JmOz Posted January 9, 2005 Report Share Posted January 9, 2005 Okay, i have posted these guys before, but for my own reasons I am going to post them again. Put simply I had them scattered on 2 other threads, after I am done here I will be cleaning up one of those threads to use it for something else (as it was always intended for but got mildly sidetracted), as for the other thread it will be mostly forgotten (I do not beleive I can delete the whole thread) Okay: In my world the job of the GLC is filled by a group called the Star Knights. They are heavily inspired by an old DC title called the darkstars, with some Knights of yore thrown in. The orrganisation is made up of Five levels: The group is ran by a council, under them are regional directors, then the Field Agents, under the Agents are assistance, The names change depending on the world/culture. The following is what the Earth Name for them Council Templors Knight Squire Peasants Usualy a Knight will be given a section of space, size varius depending on the population, intergalactic travel of the local populations, and how "busy" the region is. He will recruit Squires from the local planets (or bring along squires he had aquired on other assignments). He will also be given a number of robots to work with. Jolith, the Knight who watches over earth has a somewhat standard arrangment 4 Vehicles, 5 Robots, 3 Squires Carrior * Ship/Pilot Robot * Basic Robot (serves as a general assistant) 2 Recon Craft * Recon Robot (per craft) Fighter Craft * Combat Robot EDIT: Equipment: Nanites: Each Knight is injected with nanites that allow them to interface with there advanced armor, Learn languages (Skill enhancer) and improves there general health and fitness Armor: Each type wears different armor, but of similar design. It grants manuverability, protection, and communications Sidearm: Looks like a lightsaber sort of, can be set for a variety of settings Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again Jolith is the Star Knight of Earth, he is a member of the elite team of Centurians located on the moon. He was a farmer, his father had befriended the local star knight, when the farm got attacked by some mauraders he noticed how dedicated the Knight was to saving them, he asked to become his squire and after a few years he became a knight himself. Earth is his second asignment. Star Knight Jolith Player: Val Char Cost 25/60 STR 5 30 DEX 30 25 CON 10 20 BODY 10 18 INT 8 15 EGO 10 15 PRE 5 12 COM 1 10/35 PD 2 10/35 ED 2 6 SPD 10 10 REC 0 50 END 0 45 STUN -1 6" RUN02" SWIM05"/12" LEAP0Characteristics Cost: 92 Cost Power END 5 Ultraviolet Perception 6 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4), Affected by Radio & Hearing, Not Mental (-1/4) 7 +7 Mental Defense (15 points total) Nanites, all slots: Restrainable (Only by means other than Grabs and Entangles -1/4) 8 1) +10 STR (10 Active Points) (uses Personal END) 1 24 2) +10 DEX (30 Active Points) 16 3) +10 CON (20 Active Points) 8 4) +5 BODY (10 Active Points) 8 5) +1 SPD (10 Active Points) 2 6) +3 PD (3 Active Points) 2 7) +3 ED (3 Active Points) 7 8) Regeneration: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) 18 9) Immunities: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 200 Years, Sleeping: Character only has to sleep 8 hours per week (23 Active Points) Armor, all slots: OIF (-1/2) 28 1) Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Ablative BODY Only (-1/2) 7 2) High Range Radio Perception (12 Active Points); Sense Affected As Sight and Hearing (-1/4) 8 3) Mind Link (Specific Group of Minds), Number of Minds (x8) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Sense affected as Radio, and Sight or Hearing (-1/4) 17 4) +35 STR (35 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 3 3 5) Lack Of Weakness (-5) for Resistant Defenses (5 Active Points) 3 6) Flash Defense (5 points) (Sight Group) (5 Active Points) 3 7) +5 Mental Defense (15 points total) (5 Active Points) 15 8) Life Support , Eating: Character only has to eat once per week, Longevity: 400 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week (23 Active Points) 20 9) Endurance Reserve (150 END, 15 REC) (30 Active Points) 25 Fusion Power Plant: Elemental Control, 74-point powers, all slots: (37 Active Points); OIF (-1/2) 22 1) Fusion Powered Flight: Flight 25", Reduced Endurance 1/2 END (+1/4), Usable Underwater (+1/4) (75 Active Points); No Noncombat Movement (-1/4) (uses END Reserve) 3 21 2) Defencive Field: (Total: 82 Active Cost, 37 Real Cost) Force Field (10 PD/10 ED) (Protect Carried Items), Reduced Endurance 1/2 END (+1/4), Hardened (x2; +1/2) (52 Active Points); Ablative BODY Only (-1/2), Restrainable: Recoverable Ablative (-1/4) (uses END Reserve) (Real Cost: 30) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked to Armor (-1/2), Greater Power is Constant or in use most or all of the time (+1/4), Costs Endurance Only Costs END to Activate (-1/4) (uses END Reserve) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Costs Endurance Only Costs END to Activate (-1/4), Linked to Armor (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) (uses END Reserve) (Real Cost: 10) 4 27 Sidearm: Multipower, 60-point reserve, all slots: (60 Active Points); OAF (-1), Beam (-1/4) 2u 1) Sword Blade I: Hand-To-Hand Attack +8d6, Reduced Endurance 0 END (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Reduced Penetration (-1/4) 3u 2) Sword Blade II: Killing Attack - Hand-To-Hand 2 1/2d6 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), +1 STUN Multiplier (+1/4) (60 Active Points) (uses END Reserve) 2 3u 3) Sword Blade III: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2), Penetrating (x2; +1) (60 Active Points) (uses END Reserve) 3 3u 4) Sword Blade IV: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), AVLD Vs FF's (+3/4), Does Body (+1) (60 Active Points) (uses Personal END) 6 3u 5) Blast: Energy Blast 12d6 (vs. ED) (60 Active Points) (uses END Reserve) 6 3u 6) Binder: Entangle 4d6, 8 DEF (60 Active Points) (uses END Reserve) 6 3u 7) Burst: Flash 8d6 (Sight Group), Explosion (+1/2) (60 Active Points) (uses END Reserve) 6 Powers Cost: 330 Cost Skill 6 +2 with Side Arm 3 Breakfall 15- 3 Combat Piloting 15- 2 WF: Starknight Weapons, Starknight Vehicle Weapons 3 PS: Farmer (INT-based) 13- 2 SS: Agriculture 11- 3 PS: Star Knight (INT-based) 13- 3 Criminology 13- 3 Deduction 13- 3 Navigation (Air, Space) 13- 3 Paramedics 13- 3 Shadowing 13- 3 Streetwise 12- 3 Tactics 13- 3 Systems Operation 13- 3 Bureaucratics 12- 3 Interrogation 12- 1 Forensic Medicine 8- 3 Tracking 13- 3 Teamwork 15- 3 TF: Carts & Carriages, Centurion Vehicles, Giant Reptilians, Star Knight Vehicles 0 