TECH KNIGHT SHEET
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Tech Knight
Val Char Points Total Roll Notes
15 STR 5 15/25 12- / 14- HTH 3d6/5d6 END [1/2]
17 DEX 21 17/27 12- / 14- OCV 6/9 DCV 6/9
14 CON 8 14 12-  
10 BODY 0 10 11-  
13 INT 3 13 12- PER Roll 12-
11 EGO 2 11 11- ECV: 4
15 PRE 5 15 12- PRE Attack: 3d6
16 COM 3 16 12-  
           
           
5 PD 2 5/28   5/28 PD (0/23 rPD)
5 ED 2 5/25   5/25 ED (0/20 rED)
4 SPD 13 4/6   Phases: 3, 6, 9, 12/
2, 4, 6, 8, 10, 12
8 REC 4 8    
30 END 1 30    
30 STUN 5 30    
6" Running 0 6"    
2" Swimming 0 2"    
3" Leaping 0 3"/5"   Total Characteristics Cost: 74
Cost Powers END
13 Power Supply: Endurance Reserve (30 END, 10 REC) (13 Active Points)
Notes: All powers coming from the Armor are powered by the self regenerating power pods
 
45 Power Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Only In Heroic Identity (-1/4)
Notes: The Armor is made of rigid, articulated pieces protecting TECH KNIGHT from harm
 
10 Communication system: High Range Radio Perception (12 Active Points); Only In Heroic Identity (-1/4)
Notes: The helmet has a built in radio receiver/Transmitter
 
10 Sealed air system: Life Support , Self-Contained Breathing
Notes: The armor has built in air tank giving TECH KNIGHT 1 hour of breathable air in case of emergency
 
4 Polarized lenses: Flash Defense (5 points) (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4)
Notes: The lenses of the helmet are polarized to protect TECH KNIGHT from bright light
 
13 Audio mimic system: Shape-shift (Hearing Group; Imitation), Costs END Only To Change Sound (+1/4) (19 Active Points); Only sound/voice previously heard (must say saving sound to mimic) (-1/4), Only In Heroic Identity (-1/4) (uses END Reserve)
Notes: The audio system of the armor is able to be modulated to mimic any voice heard
2
  Power Armor BIO-BOOST, all slots: Only In Heroic Identity (-1/4)
Notes: The gyros, hydraulics and artificial muscle gives TECH KNIGHT enhanced physical stats
 
6
1) +10 STR (10 Active Points); No Figured Characteristics (-1/2) (uses END Reserve)
1
17
2) +10 DEX (30 Active Points); No Figured Characteristics (-1/2)
 
16
3) +2 SPD (20 Active Points)
 
14 Power Sword: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), Only In Heroic Identity (-1/4) (uses Personal END)
Notes: The power sword is an applied use of force field technology creating a non-lethal melee weapon
2
16 Power Shield: Multi-power, 20-point reserve, all slots: (20 Active Points); Only In Heroic Identity (-1/4)
Notes: The power shield is another use of applied force field technology. A round field is created on the left forearm
 
2u
1) Extra Protection: Armor (8 PD/5 ED) (20 Active Points)
 
1u
2) Shield Bash: Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) (uses Personal END)
2
2u
3) Deflect attack: Missile Deflection (Any Ranged Attack) (20 Active Points)
 
  Swordplay
4
1) Basic Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4
2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
4
4) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
5
5) Power Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
1 Weapon Element: Empty Hand, Power Sword
 
  Perks
30 Follower: STEEL Robot Horse (150 Base, 100 Disad)
2 Contact: Street Kids (Contact has: useful Skills or resources, Contact limited limited to JASON identity) 11-
3 Contact: Friends of original Tech Knight (Contact has: extremely useful Skills or resources, Contact limited to TECH KNIGHT Identity) 8-
 
  Skills
  Tech Knight Training
3
1) Analyze: Combat 12-
2
2) Animal Handler (Equines) 12-
12
3) +4 Sword Fighting
3
4) High Society 12-
2
5) KS: Medieval trivia 11-
3
6) Riding 12- (14-)
2
7) WF: Common Melee Weapons
   
