Sir William Mahan - SWADE Edition (for review)

The quest to destroy the Demon Prince of Death
GM: Ndreare
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Miles RAD Radoslav
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Sir William Mahan - SWADE Edition (for review)

Post by Miles RAD Radoslav »

Sir William Mahan

Player Name: Scott Marchand Davis
Google Handle: ruggierotheknight@gmail.com
Character Name Sir William Mahan
Rank: Legendary Advances: 17
Race: Human
Iconic Framework: Cyber Knight
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
Pace: 8; Parry: 9 ; Toughness: 20/14 (6 is MDC Toughness); Strain: 0
Skills:
• Fighting d12
• Psionics d10
• Notice d4
• Stealth d6
• Persuasion d6
• Athletics d8
• Common Knowledge d4
• Shooting d8
• Intimidation d6
• Taunt d6
• Piloting d8
• Battle d4

Hindrances
Hindrance (Major): Heroic - always helps those in need
Hindrance (Minor): Quirk - insists on being addressed as Sir
Hindrance (Minor): Poverty - ½ starting funds, can’t hang on to money (vow)

Edges
Edge: Combat Sense - ½ gang-up bonuses
Edge: Two-Fisted - attack with each weapon with no multi-action penalty
Edge: Ambidextrous - no -2 for off-hand
Edge: Mentalist - +2 to opposed Psionics checks
Edge: First Strike - free attack 1/turn when opponent engages
Edge: Frenzy – roll a second Fighting die with one attack per turn and allocate to a target
Edge: Major Psionic – double ISP, 2 ISP for a +1 bonus or 4 ISP for a +2
Edge: Master Psionic – access to Mega Power modifiers
Edge: Cyberkinetic Awareness – as an action, enemies within Smarts x2 are at -2 for any technology-based action against the knight (including Notice rolls)
Edge: Command - leadership capabilities
Edge: Natural Leader - command applies to Wild Cards

Cybernetics
NONE
Last edited by Miles RAD Radoslav on Mon Jan 04, 2021 11:40 am, edited 9 times in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan - SWADE Edition

Post by Miles RAD Radoslav »

Background
A newly-minted Human Cyber Knight who dreams of matching the achievements of legends like Sir Thorpe, Grandmaster Cross, or The Shining One. As a newly raised knight, he did not fight on either side of the Tolkeen Wars, but some of his friends in training were D-Bees, so he has no great love of the Coalition. He sees the Tomorrow Legion as a path to glory and honor.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan - SWADE Edition

Post by Miles RAD Radoslav »

Gear

Cyber Knight Medium Armor
• Armor +6, Toughness +2, Healing power and Relief power, 14lb (TW)

Wilk’s 320 Laser Pistol
• Range 15/30/60, 2d6+1 damage, ROF 1, AP 3, 20 shots, +1 Shooting, 2lb

JA-11 Energy Rifle
• Range 30/60/120, 3d6 damage, ROF 1, AP 4, 60 shots, 7 lb, 10 rounds used for Mega Damage, integrated scope (+1 Shooting, cancels 2 points of Range penalties, ignores illumination penalties)
• Ion Mode: Range 12/24/48, 1-3d6+2 damage, ROF 1, 60 shots, 7 lb, +2 Shooting, Action to switch modes

NG-L5 Laser Rifle
• Range 24/48/96, 3d6 damage, ROF 1, AP 3, 20 shots, 14 lb

NG-S2 Survival Pack
• 2 weeks survival rations, 30 lb

Silver Cross
• 1 lb

Wooden Stakes (6)
• 1 lb each

Iceblast Shotgun
• Range 12/24/48, 1-3d6, ROF 1-2, Shots 8, Weight 11, TW, Double-Barrelled, Raise on Hit creates ice around target, effects of sloth power, 2 ISP to load, 2 ISP for Mega damage for 5 rounds

Speedster Hovercycle
• Size 2, Top Speed 220 MPH, Handling +2, Tabletop Pace 22+2d8, Toughness 15(6), Crew 1+1, Max Alt 20 ft., Range 800 miles
• Anti-Personnel Laser: Range 75/150/300, 3d6+4 damage, ROF 1, AP 5, Mega Damage, Anti-Personnel, Reaction Fire, Fixed Front Arc
Damage: Handling reduced by 1, 1 Wound, Speed reduced by 10% to 198 MPH/20+2d8

Credits: 80,000

Contacts
Last edited by Miles RAD Radoslav on Tue Sep 24, 2019 6:39 am, edited 1 time in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan - SWADE Edition (for review)

Post by Miles RAD Radoslav »

