Troglodyte Sorcerer

Ami Swiftblade's page

34 posts. Alias of ZenFox42.


Full Name

Ami Swiftblade

Race

Lyn-Srial :

Classes/Levels

Parry 10 / RATN 8 / Toughness 15(6) / 3 Bennies

Gender

Female

About Ami Swiftblade

Attributes :
Agility d6
Smarts d6
Spirit d8
Strength d6
Vigor d6

Derived :
Charisma : Unfriendly (Lyn-Srial), one step higher than normal (Cyber-Knight) = Uncooperative
Pace 8 (6+2CK); d10 Running die
Fly 12; 2d6 “Running” (Lyn-Srial)
Parry 10 (7+1TW+3Psi-Shield)
RATN 8 (Psi-Shield)
Toughness 15(6) (Toughness 5+2Armor+2Psi-Armor; 6Armor)
Encumbrance 30

Edges :
- Champion (CK free) : add +2 damage when attacking supernaturally evil creatures.
- Frenzy (CK free) : rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit.
- Improved Frenzy (HJ) : The fighter rolls an extra Fighting die with up to two Fighting attacks in the same turn.
- Trademark Weapon (CK free) : add +1 to his Fighting rolls, and +1 to Parry when readied.
- Improved Psi-Sword : The Psi-Sword deal 2*Str + 2*Spirit, with AP equal to 2*Psionics. If split, each blade's AP is equal to Psionics. 2d6+2d8 OR 2d6+2d10 with Boost Trait/Spirit.
- Psi-Shield : grants +3 Parry and a −4 Cover penalty to ranged strikes against her. The Psi-Shield costs no ISP and can be summoned as a free action. While activated, provides the wielder's Spirit in MDC Armor if an enemy attempts to shoot through it.

Skills :
Athletics d10
Fighting d10+2 (TW,HJ)
Knowledge, Common d4
Notice d6
Persuasion d4
Psionics d12
Stealth d4

Hindrances :
Loyal (Minor) : risks her life for her friends without hesitation. They are the first to come to their friends’ rescue when they’re threatened.
Fair Play (Minor) : never attack from behind.
Code of Honor (Major) : He keeps his word, doesn’t abuse or kill prisoners, and generally tries to operate within his world’s particular notion of proper gentlemanly or ladylike behavior.
Heroic (Lyn-Srial) : This noble soul never says no to a person in need. She always comes to the rescue of those she feels can’t help themselves.

Powers :
10 ISP
-Speed/Quickness (3 PP) : The target’s total Multi-Action penalty each turn is reduced by 2
-Boost Trait (1 PP) : increases the selected Trait one die type, or two with a Raise
-Healing (2 PP) : success removes one Wound, and a Raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points.
Healing & Relief (Cyber-Knight Armor)

Racial : Lyn-Srial
Alien : Lyn-Srial are quite alien, giving those unfamiliar with their biology a −2 penalty to Healing.
D-Bee : The initial Reactions to Lyn-Srial typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.
Flight : Fly at Pace 12 and “run” for 2d6 extra movement as usual; use Athletics when maneuvering (Chases).
Aerial combat : roll the lower of Athletics and Fighting when attacking in the air.
Athletics and Fighting both have a die type of d10. Fighting has a +2 bonus to the die type.
Note that I am not rolling Athletics to fight... rather, the Athletics die might possibly limit my Fighting die if it had a lower die type. I’m still actually rolling Fighting, since that's the skill that governs swinging a sword. And it has a +2 bonus, so my aerial combat attack is d10+2.
Four Arms: Lyn-Srial ignore 2 points of Multi-Action penalties each turn.
Wanted (Major): Lyn-Srial are hunted by the Coalition for rescuing and harboring refugees of the Tolkeen war.
Inherent Nature: All Lyn-Srial have the Heroic Hindrance and count as supernaturally good.
Low Light Vision: Lyn-Srial ignore Dim and Dark Illumination penalties.
Non-Standard Build: Lyn-Srial have unique proportions, causing a −2 on Trait rolls to use equipment designed for humans (including weapons or vehicles). Their custom armor, clothing, and equipment costs triple the listed price. All Starting Gear is assumed to be customized for a hero’s use.
Regeneration: Lyn-Srial make natural healing rolls once a day and may regenerate lost limbs.
Strong: Lyn-Srial start with d6 Strength, adjust Trait maximum accordingly

