Shannon Davis (Order #9902596)
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PERSONAL INFO
NAME: ICONIC FRAMEWORK
RACE: Psi Stalker Cyber Knight
RANK: Novice XP: 0
ATTRIBUTES & DERIVED STATS
d6 d6 d8 0 7 10 HINDRANCES
AGILITY SMARTS SPIRIT CHARISMA PARRY PACE Code of Honor
Vow (Eradicate Supernatural Evil)
d4 d8 6 0 Outsider
Loyal
STRENGTH VIGOR TOUGHNESS STRAIN
EDGES & ADVANCES
SKILL DIE
SKILLS ITEM WT
GEAR Ambidextrous Controlled Hunger
Champion
Riding d6 NG-S2 Survival Pack 30 Battle Hardened
Fighting d10 Silver Cross 1 Nerves of Steel
Psionics d8 6 x Wooden Stakes Rapid Recharge
Athletics d6 700 Credits 5
Healing d6 10
Notice d6 15
Shooting d6 20S
Stealth d6 25
Survival d6 30
Common Knowledge d4 35
Persuasion d6 40V
Electronics d4 TOTAL WT: 71 45
WEIGHT LIMIT: 80 50
WOUNDS
PENALTY: 55
60H
TYPE: Cyber Knight Heavy 65
ARMOR +8
NOTES
70
–1
TOUGHNESS: +2 75
ARMOR
MIN STRENGTH: 80L
–2
WEIGHT: 6/24 90
SHIELD: Gives Barrier 100
–3
INC
WEAPONS
WEAPON RANGE DAMAGE AP ROF WT NOTES –2
Psi-Sword Self Str_Spr x2 6/2 2 IPS to make Mega Damage
–1
Wilk's 320 Pistol 18/36/72 2d6 2 1 2 Semi-Auto; 20 Shots /20
NG-L5 Rifle 25/50/100 3d6+2 2 1 14 Min Str: d6; 20 Shots /20
FATIGUE
RIFTS® AND MEGAVERSE® ARE REGISTERED TRADEMARKS OF PALLADIUM BOOKS, INC. ALL CHARACTER NAMES AND
LIKENESSES ARE COPYRIGHT AND TRADEMARKS OWNED BY PALLADIUM BOOKS, INC. AND USED UNDER LICENSE.
Shannon Davis (Order #9902596)
ARCANE
BACKGROUND POWERS
Psionics (master) POWER PP RANGE DURATION EFFECT
Deflection* 3 SM 5 -2/-4 to attack recipient
PPE
Boost/Lower Trait 2 SM 5/I Increases or decreases a skill or attribute
Sloth/Speed* 2 SM I/5 Increases or Decreases movement
ISP
20
CYBERNETICS ICONIC FRAMEWORK
ITEM STRAIN EFFECT BONUSES/DRAWBACKS
Animal Empathy
Run d12
Outsider
Psychic Sense
Psychic Vampire
Racial Enemy (Simvan)
Cyber Armor (+2 Toughness, Free Action)
Cyberkinetic Combat (-2 to hit for tech)
Psi-Sword
Revered Protector
Code of Honor
No Cybernetics
ARMAMENT
POWER ARMOR
ARMOR TOUGHNESS PACE
STRENGTH SIZE
HEROIC PATH
R
ESULT TABLE/EVENT
20 Psionics - Choose. Selected: 11 - Deflection is automatically boosted when successful.
2 Psionics - Rapid Recharge
7 Training - One Professional Edge (Master Psionic)
5 Experience - Traded
11 Armor - Traded
1 Armor - Any Armor (Heavy Cyber Knight) (Traded for)
Shannon Davis (Order #9902596)
BACKGROUND
HEROIC PATH
R
ESULT TABLE/EVENT
Shannon Davis (Order #9902596)
GRIMOIRE / PSIONIC / MEGA POWERS
POWER PP RANGE DURATION EFFECT
NOTES:
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Shannon Davis (Order #9902596)
ROBOT ARMOR
ARMAMENT
WOUNDS
CARGO
–1
STRENGTH
–2
–3
TOUGHNESS
INC
PACE
NOTES
RUNNING
CREW
VEHICLE
NOTES
CARGO
ACC
TOP SPEED
WOUNDS
TOUGHNESS
–1
–2
CREW
–3 ARMAMENT
INC
Shannon Davis (Order #9902596)
FRIENDS AND ALLIES
NAME/ARCHETYPE ATTRIBUTES & DERIVED STATS
AGILITY SMARTS SPIRIT CHARISMA PARRY PACE
HINDRANCES
STRENGTH VIGOR TOUGHNESS STRAIN
SKILL
SKILLS DIE ITEM
GEAR WT
EDGES
INC
–2
–1
FATIGUE
NAME/ARCHETYPE ATTRIBUTES & DERIVED STATS
AGILITY SMARTS SPIRIT CHARISMA PARRY PACE
HINDRANCES
STRENGTH VIGOR TOUGHNESS STRAIN
SKILL
SKILLS DIE ITEM
GEAR WT
EDGES
INC
–2
–1
FATIGUE
Shannon Davis (Order #9902596)
CONTACTS AND NEMESES
NAME:
ARCHETYPE:
CONTACT POINT:
APPEARANCE & DISTINGUISHING FEATURES:
ENCOUNTER SUMMARY:
IMAGE/SYMBOL
NAME:
ARCHETYPE:
CONTACT POINT:
APPEARANCE & DISTINGUISHING FEATURES:
ENCOUNTER SUMMARY:
IMAGE/SYMBOL
Shannon Davis (Order #9902596)
MAPS/NOTES
Shannon Davis (Order #9902596)
QUICK REFERENCE CHART
SITUATION EFFECT
AIM +2 Shooting / Throwing if the character doesn’t move or take other actions
Targets touching template suffer damage; Ignore non–sealed armor, treat cover as Armor; Missed attack rolls deviate 1d6” for thrown weapons
AREA OF EFFECT
or 1d10” for launched weapons (x2 for Medium Range, x3 for Long Range)
AUTOMATIC FIRE Roll Shooting dice equal to RoF (plus Wild Die if Wild Card); Attack is made at –2 for recoil
