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Dice Savage Rifts: The Tomorrow Legion characters

Name: Kara Turst
Level: 1
Parry: 5
Toughness: 11 (Base 5 + 1 + 5 Armor)
Charisma: 2
Pace: 6"
ISP: 20/20 Max
Wounds: 0
Benny: 3
Traits
Agility: d6
Smarts: d6
Spirit: d6
Strength: d6
Vigor: d6
Skills
Psionics d10
Healing d6
Lockpicking d6
Notice d6
Shooting d6
Fighting d6
Persuasion d4
Streetwise d6
Edges

  • Martial artist: Never considered an unarmed defender; add a d4 to the Stength roll when attacking while unarmed.
  • Arcane Background (Psionics): Adds the Psionic skill for purchase.
  • Expanded Awareness: Gain the Detect Arcana power, can cast it at will as a free action for 0 ISP.
  • Danger Sense: Anytime the character is a victim of a surprise, roll Notice -2. Success means the character knows something bad is about to happen and can take appropriate action. Character is on Hold for the first round of combat. Failure means character is surprised.
  • Mental resistance: +4 to all checks to resist psionic effects and +4 armor vs psionic damage.
  • Mentalist: Gain a +2 when on any opposed Psionic Roll, whether the character is the aggressor or defender.
  • Major Psionic: Gain access to Advanced versions of learned Psionic Powers; gain 10 ISP instead of 5 when taking the Power Points Edge.
  • Combat Reflexes: Add +2 to Spirit rolls to recover from shaken.
  • Strong Presence: +2 to Intimidation and Persuasion skills and the Fear power.
  • Elan: Add +2 whenever spending a Benny on a Trait roll (including Soak rolls).
  • Attractive: Add +2 Charisma because the character is attractive.
Hindrances

  • Quirk: Likes to mock and poorly imitate people in charge.
  • Cybernetics: Penalty to Psionics if Cybernetic Enhancements are uses.
  • Enemies: Character is shot on sight by Coalitions Troops, and hated by the True Federation of Magic.
  • Feared: -2 penalty to Charisma if dealing with someone fearing Psionics.
  • Clueless (Major): Not as aware of the world like most people. -2 penalty to Common Knowledge rolls.
  • Cautious (Minor): Overly cautious. Doesn't make rash decisions and prefers to plan things out before acting.
  • Loyal (Minor): Loyal to a fault. Won't leave a man behind if rescue is possible.
Powers
Bolt: Spend one point to fire a 2d6 bolt (12/24/48 range). Spend additional ISP to fire up to 3 bolts, 1 point = 1 bolt. Spend 2 points to fire a single bolt for 3d6.
Mega Bolt: Doubles point cost, increases damage to 3d6, range increases to 18/36/72, can fire up to 4 bolts, and can spend 6 points to fire a 6d6 bolt.
Pummel: Spend 2 ISP to unleash a cone of concussive force. Blast target back and prone 2d6" (minus Cover bonus). Striking an inanimate object causes Shaken. -2 to strength roll on raise, -2 if flying.
Mega Pummel: Costs 4 ISP. Save has a -2 penalty (-4 if a raise). Pushes 3d6" away, causes Shaken even if they don't hit an object.
Environmental Protection: Spend 2 ISP to ignore a single harmful environment (Space, Underwater, Lava, etc.) (does not protect against attacks). Lasts 1 hour, costs 1 point to extend duration another hour. Target up to 5 creatures (2 ISP per creature).
Mega Environmental Protection: Costs 4 points, but protects against all environmental conditions at once.
Havoc: Spend 2 points to unleash a Medium Burst or 4 points for a Large Burst of random concussive force (range is Smarts x2). Blast target in a random direction (d12, read like the face of a clock) and prone 2d6" (minus Cover bonus). Striking an inanimate object causes Shaken. -2 to strength roll on raise, -2 if flying (flying creatures roll a d6; 1-2 knock them down, 3-4 has no height change, 5-6 knocks them up).
Mega Havok: Spend 4 points for a Medium Burst or 6 ISP for a Large Template area (range is Smarts x3). Save has a -2 penalty (-4 if a raise). Pushes 3d6" away, causes Shaken even if they don't hit an object.
Teleport: Travel 10" (15" on raise) for every 3 points spent. Counts as character's movement for the round. -2 penalty if character cannot see target, -4 if character has not been there before. Rolling a 1 on the Skill die causes a failure and Shaken status. Critical Failure (snake eyes) causes Shaken status and 2d6 damage. Taking others costs a level of fatigue per person. taking 3+ people causes Incapacitation. Recover 1 level of Fatigue per 1 hour of rest.
Mega Teleport: Travel 20" (30" on raise) for every 5 points spent. Can carry 5 people without causing Fatigue. Ever person past 5 causes one level of fatigue per person.
Detect Arcana: Costs 0 points, range is Sight. Sense supernatural persons, objects, or effects, including invisible people, enchantments on people/items, mad science stuff, etc.
Gear

