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TECH KNIGHT version 2.0


MisterD

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Here is the redo with suggestions included.

 

I am also posting the background. (Any suggestions to help firm it up is welcomed)

 

Jason had a very good childhood. He had two loving Parents and an over protective older brother. He had plenty of friends and was doing well in school.

 

Three months after his eighth birthday, His parents and older brother were in an automobile accident. The result left him an orphan.

 

For the next few years, Jason was bounced from foster home to foster home. Parents who didn’t seem to want a child more than some free labor around the house. And some parents who had no idea what they were doing.

 

Some parents wanted to change his name from Jason. His parents gave him that name. His mom, dad and brother were taken from him. No way was his name that they gave him going to be taken away. He eventually ran away from home in the suburbs and escaped to the city.

 

After three years of living in the city, Jason has developed some skills to protect himself from people bigger than him and others who thought he was easy pickings because he was homeless. He also picked up some skills to help put food in his stomach and money in his pocket, even if it wasn’t his money.

 

One day he went to gets some money when he saw a ‘mark’ in an expensive looking suit heading his way. He chatted with a stranger next to him when he bumped into the ‘mark’. He was about to apologies and walk way with the guy’s wallet when he noticed the ‘mark’s’ hand around his wrist with his hand around the man’s wallet.

 

The man did not call for the police or beat on Jason. Instead, he gave Jason a job as his right hand man and gave him a home.

 

The man was Reginald Price, An antique dealer, collector and trader. Jason was taught to manage his appointments, deal with other dealers and interact with clients on the times he was indisposed with latest finds, sales, and trips.

 

Jason was also given a regiment of exercise, diet, etiquette, and some horse back riding. Jason was also given training in the use and care of some medieval weaponry when he commented on if Mr. Price used any of the weapons he had in his estate. Jason was thankful he didn’t ask if he read all the books in his library.

 

As time went on the boss/employee relationship and teacher/student relationship moved to an almost father/son relationship. Mr. Price giving Jason the stability, acceptance and even love he has not received for his foster families or his fellow street people.

 

It was during this time when Jason was brought even deeper into Mr. Price’s confidence. He learned that Mr. Price was also none other than Arcane Knight, The knightly power armored hero of the city, and member of the Protectors. There is a lot more to say about Arcane Knight but that is for another time.

 

 

This made covering for Mr. Price a bit easier and also got Jason thinking along the lines of being trained like a squire of some kind (can you say sidekick?)

 

Jason was wrong. For almost a year after learning of Mr. Price’s secret Jason learned he was going to be more than a sidekick for a hero. Mr. Price came back to his lair grievously wounded in his latest battle with the Black Paladin. Mr. Price leaned that his gift of immortality did not also include invulnerability. An over powering blow to the back has paralyzed Tech Knight. With Armor that was almost falling apart on him and a helm that now shown part of his face (but nothing recognizable past the bruises) The Arcane Knight on his summoned steed managed to make it home.

 

Jason took up the reigns. But with the damage to Arcane Knight’s Mystical armor, Mister Price went to the Gadgeteer. He had a suit of power armor and a robotic horse made up for Jason based on his arcane suit of armor (As his arcane Armor slowly regenerates over the next few years). Jason enters the hero world as Tech Knight.

 

NOTE ON ARCANE KNIGHT:

 

He started his hero career in the time of knights, kings and wizards. On one mission he gained the boon of immortality

 

From then till now he has always been a knight and protector,

 

Being covered in knightly armor helped the man now known as Mr. Price to protect his Identity.

 

But with the growing news and media Mr. Price learned he had to change identity every thirty years or so.

 

Also with the rise in technology, mutant and meta-human villains he used his money (That he gained through artifacts and ‘family’ investments) and experience to keep up with the evil Jones’s. He had gadgets, armor and recently discovered a suit of arcane armor

 

 

Character sheet will be next.

