Wakiza Blackhoof (Human Cyberknight)

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GM: Hannibal
AGM: Armstrong

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Wakiza Blackhoof (Human Cyberknight)

Postby Wakiza » Sun Aug 31, 2014 12:02 pm

Player Name: Mike
Google Hangouts: Wakiza.Netosa@gmail.com
YIM Handle: mmm19662003

Character Name: Wakiza Blackhoof
Alias: Sir Blackhoof
Race: Human American Indian (Sioux)
O.C.C.: Cyber Knight
Occupation: Mercenary/Bounty Hunter
Alignment: Aberrant (use to be Scrupulous prior to the war, then shifted to Anarchist. under the influence of Derilian, Wak is now Aberrant)
XP Level: 9
XP Points: 92840(Armstrong 19/10/2019)
Next Level @ XP: 96,101
Sentiments/Non-Humans: Wary but accepting, at least until they prove its undeserved
Sentiments/Coalition: Despises the CS, trying hard to overcome my own prejudice
Disposition: Bitter and negative inside, but puts on a decent front of reasonableness! A haunted man by the things he has seen and done.
Insanity: Phobic panic to manifestations of invisibility (roll each incident; p.337, R:UE)
*When NE-BA-26 Special Body Armor is worn.

I.Q.: 17
M.E.: 26
M.A.: 20
P.S.: 27 (25 - Robotic)
P.P.: 24 (28)
P.E.: 30
P.B.: 13
Speed: 20 (40)

P.P.E.: 30
I.S.P.: 115
H.P.: 74
S.D.C.: 110
Age: 27
Sex: Male
Height: 6'3"
Weight: 220 lbs.
Description: Tall, dark, mean and scarred.

Natural Abilities
Perception Bonus: 82% (When Amplified Hearing is applicable +15%)(When MOE is appliable +15%)
Invoke Trust/Intimidate: 60%
Charm/Impress: 15%
Max. Encumbrance: 88 lbs. (198 lbs.)
Max. Carrying Weight: 540 lbs. (625 lbs.)
Max. Lifting Weight: 1080 lbs. (1250 lbs.)
Max. Jumping Ability: 29.5' (51') length & 11' (26.5') height
Replenish ISP at 2 points per hour of rest or sleep and 6 per hour of meditation
Can move 14 (28) yards each action
No fear of heights.
Reduce Fatigue by 75%

Cyber-Knight Zen Combat Training
Advanced Combat Awareness:(Wakiza can actually feel the weapons and war machines as they come on-line or are drawn to be used against him. It's as if he can see them as clearly as the weapon being pointed in his face)
**Extends to all combatants who direct an attack at Wakiza
**Negates any and all bonuses provided by the machine
**Additional +2 to initiative against attacks from modern guns and machines, +4 vs. AIs, computers, and automated defense systems.
**Opponents are -2 to strike Wakiza, -2 to dodge his attacks, and lose one attack per melee.

Basic Combat Awareness:
**Can only focus on one technological opponent at a time
**Negates any and all bonuses provided by machine
**Additional +3 to initiative, strike, and parry vs. modern guns and machines including TW weapons and devices
**+6 vs. Artificial Intelligence and computers
**Technological opponents are -3 to dodge cyber-knight's attacks, -2 APM

Cloud Sensors:
The Cyber-Knight cannot be accurately detected with Sensors. "Sensors" are limited to those in Robots, Power Armor & Vehicles with Weapons/Sensor systems.
**Inexperienced (1st-3rd Level) sensor operators cannot use sensors at all, and lose two attacks per melee every time they try to figure out what's going on.
**Experienced operators are uncertain, hesitate, and lose one melee action, with a -40% skill penalty.

Cloud Targeting Computers and Other Weapon Systems:
Makes them off just enough to negate any built-in bonuses and adds a -2 strike penalty with any modern or advanced weaponry.
Combat Acrobatics:
No penalty to strike when moving

Right Eye
Multi-Optic Eye (+15% Perception bonus)
OOC Comments
☞Telescopic: 4-8x30 magnification, range: 6000 ft.
☞Macro Lens: 2x-20x magnification, range: 3 ft.
☞Passive Nightvision: 2,000 ft. range in ambient light
☞Thermal-Imaging: 2,000 ft. range
☞Light Filters: Reduces glare
☞Targeting Display: Cross-hairs on target. +1 to strike w/ ranged weapon.

Right Ear
Amplified Hearing (+15% Perception bonus)
OOC Comments
☞Range: 360'
☞Bonus: +1 to parry, +2 to dodge, +3 to initiative
☞ Can hear one decibel at 75’
☞ Can hear ten decibels at 150’
☞ Can hear thirty decibels at 360’
☞ Can hear seventy decibels at 1000’

Universal Headjack & Ear Implant w/built-in radio
☞ Radio Receiver & Transmitter: 3 mile range
Cyber Armor
☞ A.R.: 17
☞Main Body — 73
OOC Comments
☞Upper Legs — 21 each
☞Forearms — 16 each
☞Shoulders — 14 each
☞Back/Shoulder Plate — 21 each
Regenerates 1d6 MDC/hr

Master Psionic
Bio-Regeneration (6)
Resist Magic (15) (From Rifter 25)
Telekinesis (various)
Astral Projection (8)
Empathy (4)
Meditation (no cost)
Mind Block (4)
Object Read (6)
*Object Read: Impressions - 74% (+2%)
*Object Read: Images - 66% (+2%)
*Object Read: Present - 56% (+2%)