Riding 8- 3 AK: Star Sector (INT-based) 13- 3 Linguist 1 1) Language: English (fluent conversation) (2 Active Points) 1 2) Language: Russian (fluent conversation) (2 Active Points) 1 3) Language: German (fluent conversation) (2 Active Points) 1 4) Language: Japanese (fluent conversation) (2 Active Points) 1 5) Language: Inter-Lac (fluent conversation) (2 Active Points) 1 6) Language: Spanish (fluent conversation) (2 Active Points) 1 7) Language: Arabic (fluent conversation) (2 Active Points) 1 8) Language: Portugese (fluent conversation) (2 Active Points) 1 9) Language: Undecided (fluent conversation) (2 Active Points) 1 10) Language: Undecided (fluent conversation) (2 Active Points) 1 11) Language: Undecided (fluent conversation) (2 Active Points) 3 Scholar 2 1) KS: Alien Species (INT-based) (3 Active Points) 13- 2 2) KS: Star Knight Codes & Regulations (INT-based) (3 Active Points) 13- 2 3) KS: Intergalactic Criminals (INT-based) (3 Active Points) 13- 2 4) KS: Intergalactic Law (INT-based) (3 Active Points) 13- Skills Cost: 90 Cost Perk 55 Vehicles & Bases (x4, 227 Base, 70 Disad) 5 Computer Link 18 Fringe Benefit: Intergalactic Police Powers, Member of the Centurions, Member of the Star Knights 4 Reputation (A large group; 11-) +2/+2d6 56 Follower (x8, 207 Base, 170 Disad) Perks Cost: 138 Total Character Cost: 650 Val Disadvantages Centurians Disads 15 1) Hunted: Centurians 11-, More Powerful, Watching, Extensive Non-Combat Influence 20 2) Hunted: The World Hostility Implementation Party 8-, More Powerful, Harshly Punish, Extensive Non-Combat Influence 10 3) Reputation: Hero 11- 5 Distinctive Features: Blue skin Alien (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Dependent NPC: Prof. Donald & Janet Harris 8- (Normal; Group DNPC: x2 DNPCs) 5 Dependent NPC: Joan Jacobs, Reporter 8- (Normal; Useful noncombat position or skills) 15 Hunted: Star Knights 8-, More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Hunted: Reavers 8- (As Pow; Harshly Punish) 15 Hunted: Nebulor 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 5 Physical Limitation: Requires special medical attention (Infrequently; Slightly Impairing) 15 Psychological Limitation: Heroic (Common; Strong) 15 Psychological Limitation: Loyal (Common; Strong) 15 Psychological Limitation: Code vs Killing (Common; Strong) 15 Social Limitation: Subject to Orders (Frequently; Major) 10 Social Limitation: Ignorant of Earth Culture (Frequently; Minor) 15 Social Limitation: Public ID (Frequently; Major) Disadvantage Points: 200 Base Points: 400 Experience Required: 50 Total Experience Available: 50 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again First Squire is a feline alien he saved from pirates, she was at first an adopted ward, who do to her race aging quickly became his squire a few years later Plurloral, Feline Squire Player: Val Char Cost 15/30 STR 5 29 DEX 57 19 CON 18 11 BODY 2 18 INT 8 12 EGO 4 13 PRE 3 24 COM 7 5/25 PD 2 5/25 ED 1 6 SPD 21 7 REC 0 40 END 1 30 STUN 1 8" RUN42" SWIM05"/8" LEAP2Characteristics Cost: 136 Cost Power END 7 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) Racial Abilities 8 1) Claws: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); Reduced Penetration (-1/4) (uses Personal END) 1 5 2) Cat's eyes: Nightvision 4 3) Tail: Extra Limbs (5 Active Points); Limited Manipulation (-1/4) Armor, all slots: OIF (-1/2) 15 1) Armor (10 PD/10 ED) (30 Active Points); Ablative BODY Only (-1/2) 7 2) High Range Radio Perception (12 Active Points); Sense Affected As Sight and Hearing (-1/4) 4 3) Mind Link (Specific Group of Minds) (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 7 4) +15 STR (15 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 1 3 5) Flash Defense (5 points) (Sight Group) (5 Active Points) 3 6) +5 Mental Defense (7 points total) (5 Active Points) 13 7) 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) 13 8) Endurance Reserve (100 END, 10 REC) (20 Active Points) 15 Fusion Power Plant: Elemental Control, 44-point powers, all slots: (22 Active Points); OIF (-1/2) 13 1) Flight 15", Reduced Endurance 1/2 END (+1/4), Usable Underwater (+1/4) (45 Active Points); No Noncombat Movement (-1/4) (uses Personal END) 2 13 2) Force Field (10 PD/10 ED) (Protect Carried Items), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (45 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4) (uses Personal END) 2 13 Sidearm: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1), Beam (-1/4) 1u 1) Sword Blade I: Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Reduced Penetration (-1/4) 1u 2) Sword Blade II: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), +1 STUN Multiplier (+1/4) (30 Active Points) (uses Personal END) 1 1u 3) Sword Blade III: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (x2; +1) (30 Active Points) (uses END Reserve) 1 1u 4) Sword Blade IV: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), AVLD vs FF, Does Body (+1 3/4) (30 Active Points) (uses END Reserve) 3 1u 5) Blast: Energy Blast 6d6 (vs. ED) (30 Active Points) (uses END Reserve) 3 1u 6) Binder: Entangle 2d6, 4 DEF (30 Active Points) (uses END Reserve) 3 1u 7) Burst: Flash 4d6 (Sight Group), Explosion (+1/2) (30 Active Points) (uses END Reserve) 3 Powers Cost: 150 Cost Skill 3 Acrobatics 15- 3 Tracking 13- 7 Breakfall 17- 3 Climbing 15- 3 Combat Piloting 15- 6 +2 Sidearm 5 +1 with DCV 3 Computer Programming 13- 3 Deduction 13- 3 Stealth 15- 3 Streetwise 12- 2 TF: Science Fiction & Space Vehicles 2 Language: English (fluent conversation) 2 Language: Interlac (fluent conversation) 2 WF: Starknight Weapons, Starknight Vehicle Weapons 3 Teamwork 15- 3 Scholar 2 1) KS: Intergalactic Pirates (INT-based) (3 Active Points) 13- 1 2) KS: Pruedekics Procurments Incorporated (2 Active Points) 11- 1 3) KS: Star Knight Laws & Codes (2 Active Points) 11- 1 4) KS: Intergalactic Poltics (2 Active Points) 11- Skills Cost: 61 Cost Perk 10 Fringe Benefit: Intergalactic Police Powers, Member of the Star Knights Perks Cost: 10 Total Character Cost: 357 Val Disadvantages 15 Social Limitation: Public ID (Frequently; Major) 10 Social Limitation: Ignorant of Earth Culture (Frequently; Minor) 15 Social Limitation: Subject to Orders (Frequently; Major) 15 Psychological Limitation: Code vs Killing (Common; Strong) 20 Psychological Limitation: Curious (Very Common; Strong) 15 Psychological Limitation: Heroic (Common; Strong) 5 Physical Limitation: Requires special medical attention (Infrequently; Slightly Impairing) 15 Hunted: Nebulor 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 15 Hunted: Star Knights 8-, More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Hunted: Reavers 8- (As Pow; Harshly Punish) 10 