  • 9,800 Credits
  • Huntsman Light Armor: +5 Armor, +1 Toughness; Offset illumination penalties by 2; +2 resist Blinding attacks; 5 mile commlink. Covers entire body, does not protect against environmental effects.
  • NG-33 Laser Pistol: Semi-Auto; 15/30/60 Range, 1-3d6, 1 RoF; 4 Weight; 24 shots.
  • Neural Mace: Strength+1d6; Touch; Roll for Vigor on hit, failure means incapacitated (Vigor success afterwards allows revive to Shaken status).
  • NG-S2 Survival Pack
  • Medkit (Survival Pack): 3/3 uses, +1 to Healing Checks.
  • Lockpicks
 
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NemoTheSurvivor NemoTheSurvivor : everything is good of course. You might consider trappings for your powers but that's pretty much it.
Weissplus Weissplus : As a mystic, you might want to write down somewhere in notes/effects, the trappings for your powers and also which ones are Psionic and Miracles. I know mystics can trade points around but seeing that the trade off is 2:1, it could be rather important.
 
NemoTheSurvivor NemoTheSurvivor : everything is good of course. You might consider trappings for your powers but that's pretty much it.
Weissplus Weissplus : As a mystic, you might want to write down somewhere in notes/effects, the trappings for your powers and also which ones are Psionic and Miracles. I know mystics can trade points around but seeing that the trade off is 2:1, it could be rather important.

Miracles (Trappings):
Armor (Holy Presence)
Bolt (Soul Attack)
Smite (Celestial Silver)
Boost/Lower Trait (Courage)

Psionics:
Speak Language
Healing
Read Mind
 
Alexa Sans

Ley Line Walker
True Atlantean
Attributes
Agility d6
Smarts d12
Spirit d8
Strength d4
Vigor d4

Charisma +2/-2
Pace 6
Parry 7
Toughness 4
PPE 20
Staff PPE 10

Skills
Healing d8
Investigation d6
Shooting d6
Stealth d4
Survival d4
Riding d4
Language - Dragonese/Elf d6
Fighting d6
Streetwise d4
Knowledge - Arcana d6
Spellcasting d12 (+1 from Staff)
• Atlantean Transformation Immunity: True Atlanteans cannot be forcibly transformed by magic or other means.
• Leyline Sense: True Atlanteans begin with the Ley Line Walker ability from the Savage Rifts Tomorrow Legion Player's Guide: Ley Line Sense and Ley Line Phasing.
• First Magic tattoos: True Atlanteans are given two tattoos at the age of six. The first, a bloodless heart with a stake through it, causes vampires to have a -2 to attack rolls against her. The second, a flaming sword, allows her to summon a silver longsword as an action. These tattoos also give the Atlantean an additional 5 PPE.
• Racial Enemy: The Sunaj will hunt and attempt to destroy any True Atlantean they come across.
• Sense Vampire: True Atlanteans can roll notice to detect vampires within line of sight.
• Stunning: True Atlanteans begin with a +2 to Charisma.
• Brave and True: True Atlantean begins with a major hindrance, usually something related to a code of honor and the likes (it doesn't grant an additional edge).
Expanded Awareness: Detect Arcana at will, as a free action.
Detect Arcana
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.​
Ley Line Mastery: Roll spellcasting skill to draw PPE from a line at distance spiritx3, Multiply their PPEx3 at this distance or closer.
Ley Line Rejuvenation: Once per day, one healing roll while on a Ley Line.
Ley Line Sense: Can sense a ley line within 10 miles and can tell many details about it (how powerful it is, directions, nexus points etc...) also can sense rifts within 10 miles and if a new rift opens, can tell within 50 miles.
Ley Line Transmission: Walkers can send and receive messages on a Ley Line, can be a wide broadcast that anybody can hear or specific recipient.
Ley Line Walking: fly twice her pace on a line, as high as 1000 feet.
Master of Magic: They know the mega powers version of every spells that they know. They start with Master of Magic edge and the Rapid Recharge edge.
Rapid Recharge
This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Master of Magic
True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.

