarts): No MAP for a Trick based on Smarts in same round as a Fighting attack
Iconic Framework
Abilities
  • Cyber-Armor: As a free action, Cyber-Knights can summon an organic metal shell, granting +2 Toughness.
  • 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.
  • Masters of 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. A Cyber-Knight also begins play with the Champion Edge and two Combat Edges (meeting all requirements except Rank).
  • Psi-Blade: 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. Cyber-Knights also have Arcane Background (Psionics)
  • Revered Protectors: All Cyber-Knights enjoy +2 Charisma when dealing with those who know and love them as guardians of life and freedom.
Complications
  • 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.
    • Minor Transgression: −1 to all Psionics rolls until he performs a noble or heroic deed to atone.
    • Major Transgression: −2 to all Psionics rolls, and all abilities under Cyberkinetic Combat and Inner Light cease to function until he undertakes some kind of personal (or perhaps spiritually guided) quest to atone. His Psi-Sword is also reduced to doing only his Str+Spirit in damage, and all AP values are reduced by 2.
    • Mortal Transgression: The Cyber-Knight commits an action completely opposed to the code. All Cyber-Knight abilities are lost. The character may regain his abilities by fulfilling a significant quest (determined by the Game Master). Should the character commit another Mortal Transgression before regaining his Cyber-Knight status, his spirit is corrupted. The character regains use of his abilities but becomes a Fallen Cyber-Knight (see Savage Foes of North America) under the Game Master’s control.

  • Cybernetics: Cybernetics are not an option for Cyber-Knights, as such devices interfere with their nanotechnology.
Last edited by Zephrim Ouri on Fri May 17, 2019 10:57 am, edited 9 times in total.

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Zephrim Ouri
Posts: 6
Joined: Wed May 15, 2019 6:15 pm

Re: Zephrim Ouri, Psi-Stalker Cyber-Knight

Post by Zephrim Ouri » Wed May 15, 2019 6:26 pm

Dice and Stuff

Hero's Journey
(5 rolls - 3 on Education, Experience & Wisdom, Psionics or Training, 2 of Any but NOT Cybernetics or anything Magic )
  • Underworld and Black Ops : 1d20 = 15: 15
    • Scrounger - Edges: Scrounger, Connections (Black Market)
  • Body Armor: 1d20 = 20: 20
    • Choose - Replace Starting Armor with one of choice
  • Education: 1d20 = 13: 13
    • Computer Specialist - Knowledge (Computers) d8, +2 when dealing with electronic security
  • Experience & Wisdom: 1d20 = 9: 9
    • Quick on Feet - Edge - Quick
  • Training: 1d20 = 5: 5
    • Close Combat Training - Edges - Martial Artist, Brawler
Credits: 2d6 = 4: 3, 1*100 = 400
Last edited by Zephrim Ouri on Fri May 17, 2019 7:36 am, edited 2 times in total.

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Zephrim Ouri
Posts: 6
Joined: Wed May 15, 2019 6:15 pm

Re: Zephrim Ouri, Psi-Stalker Cyber-Knight

Post by Zephrim Ouri » Fri May 17, 2019 5:21 am

Gear
Triax T-10 "Cyclops" Body Armor
  • Armor +6 and +1 embedded Toughness.
  • Strength Minimum: d6
  • Integrated Features
    • Full Environmental Protection
    • Built-in Minicomputers for basic functions
    • Comms system - 10 mile range
    • Public Address loudspeakers
    • Laser Distancer
    • Nightvision Mode
  • Weight: 25 lb
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
Binoculars Stored on Survival Pack
Water Purification Filter Pouch on Survival Pack

Silver Cross Around Neck

Credits: 50
Last edited by Zephrim Ouri on Fri May 17, 2019 7:25 am, edited 2 times in total.

User avatar
Zephrim Ouri
Posts: 6
Joined: Wed May 15, 2019 6:15 pm

Re: Zephrim Ouri, Psi-Stalker Cyber-Knight

Post by Zephrim Ouri » Fri May 17, 2019 5:30 am

Advances
  • Initial Advances (From Hindrances): +1 Attribute (Smarts), +1 Attribute (Vigor)
  • Cybernetic Modifications: N/A
  • Novice 1 Advance: Edge - Controlled Hunger

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Zephrim Ouri
Posts: 6
Joined: Wed May 15, 2019 6:15 pm

Re: Zephrim Ouri, Psi-Stalker Cyber-Knight

Post by Zephrim Ouri » Fri May 17, 2019 7:14 am

Background
<coming soon>

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