Charlemagne - Lyn-Srial Cyber Knight

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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

HJ Psionics: [dice]0[/dice] - +1 power - Quickness
HJ Experience & Wisdom: [dice]1[/dice] - Elan
HJ Education: [dice]2[/dice] - Kn: Battle d8, Command edge
HJ Psionics: [dice]3[/dice] - Choice = 17: A powerful presence, adding +2 to Intimidation and Persuasion checks; as well, +2 to Fear power if available
HJ Body Armor: [dice]4[/dice] exchange starting armor for any available non-power or robot armor - Cyber Knight Heavy Armor

Narrative Hook: [dice]5[/dice]

Credits: [dice]6[/dice] x 100 = 400
Last edited by Charlemagne on Fri Mar 23, 2018 9:17 am, edited 3 times in total.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
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User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

Player Name: Christian
Google Handle: crapgame7
Character Name: Charlemagne
Rank: Seasoned Experience: 25 Advances Left: 0
Race: Lyn-Srial
Iconic Framework: Cyber Knight
Attributes: Agility d4, Smarts d10 (2), Spirit d10(2+1), Strength d6 (racial), Vigor d6 (1)
Charisma: +2/-2; Pace: 6/14; Parry: 8, -2 to hit with technological weapons; Toughness: 22 (12); Strain: 0; ISP: 30
Skills:
  • Fighting d12 (IF+4)
  • Intimidation d8+2 (3)
  • Notice d8 (3)
  • Persuasion d6+4 (+2 Cha, +2 Psionic presence) (2)
  • Psionics d8 (IF+1)
  • Stealth d4 (1)
  • Survival d4 (1)
  • Kn: Battle d8 (HJ)

Hindrances
  • Code of Honor (Major): Cyber-Knight code
  • Heroic (Major): Lyn-Srial racial
  • Wanted (Major): Lyn-Srial racial; wanted by CS for Tolkeen rescue
  • Vow (Major): Will not use ranged weapons
  • Delusion (Minor): Believes himself to be the reincarnation of Charlemagne
  • Big Mouth (Minor): Tends to announce plans in a grandiose manner, regardless of who’s listening

Edges
  • Champion (IF): +2 Damage/Toughness vs supernatural evil
  • Command (HJ): +1 to troops recovering from Shaken
  • Frenzy (IF): May make 1 extra Fighting attack at -2
  • Improved Frenzy (IF): May make 1 extra Fighting attack at no penalty.
  • AB: Psionics (IF): May use Psionics.
  • Improved Psi-Sword (Hindrance 1): increases Psi-Sword damage to Str + 3x Spirit, AP 8. Splitting the blade into two makes the AP 4 on each blade.
  • Major Psionic (Hindrance 2): May spend ISP to increase the Psionics roll, or range. Doubles base ISP and all Power Points Edges.
  • Elan (HJ): Adds +2 to the roll when using a Benny.
  • Natural Leader (Novice 3): May share bennies with those under his command.
  • Tactician (Seasoned 1): May make a Kn: Battle roll; takes 1 extra Action Card per success/raise for initiative in battle

Powers - ISP: 20
  • Quickness: Charlemagne moves with supernatural speed - Blur trapping, -1 to hit with ranged weapons
  • Boost Trait* -- (Auto-Raise)
    Boost Trait trappings by attribute/linked attribute:
    • Agility: Jazz trapping "The Quickening" (+1 PPE for: +2 pace on Success; +1 Agility die-type on Raise)
    • Strength: modified Jazz "The Strengthening" (+1 PPE for: +1 AP for melee damage; +1 Strength die-type on Raise)
    • Vigor: modified Jazz "The Fortification" (+1 PPE for: negates 2 points of AP on Success; +1 Vigor die-type on Raise)
    • Smarts: modified Jazz "The Enlightenment" (+1 PPE for: +1 to resist Smarts-based tricks, maneuvers, or spells on Success; +1 Smarts die-type on Raise)
    • Spirit: modified Jazz "The Bolstering" (+1 PPE for: +1 to resist Spirits-based tricks, maneuvers, or spells on Success; +1 Spirit die-type on Raise)
  • Deflection*: Jolt trapping - immediate free roll to recover from being Shaken
  • Smite*: Silver nanites encase the weapon, striking true against evil
Last edited by Charlemagne on Mon May 14, 2018 5:00 pm, edited 11 times in total.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

