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Review: Star Knight Squire Template


JmOz

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So for my world I am including a group called the Star*Knights.  A lot to say about them, but basically they are multi leveled group, with a single knight being able to give some locals Squire rights.  The process includes a nanotreatment, a suit of armor, a side arm, and a "horse"

 

----NANOTREATMENT---

This is a regular injection (once a year), there is a negating agent, but extremely rare (Held only by Star Knight org), there are temporary means of negating as well (specific energy fields), might be more appropriate as a Unified power...

4    1)  +5 CON (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=
4    2)  +1 DCV (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=
4    3)  +5 REC (5 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=
6    4)  +40 END (8 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4) - END=
2    5)  KS: Star*Knight Organization (3 Active Points); Restrainable (Only by means other than Grabs and Entangles; -1/4) 11- - END=

 

---Armor---

The armor will not work without the Nanotreatment, it does draw power from the host (Debating if it should include the Restrainable/unified power as well..some features should work w/o unified (Most actually).

4    1)  Mind Link , Specific Group of Minds (10 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2) - END=0
3    2)  +5 STR (5 Active Points); OIF (-1/2) - END=1
3    3)  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0
7    4)  +2 OCV (10 Active Points); OIF (-1/2) - END=
13    5)  Resistant Protection (5 PD/5 ED), Hardened (+1/4) (19 Active Points); OIF (-1/2) - END=0
20    6)  Flight 20m, Usable [As Second Mode Of Movement] (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); OIF (-1/2) - END=1
6    7)  High Range Radio Perception (Radio Group) (12 Active Points); Sense Affected As More Than One Sense [very common Sense] (-1/2), OIF (-1/2) - END=0
13    8)  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) - END=0
10    9)  Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As More Than One Sense Sight (-1/2), OIF (-1/2) - END=0
21    10) Force Field: (Total: 40 Active Cost, 21 Real Cost) Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-1/2), Costs Half Endurance (-1/4) (Real Cost: 17) plus Protect Carried Items (10 Active Points); Increased Endurance Cost (x3 END; -1), OIF (-1/2) (Real Cost: 4) - END=4

 

---Side Arm---

Similar in design to a lightsaber, again draws energy from the host, requires armor as well

25    Sidearm: Multipower, 50-point reserve,  (50 Active Points); all slots OAF (-1) - END=
2f    1)  Blast 10d6 (50 Active Points); OAF (-1) - END=5
2f    2)  Blast 8d6, Area Of Effect (4m Radius; +1/4) (50 Active Points); OAF (-1) - END=5
2f    3)  Blast 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (-1), Reduced Penetration (-1/4) - END=2
2f    4)  Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Armor Piercing (x2; +1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); OAF (-1) - END=0
2f    5)  Barrier 8 PD/8 ED, 5 BODY (up to 6m long, 4m tall, and 1/2m thick), Non-Anchored (50 Active Points); OAF (-1), Costs Endurance (to maintain; -1/2) - END=5

 

---Horse---

This is a motorcycle like flying vehicle, built as powers for simplicity sake

5    1)  MegaScale (1m = 1 km; +1) for up to 10 Active Points of Flight (10m) (10 Active Points); OIF Bulky (-1) - END=1
5    2)  Megascale (1m=1km) on Radar: Limited Advantage (10 Active Points); OIF Bulky (-1) - END=0
5    3)  Faster-Than-Light Travel (10 Active Points); OIF Bulky (-1) - END=0

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