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Character Sheet

 

Tech Knight

 

Player: Marc Ducorsky

 

Val Char Cost
15/25 STR 5
14/21 DEX 12
18 CON 16
10 BODY 0
13 INT 3
11 EGO 2
18 PRE 8
12 COM 1
4/19 PD 1
4/19 ED 0
3/5 SPD 6
8 REC 2
30 END -3
35 STUN 8
6" RUN02" SWIM03"/5" LEAP0Characteristics Cost: 61

 

Cost Power END
POWER ARMOR
35 Power Batteries: Endurance Reserve (150 END, 25 REC) Reserve: (40 Active Points); OIF (-1/2) [Notes: Power supply for all the armor's abilities]
30 Power Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) [Notes: Armor made up of highly resistant, articualted plates giving TECH KNIGHT protection from physical and energy attacks]
40 Force Gauntlets: Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2)
1u 1) Force Mace: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) (uses END Reserve) [Notes: TECH KNIGHT can form a mace made up of photonic energy.] 3
2u 2) Force Sword: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD) (30 Active Points) (uses END Reserve) [Notes: TECH KNIGHT can form a sword made up of photonic energy] 3
2u 3) Force Shield Protect mode: Armor (12 PD/8 ED) (30 Active Points); Not vs. Surprise attacks (-1/4) [Notes: TECH KNIGHT can create a shield of photonic energy that is able to absorb and difuse physical and energy attacks, giving added protection.]
2u 4) Force Shield Defelct Mode: Missile Deflection (Any Ranged Attack), Usable to protect others (+1/2) (30 Active Points) [Notes: When ready for an incoming attack, TECH KNIGHT can defelct incoming ranged attacks.]
2u 5) Force Spear: Killing Attack - Ranged 2d6 (vs. PD) (30 Active Points) (uses END Reserve) [Notes: TECH KNIGHT can create a spear mad up of photonic energy.] 3
1u 6) Force Lance: (Total: 30 Active Cost, 11 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD) (25 Active Points); STR Minimum (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), Real Weapon (-1/4) (uses Personal END) (Real Cost: 11) plus Stretching 1" (5 Active Points); Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (uses Personal END) (Real Cost: 2) [Notes: TECH KNIGHT can create a lance of photonic energy. This weapon is generally created while TK is on the robot horse.] 3
2u 7) Force Blast: Energy Blast 12d6 (vs. PD) (60 Active Points); Required Hands Two-Handed (-1/2), Increased Endurance Cost 2x END (-1/2) (uses END Reserve) [Notes: The gauntlets are not generaly designed to generate blasts but they can when used together.] 12
Enhancers, all slots: OIF (-1/2)
5 1) +10 STR (10 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 1
10 2) +7 DEX (21 Active Points); No Figured Characteristics (-1/2)
13 3) +2 SPD (20 Active Points)
3 Polarized Lenses: Flash Defense (5 points) (Sight Group) (5 Active Points); OIF (-1/2)
3 Night Sight lenses: Nightvision (5 Active Points); OIF (-1/2)
3 Heat sensitive lenses: Infrared Perception (5 Active Points); OIF (-1/2)
Powers Cost: 154

 

Cost Martial Arts Maneuver
Sword & Mace
4 1) Basic Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
5 2) Power Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
2 5) Weapon Element: Axes, Maces, Hammers, and Picks, Empty Hand, Power Sword
Martial Arts Cost: 19

 

Cost Skill
Tech Knight Training
10 1) +2 with Melee
3 2) Analyze: Combat 12-
2 3) Animal Handler (Equines) 13-
3 4) High Society 13-
2 5) KS: Black Paladin 11-
2 6) KS: Mideval trivia 11-
3 7) KS: Tech Knight (INT-based) 12-
3 8) Riding 12- (13-)
2 9) WF: Common Melee Weapons
Street Background
10 1) +2 with Melee
3 2) Breakfall 12- (13-)
3 3) Bribery 13-
3 4) Climbing 12- (13-)
3 5) Concealment 12-
3 6) Sleight Of Hand 12- (13-)
3 7) Stealth 12- (13-)
3 8) Streetwise 13-
2 9) Survival (Urban) 12-
Everyman Skills
0 1) Acting 8-
0 2) AK: Native Country 8-
0 3) Climbing 8-
0 4) Conversation 8-
0 5) Deduction 8-
0 6) Language: English (Idiomatic, native accent; Custom Adder)
0 7) Paramedics 8-
0 8) Persuasion 8-
0 9) PS: Personal Assistant 8-
0 10) Shadowing 8-
0 11) TF: Custom Adder, Small Motorized Ground Vehicles
Skills Cost: 63

