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 |
|