Edge Wish List
Wizard - Core pg 40 - Lowers the PPE cost of spells
Power Points - Core 38 - +5 PPE
New Power - Core 38 - Extra Spell
Improved Rapid Recharge - Core 38 - Regain 1 PPE per fifteen minutes
Exceptional Rapid Recharge - Rifts 73 - Regain 1 PPE per five minutes
Arcane Resistance - Core 32 - +2 to resist opposing powers and 2 armor
Improved Arcane Resistance - Core 32 - increases bonuses to +4
Blind
Entangle
Mind Reading
Environmental Protection
Fear
Intangibility
Light/Obscure
Quickness
Telekinesis
Narrative hook: Nearly done for. You were almost dead and rescued by the Tomorrow Legion, now owing them a life debt, you work for the legion.
Magic and Mysticism 1: Choose one power that you know, you automatically gain the raise effect with it when you use it successfully.
Magic and Mysticism 2: You are good at putting down enemies. +2 damage when using direct damage spells or TW weapons.
Enchanted item: A powerful wooden magic staff. 10 PPE (regenerate at your rate), +1 spellcasting for all magic and miracles rolls, and contains two powers of your choice which can be from any list. It is combat worthy, (str+d6, Reach 1, Parry+1, two-handed) that does mega damage if you use 2 PPE.
INVISIBILITY–TRUE INVISIBILITY
Power Points: 5 / 10
Range: Self
Duration: 3 (1/round)
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8. True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a − 4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty).
Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.

BLAST–GREATER BLAST
Power Points: 2-6, +4 for Greater Blast
Range: 36/72/144
Duration: Instant
Blast is an area effect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply. The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile. Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
Additional Effects: For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.
By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. The exalted blast inflicts Mega Damage.
Experience and Wisdom: +2 on any common knowledge rolls related to geography and people of North America. +2 on survival and streetwise checks in North America.
Training: Military training. Gain +5 skill points that can only be spent on Fighting, Shooting, or Throwing in any combination.
ARMOR–GREATER ARMOR
Power Points: 2 / 5
Range: Touch
Duration: 3 (1/round)
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor.
A raise grants 4 points of Armor. Success grants +5 M.D.C. Armor, a raise grants +10.

BOLT–ONSLAUGHT - Automatic Raise Effect
Power Points: 2–8 or 4
Range: 18/36/72
Duration: Instant
Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.

DEFLECTION–GREATER DEFLECTION
Power Points: 2 / 4
Range: Touch
Duration: 3 (1/round)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.

FLY–SWIFT FLIGHT
Power Points: 3 or 6 / 8 or 10
Range: Touch
Duration: 3 (1/round)
Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Swift Flight increases the target’s flying speed. For 8 Power Points, the recipient flies at 4× Pace and is −1 to be hit by ranged attacks. For 10 PPE, the recipient flies at 8× Pace and is −2 to be hit by ranged attacks. These penalties do not stack with similar effects, like deflection; use the higher benefit.

