Difference between revisions of "Lady Yoko"

From RPGnet
Jump to: navigation, search
(Created page with "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. The...")
 
Line 3: Line 3:
 
=Stats=
 
=Stats=
 
Agility D8
 
Agility D8
 +
 
Smarts D6
 
Smarts D6
 +
 
Spirit D8
 
Spirit D8
 +
 
Strength D6
 
Strength D6
 +
 
Vigor D6
 
Vigor D6
  
 
Cha +2
 
Cha +2
 +
 
Pace 10
 
Pace 10
 +
 
Toughness 7 + 1 + 6 Armor.  
 
Toughness 7 + 1 + 6 Armor.  
 +
 
Parry 8 (9 if light encumbrance)  
 
Parry 8 (9 if light encumbrance)  
  

Revision as of 13:55, 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

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 2 Heroic 1 Loyal 1 Enemy (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