Difference between revisions of "Lady Yoko"

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Strength D6
 
Strength D6
  
Vigor D8
+
Vigor D6
  
 
=Secondary Stats=
 
=Secondary Stats=
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Fighting D12
 
Fighting D12
  
Psionics D8
+
Psionics D10
  
 
Shooting D8
 
Shooting D8
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Persuasion D6
 
Persuasion D6
  
Intimidate D8
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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  Vigor from D6 to D8
+
Raise 3  Psionics and Intimidate from D8 to D10

Latest revision as of 01:00, 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