HEALING–MASS HEALING
Power Points: 3 / 6
Range: Special
Duration: Instant
Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a
wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event.
The healing power can be cast on all allies within Spirit ×2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.
Curious - Major
Code of Honor - Major - from the Atlantean Racial Stat
Enemy - Minor
Loyal - Minor

Ley Line Walkers complications:
Cybernetics:
The strain interferes with magic. -1 penalty to spellcating for each point of strain.
Disconnected: They have a hard time relating to people due to them dealing in strange things. -2 charisma in most social situations.
Enemies: Coalition forces shoot them on sight and True Federation doesn't like any that doesn't swear fealty to Lord Dunscon.
3,000 Credits
Ley Line Walker Light Armor (TW):
Constructed from natural and magically engineered materials, this armor was originally designed for Ley Line Walkers (though anyone can wear it) so they could conceal it beneath their traditional robes.
These suits provide 3 Armor; though they are not fully covering, they come with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases. The breathing system requires the wearer be magically or psionically active in order to function (though it costs no actual PPE or ISP). (4 lb, 9,000 credits)

Laser Pistols
NG-33 Range 15/30/60 Damage 2d4+1 Rate of Fire 1 AP 2 Shots 20 Weight 4 Cost 6,500
Notes: Semi-Auto

NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone
roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
„„One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
„„One sleeping bag, also insulated.
„„One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
„„One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
„„One short-range radio, five-mile range.
„„One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
„„One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
„„Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
„„One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
„„One survival knife, one small hatchet, and one wooden cross.
„„Four signal flares.
„„One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small
mallet.
„„One bar of soap and a sterilized cloth.
„„One canteen.
„„Two weeks worth of minimal sustenance survival rations in sealed pouches.

 
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Toni Maxwell
Human Cyber Knight
Agility d8
Smarts d6
Spirit d8
Strength d6
Vigor d6

ISP 10
Charisma +2
Pace 8
Parry 8/12
Toughness 7/9

Running d10
Fighting - Agility d12
Psionics d6
Knowledge - History d8
Notice - Smarts d6
Riding - Agility d6
Shooting - Agility d6
Stealth - Agility d8
Survival - Smarts d4
Tracking - Smarts d6
Knowledge - Language (Dragonese/Elf) d8
Climbing - Strength d4
Driving - Agility d4
Danger Sense
Requirements: Novice
Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 65).
Arcane Background (Psionics)
Arcane Skill: Psionics (Smarts)
Starting Power Points: 10
Starting Powers: 3
Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought.
Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.
Block
Warriors who engage in frequent hand-to-hand combat are far more skilled in personal defense than most others. They’ve learned not only how to attack, but how to block their opponent’s blows as well. A fighter with this Edge adds +1 to his Parry.
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 +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 (see Savage Worlds).
Champion
Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion. Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the role and follow their path with some reluctance. Champions fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
Intense Combat Training
A Cyber-Knight begins play with Fighting d8 and two Combat Edges. The latter can be chosen without concern for Rank, but other requirements must be met.
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 ×2 damage with AP 6 (and no Strength minimum). For example, a Cyber-Knight with Strength d8 and Spirit d10 does 1d8+2d10 melee damage, AP 6, with his Psi-Sword. 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.
Improved Psi-Sword (Hammer)
The Cyber-Knight’s weapon is enhanced in power, doing Strength + 3× Spirit, AP 8. If split, each blade does Strength +3 × Spirit, AP 4.
Psi-Shield
Cyber-Knights with this Edge can summon forth a Psi-Shield, granting +3 Parry and +4 Armor against ranged damage (stacking with worn armor and the armor power). It costs no ISP and can be summoned as a free action. If he has a Psi-Shield and a Psi-Sword manifested, it counts as having two Psi-Blades active (meaning the Psi-Sword’s AP value is reduced by 4).
Revered Protectors
All Cyber-Knights enjoy +2 Charisma when dealing with those who know and love them as guardians of life and freedom.
Minor Psionic
A Cyber-Knight begins with a special version of Arcane Background (Psionics) and Psionics d6. Cyber-Knights have access to the following powers: armor, barrier, bolt, boost Trait*, confusion, darksight, deflection*, environmental protection, havoc, healing*, pummel, quickness, smite*, speak language, speed*, succor, warrior’s gift. Powers marked with * are usable only on the Cyber-Knight but activate as a free action, inflicting no multiple action penalty. All other aspects of Arcane Background (Psionics) remain the same.
Boost Trait
Power Points: 2
Range: Self Only
Duration: 3 (1/round)
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.