  Street Background
3
1) Break-fall 12- (14-)
3
2) Bribery 12-
3
3) Climbing 12- (14-)
3
4) Concealment 12-
3
5) Sleight Of Hand 12- (14-)
3
6) Stealth 12- (14-)
3
7) Streetwise 12-
2
8) Survival (Urban) 12-
   
  Everyman Skills
0
1) Acting 8-
0
2) AK: Native Country 8-
0
3) Climbing 8-
0
4) Concealment 8-
0
5) Conversation 8-
0
6) Deduction 8-
0
7) Language: English (Idiomatic, native accent; Custom Adder)
0
8) Paramedics 8-
0
9) Persuasion 8-
0
10) PS: Personal Assistant 8-
0
11) Shadowing 8-
0
12) Stealth 8-
0
13) TF: Custom Adder, Small Motorized Ground Vehicles
Total Powers & Skills Cost: 276
 
Total Cost: 350
 
200+ Disadvantages
10 Dependent NPC: Original Tech Knight 14- (Frequently), Slightly Less Powerful than the PC, Useful non-combat position or skills
10 Distinctive Features: Tech Knight Armor Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
10 Enraged: Homeless / innocent bystanders attacked Uncommon, go 11-, recover 14-
15 Hunted: Black Paladin 8- (Occasionally), More Powerful, Harshly Punish
15 Psychological Limitation: Knight's Code Very Common, Strong
20 Psychological Limitation: Code vs Killing Very Common, Strong
10 Psychological Limitation: Must live up to original Tech Knight's reputation Uncommon, Strong
10 Reputation: Long lived hero with many incarnations Frequently (11-)
5 Rivalry: Knight based heroes / Original Tech Knight's past Professional (; Rival is Less Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret ID Frequently (11-), Major
5 Vulnerability: 1 1/2x STUN Electro Magnetic attacks Uncommon
5 Vulnerability: 1 1/2x BODY Electro Magnetic attacks Uncommon
20 Normal Characteristic Maxima
Total Disadvantages Points: 150

 

Steel (Robot Horse)
Val Char Points Total Roll Notes
35 STR 25 35 16- HTH Damage 7d6 END [3]
17 DEX 21 17 12- OCV 6 DCV 6
25 CON 30 25 14-  
20 BODY 20 20 13-  
13 INT 3 13 12- PER Roll 12-
0 EGO 0 0 9- ECV: 0
20 PRE 10 20/40 13- / 17- PRE Attack: 4d6 / 8d6
12 COM 1 12 11-  
           
           
10 PD 3 25   25 PD (15 rPD)
5 ED 0 20   20 ED (15 rED)
3 SPD 3 3   Phases: 4, 8, 12
15 REC 6 15    
50 END 0 50    
50 STUN -1 50    
6" Running 0 6"/13"    
0" Swimming -2 0"    
4" Leaping -3 4"   Total Characteristics Cost: 116
 
Cost Powers END
10 Kick: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1
45 Armor (15 PD/15 ED)  
13 +20 PRE (20 Active Points); Only vs Pre Attacks and battle situations (-1/2)  
10 Heavy: Knockback Resistance -5"  
19 Running: +7" Running (6"/13" total), Improved Noncombat Movement (x4) 2
 
  Talents
  Computer Brain
3
1) Absolute Range Sense
3
2) Absolute Time Sense
3
3) Bump Of Direction
5
4) Eidetic Memory
18
5) Universal Translator 15- (23 Active Points); Limited to Languages of people commonly found in NY (-1/4)
 
  Skills
2 AK: City 11-
3 Language: English (Completely Fluent, w/Accent)
Total Powers & Skills Cost: 134
 
Total Cost: 250
 
150+ Disadvantages
15 Distinctive Features: Robot Horse Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
5 Physical Limitation: Large -2 DCV, +2 Per Infrequently, Slightly Impairing
15 Physical Limitation: No manipulator limbs Frequently, Greatly Impairing
5 Physical Limitation: Affected by Cyberkinesis Infrequently, Slightly Impairing
25 Psychological Limitation: Fanatically loyal to Tech Knight Very Common, Total
25 Psychological Limitation: Protect Tech Knight Very Common, Total
5 Vulnerability: 1 1/2x STUN Electro Magnetic attacks Uncommon
5 Vulnerability: 1 1/2x BODY Electro Magnetic attacks Uncommon
Total Disadvantages Points: 100