Dru_3

Cyber Knight stuff

Aug 6th, 2014
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  1. Ser Legon Ne Felix
  2. Cyber-Knight level 1
  3.  
  4. OCC Skills
  5. Literacy in American [+20%]
  6. Langauge: American and Draoneses/Elf at 96%
  7. Language Other two of choice [+30%]
  8. Spainish, French
  9. Anthropology [+15%]
  10. Body Building
  11. Climbing [10%]
  12. Gymnastics [5%]
  13. Horsemanship: Cyber Knight
  14. Land Navigation +12%
  15. Lore: Demon and Monster +20%
  16. Paramedic +10%
  17. Swimming +10%
  18. WP Anciet Weapons 2 of choise Knife, Quick Draw
  19. WP Modern Weapons 2 of choice Rifle, Shotgun
  20. Hand to Hand Martial Arts
  21.  
  22. OCC Related Skills select 12 other but at least 2 must be from Physical cater and another 3 from WPs. Select 2 additional skills at level 3 three additional wps at level 5, tow other skills at level 6, 2 other skills at level 9 and one at level 12. All new skills start at level 1 proficicy.
  23.  
  24. Horsemenship Exotic Animals +10%
  25. Mechanical" Automotive and BAsic Only
  26. Wilderness Perserve Food 30%+5%
  27. Wilderness Hunting
  28. Wilderness Skin & Prepare Animal Hide 30%+5%
  29. Science Archeology 30%/20%+5%
  30. Science Astronomy/Navigation 30%/+5%
  31. Physical Boxing
  32. Physical Outdoorsmanship
  33. WP Sword
  34. WP Handguns
  35. WP Archery
  36.  
  37. Secondary Skills Select 6 2ndary skills from lists in skill section +2 ddition levels at 5, 10 and 15.
  38.  
  39. Excavation 40%+5%
  40. First Aid 45%+5%
  41. Cook 35%+5%
  42. Fishing 40%+5%
  43. Breaking/Taming Wild Horse 20%+5%
  44. Lore American Indians 25%+5%
  45.  
  46. Standard Equipment: A suit of personalized, heavy, Mega Damage Body armor, uncluding Coalition body armor; typically a classic KNIGHT design with 1d4x10+55 MDC. Only about 15% are environmental battle suits. The knight also has a suit of light MD body armor 30-40 MDC, a set of dress clothing, and a set of black clothing for covert opertaions. Also a gas mask and air filter, tinted goggles, hatchet for cutting wood, knif or 2, 2d4 wooden stakes, a handheld wooden or silver cross, ancient wepaon of choice, modern hangun and rifle and three extra amoor clips, first aid kit with extra bandages and antisepctic, suture thread and painkiller, tent, knapsack, backpack, saddle bags, two canteens, emergency food rations 2 week supply, geiger counter and some presonal items.
  47.  
  48. Not sure on how to figure costs of all this...
  49.  
  50. Personal Item: Shard of Master's sword gun found after a battle.
  51.  
  52. The knights mode of transportaiong can be just about anything, but they lean toward real horses, robot horses, bionic horses, hover cycles and modified motorcycles. They are also known to use magic devices. Rarely use power armor or robot vehciles.
  53.  
  54. Prefer bionic horse if thats alright.
  55.  
  56. Money Starts off with 2d6x100 in credits and has a black market item that will garner another 2d6x1,000 credits.As always money can be spen immediately on additional equipment or saved. Most tend to share wealth with comrades and those in need. What money they spend on themselves usually goes to murder hoboing.
  57.  
  58. Cybernetics: Only minor and basic items and prosthetics, never as much as partial or full bionic conversion. Not necessarily opposed to cybernetic augmentation, but starts out with only one cyberarmor. Further enhancements intereers with channeling Inner Strenght and Spirit.
  59.  
  60. Attributes
  61. IQ 13
  62. ME 22 Saves vs psi +3, vs Insanity +4
  63. MA 19 55%
  64. PS 23 +8
  65. PP 23 parry/dodge +4 bonus to strike +4
  66. PE 24 save vs coma/death 18% vs magic/poison +5
  67. PB 18 40%
  68. SPD 14 7 1/2MPH
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