Difference between revisions of "Lady Yoko"

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Parry 8 (9 if light encumbrance)  
 
Parry 8 (9 if light encumbrance)  
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=Skills=  
 
=Skills=  
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Enemy (Minor; Fallen Cyber-Knight)  
 
Enemy (Minor; Fallen Cyber-Knight)  
  
+1 to Spirit, Agility
+
''+1 to Spirit, Agility''
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=Edges=
 
=Edges=
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Fleet-footed
 
Fleet-footed
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=Powers=  
 
=Powers=  
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ISP 20
 
ISP 20
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=Special Abilities=
 
=Special Abilities=
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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.  
 +
  
 
=HERO’S JOURNEY (FIVE ROLLS)=  
 
=HERO’S JOURNEY (FIVE ROLLS)=  

Revision as of 13:58, 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