 

Cost Perk
50 Follower: Robot Horse (250 Base, 0 Disad)
1 Contact: Street Kids (Contact has: useful Skills or resources, Contact limited limited to JASON identity) 8-
2 Contact: Friends of original Tech Knight (Contact has: very useful Skills or resources, Contact limited to TECH KNIGHT Identity) 8-
Perks Cost: 53

 

 

 

Total Character Cost: 350

 

Val Disadvantages
10 Dependent NPC: Original Tech Knight 14- (Frequently), Slightly Less Powerful than the PC, Useful noncombat position or skills
10 Distinctive Features: Tech Knight Armor Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses [Notes: Mr. Price, and now Jason's, armor had the same appearance since the 1830's]
10 Enraged: Homeless / inocent bystanders attacked Uncommon, go 11-, recover 14-
15 Hunted: Black Paladin 8- (Occasionally), More Powerful, Harshly Punish [Notes: Mr. Price has been fighting the Black Paladin since before the Black Paladin was cursed. Besides the hero mantle, Jason inherited being hunted by the Black Paladin]
15 Psychological Limitation: Knight's Code Very Common, Strong
20 Psychological Limitation: Code vs Killing Very Common, Strong
10 Psychological Limitation: Must live up to original Tech Knight's reputation Uncommon, Strong
10 Reputation: Long lived hero with many incarnations Frequently (11-)
5 Rivalry: Knight based heroes / Orogonal Tech Knight's past Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID Frequently (11-), Major
5 Vulnerability: 1 1/2x STUN Eloctro Magnetic attacks Uncommon
5 Vulnerability: 1 1/2x BODY Electro Magnetic attacks Uncommon
20 Normal Characteristic Maxima

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Next post the Robot Horse

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I may need a better name for the horse.

 

 

Iron Steed

 

Player:

 

Val Char Cost
30 STR 10
21 DEX 33
15 BODY 3
4 SPD 9
16" RUN00" SWIM-20" LEAP0Characteristics Cost: 87

 

Cost Power END
25 Power: Endurance Reserve (100 END, 15 REC) (25 Active Points)
25 Metallic Hide: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Coverage does not protect passengers (-1/2)
20 Rear Kick: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) (uses END Reserve) 3
56 Anti-Theft system: Energy Blast 3d6 (vs. ED), Trigger (Unauthorized access) (+1/4), Damage Shield (+1/2), Continuous (+1), No Normal Defense Standard (+1) (56 Active Points) (uses END Reserve) 6
9 Running: +10" Ground Movement (16" total) (20 Active Points); Only On Appropriate Terrain (-1/2)
Powers Cost: 135

 

 

Cost Skill
4 +2 with Movement
4 +2 with Rear Kick
Skills Cost: 8

 

Cost Perk
20 Computer (100 Base, 0 Disad)
Perks Cost: 20

 

 

Cost Equipment END
20 Computer Brain (100 Base, 0 Disad)
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 250

 

 

Base Points: 250

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Next the computer Brain

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Iron Steed brain

 

Player:

 

Val Char Cost
10 DEX 0
21 INT 11
4 SPD 20
Characteristics Cost: 31

 

Cost Power END
6 Sensors: Enhanced Perception (+2 to PER Rolls for All Sense Groups)
Powers Cost: 6

 

 