See the Invisible (4)
Sense Evil (2)
Sixth Sense (2) (bonuses for first round +6 to initiative, +2 to parry and +3 to dodge)
Telepathy (4)
Create Psi-Sword (no cost) 8D6+4 M.D. (including +1d6 from fencing) (Can create two psi-swords)
Create Psi-Shield (15)
Empathic Charisma (10) (From Rifter 25)
Psychic Body Field (30)
Telekinetic Force Field (30)
Telepathic Suggestion (15) (From Rifter 25)
*Duration and range of psychic powers are increased by 50% whenever on or within 1 mile of a ley line.
**Duration, range, and damage of powers are doubled when at or near (1 mile) a ley line nexus.

O.C.C. Skills
Literacy American--103% (+5%)
Language American--96%
Language Dragonese/Elf--96%
Language Spanish--107% (+3%)
Language Gobblely--107% (+3%)
Anthropology--88% (+5%)
Body Building
Climbing--113%/103% (118%/108%) (+5%)
☞ Work Parallel Bars--92% (+3%)
Horsemanship: Cyber-Knight--97%/77% (+3%)
Land Navigation--83% (+4%)
Lore: Demon & Monsters--93% (+5%)
Paramedic--93% (+5%)
Swimming--103% (+5%)
W.P. Sword
W.P. Knife
W.P. Energy Pistol
W.P. Energy Rifle

O.C.C. Related Skills
☞ Sense of Balance--108% (+5%)
☞ Walk Tightrope--92% (+3%)
☞ Climb Rope--102% (+2%)
☞ Back Flip--108% (+5%)

W.P. Heavy M.D. Weapons
W.P. Targeting
W.P. Quick Draw
Prowl--83% (+5%) (103% w/ Cloak of Shadows)
Intelligence--72% (+4%)
Tracking--73% (+5%)
Field Armorer & Munitions Expert--88% (+5%)
Basic Mechanics--73% (+5%)
Streetwise--55% (+4%)
Detect Ambush--78% (+5%)
Detect Concealment--73% (+5%)
W.P. Spear (5th level)
W.P. Sharpshooting: Energy Rifle
Pilot: Robots and Power Armor 83% (+3%)
Robot (and Power Armor) Combat: Elite (4th level) Light Power Armor (Ground): See Ground-Based Power Armor for specific bonuses.
Interrogation--38% (+5%, 1st level)
I.D. Undercover Agents--33% (+4%, 1st level)
S.C.U.B.A.--73% (+5%, 4th level)
Undersea and Sea Survival--48% (+5%, 4th level)
Basic Electronics--48% (+5%, 4th level)
Sensory Equipment--53% (+5%, 4th level)
Weapon Systems--63% (+5%, 4th level)

Secondary Skills
General Athletics
Pilot: Hovercycles, Skycycles & Rocket Bikes:--97% (+3%)
Pilot: Automobile--79% (+2%)
Wilderness Survival--78% (+5%)
Radio Basic--88% (+5%)
Camouflage--68% (+5%)
Mythology--58% (+5%, 5th level)
W.P. Rifles (6th level)
Lore: Magic--58% (+5%, 4th level)
    Recog. Magic Circles, Runes, etc: 48% (+5%); Recognize Enchantment 43% (+5%)
Lore: American Indians--63% (+5%, 4th level)
W.P. Handguns (4th level)
Physical Labor

Combat Data
HTH Type: Martial Arts (at 13th level)
Number of Attacks: 8 (+1 w/any Energy Rifle)
Initiative Bonus: +5 (+8) (additional +3 for amplified hearing)
Strike Bonus: +9 (+11)
Critical Strike on natural 18-20
Knockout/Stun on natural 18-20
Pin/incapacitate on natural 18-20
Knockout on a natural 20
Parry Bonus: +15 (+19) (additional +1 for amplified hearing)
Dodge Bonus: +14 (+18) (additional +2 for amplified hearing)
Automatic Dodge vs Tech (Any 2 opponents): +9 (+11) (+11 (+13) vs. AIs, computers, robots, and PA)
HTH Damage Bonus: +16 SD or +4 MD
Bonus to Roll w/Punch: +10 (+15)
Bonus to Pull a Punch: +5
Bonus to Disarm: +6
Bonus to Entangle: +2
Basic and Leap Kick attacks
Any Hand & Foot Strike
Perform Holds
Back Flip & Back Flip Escape
Back Flip Attack
Crush/squeeze/body block
Combat Acrobatics: No penalty to strike when moving
Multi-Optic eye +1 to Strike with Ranged
+1 to Strike with Hand Held Ranged Weapons
+1d4 MD to melee weapon damage

Robot (and Power Armor) Combat Data: Light Power Armor (Ground)
OOC Comments
•Number of Attacks: 10 (+1 w/any Energy Rifle)
•Initiative Bonus: +6 (additional +3 for amplified hearing)
•Melee Strike Bonus: +12
•Ranged Strike Bonus: +2
•Parry Bonus: +17 (additional +1 for amplified hearing)
•Dodge Bonus: +15 (additional +2 for amplified hearing)
•Automatic Dodge vs Tech: +9
•HTH Damage Bonus: +4 MD
•Bonus to Roll w/Punch: +12
•Bonus to Pull a Punch: +8
•Bonus to Disarm: +4
•Punch Damage: As per Robot (or Augmented) P.S.
•Power Punch: Double damage, but counts as two melee attacks.
•Tear or pry with hands: 1D4 M.D.
•Kick Damage: As per Robot (or Augmented) P.S.
•Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
•Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

