Wayne Northblade (Fallen Cyber-Knight)

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Wayne Northblade (Fallen Cyber-Knight)

Postby Wayne Northblade » Tue May 19, 2020 6:56 pm

Player Name: Alex
G-Mail: dmblackhaunt
Link to Ledger: viewtopic.php?p=161462#p161462

Character Name: Wayne Charles Northblade V
Alias: Sir Northblade the Vengeful/Sir Northblade/Northblade, Chuck, Chip
Race: Human
O.C.C.: Cyber-Knight (Fallen)
Alignment: Aberrant
XP Level: 3
XP Points: 4,281
Next Level @ XP: 8,561
Sentiments/Non-Humans: It's not whether or not one is human, but rather, are you in my way?
Sentiments/Coalition: If they want to come after me, I'll show them survival of the fittest.
Disposition: Dedicated to proving he's the best. Sometimes cranky, sometimes terse, always strong.
Insanity: Neurosis: Fear of Success
When Freerunner Combat Exoskeleton is worn.

ATTRIBUTES
I.Q.: 18
M.E.: 17
M.A.: 13
P.S.: 21 (27)
P.P.: 19 (23)
P.E.: 17
P.B.: 8
Speed: 33 (99)

PHYSICAL DATA
P.P.E.: 70
I.S.P.: 41
H.P.: 28
S.D.C.: 55
Age: 20
Sex: Male
Height: 5'10”
Weight: 180 lbs
Description: Slim young man with a chiseled jawline and striking white hair and bright silver-grey eyes that feel as though they're reading your every move.


Natural Abilities
Perception: 46% (+3%)
Charm/Impress: 0%
Invoke Trust/Intimidate: 25%
Max. Encumbrance: 59 lbs
Max. Carrying Weight: 420 lbs
Max. Lifting Weight: 840 lbs
Max. Jumping Ability:
  • Length: 10.5' (15.75')
  • Height: 5.25' (8')
No fear of heights.

Cyber-Knight Zen Combat Training
Combat Acrobatics:
No penalty to strike when moving
W.P. Paired Weapons
W.P. Shield

Bionics & Cybernetics
Body
Cyber Armor
⸎ A.R.: 16
⸎ Main Body — 50
⸎ Upper Legs — 15 each
⸎ Forearms — 10 each
⸎ Shoulders — 8 each
⸎ Back/Shoulder Plate — 15 each


Psionics
Minor Psionic
Sensitive
⸎ Meditation (no cost)
Super
⸎ Create Psi-Sword (no cost) - 2D6 M.D. (Can create two psi-swords)
⸎ Create Psi-Shield (15)


O.C.C. Skills
Literacy: American 54% (+5%)
Language: American 102% (+1%)
Language: Dragonese 102% (+1%)
Language: Euro 90% (+3%)
Language: Spanish 90% (+3%)
Lore: Demons & Monsters 64% (+5%)
Anthropology 59% (+5%)
Paramedic 64% (+5%)
Land Navigation 60% (+4%)
Horsemanship: Cyberknight 80%/60% (+3%)
Climbing/Rappelling 84/74% (+5%)
Body Building & Weight Lifting
Gymnastics
--Sense of Balance 65% (+3%)
--Work Parallel Bars & Rings 75% (+3%)
--Back Flip 83% (+2%)
--Climb Rope/Rappel 73% (+2%)
Swimming 74% (+5%)
W.P. Knife
W.P. Sword
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Shield (Zen Combat)
W.P. Paired Weapons (Zen Combat)
Hand to Hand: Martial Arts

O.C.C. Related Skills
Acrobatics
--Walk Tightrope or High Wire 75% (+3%)
Boxing (1st Level)
Fencing
Find Contraband 43% (+4%)
Forced March (1st Level)
Land Navigation 53% (+4%)
Law: General 54% (+5%)
Philosophy 49% (+5%)
Prowl 54% (59%) (+5%)
Research 59% (+5%)
Streetwise 32% (+4%)
W.P. Heavy MD Weapons
W.P. Heavy Military Weapons
W.P. Blunt