Cost Skill
17 Computer Programming 20-
5 AK 14-
2 KS: Known criminals 11-
2 KS: Horse Behavior 11-
3 Systems Operation 13-
2 Navigation (Land) 13-
1 TF: Mechanical Steed
3 Electronics 13-
3 Mechanics 13-
Skills Cost: 38

 

 

Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
5 Eidetic Memory
3 Lightning Calculator
PROGRAMS
1 1) Program: Recognize and protect Tech Knight
1 2) Program: Approach Tech Knight when called
1 3) Program: Move from location A to Location B
1 4) Program: Emulate horse Behavior
1 5) Program: Self Diagnostics
1 6) Program: Attack Target on comand
1 7) Program: Scan & Enter data
1 8) Program: Search memory for requested information
Talents Cost: 25

 

 

Total Character Cost: 100

 

 

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Guest innominatus

As to whether he's good enough to play, only your GM can say for sure, based on the relative power levels of the villains and the other heroes. His specs certainly seem to fit into the "Standard Superhero" power scale, though.

 

A couple more observations, if I may:

 

1.) You still got the cost wrong on the Endurance Reserve; 40 Active Points with a -1/2 Limitation is worth 27 points, not 35.

 

2.) If it were my character, I'd sell off one of the H-T-H skill levels and use the points saved to bump up your DEX to 23; It's sort of a "benchmark" level for superheroic characters. You'll get the same +1 OCV the level would get you, PLUS you get +1 DCV at the same time, PLUS an extra +1 to all DEX-Based skills (Riding, Breakfall, Climbing, Sleight of Hand).

 

3.) Why does the lance have all these "real-world weapon" Limitations, but not his other weapons? Since you've got the extra points from the savings on the END Reserve, I'd buy them off on the Lance (or add them to all the other weapons, to keep things consistent). Also, I'd suggest either adding some sort of Advantage (like Armor Piercing or Penetrating) or some extra DC's of damage (bought outside of the Multipower so it doesn't use up points from the MP's reserve) to help differentiate it from the sword. Either that, or make the sword Armor Piercing and just pile on the raw DC's for the Lance (after all, the more DC's the lance has, the more extra DC's you can add on from velocity, extra STR, etc).

 

 

"Jesus! Nobody wants to hear your boring fucking origin story!"

-- Amok, "The Specials"

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3.) Why does the lance have all these "real-world weapon" Limitations, but not his other weapons? Since you've got the extra points from the savings on the END Reserve, I'd buy them off on the Lance (or add them to all the other weapons, to keep things consistent). Also, I'd suggest either adding some sort of Advantage (like Armor Piercing or Penetrating) or some extra DC's of damage (bought outside of the Multipower so it doesn't use up points from the MP's reserve) to help differentiate it from the sword. Either that, or make the sword Armor Piercing and just pile on the raw DC's for the Lance (after all, the more DC's the lance has, the more extra DC's you can add on from velocity, extra STR, etc).

 

How do I do that (Add DC outside the MP?)

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Except for the background typo where you say Tech Knight was paralyzed instead of Arcane Knight.

 

Your lance does need a little more help I mean if you can't use velocity on it why have it? I figure you'd want it to have as big an initial punch as possible. Is there a way to make it so it can't be used without stretching (kinda simulate that it's long and unwieldy?)

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Guest innominatus

For buying extra DC's for the lance outside of the MP, just pay for them normally (not the 1/10 Active Points the way you would for a Multipower slot) and then add them to the cost of the slot they go with. Those extra DC's are then "linked" to the slot (i.e.; you can't use them without using points from the MP's reserve to "power" the slot).