BREAKING THINGS See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
CALLED SHOTS Limb –2; Head –4 (+4 Damage); Small Target –4; Tiny Target –6
COVER Light –1; Medium –2; Heavy –4; Near Total –6
DARKNESS Dim –1; Dark –2 (targets not visible beyond 10”); Pitch Dark targets must be detected to be attacked with a –4
DEFEND +2 Parry; Character may take no other actions but may move
DISARM –2 Attack; Defender makes Str roll vs. damage or drops weapon
DOUBLE TAP +1 Shooting / +1 Damage; May not be combined with Autofire or Three Round Burst
DROP +4 to attack and damage
EXTREME RANGE Take the Aim maneuver and sacrifice the +2 bonus to instead fire at Extreme Range (up to 4x a weapon’s Long Range) at a –8 penalty (–6 with a scope).
FINISHING MOVE Instant kill to helpless foe with a lethal weapon
FULL DEFENSE Fighting roll +2; replaces Parry if higher; cannot move
GANGING UP +1 Fighting per additional adjacent attacker; maximum +4
Opposed Fighting roll to grapple. Raise = opponent Shaken, Defender makes opposed Strength or Agility roll to break free (any other action
GRAPPLING
made at –4); Attacker can make an opposed Strength or Agility roll to cause damage (Damage = Strength)
IMPROVISED –1 to attack and Parry; RoF 1 only: Small Weapons: Range 3/6/12, Damage Str+d4, Min Str d4; Medium Weapons: Range 2/4/8, Damage Str+d6,
WEAPONS Min Str d6; Large Weapons: Range 1/2/4, Damage Str+d8, Min Str d8
INNOCENT
Missed Shooting / Throwing roll with a 1 (1 or 2 for shotgun or automatic fire) on the skill die hits a random adjacent target
BYSTANDERS
Mount and rider act on same card; Rider attacks with lower of Fighting or Riding; Shooting incurs –2 Unstable Platform penalty; Charging is +4
MOUNTED COMBAT
Damage but requires 6” of straight movement
NONLETHAL DAMAGE Declare prior to making an attack roll; Targets are knocked out for 1d6 hours instead of potentially killed when Incapacitated
OBSTACLES If the attack misses due to the Cover penalty, the obstacle adds to Armor
OFF HAND ATTACK –2 to attack rolls with off hand
PRONE As Medium Cover, prone defenders are –2 Fighting and –2 Parry; Ranged attacks within 3” ignore cover
Attacker chooses option below and makes opposed Strength roll (add +2 if attacker moved more than 3” toward target): Bash: Push target 1”
PUSH on a success, 2” on a raise. If the target hits an obstacle he also takes 1d6 per 1” pushed. Shield Bash: As above but causes Strength damage;
+1 for small shield, +2 for medium shield, and +3 for large shield. Knock Prone: The defender is knocked prone
RANGE MODIFIERS Short: 0, Medium: –2, Long: –4
RANGED ATTACKS IN
Attacker may use no weapon larger than a pistol; Target Number is defender’s Parry
CLOSE COMBAT
RAPID ATTACK –2 Parry; Make up to 3 Fighting Attacks (+Wild Die) at –4, or fire up to 6 shots from a semi–automatic weapon or revolver at –4 penalty to each die
SUPPRESSIVE FIRE With a successful Shooting roll, targets in a Medium Burst Template make a Spirit roll or are Shaken, those who roll a 1 are hit
TESTS OF WILL Contest of Taunt vs. Smarts or Intimidation vs. Spirit; If successful +2 on next action against target; With a raise the target is Shaken as well
THREE ROUND BURST +2 Shooting / +2 Damage; May not be combined with Autofire or Double Tap
TOUCH ATTACK +2 to Fighting roll
TRICKS Describe action; Make opposed Agility or Smarts roll; Opponent is –2 Parry until his next action; With a raise, foe is –2 Parry and Shaken
TWO WEAPONS –2 attack; Additional –2 for off–hand if not Ambidextrous
UNARMED DEFENDER Armed attackers gain +2 Fighting versus this defender
UNSTABLE PLATFORM –2 Shooting from a moving vehicle, animal, or other unstable surface
WILD ATTACK +2 Fighting, +2 Damage, –2 Parry until the attacker’s next action
WITHDRAWING FROM
Non-Shaken adjacent foes get one free attack at retreating character
COMBAT
Shannon Davis (Order #9902596)