Iconic Framework
• Cyber Armor - summon armor for +2 Toughness as a free action, no Gritty Damage effects (+6 and MDC Toughness with Master Cyber Armor)
• Cyberkinetic Combat - all technology based attacks are -2 to hit
• First Into Battle - +2 Pace, d10 Running die
• Champion Edge - +2 damage when fighting supernatural evil
• Intense Combat Training - d8 Fighting and 2 Combat Edges
• Minor Psionic - Psionics d6, 10 ISP, 3 powers
• Psi-Sword - Strengthx2 + Spiritx2 damage, AP 20, or AP 10 for two blades; 2 ISP for Mega Damage
• Revered Protector - +1 Persuasion with all who know Cyber Knights
• Cyber Knight Code of Honor
• No Cybernetic Implants

Hero’s Journey
Psionics
o 16
o Spend a Benny to replace another trait roll with Spirit
Psionics
o 15
o Mentalist Edge
Training
o 16
o One Combat Edge
Training
o 16
o One Combat Edge
Enchanted Items and Mystic Gadgets
o 6
o Iceblast Shotgun

Advances
• Initial Advances: (From Hindrances): Spirit d8, Major Psionic
• Free Edge (Human): Ambidextrous
• Cybernetic Modifications: None
• Novice 1 Advance: Vigor d6
• Novice 2 Advance: Piloting d4, Stealth d6
• Novice 3 Advance: Psionics d10
• Seasoned 1 Advance: Master Psionic
• Seasoned 2 Advance: Spirit d10
• Seasoned 3 Advance: Notice d8, Taunt d6
• Seasoned 4 Advance: Improved Cyber Armor
• Veteran 1 Advance: Improved Psi Sword
• Veteran 2 Advance: Smarts d8
• Veteran 3 Advance: Master Psionic
• Veteran 4 Advance: Cyberkinetic Awareness
• Heroic 1 Advance: Strength d8
• Heroic 2 Advance: Master Cyber Armor
• Heroic 3 Advance: Piloting d6, Persuasion d6
• Heroic 4 Advance: Power Points
• Legendary 1 Advance: Weapon Master
• Legendary 2 Advance: Vigor d8
• Legendary 3 Advance: Piloting d8, Battle d4
• Legendary 4 Advance: Command
• Legendary 5 Advance: Natural Leader

Legendary Benefit: Can't Get Away - Anytime Sir William shakes a target, that target takes a Wound.
Last edited by Miles RAD Radoslav on Mon Jan 04, 2021 11:41 am, edited 11 times in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan - SWADE Edition (for review)

Post by Miles RAD Radoslav »

Powers: 14/25 ISP

Deflection - 2 ISP, 5rds+1 to maintain, -2 to hit, -4 with raise, self only
Trapping - faint blue glowing shield (no special effects)
Modifiers: Greater Deflection - +3 ISP for additional -2 Penalty

Speed - 1 ISP, 5 rounds + 1 to maintain - double pace, running is a free action on raise, free action, self only
Trapping - blue aura (no special effects)
Modifiers: +3 for Quickness (reduce multi-action penalty by 2), +4 for Exalted Quickness (no multi-action penalties), +2 for Greater Speed (max run die, Nimble on Raise)

Protection – 1 ISO, 5rds + 1 to maintain, +2 Armor, +4 with a raise, self only (-1 to modifier costs)
Trapping – gleaming blue armor
Modifiers: +1 for More Armor (additional +2), +1 for Toughness instead of Armor, +3 for Greater Armor (+6 or +8 MDC Armor)

Powers from Gear
Healing - 3 ISP, Range Touch, remove one Wound, 2 with raise
Trapping - armor contains small injector vials that automatically refill (no special effects)
Modifiers: +10 Greater Healing – works after Golden Hour, +20 Crippling Injuries – heals permanent injury, +1 Neutralize Poison or Disease

Relief – 1 ISP, Range Smarts, removes one level of Fatigue and Shaken (2 levels and Stunned with a raise)
Trapping – injectors fly out of armor to strike target(s)
Modifiers: Additional Recipients +1 per
Last edited by Miles RAD Radoslav on Mon Feb 10, 2020 8:19 am, edited 2 times in total.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Sir William Mahan - SWADE Edition (for review)

Post by Ndreare »

As a note Sir William had the most XP of everyone and should have been at 64. For SWADE this was rounded up to Heroic 13, so adding two more advances should be appropriate.

Looking at it, it seems some XP may have been missed in the past.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: Sir William Mahan - SWADE Edition (for review)

Post by Miles RAD Radoslav »

Corrected.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Sir William Mahan - SWADE Edition (for review)

Post by Ndreare »

Looks good, thanks for getting the conversion up so fast.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Sir William Mahan - SWADE Edition (for review)

Post by Ndreare »

Moved to new forum, please reply here to confirm permissions.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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