Kardis - Cosmo Knight

A Savage Rifts game based in England.
GM: Sgt86Delta
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Kardis
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Kardis - Cosmo Knight

Post by Kardis »

I am going to try and build it just using the dragon with some cosmetic changes.
HJ Rolls: 2 rolls these represent what the character was prior to heeding the call of the cosmic forge.
Training: [dice]0[/dice]
Training: [dice]1[/dice]
Attachments
Cosmo Knight.jpg
Bennies= 2/3
-1 extra effort

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d12+4, Vigor d10
Charisma: 0; Pace: 6; Parry: 6 (9); Toughness: 35 (½ Vigor+2 plus armor); Strain: 0

Exalted boost trait: fighting 1d12+2

Combat edges: Elan and First strike
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Pender Lumkiss
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Re: Heroes of England- Cosmo Knight(Guest appearances)

Post by Pender Lumkiss »

Character Sheet

Player Name: Jon Neeper
Google Handle: jonneeper@gmail.com
Kardis
Rank:novice Experience:15 Advances Left: 1
Race:
Iconic Framework: Dragon Reimagined
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d12+4, Vigor d10
Charisma: 0; Pace: 6; Parry: 6; Toughness: 35 (½ Vigor+2 plus armor); Strain: 0
Skills:
  • Psionics d8(Free, 2 pts)
    • Speed ( Cosmic Burst, Kardis moves at near the speed of light, Distances seem half as much and on a raise he laughs if challenged by difficult terrain)
    • Smite ( Cosmic Solar Radiation, Kardis is able to summon the power of the stars themselves dealing +2 damage vs those that are vulnerable to such power.)
    • Quickness( Cosmic Singularity, Through enhancing his own gravitational signature Kardis can defy the very laws of physics themselves and seemly move twice as fast and even light itself bends around him making him nearly invisible. Raise effect is replaced by Invisibility but at a -2 level instead of -4. )
  • Fighting d8( 3pts HJ)
  • Shooting d6(2pts HJ)
  • Cosmic Boost Trait d10 (super power) (4pts)
  • Notice d4 (1 pt)
  • Stealth d6 (2pt)
  • Persuasion d4 (1pt)
Hindrances
  • Hindrance (Major): Unknown
  • Hindrance (Minor): unKnown
  • Hindrance (Minor): unknown
Edges
  • Edge: Elan: This cosmo knight gives his all.
  • Edge: Arcane Background: Super Powers
    [list][*]Boost/lower Trait (Cosmic Forge Eternal, A power lost to Kardis after he was captured, but since freed he is able to once again tap into the power cosmic enhancing his own abilities beyond mortal compare, conversely he can use the power to dampen the spark that dwells in all things... Interestingly a side effect of this power is plant life of unusual bearing tend to grow near where he uses this power, this makes Tracking Kardis' movements slightly easier.
[*]Edge: first strike[/list]

Cybernetics
  • None

Background (post background as a reply to character sheet)

Gear
  • Item: Enshrouded Seed/Seed Pod
Credits:none

Contacts:None

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework Abilities and bonuses
  • Benefits, table rolls, etc
  • Arcane Background Psionics: 3 powers, 10 ISP using MM list
  • Cosmic Armor*:+16 MDC, +6 Toughness
  • Cosmic Weapon*:Str+3d6 AP 4 MD
  • Cosmic Aura*: Fully revealed the cosmo knight is a thing of terrible beauty to most folks, who must make a fear check when first seeing him
  • Cosmic Blasts*: Cosmo Knights can shoot a bolt of cosmic energy at range 12/24/48 and damage 4d6 (MD)using their shooting skill. Alternately they can do 2d10 MD in a cone starting from their eyes. Every target can make an agility roll -2 to avoid the attack. Those who fail suffer 2d10 damage.
  • Superluminal Flight*: In space the cosmo knight can travel at faster than the speed of light velocities. If they have need they can unerringly navigate the space lanes. In atmosphere they have a pace of 12 climb of 0. This flight is unusable in their undercover form.
  • Resistant to energy: The Cosmo Knight is immune to fire, heat, plasma attacks. Electrical, lightning, and laser weapons do ½ damage. The kink in the armor is the resistances and invulnerability do not apply to magic or psionic attacks or effects.
  • Galactic awareness: Seeing in the dark recesses of space is essential for any good cosmo knight. They have infraVision. ½ penalties for dark lighting rounding down.
  • Inherently Cosmic: Cosmo knights are filled to the brim with galactic power and magical potential. It is as if they are living magical batteries. They have a natural pool of 10PPE and can use any TW device. If they take an arcane back ground they add this to the starting pool, and whenever they take the ppts edge they gain 10 ppe instead of 5. Their inherent attacks are considered for all intents and purposes magical.
  • Limited Disguise: Often the cosmo knight must disguise who they really are not just for their sake but for the sake of protecting others. They tend to adopt a single humanoid form that suits their undercover modus operandi. A cosmo knight can maintain the disguised form for a number of hours equal to his spirit die before needing to rest at least six hours. The cosmo knight gains no special properties of what he mimics, only the size and appearance, but he retains all of his cosmo knight abilities with the exception of those marked with an *. Weapons and other personal effects ( up to body armor) are assumed into the cosmo knight and reappear when returning to disguised form. Any other objects are dropped. The process does not work in reverse.
  • Cosmic Might: The fledgling cosmo knight is strong and resilient! Str 1d12+4, Vigor d8. Neither attribute has a maximum limit.
  • Sustained by Code and Cosmic Forge: For as long as a cosmo knight follows the code, and unless killed by violence or other other means, he can live forever. They only require the cosmic for nourishment and 1 hour of sleep a day. They will eat and drink but this is only for pleasure. They are immune to to normal poisons and diseases.
  • Larger than life: The cosmo knight is a figure larger than life without exception. When encountering them they often seem 10-15 feet tall, and their cosmic presence can often seem to carry the gravitational force of a black hole! If it matters treat them as if they are size 6 and 7 tons. This also gives them +6 additional toughness.
  • BioRegeneration: Cosmo knights can regenerate lost limbs over time, make a natural healing roll once per day.
  • Rear Sweep: The cosmo knight can sometimes catch foes unaware by sweeping the area behind them with their legs. All opponents in the rear facing in a 2”x4” rectangle. This is a fighting attack that ignores size penalties. Str +d8 MD

