Lady Yoko: Difference between revisions
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Strength D6 | Strength D6 | ||
Vigor | Vigor D6 | ||
=Secondary Stats= | =Secondary Stats= | ||
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Fighting D12 | Fighting D12 | ||
Psionics | Psionics D10 | ||
Shooting D8 | Shooting D8 | ||
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Persuasion D6 | Persuasion D6 | ||
Intimidate | Intimidate D10 | ||
Notice D6 | Notice D6 | ||
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Stealth D4 | Stealth D4 | ||
=Hinderances= | =Hinderances= | ||
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Raise 2 Spirit from D8 to D10 | Raise 2 Spirit from D8 to D10 | ||
Raise 3 | Raise 3 Psionics and Intimidate from D8 to D10 |
Latest revision as of 08:00, 17 January 2017
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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[edit]
Agility D8
Smarts D6
Spirit D10
Strength D6
Vigor D6
Secondary Stats[edit]
Cha +2
Pace 10
Toughness 7 + 1 + 6 Armor.
Parry 8 (9 if light encumbrance)
Skills[edit]
Fighting D12
Psionics D10
Shooting D8
Persuasion D6
Intimidate D10
Notice D6
Knowledge: Occult D4
Survival D6
Stealth D4
Hinderances[edit]
Code of Honor (Major)
Heroic (Major)
Loyal (Minor)
Enemy (Minor; Fallen Cyber-Knight)
+1 to Spirit, Agility
Edges[edit]
Champion
Acrobat
AB: Psionics
Ambidextrous
Two-Fisted
Fleet-footed
Florentine
Powers[edit]
Healing*, Quickness, Speed*
- Can be used on self only, as a free action with no multi-action penalty.
ISP 20
Special Abilities[edit]
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[edit]
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)[edit]
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[edit]
Raise 1 Florentine
Raise 2 Spirit from D8 to D10
Raise 3 Psionics and Intimidate from D8 to D10