Cyber-Knight

A forum for creating characters to test various projects and because making Savage Rifts characters is such a blast!
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Cyber-Knight

Post by High Command »

Psionics: 1d20: [11] = 11 New Powers (Choose Havoc)
Experience and Wisdom: 1d20: [4] = 4 : Strong Willed
Education: 1d20: [9] = 9 Far Traveler
Body Armor: 1d20: [17] = 17 +1 Toughness
Enchanted Items: 1d20: [8] = 8 Magic Optics Systems
Training: 1d20: [19] = 19 Choice: Professional Edge: Beast Rider
Psionics: 1d20: [12] = 12 Unbound Power (Raise Automatic on Boost Trait)
Psionics: 1d20: [13] = 13 Powerful Influence
Enchanted Items: 1d20: [12] = 12 : TW COmm Band
Body Armor: 1d20: [9] = 9 : Stealthy

4d6*10*10: [6, 4, 2, 2]*10*10 = 1400 , 2d4*50*10: [1, 1]*50*10 = 1000
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Cyber-Knight

Post by High Command »

Sir Icicles, Titan Cyberknight
Heroic Male Vronwor, Cyber-Knight

Iconic Framework: Cyber-Knight

Attributes: Agility d6, Smarts d8, Spirit d12, Strength d12, Vigor d8

Skills: Athletics d8, Battle d8, Common Knowledge d6, Fighting d12, Healing d8, Language (American) d8, Notice d8, Persuasion d8-2, Psionics d8, Riding d6, Shooting d6, Stealth d6+2, Survival d6

Pace: 8; Running Die: d10; Parry: 10; Toughness: 25 (8); Size: Normal (3)
Strain: 8/8
Hindrances: Curious, Elderly, Heroic, Loyal, Quirk (Hates the Summoning of Demons and other evil beings)

Edges: Beast Master (), Beast Rider, Champion, Charge, Connections (Cyber-Knight Order), Improved Cyber-Armor, Improved Psi-Sword, Iron Jaw, Major Psionic, New Powers (Deflection, Environmental Protection), Rich, Strong Willed, Supernatural Strength

Armor: Armored Cloak (Armor 2), Cyber-Knight Medium EBA (TW) (Armor 6, Toughness 3, +2 to Stealth), SteelTree Medium Shield (+2 Parry)

Weapons: Unarmed (Range Melee, Damage Str)
Psi-Sword (Range Melee, Damage Str+2d12, AP 8)
Split Psi-Swords (Range Melee, Damage Str+2d12, AP 4)
Improved Psi-Sword (Range Melee, Damage Str+x2+2d12, AP 16)
Split Imp Psi-Swords (Range Melee, Damage Str+x2+2d12, AP 8)
Armor Piercing Grenade (Range 5/10/20, Damage 3d8, ROF 1, AP 16, M.D.C.)
Dinosaur Sword, Long (Range Melee, Damage Str+d8, AP 2, M.D.C.)
High Explosive Grenade (Range 5/10/20, Damage 3d10, ROF 1, AP 4)
Pump Action Shotgun (Range 12/24/48, Damage 1-3d6, ROF 1)
Wilk’s 320 Laser Pistol (Range 15/30/60, Damage 3d6, ROF 1, AP 2)

Gear: Communications Band (TW)
Grapnel & Launcher
MDC Handcuffs
Magic Optic System (TW)
NG-S2 Survival Pack (Contains: 30x Shotgun slug, 30x Shotgun shell, 10x Rope, nylon (10”/20 yards))
Pistol E-Clip
Saddle
Trauma Kit

Language: American (native, d8)

Current Wealth: 1,298 cr

Arcane Background: Psionics (Rifts® TLPG)I.S.P.: 20
Powers: Champion's Battle Aura (Smite; Savage Worlds: Adventure Edition p168; Innate Power; Limitations: Self (limited))
Darksight (Savage Worlds: Adventure Edition p157)
Deflection (Savage Worlds: Adventure Edition p157-158; Limitations: Self (limited))
Detect Arcana (Savage Worlds: Adventure Edition p158; Limitations: One Aspect)
Environmental Protection (Savage Worlds: Adventure Edition p161; Limitations: Self (limited))
Farsight (Savage Worlds: Adventure Edition p161),
Group Mind Block (Arcane Protection; Savage Worlds: Adventure Edition p148)
Healing (Savage Worlds: Adventure Edition p162)
Relief (Savage Worlds: Adventure Edition p166)
Summon Inner Strength (Boost Trait; Savage Worlds: Adventure Edition p156; Innate Power; Limitations: One Aspect, Self (limited))
Telekinetic Burst (Havoc; Savage Worlds: Adventure Edition p162)

Special Abilities
Bizarre Physiology: Those unfamiliar with Vronwor biology suffer a −4 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for them. Compatible medical supplies/services and cybernetics cost quadruple the listed price.

Curious: Begin with the Curious Hindrance.

