Editing Lady Yoko
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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. | 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 | + | Spirit D8 |
Strength D6 | Strength D6 | ||
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Vigor D6 | Vigor D6 | ||
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Cha +2 | Cha +2 | ||
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Parry 8 (9 if light encumbrance) | Parry 8 (9 if light encumbrance) | ||
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=Skills= | =Skills= | ||
Fighting D12 | Fighting D12 | ||
− | + | Psionics D8 | |
− | Psionics | ||
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Shooting D8 | Shooting D8 | ||
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Persuasion D6 | Persuasion D6 | ||
− | + | Intimidate D8 | |
− | Intimidate | ||
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Notice D6 | Notice D6 | ||
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Knowledge: Occult D4 | Knowledge: Occult D4 | ||
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Survival D6 | Survival D6 | ||
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Stealth D4 | Stealth D4 | ||
=Hinderances= | =Hinderances= | ||
− | Code of Honor | + | Code of Honor |
− | + | 2 Heroic | |
− | Heroic | + | 1 Loyal |
− | + | 1 Enemy (Fallen Cyber-Knight) | |
− | Loyal | + | +1 to Spirit, Agility |
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− | Enemy ( | ||
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=Edges= | =Edges= | ||
Champion | Champion | ||
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Acrobat | Acrobat | ||
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AB: Psionics | AB: Psionics | ||
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Ambidextrous | Ambidextrous | ||
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Two-Fisted | Two-Fisted | ||
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Fleet-footed | Fleet-footed | ||
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=Powers= | =Powers= | ||
− | Healing | + | Healing, Quickness, Speed |
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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. | ||
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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. | ||
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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. | ||
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=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. | ||
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=HERO’S JOURNEY (FIVE ROLLS)= | =HERO’S JOURNEY (FIVE ROLLS)= | ||
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Starting cash: 2d6 8 | Starting cash: 2d6 8 | ||
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