Robot (and Power Armor) Combat: Basic
OOC Comments
•Number of Attacks: 9 (+1 w/any Energy Rifle)
•Melee Strike Bonus: +10
•Parry Bonus: +16
•Dodge Bonus: +15
•Bonus to Roll w/Punch: +11
•Critical Strike is the same as the pilot's hand to hand skill.
•Strike bonuses for built-in weapons are limited to bonuses the pilot may have from the skills Weapon Systems and/or W.P. Heavy Mega Damage Weapons (applies to rail guns and missile launchers. as well).
•Damage: As per Robot P.S. Each power armor description will list the damage under the "Elite" hand to hand stat block. The basic skill,
however, only lets the pilot do a restrained and full strength punch and an ordinary kick, no leap kick, stomp or special attacks.
•Power Armor Body Block/Tackle/Ram: 104 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative
and one melee attack/action. Counts as two of the power armor's melee attacks.
•Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 0-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.

Weapon Proficiencies
W.P. Paired Weapons
W.P. Quick Draw +3 initiative to draw and fire or draw and throw
W.P. Targeting +3 to Strike when Thrown
W.P. Sword +5 to Strike/+4 to Parry/+2 to Strike when Thrown
W.P. Knife +4 to Strike/+5 to Parry/+4 to Strike when Thrown
W.P. Shield +4 to Parry/+2 to Strike
W.P. Spear +2 to Strike/+2 to Parry/+1 to Strike when Thrown
W.P. Energy Pistol +5 to Strike
W.P. Energy Rifle +4 to Strike
W.P. Heavy MD Weapons +3 to Strike
W.P. Rifles +3 to Strike
W.P. Handguns +2 to Strike
W.P. Sharpshooting: Energy Rifle
-Single Shot - +1 (+2) to strike
-Burst Fire - +1 (+2) to strike
-Called shot - +1 (+2) to strike (2 APM)
-Aimed shot - +3 to strike (2 APM)
-Aimed Called shot - +3 to strike (3 APM)
-Plus Trick Shooting (Can fire a traditional two-handed weapon, like a rifle, one handed without penalty.)
(+1 melee attack when using that specific weapon for the entire melee round.)

Saving Throw Bonuses (+1 from Sword added in)
+7 (+9) vs. Psionics
+10 vs. Insanity
+4 vs. Horror Factor
+9 vs. Magic
+9 vs. Disease
+9 vs. Poisons/Toxins
+3 vs. Possession
+2 vs. Illusions
+2 vs. Mind Control

Coma/Death: +30%
Last edited by Wakiza on Wed Feb 04, 2015 9:57 am, edited 11 times in total.
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Re: Wakiza Blackhoof

Postby Wakiza » Sun Aug 31, 2014 1:08 pm


MercTown State Bank Account
Wakiza's Room (Storage)

Vehicles/Mounts are listed first.

Wing Board: Turbo

Carried/In Hand


Worn on Person
(6) TW signalling whistles (single-use [plot] items)
NE-75H Shoulder Cannon (in sling on Back)
Polarized high impact sunglasses
Silver Cross
IDF Commando Wristwatch
Dark Suit
NE-BA-26 Special Body Armor
NG Stalker Suit
TW Cloak of Shadows
Silver Throwing Knife (1d4) (Right Boot)
Silver Throwing Knife (1d4) (Right Boot)
Silver Throwing Knife (1d4) (Left Boot)
Silver Throwing Knife (1d4) (Left Boot)
Wilk's-Remi 104 Derringer (Tucked Behind Utility Belt)
Trench Knife (Silver-plated; 1D6 + punch damage + P.S. damage bonus if any) (Attached to center of lower back)
Non-Secured Universal Card: 258,480 (03/18/2019 Augur)
Secured Universal Card: 1,528,000 (03/18/2019 Augur)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 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: NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
• Attachment: NG-PB713 Particle Beam Pistol
• Attachment: E-clip (spare)
• Attachment: E-clip (spare)
• Attachment: NE-75H mag (spare)
• Attachment: NE-75H mag (spare)
• Attachment: Widow-Maker clip
• Attachment: Widow-Maker clip
• Attachment: TW Lightblade
• Attachment:
• Attachment: (1) Wilk's Blinder Grenade
• Attachment: (1) Void Grenade (p.151, MercOps)

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: Compass
• Space: (2) Handcuffs (25 M.D.C.)
• Space: Canteen
• Space: Lighter
• Space: 10 rounds of plasma cartridges (NE-004PC)
• Space: 10 rounds of plasma cartridges (NE-004PC)
• Space: N-F40A Heavy Force Field
• Space: ""
• Space: Wilk's Blinder Grenade
• Space: Pocket notepad and pen

Stored in Vehicle
(30) E-Clips
NE-75H Shoulder Cannon
(267) plasma cartridges (NE-005PC)
NE-BA-50 “Raider” Heavy Body Armor
Weapon Cleaning Kit
Weapon Repair Kit
First Aid Kit
Gas Mask and Filter
Box of Cigars (19/20)
Set of camo fatigues
Set of black fatigues
Camouflage Sheet
(2) Weeks Rations

