Editing
Lady Yoko
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
back to the main page [[https://wiki.rpg.net/index.php/SavageWorldRifts.PBPgame]] Cyber-Knight Lady Yoko Gallison. One of the famed “Twin Lightnings,” a pair of cyber-knights known for their speed in battle, they stood at Tolkeen until the very end. There were many tragedies that day... one was the sundering of the Twin Lightings. Her dear partner and friend Lady Erika took the the wrong side, unable to let the Coalition go unpunished for its actions, even if it meant using dark powers. Yoko could not. Before she it came to blows between them, she was pulled through a rift that opened around the magic-charged battle zone. The people on the other side were no less in need than the citizens of Tolkeen. It was a rough campaign against a tyrant, but, ultimately successful. Now she has returned to Earth, far from where she started, and with a new group that sounds worthy of her blade to investigate. =Stats= Agility D8 Smarts D6 Spirit D10 Strength D6 Vigor D6 =Secondary Stats= Cha +2 Pace 10 Toughness 7 + 1 + 6 Armor. Parry 8 (9 if light encumbrance) =Skills= Fighting D12 Psionics D10 Shooting D8 Persuasion D6 Intimidate D10 Notice D6 Knowledge: Occult D4 Survival D6 Stealth D4 =Hinderances= Code of Honor (Major) Heroic (Major) Loyal (Minor) Enemy (Minor; Fallen Cyber-Knight) ''+1 to Spirit, Agility'' =Edges= Champion Acrobat AB: Psionics Ambidextrous Two-Fisted Fleet-footed Florentine =Powers= Healing*, Quickness, Speed* *Can be used on self only, as a free action with no multi-action penalty. ISP 20 =Special Abilities= Cyber-Armor: Cyber-Knights have +2 Toughness from their embedded techno-magic nanotech. Cyberkinetic Combat: Cyber-Knights are always −2 to be hit by technology- based attacks, such as laser rifles and vibro-blades. First Into Battle: A Cyber-Knight has +4 Pace and a d12 Run die. =Gear= Cyber-Knight Medium Armor (3), TW TK Revolver (4) Wilk’s 320 Laser Pistol (2), NG-L5 Laser Rifle (14), NG-S2 Survival Pack (30), One silver cross, 6 × wooden stakes, 800 credits. =HERO’S JOURNEY (FIVE ROLLS)= Cyber-Knights gain three rolls on any of the following tables: Education, Experience & Wisdom, Psionics, and Training. Cyber-Knights gain two rolls on any table except Cybernetics and Magic & Mysticism. Experience Experience: 1d20 16 Acrobat Training Training: 1d20 19 +5 Skill Points Fighting/Shooting/Throwing Psionics Psionics: 1d20 12 Break ally out of Illusion or Puppet at +2 Psionics Again: 1d20 12 Psionics Again: 1d20 12 Psionics Psionics Again Reroll Reroll: 1d20 19 Choose +10 ISP Enchanted Items Enchanted Items: 1d20 3 Reroll Enchanted Items: 1d20 19 TK Revolver Narrative Hook: 1d20 18 Through the Rifts Starting cash: 2d6 8 =Experience= Raise 1 Florentine Raise 2 Spirit from D8 to D10 Raise 3 Psionics and Intimidate from D8 to D10
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information