Deflection
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.

Quickness
Power Points: 4
Range: Touch
Duration: 3 (2/round)
This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
Wish List
Cyberkinetic Awareness - Rifts 68
Advanced Cyberkinetic Awareness
Improved Cyber Armor
Master Cyber Armor
Master Psi Sword
Counterattack
New Power
Power Points
Charismatic
Attractive
Sweep
Fleet Footed
Narrative Hook 7 Blood Is Thicker.
When all else fails, there’s always family. Then again, for some, the loss of a family member is the driving force for what they do. This result directly connects your hero’s story to her relationship with one or more family members, or perhaps to the loss of her family in this savage, terrible world. Somehow, joining the Legion is a part of it all.
Enchanted Items 16
Your hero has a rare and coveted suit of TW Combat Mage Armor, which may or may not place him on a few bounty lists in both the Coalition and the Federation of Magic. Alternately, if he’s a Cyber-Knight, he gains a suit of TW Cyber-Knight Heavy Armor.
Education 6
Following in the footsteps of Erin Tarn, your character is a student of the past. Only by understanding what has come before can he hope to make the most of what is to come. He gets Knowledge (History) at d8 and +2 on all Common Knowledge checks.
Experience and Wisdom 8
She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
Training 3
After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Heroic (Major)
This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
Loyal (Minor)
Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.
Stubborn (Minor)
This stubborn individual always wants his way and never admits he’s wrong. Even when it’s painfully obvious he’s made a mistake he tries to justify it with half-truths and rationalizations.

Cyber-Knight Complications
Life as a guardian and protector in such a hostile world is never easy.
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. Whether this is a function of the special nanotech treatment he undergoes or a loss of confidence damaging his psyche in some way is a matter of some debate among scholars. Regardless, the Game Master must determine the extent of a Cyber-Knight’s transgressions and
assess a penalty accordingly.
Minor Transgression: −1 to all Psionics rolls until he performs a noble or heroic deed to atone.
Major Transgression: −2 to all Psionics rolls, and all abilities under Cyberkinetic Combat and Inner Light
cease to function until he undertakes some kind of personal (or perhaps spiritually guided) quest to atone.
His Psi-Sword is also reduced to doing only his Str+Spirit in damage, and all AP values are reduced by 2.
Mortal Transgression: The Cyber-Knight commits an action completely opposed to the code. All Cyber-
Knight abilities are lost. The character may regain his abilities by fulfilling a significant quest (determined
by the Game Master). Should the character commit another Mortal Transgression before regaining his
Cyber-Knight status, his spirit is corrupted. The character regains use of his abilities but becomes a Fallen
Cyber-Knight (see Savage Foes of North America) under the Game Master’s control.
Cybernetics: Cybernetics are not an option for Cyber-Knights, as such devices interfere with their
nanotechnology.
Cyber-Knight Heavy Armor (TW): Massive, full-plate ceramics and metals make this a truly impressive suit to behold, and there’s nothing subtle about it. Meant for true guardians, the Heavy Armor suit provides 8 Armor and +2 Toughness. In addition to the normal enchantments, 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.
Barrier
Power Points: 1/section
Range: Smarts
Duration: 3 (1 per section, per round)
Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent. Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first. When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind. Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.​


Wilk’s 320 Laser Pistol - Range 18/36/72, Damage 2d6, Rate of Fire 1, AP 2, Payload 20, Weight 2, Cost 11,000
Notes: Semi-Auto
NG-L5 Laser Rifle - Range 25/50/100, Damage 3d6, Rate of Fire 1, AP 2, Payload 20, Weight 14, Cost 16,000
Notes: Min Str d6, Semi Auto

NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone
roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
One sleeping bag, also insulated.
One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
One short-range radio, five-mile range.
One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished.
One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
One survival knife, one small hatchet, and one wooden cross.
Four signal flares.
One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
One bar of soap and a sterilized cloth.
One canteen.
Two weeks worth of minimal sustenance survival rations in sealed pouches.

One silver cross,
6× wooden stakes,
800 credits.
 
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