Monday, February 22, 2016

Psi Wars: Dun Beltain 2.0

Let's see what Dun Beltain looks like compared to his first incarnation.

Dun Beltain: Space Knight, Humble Origins, 250 points

Armored by John Gwolf

ST 11 [10]
DX 13 [60]
IQ 13 [60]
HT 12 [20]

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]


Charisma +1 [5]
Combat Reflexes [15]
Contact Group (Machinist Guild of Grist, Skill 15, 9 or less, somewhat reliable) [10]
Danger Sense [15]
Legal Enforcement Powers (Space Knight) [15]
Luck [15]
Security Rank 1 [5]
Weapon Master (Force Sword) [20]


Duty (Space Knight Order, 15 or less, Extremely Hazardous) [-20]
Honesty (12 or less) [-10]
Pacifism (Cannot Harm Innocents) [-10]
Secret (Romantic affair with Space Princess) [-5]
Sense of Duty (Team) [-5]

Skills 55

Area Knowledge (The Junkworld of Grist) IQ+1 [2]-14
Beam Weapons (Pistol) DX+1 [2]-14
Brawling DX+2 [4]-15
Computer Operation IQ [1]-11
Fast-Draw (Force Sword) DX+1* [1]-14
First Aid IQ+1 [2]-14
Force Sword DX+3 [12]-16
Intelligence Analysis IQ [4]-13
Law (Galactic) IQ-1 [2]-12
Leadership IQ+1* [2]-14
Mechanic (Starship) IQ-1 [1]-12
Observation Per+1 [4]-14
Pilot (Contragravity) DX [2]-13
Savoir-Faire IQ+1 [2]-14
Scrounging (E) Per+1 [2]-14
Shield (Buckler) DX+1 [2]-14
Stealth DX [2]-12
Tactics IQ-1 [2]-12
Vacc Suit DX [2]-12
Wrestling DX+1 [4]-14 

Blaster Pistol: 3d(5) Acc 5, RoF 3, Bulk -2, rcl 1; $2200, 1.6 lbs
Combat Hardsuit: DR 100/60; $10,000, 30 lbs
Combat Infantry Helmet: DR 36/25; $2,000, 5 lbs
Force Sword: 8d+16(5), Reach:1, 2; $10,000, 2 lbs
Force Buckler: +3 PD, DR 100, $1,500, 0.5 lbs

Light Encumbrance
Dodge: 9 (12), Parry (Force Sword) 12 (15), Block (Force Buckler) 11 (14).

This Dun is far, far more dynamic than the previous Dun.  Already knowing I would lack precognitive parry in this incarnation, I have elected to keep the combat hardsuit and added a force buckler (it's not very Star Wars, but it might fit our setting.  We'll see how we feel about it after the playtest).  Space Knights can focus on a variety of things, but I have elected to pull him away from security and push him more towards combat and leadership.  I see Dun as heroic, a voice of morality in the somewhat morally grey party he belongs to.

Dun retains his Danger Sense (though it's no longer psionic in nature), and has added modest standing in his Space Knight organization.  His disadvantages remain largely the same, though I needed to fill out the rest of his points.  I chose to deepen his honor by giving him a greater commitment to his allies and then, running out of ideas, I've given him a secret romance with a princess (how embarrassing!)

Finally, I've chosen the Humble Origins lens. I see Dun as a man of the people who has risen to the rank of Space Knight.  That makes him popular among his own people.  Naturally, humble origins ties you deeply to your planet, so it needs a name: I have chosen to call it "Grist," and I imagine it to be a world covered in the debris and ruins of war and industry.  The hardy people there make a living by salvaging or fixing up ships.  Dun has some experience with this, but he mostly has friends who can help him if he needs it.

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