DrLite Posted July 26, 2009 Report Share Posted July 26, 2009 So, the dangerous has happened again. I got an other idea for a character. A jousting knight like character. I'd like some ideas on what to do with him power wise. But, most importantly, how would I go about making his mechanical horse? Vehicle maybe? He'll use it in combat. Quote Link to comment Share on other sites More sharing options...
Black Ops Posted July 26, 2009 Report Share Posted July 26, 2009 Re: Character Idea - Jousting Knight Depends. Which Way do you want to go ? Scientific or Magical ? You could build something along the Atomic Steed the Black Knight used or a winged magical Horse like the shining Knight had. A vehicle or a follower. Quote Link to comment Share on other sites More sharing options...
Egyptoid Posted July 26, 2009 Report Share Posted July 26, 2009 Re: Character Idea - Jousting Knight there was an idea for one in the USA5O Quote Link to comment Share on other sites More sharing options...
DrLite Posted July 26, 2009 Author Report Share Posted July 26, 2009 Re: Character Idea - Jousting Knight I have a rough draft written up. I went for a vehicle. I think I'm going to go for a combination of magic and technology. The horse I built can run and fly. It also has a psychic bond with the knigh character. I'll post up my character sheets when I'm home. Quote Link to comment Share on other sites More sharing options...
DrLite Posted July 28, 2009 Author Report Share Posted July 28, 2009 Re: Character Idea - Jousting Knight Champion Player: Val Char Cost 40 STR 30 26 DEX 48 28 CON 36 15 BODY 10 13 INT 3 10 EGO 0 25 PRE 15 12 COM 1 28/33 PD 2 28 ED 4 5 SPD 14 15 REC 2 70 END 7 70 STUN 21 8" RUN 4 2" SWIM 0 2" LEAP -6 Characteristics Cost: 191 Cost Power 20 Lance of Justice: Multipower, 45-point reserve, (45 Active Points); OAF (-1), Real Weapon (-1/4) 1u 1) Strike: HA +7d6 (35 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2u 2) Charge!: HA +3d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Half Phase Action to reset, Trigger can expire (1 Segment); +1/4), Area Of Effect (16" Any Area; +1 3/4) (45 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Must Pass Through/By Effected Hexes on Horse/Riding Animal/Vehicle (-1/2) 5 Lance's Reach: Stretching 1", Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2) (12 Active Points); Limited Power Only with Lance (-1/2), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Always Direct (-1/4) 18 Sword of Judgement: Multipower, 40-point reserve, (40 Active Points); OAF (-1), Real Weapon (-1/4) 3u 1) Hack: HKA 2d6 (4d6 w/STR), +1 Increased STUN Multiplier (+1/4) (37 Active Points); No Knockback (-1/4) 1u 2) Slash: HA +2d6, Armor Piercing (+1/2) (15 Active Points); Hand-To-Hand Attack (-1/2) 2u 3) Purge Darkness: Dispel Darkness 9d6, Cumulative (+1/2) (40 Active Points); Activation Roll 13- (-3/4), No Range (-1/2) 2u 4) Blinding Judgement: Sight Group Flash 3d6, Area Of Effect (One Hex; +1/2) (22 Active Points) 4 Helm of Immortality: LS (Longevity: Immortal), Cannot Be Removed Against Will (+0) (5 Active Points); Visible (-1/4) 31 Armor of Glory: Armor (18 PD/18 ED) (54 Active Points); OIF (-1/2), Real Armor (-1/4) Armor Qualities 16 1) Knockback Resistance -10" (20 Active Points); Linked (Armor of Glory; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -1/4) 4 2) LS (Safe in Intense Cold; Safe in Intense Heat) 13 Shield of Defending: Multipower, 30-point reserve, (30 Active Points); OAF (-1), Real Armor (-1/4) 1u 1) Missile Deflection (Any Ranged Attack), Persistent (+1/2) (30 Active Points); Activation Roll 11- (-1) 1u 2) +5 PD (5 Active Points) 1u 3) +1 with DCV (5 Active Points) 1u 4) Sight Group Flash Defense (10 points) (10 Active Points) 1u 5) Power Defense (10 points) (10 Active Points) Powers