I won't lie, though, this has been a huge challenge. Not just in the sense that I've needed to develop enough material to support our Space Knight, but I need to be able to fit all of those cool tricks down into a single Space Knight and the result is, in my opinion, a mixed bag and definitely needs careful testing.
The Space Knight is built out of three parts: force swordsmanship, psionic powers, and a few general skills. For the general skills, I took a stripped down version of the following skill-packages: relic hunter, command, personal security, conspiracies, goon, parkour and resistance. In principle, these are characters who understand psionic power, how to lead, how to serve a conspiracy, how to guard others, and how to run and chase, should physicality prove necessary. The Space Knight's proficiency Force Swordsmanship is manifested in a very meager amount of techniques and skills, one free style, precognitive parry and Force Swordsmanship-18, in keeping with Kalzazz's complaints about anything less than 18 for an Action character who is supposed to be cool at something. Psionic powers are limited to a handful of skills and a single, 15 point ability.
To be honest, your psi-knight looks like a padawanThat's a fair assessment of the result. Of course, the level of force swordsmanship is certainly effective, at least as effective as Dun has been this whole time. 15 points in powers is what Dun had the very first time I created him (it'll buy you danger sense, or some TK-Grab, or Emotion Sense or Psi-Sense). This makes someone who feels more psychically sensitive than really psychically powerful. On the other hand, you're free to buy further psionic power sets, or even psionic styles, like True Communion!
-Raoul Roulaux, Gentleman Gamer
This leaves me with the question as to whether or not 300 points is enough. It's run pretty decently so far, and perhaps it's a fine point for "a starting space knight." We'll have to see how it plays out.
Psi-Knight
Attributes: ST 11 [10], DX 12 [40]; IQ 13 [60]; HT 11 [10]Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Per 13 [0]; Will 15 [10]; FP 11 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0]
Advantages: Combat Reflexes [15], Weapon Master (Force Sword) [20]; Spend 20 points on ST [10/level], +1 DX [20], +1 IQ [20], HT [10/level], improved Will [5/level], improved FP [3/level], Improved Basic Speed +1 [20], improved Basic Move [5/level], Ally (Robot, 50%, almost all the time) [9], Charisma +1 to +4 [5/level], Contact Group (Space Knights, Skill 18, 9 or less) [15], Danger Sense [15], Devotion +1 to +4 [5/level], Destiny (Any) [5/level], Enhanced Dodge 1 [15], Enhanced Parry (Force Sword) +1 to +2 [5/level], Fearlessness +1 to +5 [2/level] or Unfazeable [15], Hard to Kill [2/level], Hard to Subdue [2/level], Luck [15], Penetrating Voice [1], Rapier Wit [5], Recovery [10], Sacrificial Parry [1], Serendipity 1-2 [15/level], Signature Gear [Varies], Signature Ship [Varies], Weapon Bond [1], improve Weapon Master [varies], Wealth [varies], Wild Talent 1 [20].
Disadvantages: Choose -20 points from the following: Charitable [-15*], Code of Honor (One appropriate for your order) [-15], Duty (Space Knight Order, Extremely Hazardous, 9, 12 or 15 or less) [-10, -15 or -20], Gullibility [-10*], Fanaticism (Space Knight Order) [-15], Honesty [-10*], Intolerance (Rival Order, Psionic Heretics) [-5], Obsession (Bring a rival space knight down; Solve an ancient mystery) [-5], Sense of Duty (Team) [-5], Workaholic [-5]. Choose -30 points from the previous, or from Bloodlust [-5*], Callous [-5], Clueless [-10], Easy to Read [-10], Guilt Complex [-5*], Insomniac [-10 or -15], Nightmares [-5*], No Sense of Humor [-10], Pacifism (Cannot Harm Innocents) [-10], Selfless [-5*] Stubbornness [-5], Truthfulness [-5*], Vow (to use no weapon other than a force sword) [-5] or Vow (Poverty) [-10], Wealth (Struggling or Poor) [-10 or -15].
Primary Skills: Fast-Draw (Sword) (E) DX+1*[1]-13; Force Sword (A) DX+6 [24]-18; Meditation (H) Will-1 [2]-14, Philosophy (H) IQ [4]-13; Precognitive Parry (H) IQ [4]-13;
Secondary Skills: Beam Weapons (Pistol) (E) DX+1 [2]-13; Stealth (A) DX [2]-12; One of Brawling (E) DX+2 [4]-14 or Karate (H) DX [4]-12; One of Wrestling (A) DX+1 [4]-13 or Judo (H) DX [4]-12; Choose four of Jumping (E) DX+1 [2]-13, Climbing (A) DX [2]-12, Acrobatics or Escape (H) both DX-1 [2]-11, Savoir-Faire (Dojo, High Society or Servant) all (E) IQ+1 [2]-14, Armoury (Force Sword), Connoisseur (Force Swords, Psionic Relics), Leadership, Research or Teaching all (A) IQ [2]-13, Archaeology, Diplomacy, Expert Skill (Psionics), History, Intelligence Analysis, Law (Galactic), Literature, Psychology or Tactics all (H) IQ-1 [2]-12, Running (A) HT [2]-11, Body Language, Observation (A) Per [2]-13, Detect Lies (H) Per-1 [2]-12, or Intimidation (A) Will [2]-15, or increase any of the above skills by one level for 2 points.
Background Skills: Computer Operation (E) IQ [1]-12; Vacc Suit (A) DX-1[1]-11; Navigation (Hyperspace) (A) IQ-1 [1]-11, Pilot (Starship) (A) DX-1 [1]-11. Choose 20 points from a background lens;
Psionic Abilities: Choose one of Ergokinesis Talent +1 [5], ESP Talent +1 [5], Psychic Healing +1 [5], Psychic Vampirism +1 [5], Psychokinesis Talent +1 [5], Telepathy Talent +1 [5]; Choose 15 points of additional psionic talent or psionic abilities appropriate to the chosen talent or from Energy Reserves (Psionic) [3/level]; Choose 5 points of psionic skills, perks and techniques appropriate to the chosen abilities and talent. Alternatively, choose a 25 point psionic power package.
Martial Arts: Style Familiarity (One Force Swordsmanship Style) [1]; 5 points on skills, perks and techniques from one Force Swordsmanship style.
1: +1 from Combat Reflexes
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