Secondary Skills
Appraise Goods 34% (+5%, 1st Level)
Athletics
Brewing: Medicinal 29%/34% (+5%, 1st Level)
Barter 42% (+4%)
Mathematics: Basic 59% (+5%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 80% (+3%)
Running
W.P. Axe

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6 (7)
Initiative Bonus: +4 (+7)
Strike Bonus: +4 (+6)
Parry Bonus: +8 (+11)
Dodge Bonus: +8 (+11)
HTH Damage Bonus: +6 (+12)
Bonus to Roll w/Punch: +9 (+15)
Bonus to Pull a Punch: +5
Bonus to Disarm: +2 (+5)
Other:
  • Karate Punch: 2D4
  • Backhand Strike: 1D6
  • Kick: 1D8
  • Karate Kick: 2D6
  • Body Flip/Throw: 1D6
  • Any Foot Strike except Leap Kick
  • Any Hand Strike/Punch
  • KO: NAT20
  • +3 to all combat bonuses vs Magic Adversaries/Attack Types


Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Axe - +1 to Strike and Parry, +0 to Strike when thrown
    (+1 to Strike and Parry at Levels 5, 8, 12, and 15. +1 to Strike when thrown at Levels 5, 8, and 12; not designed for throwing.)
W.P. Blunt - +2 to Strike and Parry, +0 to Strike when thrown
    (+1 to Strike and Parry at Levels 6, 9, and 12. +1 to Strike when thrown at Levels 5, 10, and 15; not designed for throwing.)
W.P. Energy Pistol - +2 to Strike
    (+1 to Strike at Levels 5, 7, 9, 11, 13, and 15.)
W.P. Energy Rifle - +1 to Strike
    (+1 to Strike at Levels 4, 6, 8, 10, 12, and 14.)
W.P. Heavy M.D. Weapons - +1 to Strike
    (+1 to Strike at Levels 4, 7, 10, and 13.)
W.P. Heavy Military Weapons - +2 to Strike
    (+1 to Strike at Levels 6, 10, and 14.)
W.P. Knife - +2 to Strike, +3 to Parry, +2 to Strike when thrown
    (+1 to Strike at Levels 4, 7, 10, and 13. +1 to Parry at Levels 6, 9, and 12. +1 to Strike when thrown at Levels 6, 8, 10 and 13.)
W.P. Shield - +2 to Parry, +0 to Strike
    (+1 to Parry at Levels 7, 10, and 13. +1 to Strike with shield at Levels 4, 8, and 12. Cannot be thrown.)
W.P. Sword - +3 to Strike, +2 to Parry, +0 to Strike when thrown, +1D6 from Fencing
    (+1 to Strike at Levels 6, 9, 12, and 15. +1 to Parry at Levels 4, 7, 10, and 13. +1 to Strike when thrown at Levels 4, 8, and 12; not designed for throwing.)

Saving Throw Bonuses
Coma/Death: +25%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +1
Psionics (varies): +1
Horror Factor (varies): +2 (+1 @ Levels 5, 8, 12 and 15)
Last edited by Wayne Northblade on Wed May 20, 2020 9:43 am, edited 1 time in total.
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Wayne Northblade
 
Posts: 24
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Sir Wayne Northblade's Equipment

Postby Wayne Northblade » Tue May 19, 2020 6:57 pm

Equipment

Northblade's Room Storage @ The Haunt

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand
Ice Blade

Worn on Person
Black Clothing
Tinted Goggles
TFRC-02 FreeRunner Combat Exoskeleton

Non-Secure Black Card: 6800 credits
Secure Card; Universal Credits: 73,150 (AoNR: 14JUNE2020)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Hatchet
• Attachment: Knife
• Attachment: NG-45LP Long Pistol
• Attachment:

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Vibro-Knife
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: Canteen

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Dress Clothing
• Space: Gas Mask
• Space: Wooden Stakes (6)
• Space: Silver Cross
• Space:
• Space: First Aid Kit
• Space: Canteen
• Space: Emergency Food Rations (2 weeks)
• Space: Geiger Counter
• Space: Book of Northblade (family history)


Stored in Vehicle


Contacts
Wen Yongliang, owner of Pyramid Tattoo Shop (Favorable Contact)