Background
Charlemagne has always shown a predisposition to strategy and tactics. What he lacked in agility, he made up for in cunning plans and pure strength of will. His grasp of strategy led him to pledge service to Lord Coake and the Cyber-Knight order. He was acting as a liaison to the Lyn-Srial when the Tolkeen siege ended. He took up with the Lyn-Srial sky knights to facilitate the escape of refugees. He spent a great deal of time on that trail, seeing to the safe passage of numerous refugees. His efforts were not without complication, though, as a certain patrol of the 1st Apocalyptic Cavalry constantly bedeviled his efforts. Led by a hard-nosed borg named Martel, the 1st Apoc Cav stymied several refugee parties, hounding them mercilessly. Still, Charlemagne's superior planning resulted in amazingly few lost refugees on the road to Refuge.
One particular refugee party found themselves trapped in a river valley, completely surrounded by Cavalry raiders. There was very little room to maneuver. Escape seemed a lost hope, and mercy was not forthcoming. Charlemagne devised a plan and set it in motion. He drove straight towards the strongest part of the circle with a small token force. The Apoc Cav trap closed, and Martel's men leapt from the foliage to seize their prey. The remaining forces cinched the noose, only to find Charlemagne and two of his compatriots had brought noise generators to simulate a larger party of mixed men, women, and children. The bulk of the refugees had never entered the valley, and skirted the engagement entirely, led by one of Charlemagne's closest lieutenants.

"Damn you, Charlemagne! I thought I had me a big fish. Where's the rest of that big group you left outta Tolkeen with?"

Charlemagne smiled. "A pox upon you, Martel. Your informants were fed false information. You have no nose for misdirection. My charges are safe, well beyond the valley by now. If you intend to catch your prey, perhaps you may wish to use your eyes next time, mechanical though they be."

The two field commanders clashed verbally for a minute or so before the taunts turned to single combat. Martel, wishing to defeat a cyber-knight in single combat to prove the superiority of high tech, fought blade to blade with Charlemagne, who was only stalling for time to let his master plan unfold. A unit of mixed Legion and sky knight troops uncloaked themselves, taking the Apocalyptic Cavalry spectators by complete surprise. The Cavalry was routed to the man, leaving Martel to disengage and flee alone into the valley. He paid a high price for his retreat, though, as Charlemagne destroyed much of the borg's workings and wiring. It's certain to be months before the damage can be repaired. Martel is left with a barely functional body and a burning hatred, though a grudging respect, for his tactical better.

Later, an assignment from Lord Coake led Charlemagne to join a team heading to Fort Hope to install a waypoint along the dangerous refugee trail. Aiding refugees is his goal, but he knows the light of Hope cannot rest solely in Castle Refuge. He will do his utmost to be worthy of the trust placed in him, and to bring light into a dark corner of the world.
Last edited by Maximilian on Sat Mar 10, 2018 11:11 pm, edited 2 times in total.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
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User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

Gear
Cyber-Knight Heavy Armor (TW)
  • +8 Armor and +2 Toughness
  • Strength Minimum: N/A
  • Full Environmental Protection while powered.
  • Weight: 6 lb / 24 lb without power
  • Note: Cyber-Knight Heavy Armor gives the wearer the ability to use the barrier power. Unlike other suits, Heavy Armor requires a Cyber-Knight’s personal Cyber-Armor to interface with; it won’t function without this connection.


Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item) (trapped as a tabard with coat of arms of Castle Refuge)
Image
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:


Altaran armor amulet
  • +4 Armor
Silver Chain Longsword - The Shining Light - 14,000 cr
Damage: Str+2d8
Minor Mods (2):
  • Half weight (7 lbs) - 5,000 cr
  • Silver trapping - 5,000 cr
Major Mods (4):
  • Counterattack (with this weapon only) - 40,000 cr
  • Improved Counterattack (with this weapon only) - 60,000 cr
  • Add Power: Blind (activated on a successful Fighting roll, and only the stricken foe is affected) - 100,000 cr
  • Add Power: Light/Obscure - 20,000 cr
total cost: 244,000 cr

Silver Chain Longsword - The Burden of the Unrighteous - 14,000 cr
Damage: Str+2d8
Minor Mods (2):
  • Half weight (7 lbs) - 5,000 cr
  • Silver trapping - 5,000 cr
Major Mods (4):
  • First Strike - 20,000 cr
  • Improved First Strike - 80,000 cr
  • Add Power: Slow (activated on successful Fighting roll) - 200,000 cr
  • Add Power: Speed - 20,000 cr
total cost: 344,000 cr
NG-S2 Survival Pack
This Northern Gun classic is a fairly common starting item those roaming the wilds. It contains just about everything needed for basic survival. (30 lb)
  • 2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Survival Knife, hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    2 weeks rations
    Wooden Stakes (6) Strapped to side of Pack
Silver Cross Around Neck