Maritus Flavarrel (Favorable Contact)
Lemurian Mana’Koa (Favorable Contact)
Geoff Blackman (Influential Contact)
Aztec God Quetzacoatl (Powerful Contact)

Gear Stats

Wing Board: Turbo
Manufacturer: Tolkeen and others
Class: TW equivalent to the Hover Cycle
Crew: One Pilot
M.D.C. by Location
  • Wings (2): 100 each
  • Nose Fins (3): 30
  • Rear Hover Jets (3): 15
  • Undercarriage Hover Jets (4): 10
  • Main Body: 130
Statistical Data
  • Flight: 120 mph, double when on a ley line.
  • Max altitude is 10,000', double on a ley line. VTOL capable.
  • Activation cost: 5 P.P.E.
  • Must be regularly recharged with 90 P.P.E. every four months. (see BoM, p.336)
Combat Data
Bonuses: +1 on initiative, +1 to strike, +1 to dodge, +10% to piloting skill.
O.C.C. Bonuses: With a little training, pilots get the following additional bonuses: +1 on initiative, +2 to dodge, +10 to piloting skill.

NE-BA-26 Special Body Armor
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90
  • N-F20A Force Field: 75
Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
  • Modular Features & Upgrades Packages
  • Thermo-Kinetic Armor
  • HUD Visor Allows 6 different screens to be viewed without impairing vision.
  • Deluxe Weapons Package
    • Twin Retractable Energy Blade (Right Forearm)
      • Damage: 4D6 M.D.
    • Plasma Encased Garrote Strangle Cord (Left Wrist)
      • Damage: 5D6 M.D.C. per melee
    • Particle Beam Blaster
      • Range: 2,000'
      • Damage: 1D4x10 M.D.
      • Payload: 10 Shot (E-Clip)
    • NE-28R Micro-Missile Wrist Launcher
      • Range: 1 mile
      • Damage: 6D6 M.D.
      • Payload: 2 missiles
  • Robotic Exoskeleton
    • Robotic P.S. of 25, +4 P.P., +20 Speed, +10' to leaps, +10% to Climbing, Reduce Fatigue by 75%
    • Restrained Punch: 6D6, Punch/Kick: 1D4 M.D., Power Punch/Jump Kick: 2D4 M.D.
  • Built-In N-F20A Force Field
    • M.D.C.: 75
    • Voice Activated
  • Laser Distancer & Targeting
    • +1 to Strike with Hand Held Ranged Weapons
    • Range 2,000'
  • Integrated Sensor Pod
    • 360° scanning capability
    • +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
  • IFF & Targeting Computer
    • Computerized recognition and identification system similar to the Wilk's PC-2020 Field Identifier System
    • Can Identify up to 6,000 targets with 92% accuracy
  • Psionic Electromagnetic Dampers
    • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
TW Characteristics:
  • TW Functions:
  • P.P.E. Battery: 100 P.P.E.
  • Blink of an Eye
    • Activation Cost: 24
    • Duration of Charge: Instant
  • Storm Rider Armor
    • Activation Cost: 30
    • Duration of Charge: 10 minutes
Book Reference: p.37-39, DB8

NG Stalker Suit
M.D.C. by Location:
  • Helmet: As per separate helmet
  • Arms: 5 each
  • Legs: 7 each
  • Main Body: 12
Weight: 3 lbs.
Modifiers: None.
  • Non-environmental
  • Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Book Reference: p.58-59, WB 34

TW Cloak of Shadows
TW Cloak
M.D.C.: 15
Magic Features
    Shadow Meld: as per the spell at 5th level of proficiency (BoM pg. 103).
    • P.P.E. Cost: 10.
    • Duration: 10 minutes.
    Shadows of Death: as per spell at 1st level proficiency (BoM pg. 195).
    • P.P.E. Cost: 45.
    • Duration: 24 hours.
    • Effect: Wearer gains a Horror Factor 12 and opponents suffer -2 to all combat bonuses.
Modifiers: +20% to hide in shadows when not shadow-melding.

NG-PB713 Particle Beam Pistol
  • Range: 300'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-clip, 16 per LE-clip
  • Weight: 6 lbs.
  • Features:
  • Modifiers: a natural 19 or 20 to strike does 50% more damage
  • Book Reference: p.201, WB33

NE-202 Slim-Line "Widow-Maker" Heavy Plasma Cartridge Pistol
  • Range: 60'
  • Damage: 1D6x10 M.D. per each plasma round
  • Rate of Fire: Single shots only
  • Payload: Four shot magazine of NE-004PC Heavy Plasma Cartridges. Cannot substitute lighter rounds.
  • Weight: 8 lbs.
  • Features:
  • Modifiers:
    • P.S. of 18-24: -1 to strike
    • P.S. 25+ (or Bionic or Robotic P.S. of 20+): no penalty
    • P.S. >18: -5 to strike & suffer knockdown when gun is fired
  • Book Reference: p.25, DB8

Wilks Blinder Grenade
  • Range: 120' when thrown, double with SN P.S.
  • Damage: none; blindness effects
  • Rate of Fire: N/A
  • Payload: 1 Charge. Can be recharged
  • Weight: 12 oz.
  • Features: 1.5 second (duration), 30' AoE
  • Modifiers:
  • Book Reference: p.209, WB14

