Gavryn Wyat's page

42 posts. Alias of Kip84.


Bennies: 4 | Parry: 8 (Tecnhological Weapons suffer -2) | Toughness: 6/8 w Cyber-Armor Shell | Armour: 6 | Wounds: 0 | ISP: 17/20

About Gavryn Wyat

Backstory :
A very young Cyber-Knight, Sir Gavryn did not fight in the Siege of Tolkeen, but was serving as a Squire to another knight elsewhere.

His Mother (Lady Aliz the Agile), and elder brother (Sir Walt) both Cyber-Knights as well, fought at the siege and after checking around Lazlo, Gavryn heard about Castle Refuge and travelled there to search for them. He hasn't found them yet and no one seems to know what happened to them.

Gavryn was Knighted at Castle Refuge and has vowed to serve in the Tomorrow Legion to fight for a better tomorrow. While still hoping his mother and brother will head to The Refuge themselves and searching for them wherever he goes.


Agility: 1d6
Spirit: 1d8
Strength: 1d8
Vigor: 1d6

Charisma: 0 (+2 when dealing with those who know Cyber-Knights and love them as guardians of life and freedom.)

Pace: 11 (d10 running die) (+3 from armor enhancments)
Parry: 8 (purely technological weapons suffer -2 vs Cyber Knights, i.e. Lasers, Rail guns and vibro-blades)
Toughness: 5+1=6 ( +2 vs evil) (Can add 2 as free action by summoning Cyber-Armor shell)
Cyber-Knight Medium Armor: +6 (+1 embedded Toughness) w/ Healing and Wall Walker powers. Also grants +2 pace, and +1" leaping distance.
-In addition to the enchantments that make the armor light, Sir Drystan had micro exoskeleton enhancements placed in the legs of Gavryn's armor (grants +1 pace)

Psi Sword: Damage Str+Spirit x2 (3d8) AP: 6 (2 ISP makes it do mega damage.)

Wilks 237 Laser Pistol: Range 15/30/60, Damage 2d6+1, ROF 1, AP 3, Shots 16, Weight 3

NG-L5 Laser Rifle: Range 25/50/100, Damage 3d6+2, ROF 1, AP 2, Shots 19/20, Weight 14


Fighting: d12
Investigation: d6+2
Psionics: d8
Notice: d6
Persuasion: d8
Shooting: d8
Stealth: d6
Streetwise: d6+2
Throwing: d4


Arrogant (Major)
Loyal (Minor)
Stubborn (Minor)


(They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.)
Hard to kill
(When forced to make Vigor rolls due to Incapacitation, he may ignore his wound modifiers.)
Killer Instinct
(Win on tied opposed roll, reroll skill die result of 1 on opposed skill roll, must keep second roll)
(draw extra Benny at beginning of game session)
(Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.)
Major Psionic
(Double ISP
-Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. „„
-Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range ×10. This ability does not affect powers that have Range of Self or Touch.)

Arcane Background (Psionic):

ISP: 20

Bolt :

Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, insects.

Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6. ► Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full- auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice. ► Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.

Boost Trait* (Always gain Raise effect when using Boost Trait.) :

Boost Trait

Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/round)
Target Self only
Trappings: Physical change, glowing aura, potions.

This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.

Deflection* :

Rank: Novice Power
Points: 2
Range: Self only
Duration: 3 (1/round)
Trappings: Mystical shield, gust of wind, phantom servant that intercepts the missiles.

Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.

With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.


Cyber-Knight Medium Armor
Wilk’s 320 Laser Pistol
NG-L5 Laser Rifle
NG-S2 Survival Pack
Silver cross
Wooden stake x6
Headset Comm unit


Cyber-Knight Abilities and Bonuses :