Hunted: Captain Barack, Space Pirate 8- (As Pow; Harshly Punish) 5 Distinctive Features: Cat like Alien (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) Disadvantage Points: 150 Base Points: 207 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again Next Squire is an old Alien cop, his race have natural mental powers. He decided to give up his commision for a chance to see the universe when his old friend Jolith told him that he was leaving H'rker'dek (Methane Breathing Squire) Player: Val Char Cost 15/30 STR 5 21 DEX 33 20 CON 20 10 BODY 0 13 INT 3 15 EGO 10 15/45 PRE 5 8 COM -1 5/25 PD 2 5/25 ED 1 4 SPD 9 7 REC 0 40 END 0 30 STUN 2 5" RUN-21" SWIM-13"/6" LEAP0Characteristics Cost: 86 Cost Power END 12 +12 Mental Defense (20 points total) 7 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) 19 Detect Thoughts A Class Of Things 12-, Discriminatory, Increased Arc of Perception: 360-Degree, Sense, Transmit 5 Life Support , Expanded Breathing: Methane Gas 24 Mental Powers: Multipower, 30-point reserve, all slots: (30 Active Points); Variable Limitations (requires -1/2 worth of Limitations -1/4) 2u 1) Teleptathy: Telepathy 3d6, Cumulative (x4 max.) (+1) (30 Active Points) (uses Personal END) 3 2u 2) Telpathic Dominance: Mind Control 3d6, Telepathic (+1/4), Cumulative (x2 max.) (+3/4) (30 Active Points) (uses Personal END) 3 2u 3) Telepathic Delusions: Mental Illusions 3d6, Cumulative (x4 max.) (+1) (30 Active Points) (uses Personal END) 3 2u 4) Mental Blast: Ego Attack 3d6 (30 Active Points) (uses Personal END) 3 2u 5) Mind Search: Mind Scan 3d6, +1 ECV, Cumulative (x2 max.) (+3/4) (30 Active Points) (uses Personal END) 3 2u 6) Force of Mind: +30 PRE (30 Active Points); Offencive Only (-1/2) 1u 7) Telekinesis (10 STR), Fine Manipulation (25 Active Points); Increased Endurance Cost 2x END (-1/2) (uses Personal END) 4 Armor, all slots: OIF (-1/2) 15 1) Armor (10 PD/10 ED) (30 Active Points); Ablative BODY Only (-1/2) 7 2) High Range Radio Perception (12 Active Points); Sense Affected As Sight and Hearing (-1/4) 4 3) Mind Link (Specific Group of Minds) (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 7 4) +15 STR (15 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 1 3 5) Flash Defense (5 points) (Sight Group) (5 Active Points) 3 6) +5 Mental Defense (20 points total) (5 Active Points) 13 7) 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) 13 8) Endurance Reserve (100 END, 10 REC) (20 Active Points) 15 Fusion Power Plant: Elemental Control, 44-point powers, all slots: (22 Active Points); OIF (-1/2) 13 1) Flight 15", Reduced Endurance 1/2 END (+1/4), Usable Underwater (+1/4) (45 Active Points); No Noncombat Movement (-1/4) (uses END Reserve) 2 13 2) Force Field (10 PD/10 ED) (Protect Carried Items), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (45 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4) (uses END Reserve) 2 13 Sidearm: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1), Beam (-1/4) 1u 1) Sword Blade I: Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Reduced Penetration (-1/4) 1u 2) Sword Blade II: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), +1 STUN Multiplier (+1/4) (30 Active Points) (uses Personal END) 1 1u 3) Sword Blade III: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (x2; +1) (30 Active Points) (uses END Reserve) 1 1u 4) Sword Blade IV: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), AVLD vs FF, Does Body (+1 3/4) (30 Active Points) (uses END Reserve) 3 1u 5) Blast: Energy Blast 6d6 (vs. ED) (30 Active Points) (uses END Reserve) 3 1u 6) Binder: Entangle 2d6, 4 DEF (30 Active Points) (uses END Reserve) 3 1u 7) Burst: Flash 4d6 (Sight Group), Explosion (+1/2) (30 Active Points) (uses END Reserve) 3 Powers Cost: 206 Cost Skill 3 Combat Piloting 13- 3 +1 Sidearm 3 Deduction 12- 3 Bureaucratics 12- (18-) 3 Conversation 12- (18-) 3 Interrogation 12- (18-) 3 Trading 12- (18-) 3 Stealth 13- 3 Streetwise 12- (18-) 2 TF: Science Fiction & Space Vehicles 2 Language: English (fluent conversation) 2 Language: Interlac (fluent conversation) 3 Criminology 12- 3 Breakfall 13- 3 KS: Intergalactic Poltics (INT-based) 12- 3 PS: Law Enforcment (INT-based) 12- 2 KS: Star Knight Laws & Codes 11- 2 WF: Starknight Weapons, Starknight Vehicle Weapons 3 Forensic Medicine 12- 3 Teamwork 13- Skills Cost: 55 Cost Perk 10 Fringe Benefit: Intergalactic Police Powers, Member of the Star Knights Perks Cost: 10 Total Character Cost: 357 Val Disadvantages 15 Social Limitation: Public ID (Frequently; Major) 10 Social Limitation: Ignorant of Earth Culture (Frequently; Minor) 15 Social Limitation: Subject to Orders (Frequently; Major) 15 Dependent NPC: Family 8- (Normal; Group DNPC: x2 DNPCs) 15 Psychological Limitation: Heroic (Common; Strong) 5 Physical Limitation: Requires special medical attention (Infrequently; Slightly Impairing) 5 Physical Limitation: Mute (Infrequently; Slightly Impairing) 15 Hunted: Nebulor 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 15 Hunted: Star Knights 8-, More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Hunted: Reavers 8- (As Pow; Harshly Punish) 5 Distinctive Features: Alien (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 25 Susceptibility: Oxygen enviroments 3d6 damage, per Phase (Uncommon) Disadvantage Points: 150 Base Points: 207 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again Final Squire: He was a Masked hero in the city of Chicago called the Rapier, after stumbling into a case involving Jolith he was made a squire. He still maintains his heroic ID Rapier, Human Squire Player: Val Char Cost 15/30 STR 5 23 DEX 39 20 CON 20 12 BODY 4 13 INT 3 13 EGO 6 13 PRE 3 16 COM 3 7/30 PD 4 7/30 ED 3 5 SPD 17 7 REC 0 40 END 0 30 STUN 0 7" RUN22" SWIM05"/8" LEAP2Characteristics Cost: 111 Cost Power END 15 Find Weakness 12- (Fencing Thrust) 7 Centurion Radio Link: Mind Link (Specific Group of Minds), Number of Minds (x2), Radio not Mental (+0) (15 Active Points); Only With Others Who Have Mind Link (-1), IIF (-1/4) Armor, all slots: OIF (-1/2) 15 1) Armor (10 PD/10 ED) (30 Active Points); Ablative BODY Only (-1/2) 7 2) High Range Radio Perception (12 Active Points); Sense Affected As Sight and Hearing (-1/4) 4 3) Mind Link (Specific Group of Minds) (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 7 4) +15 STR (15 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 1 3 5) Flash Defense (5 points) (Sight Group) (5 Active Points) 3 6) +5 Mental Defense (8 points total) (5 Active Points) 13 7) 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) 13 8) Endurance Reserve (100 END, 10 REC) (20 Active Points) 15 Fusion Power Plant: Elemental Control, 44-point powers, all slots: (22 Active