Framework : Cyber-Knight
-Cyber-Armor: As a free action, Cyber-Knights can summon an organic metal shell granting +2 Toughness and allowing them to ignore Gritty Damage
-Cyberkinetic Combat: Any electronic technology-based attacks such as lasers, rail guns, and vibroblades suffer a −2 to hit a Cyber-Knight. This ability stacks with the deflection power.
-First Into Battle: Cyber-Knights begin with +2 Pace and a d10 running die; stacks with the Fleet-Footed Edge.
-Inner Light: Cyber-Knights begin with the Champion Edge
-Intense Combat Training: A Cyber-Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank).
-Minor Psionic: Cyber-Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to the following powers (Rank permitting):
arcane protection, boost Trait†, darksight*, deflection*, detect/conceal arcana*, empathy, environmental
protection*, healing*, object reading, protection*, relief, smite*, speak language, speed†, warrior’s gift*.
Powers marked with an asterisk (*) or dagger (†), if taken, are activated as Innate Abilities (see page 68) usable only on the Cyber-Knight.
Those marked asterisk (*) have the reduced Power Points cost from the Range (Self) limitation, while those marked dagger (†) have both the Range (Self) and Aspect limitations (only 1 of the 2 versions).
Innate Abilities : the first such power initiated each turn activates as a free action. Innate Abilities may be activated using Power Modifiers, paying Power Points as normal.
Range (self) : reduces its total Power Point cost by one (to a minimum of 1). If this would normally reduce the cost to 0, you gain a +1 bonus (+2 maximum) to the arcane skill total instead.
-Psi-Sword: As a free action, Cyber-Knights can summon a blade of spirit and will. It may have any appearance but it does not change the effects. The Psi-Sword does Strength + 2*Spirit damage with AP equal to Psionics (no Strength minimum).
-A Cyber-Knight may split his Psi-Sword into two blades, one for each hand, each blade deals the same damage but only gains half AP.
For 1 ISP the blade inflicts Mega Damage for as long as it is manifested.
-Revered Protectors: The hero is a member of the Cyber-Knight Order faction, and has Connections with the
group and its allies. She gains +1 to social checks with most folks and Reactions start one level higher than normal.
-Code of Honor: A Cyber-Knight must adhere to the codes and philosophies of the Order or he loses some or all of his powers, depending on the degree of transgression. The Game Master must determine the extent of a Cyber-Knight’s transgressions and assess a penalty accordingly.
-Cybernetics: Cyber-Knights suffer −1 to Psionics per point of Strain (page 69).
-Free no-roll Actions : Summoning the Armor, Psi-Sword, or Psi-Shield does not require a roll.

Standard Starting Gear substituting Cyber-Knight Medium Armor, plus an NG-L5 Laser Rifle

Money and Common Goods: 1400 Universal Credits, and 2500 credits worth of gear or valuables
NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes
Body Armor: Cyber-Knight Medium Armor - +6 Armor, +2 Toughness; Healing & Relief
Sold the standard pistol and additional rifle at half-price, to buy :
Vibro-Longsword : d6+d10, AP 10
Communicator : free
Credits : 6400

Hero’s Journey / Close Combat Weapons : 1d20 --> 7 : +1 Fighting
Hero’s Journey / Training : 1d20 --> 15 : One Edge (Improved Frenzy)

Narrative Hook: 1d20 ⇒ 18 :
A Battle Beyond the Rifts. The Rifts act as portals to dimensions beyond the stars and, sometimes, beyond reason. Somehow you wound up on one of countless worlds or planes of existence, or you’re a native of that other world, and you were pulled into this new world where you struggle to find your way, with the Legion’s help.

Since my race is established in RIFTS, I'm going to assume that a long time ago, some of them fell thru a rift into this world, and reproduced over time to create the existing race that's here. But my PC has just fallen from their original homeworld thru another RIFT, and so is completely ignorant of the many races, factions, etc. that are in this world.

As luck would have it, some of the first people she met were from the Tomorrow Legion, who welcomed her with open arms.

Future Advancements
Strength d8, Power Points
Seasoned : Rapid Recharge, Major Psionic