 

To do a sample writeup: Say you take the 8 points you'd save from recalculating the END Reserve, plus you convert one H-T-H level to 23 DEX and save 1 more point. You "max out" the 30 pt. slot with an AP HKA, then buy the extra DC's and Stretching effectively "outside" of the slot but still linked to it. To save a couple extra points, I'd substitute the Limitations you currently have on the lance with: OIF (-1/2), Cannot be used for Sweep/Multiple Power attacks (you can't, say, swing the sword and skewer someone at the same time, or skewer multiple people with a single pass; -1/4), and 1/2 DCV Concentration (ask any SCA member -- it's TOUGH to keep that lance steady at a full gallop! -1/4). So the revised lance would look like this:

 

10 (u) 2d6 HKA (4d6 w/STR), Armor Piercing (+1/2), OIF (-1/2), 1/2 DCV Concentration (-1/4), Not Usable for Sweeps & Multiple Power Attacks (-1/4), PLUS 1" Stretching, OIF (-1/2), No NCM (-1/4), Only to attack with lance (-1/2)

 

Or you could break down the math like so:

1 30 pt. MP slot with -1 in Limitations

7 Extra +2 DC's (with AP) outside of MP, with -1 in Limitations

2 1" Stretching with -1 in Limitations

 

Or you could just buy the power as raw (non-AP) HKA, in which case it would be 3d6 (up to 6d6 with manuevers & Strength!) I know the very nature of lances SCREAMS Armor Piercing, but since most master villains are going to have Hardened Defenses and you're most likely going to be using the lance as an opening or finishing move, it'd make more sense in terms of efficiency to make it just pure HKA (and then convert the sword to 1d6+1 AP HKA to differentiate the two).

 

 

"Jesus! Nobody wants to hear your boring fucking origin story!"

-- Amok, "The Specials"

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TECH KNIGHT version 2.01

 

Tech Knight

 

Player: Marc Ducorsky

 

Val Char Cost
15/25 STR 5
16/23 DEX 18
18 CON 16
10 BODY 0
13 INT 3
11 EGO 2
18 PRE 8
14 COM 2
4/19 PD 1
4/19 ED 0
3/5 SPD 4
8 REC 2
30 END -3
35 STUN 8
6" RUN02" SWIM03"/5" LEAP0Characteristics Cost: 66

 

Cost Power END
POWER ARMOR
27 Power Batteries: Endurance Reserve (150 END, 25 REC) (40 Active Points); OIF (-1/2) [Notes: Power supply for all the armor's abilities]
30 Power Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) [Notes: Armor made up of highly resistant, articualted plates giving TECH KNIGHT protection from physical and energy attacks]
40 Force Gauntlets: Multipower, 60-point reserve, all slots: (60 Active Points); OIF (-1/2)
1u 1) Force Mace: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2) (uses END Reserve) [Notes: TECH KNIGHT can form a mace made up of photonic energy.] 3
2u 2) Force Sword: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. PD), Armor Piercing x1 (+1/2) (30 Active Points) (uses END Reserve) [Notes: TECH KNIGHT can form a sword made up of photonic energy] 3
2u 3) Force Shield Protect mode: Armor (12 PD/8 ED) (30 Active Points); Not vs. Surprise attacks (-1/4) [Notes: TECH KNIGHT can create a shield of photonic energy that is able to absorb and difuse physical and energy attacks, giving added protection.]
2u 4) Force Shield Defelct Mode: Missile Deflection (Any Ranged Attack), Usable to protect others (+1/2) (30 Active Points) [Notes: When ready for an incoming attack, TECH KNIGHT can defelct incoming ranged attacks.]
3u 5) Force Spear: Killing Attack - Ranged 2d6 (vs. PD), Penetrating (+1/2) (45 Active Points) (uses END Reserve) [Notes: TECH KNIGHT can create a spear mad up of photonic energy.] 4
3u 6) Force Lance: Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. ED) (45 Active Points) (uses END Reserve) [Notes: TECH KNIGHT can create a Lance of force field energy. He usually uses this weapon while charging on Robo-horse] 4
2u 7) Force Blast: Energy Blast 12d6 (vs. PD) (60 Active Points); Required Hands Two-Handed (-1/2), Increased Endurance Cost 2x END (-1/2) (uses END Reserve) [Notes: The gauntlets are not generaly designed to generate blasts but they can when used together.] 12
5 Force Lance: +2 with DCV (10 Active Points); Linked to Force Lance (-1/2), OIF (-1/2)
2 Force Lance: Stretching 1" (5 Active Points); Only To Cause Damage (-1/2), Linked to Force Lance (-1/2), OIF (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4) (uses END Reserve) 1
Enhancers, all slots: OIF (-1/2)
5 1) +10 STR (10 Active Points); No Figured Characteristics (-1/2) (uses END Reserve) 1
10 2) +7 DEX (21 Active Points); No Figured Characteristics (-1/2)
13 3) +2 SPD (20 Active Points)
3 Polarized Lenses: Flash Defense (5 points) (Sight Group) (5 Active Points); OIF (-1/2)
3 Night Sight lenses: Nightvision (5 Active Points); OIF (-1/2)
3 Heat sensitive lenses: Infrared Perception (5 Active Points); OIF (-1/2)
Powers Cost: 156