Points); OIF (-1/2) 13 1) Flight 15", Reduced Endurance 1/2 END (+1/4), Usable Underwater (+1/4) (45 Active Points); No Noncombat Movement (-1/4) (uses Personal END) 2 13 2) Force Field (10 PD/10 ED) (Protect Carried Items), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (45 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4) (uses Personal END) 2 13 Sidearm: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1), Beam (-1/4) 1u 1) Sword Blade I: Hand-To-Hand Attack +4d6, Reduced Endurance 0 END (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Reduced Penetration (-1/4) 1u 2) Sword Blade II: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. ED), Reduced Endurance 1/2 END (+1/4), +1 STUN Multiplier (+1/4) (30 Active Points) (uses Personal END) 1 1u 3) Sword Blade III: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), Reduced Endurance 1/2 END (+1/4), Armor Piercing x1 (+1/2), Penetrating (x2; +1) (30 Active Points) (uses END Reserve) 1 1u 4) Sword Blade IV: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), AVLD vs FF, Does Body (+1 3/4) (30 Active Points) (uses END Reserve) 3 1u 5) Blast: Energy Blast 6d6 (vs. ED) (30 Active Points) (uses END Reserve) 3 1u 6) Binder: Entangle 2d6, 4 DEF (30 Active Points) (uses END Reserve) 3 1u 7) Burst: Flash 4d6 (Sight Group), Explosion (+1/2) (30 Active Points) (uses END Reserve) 3 Powers Cost: 148 Cost Martial Arts Maneuver Fencing 5 1) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike 4 2) Void: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 4) Froissement: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 3 5) Trip: 1/2 Phase, +0 OCV, +1 DCV, Weapon +v/5, Target Falls 1 6) Weapon Element: Blades, Energy Blades Martial Arts Cost: 21 Cost Skill 6 +2 Fencing 3 +1 Sidearm 3 Acting 12- 3 Disguise 12- 3 Breakfall 14- 3 Climbing 14- 3 Combat Piloting 14- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Streetwise 12- 3 WF: Blades, Starknight Vehicle Weapons, Starknight Weapons 0 TF: Starknight Vehicles 2 Language: Interlac (fluent conversation) 3 Teamwork 14- 3 Scholar 2 1) KS: Old Movies (INT-based) (3 Active Points) 12- 2 2) KS: Fencing (INT-based) (3 Active Points) 12- 2 3) KS: Martial World (INT-based) (3 Active Points) 12- 1 4) KS: Star Knight Laws & Codes (2 Active Points) 11- Skills Cost: 51 Cost Perk 10 Fringe Benefit: Intergalactic Police Powers, Member of the Star Knights 3 Well-Connected 7 1) Contact (8 Active Points) 17- Perks Cost: 20 Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6 Total Character Cost: 357 Val Disadvantages 15 Social Limitation: Secret ID (Frequently; Major) 15 Dependent NPC: Kid sister (12 years old) 8- (Incompetent) 5 Dependent NPC: Girlfriend, Nurse 8- (Normal; Useful noncombat position or skills) 15 Social Limitation: Subject to Orders (Frequently; Major) 20 Psychological Limitation: Code vs Killing (Common; Total) 15 Psychological Limitation: Heroic (Common; Strong) 10 Psychological Limitation: Survivors Guilt (Common; Moderate) 15 Hunted: Nebulor 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 15 Hunted: Star Knights 8-, More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Hunted: Reavers 8- (As Pow; Harshly Punish) 5 Money: Poor 10 Unluck: 2d6 Disadvantage Points: 150 Base Points: 207 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again The next up is his Robots, the first one is a basic helper robot, ment to assist in any number of things Basic Robot Player: Val Char Cost 20 STR 10 23 DEX 39 20 CON 20 10 BODY 0 28 INT 18 11 EGO 2 28 PRE 18 10 COM 0 4/10 PD 0 4/10 ED 0 4 SPD 7 8 REC 0 30 END -5 30 STUN 0 5" RUN-21" SWIM-14" LEAP0Characteristics Cost: 106 Cost Power END 14 Robotic Body: Armor (6 PD/6 ED) (18 Active Points); Visible (-1/4) 3 Robotic Body: Damage Resistance (4 PD/4 ED) (4 Active Points); Visible (-1/4) 35 Robotic Body: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 800 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week (44 Active Points); Visible (-1/4) 25 Skillware: Variable Power Pool, 20 base + 5 control cost (30 Active Points); Background skills in Database Limited (-1/2), VPP Powers Can Be Changed Only at dataterminals (SK Vehicles) (-1/2) 6 Robotic Courage: +12 PRE (12 Active Points); Defence only (-1) 7 Fusion power plant: Endurance Reserve (50 END, 5 REC) (10 Active Points); OIF (-1/2) 17 Fusion powered Flightpack: Flight 10", Usable Underwater (+1/4) (25 Active Points); OIF (-1/2) (uses END Reserve) 2 9 Robot Repair Kit: Healing 1d6 (max. Healed Points: 6) (Can Heal Limbs, Resurrection) (35 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Cybernetic Beings only (-1/2), Concentration 0 DCV (-1/2), OIF (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) (uses Personal END) 3 Sensors & Comunications, all slots: OIF (-1/2) 7 1) Bio Sensors: Detect: Life A Large Class Of Things 15- (10 Active Points) 8 2) E-M Sensors/Comm Systems: Detect: E-M Radiation A Large Class Of Things 15-, Transmit (12 Active Points) 13 3) Gravimetric Sensors: Detect: Physical Objects A Large Class Of Things 15-, Targeting Sense (20 Active Points) 4 4) Secured Comm Link: Mind Link (Specific Group of Minds) (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 7 5) Discriminatory Sense (Radio Group) (10 Active Points) 7 6) Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points) 7 7) Range (Radio Group) (10 Active Points) 3 8) Sense (Radio) (5 Active Points) 10 Ceremonial Sidearm: Multipower, 22-point reserve, all slots: (22 Active Points); OAF (-1), Beam (-1/4) 1u 1) Sword Blade I: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) 1u 2) Sword Blade II: Killing Attack - Ranged 1d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), +1 STUN Multiplier (+1/4) (22 Active Points) (uses END Reserve) 1 1u 3) Sword Blade III: Killing Attack - Ranged 0 1/2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Penetrating (x2; +1) (22 Active Points) (uses END Reserve) 1 1u 4) Sword Blade IV: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), Reduced Endurance 1/2 END (+1/4), Attack Versus Limited Defense (+3/4) (22 Active Points) (uses END Reserve) 1 1u 5) Blast: Energy Blast 4d6 (vs. ED) (20 Active Points) (uses END Reserve) 2 1u 6) Binder: Entangle 2d6, 2 DEF (20 Active Points) (uses END Reserve) 2 1u 7) Burst: Flash 3d6 (Sight Group), Explosion (+1/2) (22 Active Points) (uses END Reserve) 2 Powers Cost: 189 Cost Skill 6 +2 Sidearm 3 Bureaucratics 15- 3 Combat Driving 14- 3 Teamwork 14- 3 Computer Programming 15- 3 Criminology 15- 3 Electronics 15- 3 Forensic Medicine 15- 4 Forgery (Documents, Money (Counterfeiting)) 15- 3 Mechanics 15- 2 Navigation (Space) 15- 3 Paramedics 15- 3 Systems Operation 15- 2 TF: Science Fiction & Space Vehicles 