Cost: 127 Cost Skill 3 Acting 14- 3 High Society 14- 3 Mechanics 12- 3 Oratory 14- 3 Paramedics 12- 3 Riding 14- 3 Survival 12- 3 Tactics 12- 3 Teamwork 14- 2 TF: Riding Animals 2 Weaponsmith (Muscle-Powered HTH) 12- 10 Defense Maneuver I-IV Everyman Skills 0 1) Acting 8- 0 2) AK: Europe 8- 0 3) Climbing 8- 0 4) Concealment 8- 0 5) Conversation 8- 0 6) Deduction 8- 0 7) Language: English (Idiomatic; literate) (5 Active Points) 0 8) Paramedics 8- 0 9) Persuasion 8- 0 10) PS: Knight 11- 0 11) Shadowing 8- 0 12) Stealth 8- 0 13) TF: Common Motorized Ground Vehicles, Small Motorized Ground Vehicles 0 14) KS: Legends and Lore 8- 0 15) KS: Royality 11- Skills Cost: 41 Cost Perk 30 Vehicle Perks Cost: 30 Total Character Cost: 389 Pts. Disadvantage 15 Psychological Limitation: Code of Chivalry (Common, Strong) 20 Overconfident: (Very Common, Strong) 20 Loyal to the Cause: (Very Common, Strong) 20 Cannot Turn Down A Challenge: (Common, Total) 25 Psychological Limitation: Won't Take Off His Helmet (Very Common, Total) 15 Psychological Limitation: A Jester at Heart (Common, Strong) 15 Social Limitation: Public Identity Frequently (11-), Major 20 Hunted: PRIMUS 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) Disadvantage Points: 150 Base Points: 200 Experience Required: 39 Total Experience Available: 50 Experience Unspent: 11 Quote Link to comment Share on other sites More sharing options...
Marcus Impudite Posted July 28, 2009 Report Share Posted July 28, 2009 Re: Character Idea - Jousting Knight Are you going to give him a flying ostrich for a mount? Quote Link to comment Share on other sites More sharing options...
DrLite Posted July 28, 2009 Author Report Share Posted July 28, 2009 Re: Character Idea - Jousting Knight His mount is same speed and dex. It can run 18" and fly 14". Also has a psychic bond to Champion. Quote Link to comment Share on other sites More sharing options...
pruttm Posted July 28, 2009 Report Share Posted July 28, 2009 Re: Character Idea - Jousting Knight You aren't using move-by? It looks like you are building Charge to replace the move-by, but I wasn't totally sure. Quote Link to comment Share on other sites More sharing options...
Ice9 Posted July 29, 2009 Report Share Posted July 29, 2009 Re: Character Idea - Jousting Knight One tweak - Slash is currently HA +2d6, AP. As an advantaged HA, it would only go up to 4d6 with Strength - pretty puny even for an AP attack. Since you have room in the MP, I'd increase it to HA +5d6 or +6d6 AP - more on the level of Hack. Quote Link to comment Share on other sites More sharing options...
DrLite Posted July 29, 2009 Author Report Share Posted July 29, 2009 Re: Character Idea - Jousting Knight One tweak - Slash is currently HA +2d6' date=' AP. As an advantaged HA, it would only go up to 4d6 with Strength - pretty puny even for an AP attack. Since you have room in the MP, I'd increase it to HA +5d6 or +6d6 AP - more on the level of Hack.[/quote'] Thanks. I was actually trying to get it to 10d6 Quote Link to comment Share on other sites More sharing options...
JmOz Posted August 2, 2009 Report Share Posted August 2, 2009 Re: Character Idea - Jousting Knight His mount is same speed and dex. It can run 18" and fly 14". Also has a psychic bond to Champion. This might seem like a bit of of cheese, but if the mount will not act independently of him (In otherwords, only function as a type of movement) You could build it as follows on the character sheet itself 28 Mount 42 Point Multipower OIF 3u Flight 14" 0 END 3u Running +12" 0 END --- 34 points. Add either Bulky or make it restrainable, or OAF (all appropriate for the idea) and the real cost drops to 25 points Quote Link to comment Share on other sites More sharing options...
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