Credits: 400

Contacts:

Professor Zacra Daeli
  • Rogue Scholar
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Extra:
      • Extra Resource: Supplies
Last edited by Charlemagne on Sun May 27, 2018 8:31 pm, edited 6 times in total.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

Advances
Improved Psi-Sword (Hindrance 1)
Major Psionic (Hindrance 2)
Spirit +1 (Novice 1)
Power Points edge (Novice 2)
Auto-Raise 1 power (Adventure Reward)
Natural Leader (Novice 3)
Tactician (Seasoned 1)
+1 Smarts (Seasoned 2)

Iconic Framework
  • Cyber-Armor: 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 a +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.
  • Intense Combat Training: A Cyber-Knight begins play with Fighting d8 and two Combat Edges.
  • Minor Psionic: Cyber-Knights have AB Psionics, 10 ISP, three powers, and Psionics d6. Powers marked with (*) are usable only on the Cyber-Knight but activate as a free action, inflicting no MAP.
  • Psi-Sword: 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 x 2 damage with AP 6. 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.
Hero’s Journey
  • Psionics
    • 8
    • +1 power (Quickness)
  • Experience & Wisdom
    • 2
    • Elan
  • Education
    • 12
    • Kn: Battle d8, Command Edge
  • Psionics
    • 20
    • Choice of results: 17 - Powerful psionic presence grants +2 to Intimidation and Persuasion checks, and +2 to the Fear power, if available
  • Body Armor
    • 3
    • May exchange starting armor with any non-PA or RA armor (Cyber-Knight Heavy Armor)

Advances
  • Initial Advances: (From Hindrances): Major Psionic, Improved Psi-Sword
  • Novice 1 Advance: Spirit +1
  • Novice 2 Advance: Power Points edge
  • Novice 3 Advance: Natural Leader
  • Seasoned 1 Advance: Tactician
  • Seasoned 2 Advance: Smarts +1
  • Seasoned 3 Advance: Psionics +1, Kn: Battle +1
  • Seasoned 4 Advance: Master Psionic
  • Veteran 1 Advance: Cyberkinetic Awareness
  • Veteran 2 Advance: Improved Cyber Armor
  • Veteran 3 Advance: Spirit +1
  • Veteran 4 Advance: Rapid Recharge
  • Heroic 1 Advance: Master Cyber Armor
  • Heroic 2 Advance: Improved Cyberkinetic Awareness
  • Heroic 3 Advance: Master Psi-Sword
  • Heroic 4 Advance: +1 Vigor
  • Legendary 1 Advance: Cyberkinetic Denial
  • Legendary 2 Advance: Professional Spirit
  • Legendary 3 Advance: Expert Spirit
  • Legendary 4 Advance:
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
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User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

7/1/18: Power Points edge: +10 ISP
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

10/2: Added Natural Leader edge
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

12/18/18: +1 XP, Seasoned rank, added Tactician edge
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

1/5/2019: Seasoned 2 advance, added +1 die type Smarts
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
User avatar
Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Charlemagne »

Charlemagne's current status 1/5/2019:

Bennies: 3 (+1 post rate, -1 EE Persuasion)
Toughness: 22 (12) (cyber armor active)
Wounds / Fatigue: 0 / 0
ISP: 30/30
Parry: 8, -2 tech attacks
Active Powers: none

Adventure Card:
Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
User avatar
Snake Eyes
Game Master
Posts: 617
Joined: Wed Feb 07, 2018 2:16 pm

Re: Charlemagne - Lyn-Srial Cyber Knight

Post by Snake Eyes »

Q1 2019 experience, +3 = 28. Rounding up for another character would be Seasoned 3, 30 XP, 6 total advances.
Beware the mesmerizing eyes of the snake!
12th AAT Bennies
12th AAT GM Bennies: 2/8
Wild Card Bennies:
Devak: 0/2
Varig: 0/2
Cole: 0/2
Prestige Unlimited Bennies
Prestige Unlimited GM Bennies: 5/5
Wild Card Bennies:
William Tack: 3
Kraig: 3
Vedder: 3
Shade: 3
Fletch: 3
Findriel: 0
Niels: 4
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