2 Weaponsmith (Energy Weapons) 15- 2 WF: Starknights Weapons, Vehicle Weapons: Starknights 3 High Society 15- 3 Scholar 2 1) KS: Star Knight Codes and Regulations (INT-based) (3 Active Points) 15- 2 2) KS: Galactic Law (INT-based) (3 Active Points) 15- 2 3) KS: Star Knight Enemies (INT-based) (3 Active Points) 15- 1 4) KS: Star Knight History (2 Active Points) 11- Skills Cost: 61 Cost Perk 2 Fringe Benefit: Membership: Starknights 5 Computer Link Perks Cost: 7 Cost Talent 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Calculator Talents Cost: 14 Total Character Cost: 377 Val Disadvantages 10 Vulnerability: 2 x STUN Magnetics (Uncommon) 10 Vulnerability: 2 x BODY Magnetics (Uncommon) 10 Vulnerability: 2 x Effect Magnetics (Uncommon) 20 Vulnerability: 2 x STUN Electrical (Common) 15 Physical Limitation: Must obey orders given by ranking SK (Infrequently; Fully Impairing) 10 Physical Limitation: No emotions (Frequently; Slightly Impairing) 5 Physical Limitation: Does not heal Body damage (Must be repaired) (Infrequently; Slightly Impairing) 10 Physical Limitation: Machine Mind (Frequently; Slightly Impairing) 15 Hunted: Star Knights 8-, More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Hunted: Reavers 8- (As Pow; Harshly Punish) 15 Hunted: Nebulor 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Social Limitation: Robot (Frequently; Major; Not Limiting In Some Cultures) 10 Distinctive Features: Robot (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: (Common), go 8-, recover 14-, Berserk Disadvantage Points: 170 Base Points: 207 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again The next robot is used primarily to pilot the carrior ship, with secondary functions similar to the above. Both of these droids look humanoid (actualy quite similar to the ones from the movie I robot) Ship Robot Player: Val Char Cost 20 STR 10 18 DEX 24 20 CON 20 9 BODY -2 28 INT 18 11 EGO 2 10 PRE 0 10 COM 0 4/10 PD 0 4/10 ED 0 3 SPD 2 8 REC 0 30 END -5 30 STUN 1 5" RUN-20" SWIM-24" LEAP0Characteristics Cost: 66 Cost Power END 14 Robotic Body: Armor (6 PD/6 ED) (18 Active Points); Visible (-1/4) 3 Robotic Body: Damage Resistance (4 PD/4 ED) (4 Active Points); Visible (-1/4) 35 Robotic Body: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 800 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week (44 Active Points); Visible (-1/4) 15 Skillware: Variable Power Pool, 12 base + 3 control cost (18 Active Points); Background skills in Database Limited (-1/2), VPP Powers Can Be Changed Only at dataterminals (SK Vehicles) (-1/2) 10 Robotic Courage: +20 PRE (20 Active Points); Protection Only (-1) 7 Fusion Power Pack: Endurance Reserve (50 END, 5 REC) (10 Active Points); OIF (-1/2) 17 Fusion powerd Flight Pack: Flight 10", Usable Underwater (+1/4) (25 Active Points); OIF (-1/2) (uses END Reserve) 2 7 Robot Repair Kit: Healing 0 1/2d6 (max. Healed Points: 3) (Can Heal Limbs, Resurrection) (30 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Cybernetic Beings only (-1/2), Concentration 0 DCV (-1/2), OIF (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) (uses Personal END) 3 Sensors & Comunications, all slots: OIF (-1/2) 3 1) Sense (Radio) (5 Active Points) 7 2) Range (Radio Group) (10 Active Points) 7 3) Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points) 7 4) Discriminatory Sense (Radio Group) (10 Active Points) 8 5) E-M Sensors/Comm Systems: Detect: E-M Radiation A Large Class Of Things 15-, Transmit (12 Active Points) 7 6) Bio Sensors: Detect: Life A Large Class Of Things 15- (10 Active Points) 13 7) Gravimetric Sensors: Detect: Physical Objects A Large Class Of Things 15-, Targeting Sense (20 Active Points) 4 8) Secured Comm Link: Mind Link (Specific Group of Minds) (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 10 Ceremonial Sidearm: Multipower, 22-point reserve, all slots: (22 Active Points); OAF (-1), Beam (-1/4) 1u 1) Sword Blade I: Hand-To-Hand Attack +3d6, Reduced Endurance 0 END (+1/2) (22 Active Points); Hand-To-Hand Attack (-1/2) 1u 2) Sword Blade II: Killing Attack - Ranged 1d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), +1 STUN Multiplier (+1/4) (22 Active Points) (uses END Reserve) 1 1u 3) Sword Blade III: Killing Attack - Ranged 0 1/2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Penetrating (x2; +1) (22 Active Points) (uses END Reserve) 1 1u 4) Sword Blade IV: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. ED), +1 STUN Multiplier (+1/4), Reduced Endurance 1/2 END (+1/4), Attack Versus Limited Defense (+3/4) (22 Active Points) (uses END Reserve) 1 1u 5) Blast: Energy Blast 4d6 (vs. ED) (20 Active Points) (uses END Reserve) 2 1u 6) Binder: Entangle 2d6, 2 DEF (20 Active Points) (uses END Reserve) 2 1u 7) Burst: Flash 3d6 (Sight Group), Explosion (+1/2) (22 Active Points) (uses END Reserve) 2 Powers Cost: 181 Cost Skill 12 +4 Starknight Ship Weaponry 3 +1 Sidearm 20 +4 Starship Skills 3 Bureaucratics 11- 9 Combat Piloting 16- 3 Computer Programming 15- 3 Criminology 15- 3 Electronics 15- 3 Forensic Medicine 15- 3 Mechanics 15- 4 Navigation (Space) 16- 3 Paramedics 15- 3 Systems Operation 15- 3 Teamwork 13- 2 TF: Science Fiction & Space Vehicles 3 Weaponsmith (Energy Weapons, Missiles & Rockets) 15- 1 WF: Vehicle Weapons: Starknights 3 PS: Starship Mechanic (INT-based) 15- 3 SS: FTL Mechanics (INT-based) 15- 4 KS: Star Knight Vehicles (INT-based) 16- 3 Traveler 2 1) AK: Earth (INT-based) (3 Active Points) 15- 2 2) AK: Sol System (INT-based) (3 Active Points) 15- 2 3) AK: Sector A11 (INT-based) (3 Active Points) 15- 2 4) AK: Sector X23 (Earth's secotr) (INT-based) (3 Active Points) 15- 2 5) AK: Milky Way Galaxy (INT-based) (3 Active Points) 15- 2 6) AK: Steller Trade Routes (INT-based) (3 Active Points) 15- Skills Cost: 106 Cost Perk 2 Fringe Benefit: Membership: Starknights 5 Computer Link Perks Cost: 7 Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Calculator Talents Cost: 17 Total Character Cost: 377 Val Disadvantages 10 Vulnerability: 2 x STUN Magnetics (Uncommon) 10 Vulnerability: 2 x BODY Magnetics (Uncommon) 10 Vulnerability: 2 x Effect Magnetics (Uncommon) 20 Vulnerability: 2 x STUN Electrical (Common) 15 Physical Limitation: Must obey orders given by ranking SK (Infrequently; Fully Impairing) 10 Physical Limitation: No emotions (Frequently; Slightly Impairing) 5 Physical Limitation: Does not heal Body damage (Must be repaired) (Infrequently; Slightly Impairing) 10 Physical Limitation: Machine Mind (Frequently; Slightly Impairing) 15 Hunted: Star Knights 8-, More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Hunted: Reavers 8- (As Pow; Harshly Punish) 15 Hunted: Nebulor 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Social