Imperial Royal Guard |
So, I present Iteration Two's take on Space Knights: Masters of protecting other people. They're tough, hardy, paranoid, and have enormous extra-legal power, thanks to the Space Knight Order... or whatever it is.
Space Knight: 250 points
Attributes: 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]
Advantages: Either Legal Enforcement Powers (Space Knight) [15] and Security Rank 0 [0] or Contact Group (Space Knights, Skill 18, 9 or less) [15]. •Combat Reflexes [15], Luck [15]. •A total of 40 points from the following: ST +1 to +2 [10/level], DX+1 to +2 [20/level], IQ +1 to +2 [20/level], HT +1 to +2 [10/level], HP +1 to +4 [2/level], Will +1 to +5 [5/level], Per +1 to +5 [5/level], FP +1 to +6 [3/level], Charisma +1 to +2 [5/level], Danger Sense [15], Enhanced Dodge 1 [15], Enhanced Parry (Single Weapon) +1 to +3 [5/level], either Fearlessness +1 to +5 [2/level] or Unfazeable [15], Fit or Very Fit [5 or 15], Hard to Kill +1 to +3 [2/level], Hard to Subdue +1 to +3 [2/level], High Pain Threshold [10], Lifting ST +1 to +4 [3/level], Penetrating Voice [1], Peripheral Vision [15], Rapier Wit [5], Recovery [10], Sacrificial Parry [1], Security Rank +1 to +4* [5/level], Serendipity 1-2 [15/level], Signature Gear [Varies], Weapon Bond [1], Weapon Master (Single Weapon) [20], Wild Talent 1 [20], or upgrade Luck [15] to Extraordinary Luck [30] for 15 points.
Disadvantages: Choose either Duty (Space Knight Order, 15 or less, Extremely Hazardous) [-20] or -20 points from Charitable [-15*], Code of Honor (Bushido or Chivalry) [-15], Fanaticism (Employer or Faction) [-15], Impulsiveness [-10], Overconfidence [-5*], Selfless [-5*], Sense of Duty (Employer, Team or Faction) [-2, -5 or -10], Workaholic [-5]; •Choose an additional -30 from the previous disadvantages or from Bloodlust [-10*], Callous [-5], Honesty [-10*], Intolerance (Rival Faction) [-5], Guilt Complex [-5], Pacifism (Cannot Harm Innocents) [-10], Secret (Past Failures or Crimes) [-5 to -20], Stubbornness [-5], Truthfulness [-5*], Vows (Any) [-5 to -15]
Primary Skills: Beam Weapons (Pistol) (E) DX+1 [2]-14; Fast-Draw (Any) DX+1* [1]-14; Law (Galactic) (H) IQ-1 [2]-12, Observation Per+1 [4]-14, Savoir-Faire (E) IQ+1 [2]-14; •Either Criminology (A) IQ+1 [4]-14 or Intelligence Analysis (H) IQ [4]-13; •Either Brawling (E) DX+2 [4]-15 or Karate (H) DX [4]-13; •Either Judo (H) DX [4]-13 or Wrestling (A) DX+1 [4]-14; •Choose one of Knife (E) DX+4 [12]-17, Force Sword or Shortsword both (A) DX+3 [12]-16, or improve one unarmed skill by +3 levels for 12 points;
Secondary Skills: Pilot (Contragravity or Starship) (A) DX [2]-13, Both Stealth and Vacc Suit both (A) DX [2]-12; •Choose four of Jumping or Shield both (E) DX+1 [2]-14, Climbing, Parry Missile Weapon or Riding (Any) both (A) DX [2]-13, Acrobatics (H) DX-1 [2]-12, Gestures or First-Aid (E) IQ+1 [2]-14, Acting, Electronics Operation (Communications, Security, Sensors or Surveillance), Explosives (EOD), Fast-Talk, Holdout, Leadership, Public Speaking or Traps all (A) IQ [2]-13, Diplomacy or Tactics (H) IQ-1 [2]-12, Swimming (E) HT+1 [2]-13, Lifting or Running both (A) HT [2]-12, Body Language or Search both (A) Per [2]-13 or Intimidation (A) Will [2]-13. (4)
Background Skills: Computer Operation (E) IQ [1]-11 and 20 points chosen from a background lens.
*Modified by Self-Control Rating
1: +1 from Combat Reflexes
Kalsifer by Fetsch |
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