Full Name |
Kara Swiftblade |
Race |
Human |
Classes/Levels |
Parry 8(9) / RATN 4(6) / Toughness 15(6) / 3 Bennies |
Gender |
Female |
About Kara Swiftblade
Attributes :
Agility d6
Smarts d6
Spirit d8
Strength d6
Vigor d6
Derived :
Charisma : One step higher than normal (Cyber-Knight)
Pace 8 (6+2CK); d10 Running die
Parry 8 (+1TW/Warrior'sGift)
RATN 4 (6 with Deflection)
Toughness 15(6) (5Toughness 6Armor+2Tough/CKArmor +2Tough/Cyber-Armor)
Encumbrance 30
Edges :
-Arcane Background (Psionics) (CK free)
- 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 (CK free) : The fighter rolls an extra Fighting die with up to two Fighting attacks in the same turn.
- Two-Handed (Hind. Points Edge)
- Ambidextrous (Human Edge)
Skills :
Athletics d6
Fighting d12 (+1 HeroesJourney) [+1 TW/Warrior'sGift]
Knowledge, Common d4
Notice d6
Persuasion d4
Psionics d10
Shooting d8 (d10 or d12 with Boost Trait)
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 : 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
Boost Trait (1 PP, +1 Psionics) : increase Trait one die type, or two with a Raise
Warrior’s Gift (1 PP) : First Strike
Smite (1 PP, +1 Psionics) : +2 damage, +4 with Raise (Innate!)
The above 3 can be rolled as a Free Action once at the start of every Round
Healing & Relief (Cyber-Knight Armor, 3PP) : removes 1 Wound or Fatigue on Success, 2 on a Raise
Psi-Sword does d6+2*d8 (or d6+2*d10 with Boost Trait) damage, with AP 12
Split Psi-Sword does same damage, AP 6
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.
Future Advancements
Spirit d10, Power Points, Speed Power
Seasoned : Strength d8, Rapid Recharge
Major Psionic?, Psi-Shield?, Block?