Limitation: Robot (Frequently; Major; Not Limiting In Some Cultures) 10 Distinctive Features: Robot (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: (Common), go 8-, recover 14-, Berserk Disadvantage Points: 170 Base Points: 207 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again He has two of these guys: Primary purpose is to help scout out systems (including some light piloting) Recon Robot Player: Val Char Cost 15 STR 5 20 DEX 30 20 CON 20 12 BODY 4 38 INT 28 11 EGO 2 10 PRE 0 10 COM 0 5/15 PD 2 5/15 ED 1 4 SPD 10 7 REC 0 30 END -5 30 STUN 0 0" RUN-120" SWIM-23" LEAP0Characteristics Cost: 83 Cost Power END 12 Robotic Body: Armor (5 PD/5 ED) (15 Active Points); Visible (-1/4) 4 Robotic Body: Damage Resistance (5 PD/5 ED) (5 Active Points); Visible (-1/4) 35 Robotic Body: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 800 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week (44 Active Points); Visible (-1/4) Robotic Mind, all slots: Restrainable (Only by means other than Grabs and Entangles -1/4) 2 1) Absolute Range Sense (3 Active Points) 2 2) Absolute Time Sense (3 Active Points) 2 3) Bump Of Direction (3 Active Points) 4 4) Eidetic Memory (5 Active Points) 2 5) Lightning Calculator (3 Active Points) 10 Robotic Courage: +20 PRE (20 Active Points); Protection Only (-1) 7 Endurance Reserve (50 END, 5 REC) (10 Active Points); OIF (-1/2) 7 Robot Repair Kit: Healing 0 1/2d6 (max. Healed Points: 3) (Can Heal Limbs, Resurrection) (30 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Cybernetic Beings only (-1/2), Concentration 0 DCV (-1/2), OIF (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) (uses Personal END) 3 Sensors & Comunications, all slots: OIF (-1/2) 4 1) Mind Link (Specific Group of Minds) (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 1 2) Enhanced Perception (+1 to PER Rolls for Single Sense Group) (2 Active Points) 7 3) Flash Defense (10 points) (Radio Group) (10 Active Points) 10 4) Telescopic +10 to PER Rolls (only to offset the Range Modifier) (Radio Group) (15 Active Points) 13 5) Gravimetric Sensors: Detect: Physical Objects A Large Class Of Things 17-, Targeting Sense (20 Active Points) 7 6) Bio Sensors: Detect: Life A Large Class Of Things 17- (10 Active Points) 8 7) E-M Sensors/Comm Systems: Detect: E-M Radiation A Large Class Of Things 17-, Transmit (12 Active Points) 7 8) Discriminatory Sense (Radio Group) (10 Active Points) 7 9) Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points) 7 10) Range (Radio Group) (10 Active Points) 3 11) Sense (Radio) (5 Active Points) 10 Elemental Control, 30-point powers, all slots: (15 Active Points); OIF (-1/2) 8 1) Flight 10", Usable Underwater (+1/4), Reduced Endurance 1/2 END (+1/4) (30 Active Points); OIF (-1/2), No Noncombat Movement (-1/4) (uses END Reserve) 1 20 2) Energy Blast 8d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (50 Active Points); Beam (-1/4) (uses END Reserve) 2 8 3) Force Field (5 PD/5 ED) (Protect Carried Items), Reduced Endurance 1/2 END (+1/4), Hardened (+1/4) (30 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4) (uses Personal END) 1 Powers Cost: 207 Cost Skill 30 +6 with DCV 2 +1 Blaster 3 Teamwork 13- 3 Breakfall 13- 3 Computer Programming 17- 3 Electronics 17- 3 Mechanics 17- 2 Navigation (Space) 17- 3 Paramedics 17- 3 Systems Operation 17- 0 TF: Starknight Vehicles 5 Combat Piloting 14- 3 Jack of All Trades 7 1) PS (Custom Adder) (8 Active Points) 11- 3 Linguist 7 1) Language: Afrikaans (basic conversation; Custom Adder) (8 Active Points) 3 Scholar 12 1) KS (13 Active Points) 22- Skills Cost: 95 Cost Perk 2 Fringe Benefit: Membership: Starknights Perks Cost: 2 Total Character Cost: 387 Val Disadvantages 10 Vulnerability: 2 x STUN Magnetics (Uncommon) 10 Vulnerability: 2 x BODY Magnetics (Uncommon) 10 Vulnerability: 2 x Effect Magnetics (Uncommon) 20 Vulnerability: 2 x STUN Electrical (Common) 15 Physical Limitation: Must obey orders given by ranking SK (Infrequently; Fully Impairing) 10 Physical Limitation: No emotions (Frequently; Slightly Impairing) 10 Physical Limitation: Small Size (9" tall) -4 to KB (Frequently; Slightly Impairing) 10 Physical Limitation: Machine Mind (Frequently; Slightly Impairing) 5 Physical Limitation: Does not heal Body damage (Must be repaired) (Infrequently; Slightly Impairing) 15 Hunted: Star Knights 8-, More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Hunted: Reavers 8- (As Pow; Harshly Punish) 15 Hunted: Nebulor 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Social Limitation: Robot (Frequently; Major; Not Limiting In Some Cultures) 10 Distinctive Features: Robot (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: (Common), go 8-, recover 14-, Berserk Disadvantage Points: 180 Base Points: 207 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again Final Bot, this one is intended to be used for Combat Attack Robot Player: Val Char Cost 15 STR 5 20 DEX 30 20 CON 20 12 BODY 4 13 INT 3 11 EGO 2 10 PRE 0 10 COM 0 4/20 PD 1 4/20 ED 0 5 SPD 20 7 REC 0 30 END -5 30 STUN 0 0" RUN-120" SWIM-23" LEAP0Characteristics Cost: 66 Cost Power END 14 Robotic Body: Armor (6 PD/6 ED) (18 Active Points); Visible (-1/4) 3 Robotic Body: Damage Resistance (4 PD/4 ED) (4 Active Points); Visible (-1/4) 35 Robotic Body: Life Support , Eating: Character only has to eat once per week, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 800 Years, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing, Sleeping: Character only has to sleep 8 hours per week (44 Active Points); Visible (-1/4) 15 Robotic Courage: +30 PRE (30 Active Points); Protection Only (-1) 15 Skillware: Variable Power Pool, 12 base + 3 control cost (18 Active Points); Background skills in Database Limited (-1/2), VPP Powers Can Be Changed Only at dataterminals (SK Vehicles) (-1/2) 7 Robot Repair Kit: Healing 0 1/2d6 (max. Healed Points: 3) (Can Heal Limbs, Resurrection) (30 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Cybernetic Beings only (-1/2), Concentration 0 DCV (-1/2), OIF (-1/2), Does Not Work On Some Damage One Type of Damage (-1/4) (uses Personal END) 3 7 Fusion Power Plant: Endurance Reserve (50 END, 5 REC) (10 Active Points); OIF (-1/2) 17 Fusion Power Systems: Elemental Control, 52-point powers, all slots: (26 Active Points); OIF (-1/2) 17 1) Fusion Powered Flight: Flight 15", Usable Underwater (+1/4), Reduced Endurance 0 END (+1/2) (52 Active Points); OIF (-1/2) 15 2) Fusion Field: Force Field (10 PD/10 ED) (Protect Carried Items), Hardened (+1/4), Reduced Endurance 0 END (+1/2) (52 Active Points); Restrainable (Only by means other than Grabs and Entangles -1/4) 28 3) Blaster: Killing Attack - Ranged 