Wilk's-Remi 104 Derringer
  • Range: 300'
  • Damage: 2D4 M.D.
  • Rate of Fire: 2 simultaneous shots
  • Payload: 4 shots; a special connector allows for the use of an E-clip recharger to power up the empty weapon.
  • Weight: 10 oz.
  • Features:
  • Modifiers:
  • Book Reference: p.207, WB14

Greatest Rune Broadsword
Damage: 6d6 M.D.
Alignment: Aberrant
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull.
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of an evil alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
  • Spell casting abilities
    • Negate Magic, Mute, Mindshatter, Forcebonds, Remove Curse, Realm of Chaos.
    • Each can be performed three times per 24 hour period.
    • All are equal to a 10th level spell
  • Inflict magic curses
    • Includes the following: luck curse, minor curse, phobia curse, compulsion, and remove curse (54%).
    • Each can be performed as often as three times per 24 hour period.
    • All are equal to a 10th level spell.
Curse: Once the wielder is attuned with the sword, he becomes obsessed with status. He covets prestige and the worship and subservience of others. They must respect and fear him. Any thing less is seen as misbehavior & hostility to his ambitions. The wielder must achieve the peak of his status hierarchy.
Personality: Tyrannical and oppressive; the soul of an ancient, great horned dragon. Although honorable, the spirit within is utterly ruthless and drives its owner with relentless admonitions and insults if he is not being utterly ruthless and ambitious himself.
History: Derilian belonged to Lord Illynncryth's chief of guards and primary enforcer, a conservator as utterly loyal as he was evil.

NEMA Liberator Multi-Rifle (Patron Item)
The incredible experimental gun looks very much like a cross between a grenade launcher and a particle beam rifle. It fires either a powerful particle beam or grenade-sized gel pellets that explode with the force of energy within them - exotic particles that freeze or flash burn. Only a five hundred were made for NEMA Special Forces due to their incredible cost. The people who sold them were quite unhelpful when it came to revealing their source. Technically A.R.C.H.I.E.-3 has the design specs for this weapon, but it is flagged as a failed weapon experiment.
• Range:
• • Particle Beam: 2,500'
• • Absolute Zero: 300'
• • Incendiary Gun: 300'
• Damage & RoF:
• • § Particle Beam: Single shot: 5d6, 3-shot burst: 2d4x10
• • ※ Absolute Zero: 7d6
• • † Incendiary Gun: 6D6 for impact and initial rupture plus 3D6 damage per each round thereafter until it bums out!
• Payload:
• • Particle Beam: 50 shots per canister E-clip
• • Absolute Zero: 6 pellets per magazine
• • Incendiary Gun: 6 pellets per magazine
• Modifiers: +1 to initiative, +2 to strike; two-handed weapon
• Features:
☞ Custom Grip
☞ Laser Targeting
§ Disintegration: When rolling a twenty-sided die to strike a target, the normal rules are modified. On a natural 5-10, the base damage is halved; on a natural 11-17 the target receives full damage; critical strike on a natural 18-20; if a natural critical strike is landed on a called shot, the called location is disintegrated regardless of the location's damage capacity. (Not applicable to main body.)
† On impact a pellet ruptures to spread a flaming gel that covers a 10' area which sticks to most surfaces and burns incredibly hot for 1d4 melees.
※ Each time a character takes damage from this cold blast, he must save vs non-lethal poison. A failed save means the location struck goes numb from the cold. Combat bonuses are reduced by 10% with each successful strike. (See p.173 of AU for further details.)
Note: Incendiary and flash-freeze pellets of this design must be custom made by highly skilled weapons shops and have a base cost of 1000 credits per pellet.

TW Lightblade
  • Range: melee
  • Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
  • Weight: 2 lbs.
  • Features: Fueled by wielder's Hit Points/S.D.C.
  • Modifiers: + 1 to strike and parry

N-F40A Heavy Force Field
M.D.C. by Location:
  • Force Field: 110
Weight: 15 lbs.
Modifiers: none
  • 8 hour duration per E-clip
Book Reference: p.122, DB2

NE-75H Shoulder Cannon
  • Range: 4000’ with NE-002PC and NE-003PC cartridges, 6000' with the heavier cartridges
  • Damage: varies with cartridge type used
  • Rate of Fire: Single shots only
  • Payload: 8 cartridges per magazine (20 cartridges if NE-001PC or NE-002PC)
  • Weight: 30 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.54, DB3

NE-BA-50 “Raider” Heavy Body Armor
M.D.C. by Location:
  • Helmet: 80
  • Arms: 55 each
  • Legs: 80 each
  • Main Body: 140
Weight: 30 lbs.
Modifiers: -20% to physical skills
  • Naruni Thermo-Kinetic Armor (p.35-36, DB8)
Book Reference: p.40, DB8
Last edited by Wakiza on Wed Feb 04, 2015 9:35 am, edited 15 times in total.
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Re: Wakiza Blackhoof

Postby Wakiza » Sun Aug 31, 2014 1:11 pm

Background Story

Early Life

My first memory in this life was the loss of my Mother. I couldn't have been more than three years old when our Sioux tribe was hit by a band of Ogres from the west. She died in front of our tent protecting my sister and I. At age four I lost my last surviving grandparent to Pecos raiders from the South. Next, at age five, my sister was killed while on a hunt by a rampaging Rhino-buffalo. Finally, at age six the tribe was nearly wiped out and definitely scattered by an attack from armored warriors from the Coalition States. The only prisoners taken were small children such as myself, I heard the soldiers mention an orphanage in Missouri where we wouldn't be corrupted by magic. The next day at the soldier's base camp what was left of the tribe, including my Father, attacked the soldiers. During the fight I watched my father tear a SAMAS apart before he was killed trying to get to me.