 

Cost Martial Arts Maneuver
Sword & Mace
4 1) Basic Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
5 2) Power Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
4 3) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
2 5) Weapon Element: Axes, Maces, Hammers, and Picks, Empty Hand, Power Sword
Martial Arts Cost: 19

 

Cost Skill
Tech Knight Training
10 1) +2 with Melee
3 2) Analyze: Combat 12-
2 3) Animal Handler (Equines) 13-
3 4) High Society 13-
2 5) KS: Black Paladin 11-
2 6) KS: Mideval trivia 11-
3 7) Riding 12- (14-)
2 8) WF: Common Melee Weapons
Street Background
5 1) +1 with Melee
3 2) Breakfall 12- (14-)
3 3) Bribery 13-
3 4) Climbing 12- (14-)
3 5) Concealment 12-
3 6) Sleight Of Hand 12- (14-)
3 7) Stealth 12- (14-)
3 8) Streetwise 13-
2 9) Survival (Urban) 12-
Everyman Skills
0 1) Acting 8-
0 2) AK: Native Country 8-
0 3) Climbing 8-
0 4) Conversation 8-
0 5) Deduction 8-
0 6) Language: English (Idiomatic, native accent; Custom Adder)
0 7) Paramedics 8-
0 8) Persuasion 8-
0 9) PS: Personal Assistant 8-
0 10) Shadowing 8-
0 11) TF: Custom Adder, Small Motorized Ground Vehicles
Skills Cost: 55

 

Cost Perk
50 Follower: Robot Horse (250 Base, 0 Disad)
1 Contact: Street Kids (Contact has: useful Skills or resources, Contact limited limited to JASON identity) 8-
2 Contact: Friends of original Tech Knight (Contact has: very useful Skills or resources, Contact limited to TECH KNIGHT Identity) 8-
Perks Cost: 53

 

 

 

Total Character Cost: 349

 

Val Disadvantages
10 Dependent NPC: Original Tech Knight 14- (Frequently), Slightly Less Powerful than the PC, Useful noncombat position or skills
10 Distinctive Features: Tech Knight Armor Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses [Notes: Mr. Price, and now Jason's, armor had the same appearance since the 1830's]
10 Enraged: Homeless / inocent bystanders attacked Uncommon, go 11-, recover 14-
15 Hunted: Black Paladin 8- (Occasionally), More Powerful, Harshly Punish [Notes: Mr. Price has been fighting the Black Paladin since before the Black Paladin was cursed. Besides the hero mantle, Jason inherited being hunted by the Black Paladin]
15 Psychological Limitation: Knight's Code Very Common, Strong
20 Psychological Limitation: Code vs Killing Very Common, Strong
10 Psychological Limitation: Must live up to original Tech Knight's reputation Uncommon, Strong
10 Reputation: Long lived hero with many incarnations Frequently (11-)
5 Rivalry: Knight based heroes / Orogonal Tech Knight's past Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID Frequently (11-), Major
5 Vulnerability: 1 1/2x STUN Eloctro Magnetic attacks Uncommon
5 Vulnerability: 1 1/2x BODY Electro Magnetic attacks Uncommon
20 Normal Characteristic Maxima

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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