Vesper Tane serves two purposes. First, of course, he's going to be our big bad for our final playtest. We don't need to stat out a big bad, of course. We can just declare what they have, and to an extend I'll do just that: He's gathered a band of Empire-hating, revolutionary pirates to his cause and, of course, he has both M'elena's loyalty and her heart.
But I also want to get a feel for whether or not 300 points is enough. One way to do that is to look at a more expensive space knight. At 350 points, Vesper was already a fairly convincing space knight, but what might a space knight look like at 400 points? If I continued, I'd probably go into what a 500 point space knight looked like, but if I'm honest, it would likely be more of the same: more Communion, more Psionic powers, more Martial Arts. There's plenty to explore in those, of course, but I don't see what 500 points would show us that 400 points doesn't already.
So, what does 400 points of space knight look like? Well, in addition to the Communion powers he gained last time, we've added Psionic Force Swordmanship, which is what I wanted him to start with. He's not actually any better with the Force Sword, as most of his skill has focused entirely on mastering his now considerable TK of 12, giving him a TK-Control of 18, with Beat at 20 and Jam at 15, giving him a rather nuanced power. I've removed TK-Tether (his force sword now does that automatically) and replaced it with Grip Mastery. I've also given him Contact-TK, to explore the idea of that as a perk. This means when he's not using his TK, he can have +3 to his ST "for free."
But I also want to get a feel for whether or not 300 points is enough. One way to do that is to look at a more expensive space knight. At 350 points, Vesper was already a fairly convincing space knight, but what might a space knight look like at 400 points? If I continued, I'd probably go into what a 500 point space knight looked like, but if I'm honest, it would likely be more of the same: more Communion, more Psionic powers, more Martial Arts. There's plenty to explore in those, of course, but I don't see what 500 points would show us that 400 points doesn't already.
So, what does 400 points of space knight look like? Well, in addition to the Communion powers he gained last time, we've added Psionic Force Swordmanship, which is what I wanted him to start with. He's not actually any better with the Force Sword, as most of his skill has focused entirely on mastering his now considerable TK of 12, giving him a TK-Control of 18, with Beat at 20 and Jam at 15, giving him a rather nuanced power. I've removed TK-Tether (his force sword now does that automatically) and replaced it with Grip Mastery. I've also given him Contact-TK, to explore the idea of that as a perk. This means when he's not using his TK, he can have +3 to his ST "for free."
Vesper Tane, Dark Space Knight, 400 points
Attributes
ST 11 [0]
DX 12 [40]
IQ 13 [60]
HT 11 [10]
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]
Contact-TK [1] (ST 14: 1d/2d, BL 39)
Contact-TK [1] (ST 14: 1d/2d, BL 39)
Danger Sense [15]
Dark Communion 6 [25]
Destiny (“When Vesper Tane goes to war, a great empire will fall”)
2 [10]
Grip Mastery (Force Sword) [1]
Grip Mastery (Force Sword) [1]
Legendary Reputation
(Rebellious Beast) +1 [8]
Psychokinesis Talent +3 [15]
Signature Gear (The Force Blade of Vesper Tane) [1]
Signature Gear (Warmask of the Ithin-Kor) [5]
Signature Gear (Warmask of the Ithin-Kor) [5]
Special Exercise (Power-Blow works with Force Sword) [1]
Style Familiarity: the Destructive Form [1]
Style Familiarity: Psionic Forceswordsmanship [1]
Style Familiarity: Psionic Forceswordsmanship [1]
TK-Control 12 [72] (BL 29)
Weapon Master (Force Sword+PK) [25];
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;
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+5*
[12]-18
-Beat (H) N+3 [4]-20
-Jam (H) N-3 [3]-15
-Beat (H) N+3 [4]-20
-Jam (H) N-3 [3]-15
Urban Survival (A) Per [2]-13
Vacc Suit (A) DX-1[1]-11
Wrestling (A) DX+1 [4]-13
Throw (Force Sword) (E) DX+1 [2]-13Gear
Vesper gets to keep his force sword, though it can activate TK-Tether for him (which means I should probably get rid of his TK-Tether or pick a new power for his blade, but I'm alright with things as they are for now). I've also got the Warmask of Ithin-Kor, presumably acquired on some previous adventure, grants him Intill Terror 4 and Penetrating Voice. We'll also give him a Light Combat Hardsuit, for DR 60/30. These things together put him at Light Encumbrance
Notes:
Light Encumbrance
Dodge: 9, Parry 13 (Force Sword)
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.
Signature Moves (Psionic Force Swordsmanship)
Notes:
Light Encumbrance
Dodge: 9, Parry 13 (Force Sword)
Signature Moves (Destructive Form)
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.
Signature Moves (Psionic Force Swordsmanship)
Body
Resonance: Make
a “Rapid-Strike” (--3) concentration to Telekinetically
Grapple your opponent's torso. Roll TK-Control -3 (15). Your opponent
may dodge at -4 or
make a TK-Jam roll. If struck, immediately roll a
TK-Grab-Level-Based Beat against your opponent's body. Roll
Tk-Grab-Based Beat-3 (or 17) against the best of your opponent's DX-
or ST-based unarmed skill or Acrobatics. Success applies margin of
success as a penalty to your opponent's kicks and dodge attempts to a
maximum of 4. If the margin of success is 5 or greater, the target
must also make a DX roll or fall (in a direction of your choice), if
you wish.
Counter
Pulse: Wait
(“If my opponent attacks, I will first use Counter Pulse against
him.”) If your opponent attacks, make a Rapid Strike (-3)
Concentrate maneuver to Telekinetically Grapple your opponent's
weapon (-2 to -3) with TK. Roll TK-Grab (13 or 12). Your opponent may
dodge at -4. If you hit, roll TK-Grab-based Beat (-3, or 17) vs your
opponent's ST- or DX-based weapon skill. Success applies your margin
of victory against your opponent's attacks and defenses with that
weapon for the next turn, to a maximum of -4. A success of 5 or more
immediately unreadies the weapon. You may optionally choose to
instead
grant yourself a bonus of the same amount (to a maximum of +4)
against this specific attack. If you have Grip Mastery, shift
immediately to a Defensive Grip to gain a +1 to your parry.
Devour
the Fallen Star: If
your opponent attacks, make a generous riposte (-4) and then
Counterattack on your own turn. Make a Committed (+1 damage)
Force-Sword (-5) attack (13 or less). Your opponent defends at -6. If you hit,
inflict 8d+4(5) cutting damage to the torso. You may not parry with
your weapon and you may not retreat. Shift from Defensive Grip to Standard Grip when making this
attack. Setup: You
parried last turn with a riposte of -4 after a successful execution
of the defensive version of Counter Pulse.
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