4d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (75 Active Points); Beam (-1/4) (uses Personal END) 3 Sensors & Comunications, all slots: OIF (-1/2) 8 1) Comm System: High Range Radio Perception (12 Active Points) 17 2) Gravimetric Sensors: Detect: Physical Objects A Large Class Of Things 12-, Increased Arc of Perception: 360-Degree, Targeting Sense (25 Active Points) 4 3) Long Range Comm System: Mind Link (Specific Group of Minds) (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) Powers Cost: 202 Cost Skill 30 +6 with DCV 15 +5 Vehicle Weapons 10 +5 Blaster 3 PS: Starship Mechanic (INT-based) 12- 3 AK: Sector X23 (INT-based) 12- 3 Teamwork 13- 3 Breakfall 13- 3 Computer Programming 12- 3 Electronics 12- 3 Mechanics 12- 4 Navigation (Space) 13- 3 Paramedics 12- 3 Systems Operation 12- 0 TF: Starknight Vehicles 7 Combat Piloting 15- 3 PS: Starship Mechanics (INT-based) 12- 3 Tactics 12- 1 WF: Vehicle Weapons: Starknight Vehicles Skills Cost: 100 Cost Perk 2 Fringe Benefit: Membership: Starknights Perks Cost: 2 Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 3 Bump Of Direction 5 Eidetic Memory 3 Lightning Calculator Talents Cost: 17 Total Character Cost: 387 Val Disadvantages 10 Vulnerability: 2 x STUN Magnetics (Uncommon) 10 Vulnerability: 2 x BODY Magnetics (Uncommon) 10 Vulnerability: 2 x Effect Magnetics (Uncommon) 20 Vulnerability: 2 x STUN Electrical (Common) 15 Physical Limitation: Must obey orders given by ranking SK (Infrequently; Fully Impairing) 10 Physical Limitation: No emotions (Frequently; Slightly Impairing) 10 Physical Limitation: Small Size (9" tall) -4 to KB (Frequently; Slightly Impairing) 10 Physical Limitation: Machine Mind (Frequently; Slightly Impairing) 5 Physical Limitation: Does not heal Body damage (Must be repaired) (Infrequently; Slightly Impairing) 15 Hunted: Star Knights 8-, More Powerful, Watching, Extensive Non-Combat Influence, PC has a Public ID or is otherwise very easy to find 10 Hunted: Reavers 8- (As Pow; Harshly Punish) 15 Hunted: Nebulor 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 10 Social Limitation: Robot (Frequently; Major; Not Limiting In Some Cultures) 10 Distinctive Features: Robot (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: Electrical attack (Common), go 8-, recover 14-, Berserk Disadvantage Points: 180 Base Points: 207 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again This is the Carrior vehicle that the Star Knights use as a mobile Headquarters Stable Player: Val Char 100 STR 20 BODY 10 SIZE 10 DEF 15 DEX 3 SPD 0" RUN 0" SWIM 0" LEAP Characteristics Cost: 50 Cost Power 30 Armored Construction: +10 DEF 8 Life Support Systems: Life Support , Eating: Character only has to eat once per year, Safe in Low Pressure/Vacuum, Self-Contained Breathing (14 Active Points); IIF Bulky (-3/4) 17 Towing Strength: +40 STR, Reduced Endurance 0 END (+1/2) (60 Active Points); OIF Bulky (-1), Towing/Clinging Only (-1), Micro Gravity Only (-1/2) 4 Magnetic Locks: Clinging (normal STR) (10 Active Points); OIF Bulky (-1), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4) 13 Elemental Control, 52-point powers, all slots: (26 Active Points); OIF Bulky (-1) 11 1) Force Field Generator: Force Field (10 PD/10 ED) (Protect Carried Items), Hardened (+1/4), Reduced Endurance 0 END (+1/2) (52 Active Points); OIF Bulky (-1), Restrainable (Only by means other than Grabs and Entangles -1/4) 31 2) Force Blasts: Killing Attack - Ranged 5d6 (vs. ED), Reduced Endurance 0 END (+1/2) (112 Active Points); Limited Arc of Fire 60 Degrees (-1/2), Beam (-1/4) 15 Propulsion Systems: Multipower, 30-point reserve, all slots: (30 Active Points); OIF Bulky (-1) 1u 1) Flight 15" (30 Active Points) 1u 2) Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) 1u 3) Flight 10", Megascale (1" = 10 km; +1/2) (30 Active Points) 1u 4) Faster-Than-Light Travel (1024 Light Years/year) (30 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Restrainable (Only by means other than Grabs and Entangles -1/4) Sensors & Comunications, all slots: OIF Bulky (-1), Sense Affected As Sight (-1/4) 10 1) Find Ship: Mind Scan 1d6, Reduced Endurance 0 END (+1/2), Continous (+1), Cumulative (x16 max.) (+1 1/2), Megascale (1" = 1lightyear; +3 1/2) (37 Active Points); Only vs Appropriatly Equiped and Willing individuals/Gear (-1), Does Not Provide Mental Awareness (-1/4) 7 2) Post Light Communication Gear: Mind Link (Specific Group of Minds), Any distance, Number of Minds (x4) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 9 3) Gravimetric Sensors: Detect: Physical Objects A Large Class Of Things 9-, Targeting Sense (20 Active Points) 2 4) Meteolical Sensors: Detect: Weather A Class Of Things 9- (5 Active Points) 2 5) Geographical Sensors: Detect: Geographical Data A Class Of Things 9- (5 Active Points) 4 6) Bio Sensors: Detect: Life A Large Class Of Things 9- (10 Active Points) 2 7) Astro Sensors: Detect Astronomical Data A Class Of Things 9- (5 Active Points) 5 8) E-M Sensors/Comm Systems: Detect: E-M Radiation A Large Class Of Things 9-, Transmit (12 Active Points) 4 9) Analyze Sense (Radio Group) (10 Active Points) 4 10) Discriminatory Sense (Radio Group) (10 Active Points) 8 11) Enhanced Perception (+9 to PER Rolls for Single Sense Group) (18 Active Points) 4 12) Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points) 4 13) Range (Radio Group) (10 Active Points) 2 14) Sense (Radio) (5 Active Points) 8 15) Telescopic +12 to PER Rolls (only to offset the Range Modifier) (Radio Group) (18 Active Points) Powers Cost: 208 Cost Skill 12 +6 Mind Scan 15 +10 vs. penalties on groups for Mind San 4 +2 System Operations 4 SS: Xeno-Medicine 13- 4 +2 Paramedic Rolls Skills Cost: 39 Total Character Cost: 297 Pts. Disadvantage 15 Distinctive Features: Star Knight Vehicle (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Star Knights 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 15 Hunted: Space Pirates 8- (As Pow; Harshly Punish; PC has a Public ID or is otherwise very easy to find) 5 Physical Limitation: -3 DCV, -3 to Combat Piloting Rolls, while in atmospheres (Infrequently; Slightly Impairing) 10 Vulnerability: 2 x Effect Magnetics (Uncommon) 10 Vulnerability: 2 x BODY Magnetics (Uncommon) Disadvantage Points: 70 Base Points: 227 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again This is the most common used small craft, designed with scouting in mind Val Char 25 STR 12 BODY 2 SIZE 10 DEF 20/30 DEX 3/6 SPD 0" RUN 0" SWIM 0" LEAP Characteristics Cost: 25 Cost Power 25 Armored Construction: +10 DEF, Hardened (+1/4) (37 Active Points); Coverage does not protect passengers (-1/2) 1 Food Suplies: Life Support , Eating: Character only has to eat once per year (2 