D-Bee (Major): Initial Reactions to Vronwor typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence.

Environmental Weakness (Radiation): Suffer a −4 penalty to resist the hazard and +4 damage from radiation-based attacks.

Four Arms: Vronwor ignore 2 points of Multi-Action penalties each turn.

Giant Strength: Vronwor begin with d8 Strength and possess an unlimited Strength maximum.

Natural Psionics: Innate aptitude for Psionics. Vronwor begin with d4 Psionics, the Arcane Background (Psionics) Edge, 10 ISP, and may choose powers from the standard list. If a Vronwor chooses an Iconic Framework providing Arcane Background (Psionics), he gains two additional powers to his starting total (e.g., a Vronwor Burster starts with five powers).

Non-Standard Build: Subtract 2 from Trait rolls when using equipment not designed for them (including weapons and vehicles) and they cannot wear commonly available armor or clothing, which must be custom-designed and fitted—tripling purchase and repair costs. Glitter Boy armor (and the Iconic Framework) is not an option, neither is most power armor. Equipment and food cost double the listed price. Any Starting Gear is assumed to be custom built for the character.

Paranthropophagous: −2 to Persuasion rolls among those unfamiliar with the hero's restraint and good nature.

Size 3 (Normal): Vronwor stand 13 – 14 feet tall and weigh 1100 –1400 lbs. Their Size grants them +3 Toughness.

Magic Optics: +2 Notice sight based, 1 PP/hour.

Cyber-Armor: As a free action, Cyber- Knights can summon an organic metal shell granting +2 Toughness and allowing them to ignore Gritty Damage (see Blood & Gore, page 116). Stats include toughness bonus.

Combat: Cyberkinetic
Any electronic 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; stacks with the Fleet-Footed Edge.

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). Iron Jaw

Minor Psionic: Cyber-Knights have Arcane Background (Psionics),

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.

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. The faction's Enemies—including powerful monsters, supernatural evil, and villains—will plot the hero's downfall.

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.

Cybernetics: Cyber-Knights suffer −1 to Psionics per point of Strain (page 69).

Into the Sunset: You are a Hero, but you are past your prime. Gain Elderly.

Add a power from the Mind Melter's list (Hero's Journey): Add a power from the Mind Melter's list: Havoc

Far-Traveller (Hero's Journey): Far-Traveller:Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.

Unbound Power: Boost Trait (Hero's Journey): Choose a power your character knows; when she successfully activates it, she gains the raise effect automatically.

Powerful Influence (Hero's Journey): Powerful Influence:Some psionic characters become expert at breaking the influence others have on people. As an action, your character can give an ally an immediate attempt to break out of illusion or puppet at +2, and he can do this once per round until they break free. This benefit also aids anyone under the effects of the mind walk Mega Power Modifier.

Advances
Novice Advances
Edge: RichRaise Attribute: StrengthRaise Skills: Battle/RidingSeasoned Advances
Edge: Improved Psi-SwordEdge: Improved Cyber-ArmorRaise Attribute: VigorEdge: Supernatural StrengthVeteran Advances
Edge: Major PsionicRaise Skill: FightingRaise Skill: FightingRaise Attribute: SpiritHeroic Advances
Raise Attribute: Spirit
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Current Load (normal/combat): 106.1 / 52.5 (101)
Books In Use: Savage Worlds: Adventure Edition, Rifts®: Arcana and Mysticism, Rifts®: Blood and Banes, Rifts®: Empires of Humanity, Rifts®: Savage Foes of North America, Rifts®: The Tomorrow Legion Players Guide, Rifts®: Tomorrow Legion Field ManualSetting Rules: Born a Hero, Born a Hero includes Powers, Character Frameworks, Cyberware Tab, Rifts® M.D.C., Strain Characteristic (for Cyberware), Super StrengthSetting Modlines: add_edge:New PowersValidity: Character appears valid and optimal
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: Cyber-Knight

Post by High Command »

Blue (Rhino-Buffalo)
Attributes: Vigor d12, Smarts d6 (A), Spirit d8, Agility d8, Strength d12+6
Skills: Athletics d6, Fighting d8, Notice d8, Survival d6
Pace: 12; Parry: 6; Toughness: 42 (20)
Edges: Charge, Fleet-Footed, Frenzy, Sweep
Special Abilities
Armored Hide: These beasts have +20 MDC Armor and +7 Toughness.
Bite/Claws/Horn: Str+2d6 Mega Damage, AP 12,. Rhino-Buffalos can gut giant robots with ease.
Gore: When moving at least 6" before attacking, they add +4 to their damage.
Hardy: No additional Wounds from being Shaken more than once.
Leap: Their powerful legs allow RhinoBuffalos to leap up to 6" (12 yards)!
Size 7 (Large): Rhino-Buffalos are large enough to treat dinosaurs as their favored prey! One extra Wound level.
Beast Master and Beast Rider: Increase Smarts from d4 (A) to d6 (A). Loyal Companion.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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