The explosion that killed my father knocked me into a pit. I was stuck in that pit for two days. The soldiers and the members of my tribe never came back.

I was rescued by two psi-warriors, husband and wife. The warriors fed me, clothed me and showed me what they could do with only there minds and a little training. I revealed to them that I could move things with my mind and that my father always said I would be a great warrior one day! They kept me around and basically adopted me. We traveled from town to town. They helped locals sometimes for money, sometimes for food, sometimes because they were the only ones who could! They taught me to use my powers, they said I had the potential of a master psi and if I wanted, when I was old enough, they would train me to be a psi-warrior.

For years we traveled and adventured, I was almost always left in a town with the humans or dbees they were working for or protecting. Again, death was always around the corner and I witnessed the death of far too many innocents. On several occasions we traveled to a fort in Montana and we always stayed with a man named Taloquin. Everyone called him Sir Taloquin, but my adopted parents always called him Tal. When I was fourteen, we were back in Montana and I now knew this was a cyber-knight base. My parents left me with Tal and went out on a mission. They never came back. They went missing in Canada with two cyber-knights and no trace or sign of them was ever found!

Not surprisingly I was becoming quite dispassionate towards death and suffering! Life is hard and people die! I wanted to live like my adoptive parents and help the innocents of the world and protect them from - well - my life! Tal came to me and gave me three options: (1) he would take me to a tribe of pure ones to be trained as one of them; (2) he would take me to Potomkane to be trained as a psi-warrior; or (3) he would train me himself to be a cyber-knight. The life as a pure one had no appeal to me. I respected the animal spirits and traditions, but I thought they were as foolish for ignoring tech as the Coalition was for avoiding magic. I didn't know anyone at Potomkane and I now respected the cyber-knights, so I decided to train with Tal.

Life with the Cyber Knights

Tal took me on as an apprentice while he was finishing the training of Rigeld Baltacle. Rigeld and I were as brothers and were still close even after he finished his training. I knew Tal had high hopes for me within the cyber-knight ranks with my psi abilities and physical traits. When I finished my training the war between the Coalition and Tolkeen was about to begin. Lord Coake had already decreed that the cyber-knights were to stay out of it. However, Rigeld broke with Coake and took many knights with him. He came to me because he knew what the Coalition had done to my father and tribe, and he convinced me to cross ranks and join him.

The War

I continuously questioned my choice to join Rigeld as the leaders of Tolkeen seemed as evil, if not more so, than those in the Coalition. On an early mission I was badly injured when a grenade was tossed into our campsite. I threw my helmet and body over the grenade to protect my troopers. When the grenade exploded my right eye was shredded and my hearing was nearly destroyed. Tolkeen, who needed its soldiers in tip top form, went ahead and put a multi-optic eye in my right eye and repaired my hearing cybernetically.

Dream Vision

While I was recovering I had a vivid dream! The cyber-Knights were fighting a civil war amongst themselves. This distraction weakened their protection for the common folk and all but ended their support for the tundra and justice rangers. Meanwhile the Coalition, after attacking New Lazlo, fell to the powerful alliance of Lazlo, Dweomer and Pyscape. After the Alliances victory over the Coalition, the Federation of Magic reared its ugly head and ravaged the weakened Alliance. The final battle between the Cyber-Knights, Tal and his on one side, as Lord Coake had been assassinated years before, and Rig and his followers on the other. At the end both were dead and all that was left of the Knights was myself and a few Knights from either faction. We few were left to face a new and maybe final dark age!! I awoke in a panic, but I keep telling myself it was just a dream. Soon I was back on the field with a new platoon. Months went by and death and destruction followed us everywhere.

The Last Straw

Finally I was given an order that went a little too far out of line. From a thousand yards away my team and I witnessed Tolkeen refugees, that were fleeing the ravages of the war, being attacked by a large group of demons. The refugees were being protected by a lone cyber-knight. Unfortunately, he was hopelessly outnumbered by at least 20 to 1. As I started to pull out my rifle, a small coalition squad came to the refugees' rescue (obviously more to kill demons than to assist a knight), however, they were still badly outnumbered. As I was deciding how best to help the knight, our commanding officer ordered us to fire upon the knight, the soldiers and all the refugees. The rest of my squad laughed and yelled, "yes sir!"

I snapped, I turned towards Sal and Hal, our juicer scouts. I summoned a pair of psi swords and slashed at the heads of both juicers (fortunately we were resting and had helmets off) as I simply said, "No." My teammates' reactions were a tad slow, so I misted large chunks of both their heads. Ravella, the ley line walker, was so surprised at my actions that I removed her head just as she started to cast what I can only guess was a protective enchantment. The cowardly Tolkeen officer turned his horse and fled, so I was left with Billy, the Brodkil. Sadly, he was the only member of the squad I respected. We saved each others' asses on more than one occasion, however, he was a ruthless bastard who loved the darker orders we received. Billy drew his vibrosword with his massive bionic arm and just smiled at me. I pulled on my helmet, dismissed one psi-sword and saluted him with respect. I ended the demon's long life span in just over a minute.

