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[[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.  
 
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.  
  
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Smarts D6
 
Smarts D6
  
Spirit D10
+
Spirit D8
  
 
Strength D6
 
Strength D6
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Parry 8 (9 if light encumbrance)  
 
Parry 8 (9 if light encumbrance)  
 
  
 
=Skills=  
 
=Skills=  
 
Fighting D12
 
Fighting D12
  
Psionics D10
+
Psionics D8
  
 
Shooting D8
 
Shooting D8
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Persuasion D6
 
Persuasion D6
  
Intimidate D10
+
Intimidate D8
  
 
Notice D6
 
Notice D6
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Stealth D4
 
Stealth D4
 +
  
 
=Hinderances=
 
=Hinderances=
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Enemy (Minor; Fallen Cyber-Knight)  
 
Enemy (Minor; Fallen Cyber-Knight)  
  
''+1 to Spirit, Agility''
+
+1 to Spirit, Agility
 
 
  
 
=Edges=
 
=Edges=
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Fleet-footed
 
Fleet-footed
 
Florentine
 
  
 
=Powers=  
 
=Powers=  
Healing*, Quickness, Speed*
+
Healing, Quickness, Speed  
 
 
*Can be used on self only, as a free action with no multi-action penalty.
 
  
 
ISP 20
 
ISP 20
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First Into Battle: A Cyber-Knight has +4 Pace and a d12 Run die.
 
First Into Battle: A Cyber-Knight has +4 Pace and a d12 Run die.
 
  
 
=Gear=
 
=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.  
 
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)=  
 
=HERO’S JOURNEY (FIVE ROLLS)=  
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Starting cash: 2d6 8
 
Starting cash: 2d6 8
 
=Experience=
 
 
Raise 1 Florentine
 
 
Raise 2 Spirit from D8 to D10
 
 
Raise 3  Psionics and Intimidate from D8 to D10
 

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