Lady Yoko: Difference between revisions

From RPGnet
Jump to navigation Jump to search
No edit summary
No edit summary
Line 12: Line 12:
Vigor D6
Vigor D6


=Secondary Stats=
Cha +2
Cha +2


Line 22: Line 23:
=Skills=  
=Skills=  
Fighting D12
Fighting D12
Psionics D8
Psionics D8
Shooting D8
Shooting D8
Persuasion D6
Persuasion D6
Intimidate D8
Intimidate D8
Notice D6
Notice D6
Knowledge: Occult D4
Knowledge: Occult D4
Survival D6
Survival D6
Stealth D4
Stealth D4


=Hinderances=
=Hinderances=
Code of Honor
Code of Honor (Major)
2 Heroic  
 
1 Loyal
Heroic (Major)
1 Enemy (Fallen Cyber-Knight)  
 
Loyal (Minor)
 
Enemy (Minor; Fallen Cyber-Knight)  
 
+1 to Spirit, Agility
+1 to Spirit, Agility


=Edges=
=Edges=
Champion
Champion
Acrobat
Acrobat
AB: Psionics
AB: Psionics
Ambidextrous  
Ambidextrous  
Two-Fisted
Two-Fisted
Fleet-footed
Fleet-footed


=Powers=  
=Powers=  
Healing, Quickness, Speed  
Healing, Quickness, Speed  
ISP 20
ISP 20


=Special Abilities=
=Special Abilities=
Cyber-Armor: Cyber-Knights have +2 Toughness from their embedded techno-magic nanotech.  
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.  
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.
First Into Battle: A Cyber-Knight has +4 Pace and a d12 Run die.



Revision as of 20:57, 22 December 2016

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 D8

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 D8

Shooting D8

Persuasion D6

Intimidate D8

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

Powers

Healing, Quickness, Speed

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