Gear Stats

TFRC-02 FreeRunner Combat Exoskeleton
Image
M.D.C. by Location:
  • Helmet: 45
  • Arms: 40 each
  • Legs: 45 each
  • Main Body: 100
Weight: 25 lbs.
Modifiers: +5% to prowl, +6 to P.S., +4 to P.P., +1 APM, +3 to initiative, +1 to parry and dodge, +3 to disarm, and +6 to roll w/impact, -10% to electronic perception
Features:
  • All Features of Triax EBA
  • Molecular Adhesion Pads on hands and feet
  • Impact Absorbing Systems (p.89, MercOps)
  • Triples wearer's speed, fatigue reduced to 20% usual rate
  • Increase leap ability by 50%
  • Infrared & thermal masking
Book Reference: Kraus Imported Arms



NG-45LP Long Pistol
Image
  • Range: 1,200'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.191-192, WB33


Ice Blade (temporary listing pending armory entry)
Image
  • Range: Close Combat
  • Damage: 3D6 M.D. (double damage to beings vulnerable to magic, cold or ice) + Chilling Cold (see below)
  • Weight: 2 lbs
  • Features: None
  • Modifiers: None
TW Characteristics:
  • TW Functions:
    • Chilling Cold: The area struck is covered by frost that causes a bone chilling cold that can be felt through M.D.C. body and power armor.
    • Cold Penalties: Victim feels cold and stiff; - 1 on initiative, - 1 to parry and dodge, and -10% on speed. Penalties are not accumulative, although the duration is (1D4 melee rounds per each successful strike).
    • Successfully parrying an Ice Blade does NOT cause cold penalties or damage.
  • Activation Cost: 10 P.P.E. Or 20 I.S.P.
  • Device Level: Unlisted
  • P.P.E. Construction Cost: 133
  • Spell Chains Needed: Frostblade (15) and Ice (15)
  • Physical Requirements: 2-4 blue sapphire and 1-2 diamonds.
  • Duration of Charge: 2 minutes per level of experience of the individual who activates it.
  • Construction Time: Unlisted
  • Construction Cost: Unlisted
  • Book Reference: p. 319, BoM


Vibro-Knife
Image
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE
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Wayne Northblade
 
Posts: 24
Joined: Wed May 20, 2020 9:07 am

Sir Wayne Northblade's Background

Postby Wayne Northblade » Tue May 19, 2020 6:58 pm

Background Story
I was born Wayne Charles Northblade. Like my father and his father before him, his father before him and his father before him. My Great Great Grandfather was an important man. The vizier to the Great Dunscon, and advisor to the Grand City. He was the whisper in Nostrous Dunscon's ear to unify the magic cities under one banner. In the shadow of, but with Dunscon, he created policy as well as defended his home against threats, alien and domestic. The name Northblade was well revered. Well revered indeed. Until the Great Dunscon went mad with power and declared war against Chi-town in 12 PA.

Thousands, maybe hundreds of thousands died. Months after the Battle of Chi-Town, Nostrous Dunscon was captured and executed at the hands of Joseph Prosek. He died, but my Great Great Grandfather lived. Knowing defeat was inevitable three months after the war began, he escaped back to the Grand City, got his wife and son, and hightailed it to Tolkeen. To have one of the highest-ranking officials branded a traitor ruined any prospect for living in the light. My Great Great Grandfather spent the rest of his years hiding, waiting for reprisal. It never came. He died a coward.

His son, my Great Grandfather learned the magic of fools and earned his coin as a conjurer doing street shows. He died a coward.

My Grandfather used his notable magic talent to become a historian and eventually a shopkeep in The City of Brass. Moving back there was a mistake I can never forgive him for. The last name Northblade is still fresh in the mind of Lord Alistair Dunscon and rightfully so. My grandfather regularly had his shop tossed. Occasionally, he would be abducted, tortured, and then returned to his home weeks later. After his son was an adult, he committed suicide. He died a coward.

Growing up with this, my father shunned the mystic and supernatural altogether and attempted to leave the Kingdom of Dunscon behind. He was beaten until he became an invalid. My mother was forced to mate with him as a cruel joke. I'm told it took place in front of Lord Dunscon himself.