As a free action, Cyber-Knights can summon an organic metal shell, granting +2 Toughness. „„
Cyberkinetic Combat:
Any purely technology-based attacks, such as lasers, rail guns, and vibro-blades, 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. If they take the Fleet-Footed Edge, the Pace bonuses stack and the running die becomes a d12. „„
Inner Light:
Cyber-Knights begin with the Champion Edge (see Savage Worlds). „„
Intense Combat Training:
A Cyber- Knight begins play with Fighting d8 and two Combat Edges (meeting all requirements except Rank). („„Hard to Kill, Killer Instinct)
Minor Psionic:
Cyber- Knights have Arcane Background (Psionics), 10 ISP, three powers, and Psionics d6. They have access to the following powers: armor, barrier, bolt, boost Trait*, confusion, darksight, deflection*, environmental protection, havoc, healing*, pummel, quickness, smite*, speak language, speed*, succor, warrior’s gift. Powers marked with an asterisk (*) are usable only on the Cyber-Knight but activate as a free action, inflicting no multiple action penalty (a Cyber-Knight with Master Psionic can use mass healing but not as a free action). All other aspects of AB (Psionics) remain the same. „„
As a free action, Cyber- Knights can summon forth a blade of spirit and will. It may have any appearance but it does not change the effects. The Psi-Sword does Strength + Spirit × 2 damage with AP 6 (and no Strength minimum). For example, a Cyber-Knight with Strength d8 and Spirit d10 does 1d8+2d10 melee damage, AP 6, with his Psi-Sword. Alternately, the Cyber-Knight may split his Psi- Sword into two blades, one for each hand, doing the same damage, but each blade only gaining AP 2. For 2 ISP, the Cyber-Knight can make the blade inflict Mega Damage for as long as the blade is manifested. „„
Revered Protectors:
All Cyber-Knights enjoy +2 Charisma when dealing with those who know and love them as guardians of life and freedom.

Cyber-Knight Complications:

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. Whether this is a function of the special nanotech treatment he undergoes or a loss of confidence damaging his psyche in some way is a matter of some debate among scholars. Regardless, the Game Master must determine the extent of a Cyber-Knight’s transgressions and assess a penalty accordingly.

Minor Transgression: −1 to all Psionics rolls until he performs a noble or heroic deed to atone.

Major Transgression: −2 to all Psionics rolls, and all abilities under Cyberkinetic Combat and Inner Light cease to function until he undertakes some kind of personal (or perhaps spiritually guided) quest to atone. His Psi-Sword is also reduced to doing only his Str+Spirit in damage, and all AP values are reduced by 2.

Mortal Transgression: The Cyber- Knight commits an action completely opposed to the code. All Cyber- Knight abilities are lost. The character may regain his abilities by fulfilling a significant quest (determined by the Game Master). Should the character commit another Mortal Transgression before regaining his Cyber-Knight status, his spirit is corrupted. The character regains use of his abilities but becomes a Fallen Cyber-Knight (see Savage Foes of North America) under the Game Master’s control.

Cybernetics are not an option for Cyber-Knights, as such devices interfere with their nanotechnology.

Code of Chivalry :
Code of Chivalry
1. To Live
* Live one's life so that it is worthy of respect and honor.
* Live for freedon, justice, and all that is good.
2. Fair Play
* Never attack an unarmed foe.
* Never use a Psi-Sword on an opponent not equal to the attack.
* Never charge an unhorsed opponent.
* Never attack from behind.
* Avoid cheating.
* Avoid torture.
3. Nobility
* Exhibit self-control.
* Show respect to authority.
* Obey the laws if they do not supersede the rights of life.
* Administer justice.
* Administer mercy.
* Protect the innocent.
* Respect women.
4. Valor
* Exhibit courage in word and deed.
* Defend the weak and innocent.
* Fight for an ideal, like freedom.
* Fight with honor.
* Avenge the wronged.
* Never abandon a friend, ally, or noble cause.
5. Honor
* Always keep one's word of honor.
* Always maintain one's principles.
* Never brtray a confidence or comrade.
* Avoid deception.
* Respect life.
* Honor all life.
* Respect all views of life.
6. Courtesy
* Exhibit manners.
* Be polite and attentive.
* Be respectful of host, women, and honor.
7. Loyalty
* To one's principles and heart.
* To one's friends and those who lay their trust in thee.
* To the Code of Chivalry.

Hero's Journey rolls :
Narrative Hook roll: 1d20 ⇒ 7 Blood is Thicker.

Ok first I get three rolls on Experience & Wisdom, education, psionics or training.

Experience & Wisdom: 1d20 ⇒ 14 There are times when no amount of skill or experience is enough, fortunately Gavryn has always been a little lucky. Gain Luck edge
Education: 1d20 ⇒ 15 Born with natural inquisitiveness, gain investigator edge and investigation skill at d6
Psionics: 1d20 ⇒ 11 Gavryn has used his psionic power to boost his abilities so often he's become especially good at it. Always get the Raise effect when using Boost Trait*

Cool, now I choose two tables excluding Cybernetics and magic & mysticism.

Training: 1d20 ⇒ 2 after training and serving with the Cyber-Knights, Gavryn has some solid combat training. +5 skill points, which may be spent on Fighting, Shooting or Throwing.
Body Armour: 1d20 ⇒ 18 Micro exoskeleton enhancements in the legs of Gavryn's Cyber-Knight Armour give him a +1 to Pace when wearing this suit.