Active Points); IIF Bulky (-3/4) 5 Well Constructed: Lack Of Weakness (-5) for Resistant Defenses 9 Magnetic Locks: Clinging (55 STR) (20 Active Points); OIF Bulky (-1), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4) 27 Force Field Generator: Force Field (15 PD/15 ED), Reduced Endurance 0 END (+1/2), Hardened (x2; +1/2) (60 Active Points); OIF Bulky (-1), Restrainable (Only by means other than Grabs and Entangles -1/4) CyberLink, all slots: IIF Bulky (-3/4), SK II Tech interface required (-1/4) 15 1) +10 DEX (30 Active Points) 10 2) +2 SPD (20 Active Points) 15 Propulsion Systems: Multipower, 30-point reserve, all slots: (30 Active Points); OIF Bulky (-1) 1u 1) Flight 15" (30 Active Points) 1u 2) Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) 1u 3) Flight 10", Megascale (1" = 10 km; +1/2) (30 Active Points) 1u 4) Faster-Than-Light Travel (1024 Light Years/year) (30 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Restrainable (Only by means other than Grabs and Entangles -1/4) Sensors & Comunications, all slots: OIF Bulky (-1), Sense Affected As Sight (-1/4) 10 1) Find Ship: Mind Scan 1d6, Reduced Endurance 0 END (+1/2), Continous (+1), Cumulative (x16 max.) (+1 1/2), Megascale (1" = 1lightyear; +3 1/2) (37 Active Points); Only vs Appropriatly Equiped and Willing individuals/Gear (-1), Does Not Provide Mental Awareness (-1/4) 7 2) Post Light Communication Gear: Mind Link (Specific Group of Minds), Any distance, Number of Minds (x4) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 9 3) Gravimetric Sensors: Detect: Physical Objects A Large Class Of Things 9-, Targeting Sense (20 Active Points) 2 4) Meteolical Sensors: Detect: Weather A Class Of Things 9- (5 Active Points) 2 5) Geographical Sensors: Detect: Geographical Data A Class Of Things 9- (5 Active Points) 4 6) Bio Sensors: Detect: Life A Large Class Of Things 9- (10 Active Points) 2 7) Astro Sensors: Detect Astronomical Data A Class Of Things 9- (5 Active Points) 5 8) E-M Sensors/Comm Systems: Detect: E-M Radiation A Large Class Of Things 9-, Transmit (12 Active Points) 4 9) Analyze Sense (Radio Group) (10 Active Points) 4 10) Discriminatory Sense (Radio Group) (10 Active Points) 8 11) Enhanced Perception (+9 to PER Rolls for Single Sense Group) (18 Active Points) 4 12) Increased Arc Of Perception (360-Degree) (Radio Group) (10 Active Points) 4 13) Range (Radio Group) (10 Active Points) 2 14) Sense (Radio) (5 Active Points) 15 15) Telescopic +22 to PER Rolls (only to offset the Range Modifier) (Radio Group) (33 Active Points) Powers Cost: 193 Cost Skill 14 +7 Mind Scan 21 +14 vs. penalties on groups for Mind San 8 +4 Flight 8 +4 Combat Piloting 8 +4 System Operations Skills Cost: 59 Total Character Cost: 277 Pts. Disadvantage 15 Distinctive Features: Star Knight Vehicle (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Star Knights 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 10 Vulnerability: 2 x Effect Magnetics (Uncommon) 10 Vulnerability: 2 x BODY Magnetics (Uncommon) Disadvantage Points: 50 Base Points: 225 Experience Required: 2 Total Experience Available: 2 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again Final Vehicle is a Attack Craft Warhorse Player: Val Char 25 STR 13 BODY 3 SIZE 20/30 DEX 3/6 SPD 0" RUN 0" SWIM 0" LEAP Characteristics Cost: 25 Cost Power 37 Armored Construction: +10 DEF, Hardened (+1/4) (37 Active Points) 1 Food Suplies: Life Support , Eating: Character only has to eat once per year (2 Active Points); IIF Bulky (-3/4) 10 Well Constructed: Lack Of Weakness (-10) for Resistant Defenses 4 Magnetic Locks: Clinging (normal STR) (10 Active Points); OIF Bulky (-1), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4) 7 Life Support Systems: Life Support , Safe in Low Pressure/Vacuum, Self-Contained Breathing (12 Active Points); IIF Bulky (-3/4) 27 Force Field Generator: Force Field (15 PD/15 ED), Reduced Endurance 0 END (+1/2), Hardened (x2; +1/2) (60 Active Points); OIF Bulky (-1), Restrainable (Only by means other than Grabs and Entangles -1/4) 5 Displacer Shields: +2 with DCV (10 Active Points); OIF Bulky (-1) 54 Tactical Systems: Multipower, 150-point reserve, all slots: (150 Active Points); OIF Bulky (-1), Limited Arc of Fire 60 Degrees (-1/2), Beam (-1/4) 4u 1) Nova Torpedoes: Killing Attack - Ranged 5d6 (vs. ED), Penetrating (x2; +1) (150 Active Points); 3 Charges (-1 1/4) 5u 2) Rapid Blaster Fire: Killing Attack - Ranged 4d6 (vs. ED), Autofire (5 shots; +1/2), Reduced Endurance 0 END (+1) (150 Active Points) 5u 3) Focused Blaster Fire: Killing Attack - Ranged 5d6 (vs. ED), Reduced Endurance 0 END (+1/2), Armor Piercing x1 (+1/2) (150 Active Points) 3u 4) Photon Missile: Killing Attack - Ranged 10d6 (vs. ED) (150 Active Points); 1 Charges (-2) CyberLink, all slots: IIF Bulky (-3/4), SK II Tech interface required (-1/4) 15 1) +10 DEX (30 Active Points) 10 2) +2 SPD (20 Active Points) 15 Propulsion Systems: Multipower, 30-point reserve, all slots: (30 Active Points); OIF Bulky (-1) 1u 1) Flight 15" (30 Active Points) 1u 2) Flight 10", Variable Advantage (+1/4 Advantages +1/2) (30 Active Points) 1u 3) Flight 10", Megascale (1" = 10 km; +1/2) (30 Active Points) 1u 4) Faster-Than-Light Travel (1024 Light Years/year) (30 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), Restrainable (Only by means other than Grabs and Entangles -1/4) Sensors & Comunications, all slots: OIF Bulky (-1), Sense Affected As More Than One Sense (-1/4) 7 1) Post Light Communication Gear: Mind Link (Specific Group of Minds), Any distance, Number of Minds (x4) (25 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 9 2) Radar (Increased Arc of Perception: 360-Degree) (20 Active Points) 5 3) High Range Radio Perception (12 Active Points) 13 4) Targeting Sensors: +10 with all attacks (30 Active Points) Powers Cost: 240 Cost Skill 4 +2 Flight 8 +4 Combat Piloting Skills Cost: 12 Total Character Cost: 277 Pts. Disadvantage 15 Distinctive Features: Star Knight Vehicle (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Hunted: Star Knights 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 10 Vulnerability: 2 x Effect Magnetics (Uncommon) 10 Vulnerability: 2 x BODY Magnetics (Uncommon) Disadvantage Points: 50 Base Points: 227 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted January 9, 2005 Author Report Share Posted January 9, 2005 Re: Star Knights: Again A quick note on "Cyberlink" the SK II teck is found in the Star Knight's level armor but not in the squire's, so for the group on earth Jolith is the only one who can use the vehicles to there fullest potential Quote Link to comment Share on other sites More sharing options...
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