As soon as I was born, I was taken from my parents and raised in an orphanage. At age 13, I was taken from the orphanage and began my training under Lord Morturus Slaine. He told me I was given to him by Lord Dunscon as an experiment. To see if a failed bloodline could be improved upon. I found out at age 15 that I was to become a Cyber-Knight. Or at least Lord Slaine's version of one. I didn't have the psionic capability that many other Cyber-Knights supposedly have, but I have a deadly determination and a refusal to fail. We trained day and night, oftentimes waking into training. I spent months learning the Code of Chivalry only to have Lord Slaine tell me it's all nonsense. But finally, years of grunt work, training my mind and body to become the best, to become better than my family's failures have paid off. On my 20th birthday, Lord Slaine told me I was to complete my training. He wheeled out a man who couldn't stop crying. Lord Slaine looked at me, forced his thoughts into my mind, and said End this failure and with it, the failures of your bloodline. My Psi-Sword tasted first blood with my father's last breath. He died a coward.

I'm a Cyber-Knight now. I will bring justice to the world by any means necessary. And I will not die a coward.


Cyber-Knight Experience
Experience Point Tables
1 0,000-2,140
2 2,141-4,280
3 4,281-8,560
4 8,561-17,520
5 17,521-25,520
6 25,521-35,520
7 35,521-50,520
8 50,521-71,000
9 71,001-96,100
10 96,101-131,200
11 131,201-181,300
12 181,301-231,400
13 231,401-281,500
14 281,501-341,600
15 341,601-401,700
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Wayne Northblade
 
Posts: 24
Joined: Wed May 20, 2020 9:07 am

Wayne's Various Rolls

Postby Wayne Northblade » Mon May 25, 2020 6:26 pm

5/25
5/25 EP Marketplace Entry can be found here
EP PP under 16 Boost: 1d6 = 4
EP PP 16+ Boost: 1d6 = 2
I.S.P. Boost 1d4*10 = 20
P.P.E. Boost: 1d4*10 = 40

Fortune and Glory:
1d10 = 8=Wealthy and Connected
1d4 = 1=Inheritance: receive 100,000 Universal Credits

1d10 = 5=Smart and Learned
1d6 = 1=Receive one New Secondary Skill (Appraise Goods)

1d10 = 8=Wealthy and Connected
1d4 = 3=Receive one Access Reward: Favorable Contact within Merctown (Wen Yongliang, owner of Pyramid Tattoo Shop)


6/13
6/13 EP Marketplace Entry can be found here
Fortune and Glory:
1d10 = 8=Wealthy and Connected
1d4 = 4=Receive one Access Reward: Influential Contact within MercTown (Not yet selected)

1d10 = 6=Spiritual and Determined
1d4 = 3=Know Thy Enemy: +3 to all combat bonuses vs. one particular type of adversary/attack type (Magic)


6/23
6/23 EP Marketplace Entry can be found here
Fortune and Glory:
1d10 = 5=Smart and Learned
1d6 = 5=Receive one Normally Unavailable Skill (Brewing: Medicinal)

1d10 = 7=Strong and Tough
1d8 = 8=Hard To Kill: +3 bonus to save vs. Toxins, Magic, and +20% vs. coma/death

1d10 = 6=Spiritual and Determined
1d4 = 2=Inner Strength: Receive a +1D4x10 Boost to P.P.E. and can use TW items
Boost=1d4*10 = 10
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Wayne Northblade
 
Posts: 24
Joined: Wed May 20, 2020 9:07 am

Wayne's Gallery

Postby Wayne Northblade » Mon May 25, 2020 8:21 pm

Mask On:
Sir Northblade.jpg

Sir Northblade 2.jpg

Sir Northblade 3.jpg


Mask Off:
Wayne.jpg

Wayne 2.jpg

Wayne 3.jpg


Code: Select all
Perception: [dice]1d100[/dice]/46%
JIC: [dice]1d20[/dice]/[dice]1d100[/dice]
User avatar
Wayne Northblade
 
Posts: 24
Joined: Wed May 20, 2020 9:07 am


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