Tuesday, November 22, 2016

Vesper Tane, Dark Space Knight 2.0

The point of exploring Vesper Tane in such detail is multi-fold. First, by expanding him to 350 points and then 400, I get an idea of how well the power-up system works as a basis for experience. Of course, ideally heroes will purchase bits and pieces piecemeal rather than at 50 point chunks, but this should give us an idea of what building up a character. It will also give me an idea of 300 points is enough. Is 400 points closer to what players expect a real space knight to be like?


So, this is Vesper Tane after he has completed his training. He has gained a connection with Communion, though he has turned to the dark side of the Id. His drive to destroy the Empire has made the Path of the Rebellious Beast profoundly tempting. He embraces the Id because he believes that the destruction of the Empire is necessary and worth the sacrifice to the ravening, bestial greed of the id. His study has given him Dark Communion 6, unlocked his Destiny to bring down the (an?) Empire, and his Legendary Reputation for the Rebellious Beast, as well has helped him learn about the very nature of Communion itself, which explains the conscious choice to walk the Path of the Rebellious Beast. To do so, he must rearrange his disadvantages. He no longer directly serves his Space Knight order: For walking the path of the Rebellious Beast, Master Kimon threw him out, and Rafari has turned his back on him, even if Vesper Tane refuses to turn his back on them. His nightmares have cleared up now that that his connection with Dark Communion has solidified into something he can control, and that he understands his true purpose in the Galaxy. To funnel his power, he has built his hatred of the Empire into full-blown Intolerance, and the Rebellious Beast begins to seep into his mind, manifesting as an easy-to-control Bad Temper.


Vesper Tane, Dark Space Knight, 350 points

Attributes

ST 11 [0]
DX 12 [40]
IQ 13 [60]
HT 11 [10]

Secondary Characteristics

Dmg 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 16 [15]; Per 13 [0]; FP 11 [0]; Basic Speed 6.0 [5]; Basic Move 6 [0]

Advantages

Charisma +1 [5]
Combat Reflexes [15]
Contact Group (Pirates, Skill-15, somewhat reliable) [10]
Danger Sense [15]
Dark Communion 6 [25]
Destiny (“When Vesper Tane goes to war, a great empire will fall”) 2 [10]
Legendary Reputation (Rebellious Beast) +1 [8]
Psychokinesis Talent +3 [15]
Signature Gear (The Force Blade of Vesper Tane) [1]
Special Exercise (Power-Blow works with Force Sword) [1]
Style Familiarity: the Destructive Form [1]
TK Tether (Force Sword) [1]
TK-Control 8 [48] (BL 12)

Weapon Master (Force Sword) [20];

Disadvantages

Bad Temper (15 or less) [-5]
Disciplines of Faith (Ritualism) [-5]
Intolerance (Imperials) [-5]
Obsession (Bring down the Empire) [-10]
Sense of Duty (Allies) [-5]
Social Stigma (Criminal) [-5]
Vow (to use no weapon other than a force sword) [-5]

Wealth (Struggling) [-10]

Skills

Brawling (E) DX+2 [4]-14
Computer Operation (E) IQ [1]-12
Escape (H) DX-1 [2]-11
Fast-Draw (Sword) (E) DX+1*[1]-13;
Force Sword (A) DX+6 [24]-18;
-Beat (H) N+3 [4]-20
Hidden Lore (Communion) (A) IQ [2]-13;
Intimidation (A) Will [2]-15
Leadership (A) IQ+1* [2]-14
Meditation (H) Will+1 [8]-17,
Navigation (Hyperspace) (A) IQ-1 [1]-11
Observation (A) Per [2]-13
Philosophy (H) IQ [4]-13;
Pilot (Starship) (A) DX-1 [1]-11.
Power-Blow (H) Will+1* [2]-17
Precognitive Parry (H) IQ [4]-13;
Running (A) HT [2]-11
Savoir-Faire (Mafia) (E) IQ+1 [2]-14
Stealth (A) DX [2]-12;
Streetwise (A) IQ [2]-13
Tactics (H) IQ [4]-13
TK-Control (H) IQ+2* [2]-15
Urban Survival (A) Per [2]-13
Vacc Suit (A) DX-1[1]-11
Wrestling (A) DX+1 [4]-13

Gear

As with Rafari, I'm not going to bother with gear for Vesper at this point, though obviously at some point, he needs to gain his signature Force Sword.

Signature Moves
Basic Pommel Strike: In defensive grip, make a hammer fist for your opponent’s face. Roll Brawling -6 (8). Deal 1d damage. If shock is inflicted, target must roll vs stun. Defend at +1 against attacks from the front (14) and -1 from attacks to the side or rear (10). This counts a dirty trick. Setup: The first turn of combat.

The Patience-Killing Stroke: The Destructive Form pushes its opponent to parry or to attack, or risk losing their ability to dodge. In Defensive Grip, make a deceptive defensive attack to the leg. Roll Force Sword (-6) (12) to hit. Your opponent defends at -2. Deal 8d-4 (5) burn damage to the leg. The stylist defends at +1 for the remainder of the turn, with an additional +1 against forward attacks. Setup: None, though typically if one’s opponent is defensive.

The Balance-Killing Stroke: The Destructive Form turns the tables on an aggressive opponent through strength. In defensive grip, make a Force Sword Shove (-2, with +2 from the two-handed grip). Roll ST-based Force-Sword+0 (17) in a quick contest with your opponent’s ST-based Force Sword. If successful, apply the margin of victory as a penalty to opponent’s dodge and kicking skill. If success by 5 or more, inflict one yard of knockback. Setup: After making a successful parry.


The Spirit-Killing Stroke: The Destructive Form batters down its opponents defenses and then destroys his opponent’s ability to fight. In Defensive Grip, make a rapid-strike Beat. Roll ST-based beat-3 (17) with your opponent’s ST- or DX-based force-sword skill. Success applies margin of victory as a penalty to attack and defense, while success by 5 or more unreadies the weapon. Then make a second attack against the arm of the opponent. Roll Force-Sword (11 or less). Deal 8d(5) burn damage to the arm. Setup: Your opponent successfully parries your attack.

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