With my team dead and the officer on the run I decided to pull my rifle and survey the battle below. Additional cyber-knights and their allies had moved in to protect the refugees and fight alongside the soldiers. I spent one more minute killing demons with my rifle, then when I knew they had it under control, I leapt on my horse and headed out after the vile Tolkeen officer.

I followed him into a clearing, and as I followed my rage had grown and was growing even stronger. In the clearing sat the officer talking to Rigeld (of all people) who was in front of three other Knights and five Tolkeen soldiers. I leapt off my horse, walked forward, and before it even registered in my mind I quickly drew my pistol and misted the cowardly officer's head. I instantly dropped my pistol and raised my hands! I took a couple shots to the chest before the Knights stopped the Tolkeen soldiers.


The officer's death did little to assuage my rage and now in front of me was the reason I was involved in this vile war. So I turned my rage on poor stupid Rigeld! I called him a fool for getting the Cyber-Knights involved with these evil miscreants!! "At least the Coalition believes in something, it may be twisted and wrong, but they at least think they are doing the right thing. Tolkeen full well knows they are joining forces with pure evil, and it seems to be getting worse and here we are, Cyber-Knights, supposedly the pinnacle of morality siding with this growing evil! I wouldn't have believed this before, but Rigeld are you evil or just mad?" I bring forth my psi-sword and said, "Rigeld my brother, I challenge you to single combat if you still have that much honor." Rigeld shakes his head, jumps off his horse and comes at me. The ensuing fight is fierce, but mostly one-sided (I was always the better swordsman), with his suit of armor shattered I run my sword across his bare cyber armor and whisper in his ear the contents of my possible dream-vision that I had been cursed with while recovering in the hospital, and as he turns pale I say, "I'm through with this war and the rest of you knights should quit too, this war is not for us and it only damages all cyber knights! Lord Coake was right." I turned, picked up and holstered my pistol, got on my horse and headed east without looking back.

My Year in a Cave

I spent a year in a cave in what used to be known as Ohio. I tried everything I could think of to clear my conscious and return myself to the knight I as before the war. I attempted meditation, physical exhaustion, fasting, martial training, sweat lodge, and even prayer. Nothing brought me back from that damn war. I discovered I would never again be the same knight I was, but it was time to rejoin the game. I decided I'd try my hat at bounty hunting. It will help me re-equip and at a minimum allow me to hunt evil again!!! I may be a little off, but at least I'm back in action!!


My first foray into bounty hunting led me to the mercenary business and joining a group that called themselves the Dirty Rotten Scoundrels. Perfect name for them and it suited my mindset equally well. We dealt with some trouble GAW was having at their base located in Greensborough, Alabama. I worked for a Ghost named Rocky. He was a pretty competent leader and would have likely made a great cyber knight. We headed back to Merctown, which was my first visit to the town. My first impression was that the town was like the stories I'd heard of the wild west. During my first week in town a full fledged battle broke out at the swap meet over a suit of alien power armor. I had heard the Coalition let a lot of innocent bystanders get killed in that battle. Seems I can never get away from the Coalition. Unfortunately, after that mission in Greensborough Rocky needed a break from the business and DRS was disbanded.

Fraking Eylor

While on a stroll outside the walls of Merctown I was swept up into a massive rift and I ended up on a world populated by large eyeballs. I was pretty worried as I had few rations and the eyeballs didn't seem edible. Fortunately, after a few minor skirmishes with the local populace, I ran into a couple of merc teams from Merctown (amazing coincidence). The two teams were the Roughnecks and Explorers Inc. and they welcomed me, well a few of them did, with open arms. The two teams had already decided to move against a structure that looked like a Dark Pyramid in an attempt to get off Eylor.

Before they headed to the pyramid the two teams fought and defeated a splugorth slave barge, power lord, and conservator. It seems the Sploogs controlled this world. My part in the battle was a close up scrape with the Conservator. With a lot of help, I defeated the creature and I ended up picking up an interesting sword named Derilian. Derillian was a dragon whose essence inhabited the sword. I know it sounds strange. At first it wanted nothing to do with me, then it began questioning my core beliefs. My beliefs were still a bit shaky from my experiences in the war. I knew this dragon was an honorable creature, although a bit dark and it could sense my torn feelings and lack of purpose. It decided to allow me to use a part of the sword while I continued on my journey towards honor.

The teams penetrated the interior of the Dark Pyramid which lead to a creature known as a Kreewarr Carapace Metztla, more sploogs, guarding a strange living wall. A vicious and brutal battle raged and the teams were victorious or so it seemed. I don't know how they did it, but the teams freed Ilynncryth, a True Splugorth. Once freed the creature took us all to another dimension to have a chat.


The creature said the following:
A.R.C.H.I.E. 3 wrote: "It has been many thousands of years since Splyncryth conquered my empire, and my servant races have long since fallen or betrayed me. Your wondrous feats have earned a special status for all your kind. You will fulfill the preeminent positions of power in all the worlds I will soon conquer."