Iconic Framework Complications:
  • Cybernétics: Cosmo Knights cannot take cybernetics as the power cosmic will automatically reject them.
  • Enemies: Cosmo Knights are considered illeagal despots by the CS and are hunted down and shot on sight.
  • Disguise Limits: If a cosmo knight transforms into a race that has restrictions based on body type the cosmo knight suffers the same penalties. In their cosmic form they cannot wear armor except for their cosmic armor, and have a difficult time wielding weapons besides their cosmic weapon, unless the weapon is a modified vehicular one which costs 4x the normal cost. They can usually use weapons and armor normally in their disguised form.
  • Forged: The Cosmo knights can come from any race, undergoing the cosmic process leaves them with the Iconic Frameworks general abilities: they do not choose a race even though they may look anything but human.
  • Larger than life: when not in their disguised form, cosmo knights carry such gravitas that normal sized opponents are +2 on all attacks against them.
  • Outsider: when the power cosmic flows through you, how do you relate to simple mankind? When you are a giant among mortals it is all but impossible to truly understand the customs and ways of those you protect.
  • Cosmic Balance: Generally only one Cosmo knight will be found in a region, two in one place means things have gone awfully awry. Should more than one be found in one immediate area take care as times like these require the utmost delicacy.
  • Untested: This is the cosmo knights first assignment or calling. They will pit their strength and courage against what rifts earth has to offer. Hopefully in the process they will find out what they are truly made of. They do not select hindrances but instead acquire them over game play ( usually over the first 3 sessions). Typically, what kind of knight they are is directly reflective of what kind of group they fell into. Once they have all their hindrances they can spend the hindrance points as normal but they do not get the benefit of the born a hero setting rule.
  • Fresh from the Forge: The cosmo knight is just beginning his galactic career as a hero. He gains 3 attribute points and 10 skill points instead of the normal amount. Unlike the young hindrance(which he cannot take) he does not gain a benny.

Hero’s Journey
  • Table: Training
    • 2
    • Battle Trained: This warrior was trained in combat prior to becoming a cosmo knight
  • Table:Training
    • 15
    • Combat edge of choice: Elan
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Pender Lumkiss
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Re: Heroes of England- Cosmo Knight(Guest appearances)

Post by Pender Lumkiss »

Kardis came to Rift Earth in search of the Demon of Eden. This demon was intent on destroying the millennium tree and so Kardis confronted it in England at its base. Their struggle was legendary, the earth shook and people who caught sight of their clash went blind. Mortals were not meant to see such fierceness and awesomeness unrestrained. No one knows how long the two fought, some say days, others weeks, there is one man, blind and who lives alone in a cave outside of Bath who says a month. But end it did, with a punch and eye blast of epic proportions. When the earth settled from the upheaval, and the tetonic plates could rest, there was Kardis in shinning glory triumphant. The bards of England had already composed a sonet or two and pubs filled with drunken patrons singing Kardis' praise...

That was long ago... Kardis the bold, the great, the triumphant disappeared. But he was was still on Earth, still in England. He was captured and laid low forever destined to rest. He was handed down from Father to son, Father to daughter, and father to son a cycle of countless gross. He finally ending up at the Gene-Star Lab, under the care of Finnoa Banethan chief of experimental gene therapy at the Thorns medical and research facility. After so long his restraints came down and his eyes opened: Kardis awoke!!
Special thanks
Thanks to Sgt and Patrick for the idea.
Field Team Six Bennies
3/6
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Pender Lumkiss
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Re: Kardis - Cosmo Knight

Post by Pender Lumkiss »

Advances
  • Initial Advances: (From Hindrances):none yet
  • Novice 1 Advance: Arcane Background super powers: Boost/lower Trait
  • Novice 2 Advance: first strike
  • Novice 3 Advance: Need to pick
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
[*] Legendary 4 Advance:undefined
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Re: Kardis - Cosmo Knight

Post by Pender Lumkiss »

Gear:
Chronicle of Kardis, brave, master of magic, +2 spirit
Full Bonded Heirloom: Kardis's Chronicle provides 2 minor traits and 4 major traits of choice from either the minor or major trait list.

Minor
  • Spirit +2 (2 minors)
Major
  • Brave
  • Master of Magic
Infinite Potential: The Artifact Bearer (Kardis) may select Improved Bonded Heirloom once per rank. Each time gaining a Minor or Major Trait.

Transformation: Kardis's Chronicle has two forms.
One form is a chained and clasped tome that hangs from Kardis's waist.
Kardis Chronicle.jpg

The second form is of a large highly polished tower shield.
Kardis Shield.jpg

This transformation is a free action for the Artifact.

Wisdom of The Ages: The Artifact has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers. In addition the wielder can select an unknown skill when advancing as if it were a skill known below it linked Attribute.
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Re: Kardis - Cosmo Knight

Post by Pender Lumkiss »

10xp: First Strike.
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