I recognized the creature for what it was an alien intelligence, a True Splugorth. It seemed to be an honorable creature, yes an evil one, but honorable still. It admitted weakness after its long imprisonment, so I steeled myself to a battle that would most likely mean my death. Unfortunately, nobody else look ready to fight, most just looked tired and ready to go home. At the time I thought it was cowardice, but I have since learned they are not cowards, insane maybe, but not cowards. I also recognized the name of its enemy Splyncryth. It was a slaver the largest on our world and probably the most dangerous being on our world. At that critical juncture I made a decision not to attack, but to offer my services if it would end our slavery and end Splyncryth. It agreed and I can still clearly remember all that happened before and after I responded.
A.R.C.H.I.E. 3 wrote:Wakiza struggles with an even more significant choice. A deeper, darker choice. He can hear Rimdall and William chatting with the others about going home, lighting up smokes or buying drinks. Wakiza can not understand how they can think only of the immediate future when they have released a creature that will change the megaverse for thousands of years. He does not realize it, but Wakiza stands on the brink of the same choice faced in the distant past by many other strange creatures. The leaders of the Kydians who agreed to serve the Splugorth to save their species from choking overpopulation. The leaders of the last Kittani space armada, fleeing the mechanoid invaders who destroyed their empire in a manner that would be all too familiar to Jezebel, who agreed to serve Splynncryth to save their people. Wakiza knows nothing of these choices, but he does know that his people, the humans of Earth, have been beset by alien invaders from millions of different dimensions, including the powerful empire of Splynncryth himself. And faced with those circumstances, after seeing years of death in war, Wakiza makes the same choice the Kittani and the Kydians did. He chooses to save his people and his world and cast the rest of the megaverse to the wolves. Silently, he sends an answering thought to Ilynncryth, Very well Lord Ilynncryth I will accept your words, call on me when you are ready to move forward on Earth. I will oppose Splynncryth when and where I can.

Ilynncryth does not respond either in thought or speech, but his great eye turns and looks directly at Wakiza. In that gaze Wakiza can see Ilynncryth's acceptance of his service as clearly as if the beast had shouted it to the cosmos. In that moment the incredible import of the decision he has made rings through Wakiza and he can suddenly see an image of some distant future in an empire under Ilynncryth. Worlds ruled by humans, elves, dwarves, Rahu-men and Arismal. Worlds that are a strange mirror image of Splynncryth's Atlantis, where humans and those species that look like humans and are acceptable to them live in wealth and splendor, but those more alien species face dark fates. Wakiza has never been clairvoyant, so he can not tell if this is his imagination or a real vision, but he sees it in either case.

The Future

After the creature sent both teams back the Roughnecks offered me a position with their team, which I accepted. Our first mission after we returned was to rescue a damsel in distress. the mission was thrust upon us so fast that I still haven't processed what I had done and agreed to do. However, after all that has happened a simple mission sounded good to me. No massive life changing decisions to consider, just a simple rescue operation. Yes, I know, nothing is ever that simple!

. . .

  1. What emotion best describes your character? Simmering rage. Started with the disappointment from being misled into joining Tolkeen in the war against the Deadboys. This rage, with the recent assistance from Derilian, has turned him from a good aligned Knight, to the ends justify the means, ruthless knight he is right now.
  2. What emotion does your character evoke in others? Fear in his enemies, Trust in his allies, Caution in his friends.
  3. What does your character need most? Purpose! He thinks he found a purpose in working with Illynncryth.
  4. What is your character’s goal in life? To end Splynncryth's slave trade here on Earth!
  5. How does your character believe this goal can be accomplished? In working with Illynncryth to overthrow Splynncryth.
  1. Where did your character come from? Among a tribe of Lakota Pure Ones that traveled in what was once known as South Dakota. He was named after his great-grandfather. Wakiza means Desperate warrior.
  2. When did you grow up? Wakiza believes he finally grew up during the war. The war open his eyes to the futility of just what the knights do. He still thinks he was upset at what the Tolkeenites became in fighting the war, but the truth is subconsciously he became disillusioned with the knights for not fully stepping into the conflict and molding it they way it should have gone.
  3. What values does your character hold?
  4. How does your character dress?
  5. What are your character’s means?
  1. What are your character’s personal tastes?
  2. What are your character’s opinions?
  3. What is your character’s comfort zone?
  4. Who has had the biggest impact on your character’s life?
  5. What are some of your character’s unexpected quirks?
Play Details
  1. What kind of story does your character belong in?
  2. What role does your character fill?
  3. What should the other players know about your character?
  4. What is your play style?
  5. How do you want your character to die?

    Item 1:
    Item 2:
    Item 3:
    Item 4:
    Item 5:
Short Term Goals:
    Goal 1:
    Suggested Solutions (Goal 1):
    Goal 2:
    Suggested Solutions (Goal 2):
    Goal 3:
    Suggested Solutions (Goal 3):
Mid Term Goals:
    Goal 1:
    Suggested Steps and Solutions (Goal 1):
    Goal 2:
    Suggested Steps and Solutions (Goal 2):
    Goal 3:
    Suggested Steps and Solutions (Goal 3):
Long Term Goals:
    Goal 1:
    Suggested Steps and Solutions (Goal 1):
    Goal 2:
    Suggested Steps and Solutions (Goal 2):
    Goal 3:
    Suggested Steps and Solutions (Goal 3):


Experience Point Table
Cyber Knight
1 0,00-2,140
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
Last edited by Wakiza on Mon Sep 01, 2014 10:45 pm, edited 3 times in total.
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