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  1. Citadel Lor Timemark 1792.4 [March 4, 2018 (Terran Calendar)] The planet Citadel was perhaps among the most unique in the known galaxy. The world had long ago been terraformed so that is contained dozens of different biomes and even atmospheres, many sealed off from one another to prevent contamination. All of this was possible thanks to Mentor and incredibly advanced technology that made the division possible. The various biomes and atmospheres allowed for the incredible variety that made up the membership of the Star Knights, providing barracks and recreational atmospheres as well as training grounds for the Knights and its potential members. On the largest continent of the planet stood a massive fortress consisting of a ring of a dozen towering spires. Each spire was the width of several city blocks of a major Terran city and rose up well over a mile in height. From this inner ring, dozens of smaller buildings, each no more than ten stories high, extended outward like spokes for several miles. These reached out to connect to some of the major atmosphere sectors of the most unusual planet. This was the central headquarters of the Order of the Star Knights, the interstellar guardians of freedom and justice. Within those walls were the vast processors which contained Mentor, the enigmatic cybernetic computer network that contained the knowledge and experiences of thousands of individuals. There were also training facilities, living quarters and various administrative and support offices for the Order. As the sun rose in the sky over the headquarters of the Star Knights, many members of the Order and its recruits were just beginning their day. For the group of recruits that were recently officially given the title of Star Squire, today would mark the first day they would be leaving Citadel to continue their training working alongside current Knights, undertaking the sorts of missions they would one day be expected to carry out on their own.
  2. Player Name Thevshi Character Name: Sri Kath'lana Power Level: 10 [12] (203/208 PP) Trade-Offs: -1 Atk/+1 Damage Unspent Power Points: 5 In Brief: Felinoid Star Knight. Alternate Identity: Kath’lana Identity: Public Birthplace: F'terrix Prime Residence: The Citadel of the Star Knights Occupation: Star Knight Affiliations: Star Knights Family: Deceased Description Age: 24 (DOB: 2/18/1999 (Terran Calendar)) Apparent Age: 24 (for a F'terrix) Gender: Female Ethnicity: F'terrix Height: 5' 8" Weight: 150 lbs Eyes: Green Fur: Light brown, with black streaks along the back and legs. Like all F'terrix, Kath'lana is a feline humanoid, covered in light brown catlike fur with black streaks along her back and legs. Her bright green eyes are also catlike, as are her ears. Like all F'terrix, Kath'lana does not have a tail. Kath’lana’s Star Knight armor is emerald green, similar to her eyes. Power Descriptions: Kath'lana's Star Knight armor possess similar abilities to other Star Knights, channeling the power of the Star Stone to protect her and provide her with energy weapons, flight and space travel and translating the universe's vast spectrum of means to communicate. The energy beams and energy claws that her armor forms are bright green in color. History: While Kath'lana was born on F'terrix Prime, she was still very young when her family moved to colony world along the boarders of Lor Space. It was there that she grew up, living a quiet and rather peaceful life. But then the Communion came. While Kath'lana was among those able to escape the world not everyone on the world was so lucky, including her family. She became one of the multitude of refugees that were displaced by the war with the Communion. At only 16, she was still rather young for a F’terrix, but she refused to allow the situation to define her. When the group of refugees she was with encountered those that tried to prey on those in such desperate conditions, Kath’lana was among those that stood up to fight against them. After the war with the Communion ended, Kath’lana ended up among those settling on Coalition Victory Station, but it was not long before she came to the attention of the Star Knights and was selected by Mentor as a candidate for membership in the Order to help refill the ranks after the losses during the war. So Kath'lana was taken to the Citadel, where she began her training to become a Star Knight. After completing the initial training at Citadel, Kath'lana was assigned to an active duty Star Knight for active duty and to complete her time as a squire. The young F'terrix performed her duties admirably, and has since been promoted to full Star Knight stauts. Personality & Motivation: Kath'lana is a rather aggressive individual, as might be expected from a being that comes from a race that evolved from predators. But that aggressive nature has been tempered some by her training on Citadel, and she is learning to take a more measure approach to things. While she has seen and experienced terrible things since the Communion attacked her world, Kath'lana still believes in the good of others. While there were those that tried to take advantage of her and other refuges, there were many more that provided what help and assistance they could. She has dedicated herself to the Order, so that she may have the power to help those in need like she once was, and to protect those that cannot protect themselves. Powers & Tactics: When required to fight, Kath'lana typically begins by moving along the perimeter, relying on her energy beams to attack while getting a feel for her opponents. If an opening presents itself, she will close to use her energy claws for a quick attack, then back off once more to look for another opening. Complications: Hunter's Instinct Her predator instincts can conflict with her responsibilities to protect others, this can cause her to press combat when another course of action might be more appropriate. Distractible True to her feline nature, when Kath'lana is not in combat, new and interesting things can distract her from her task on hand. Abilities: 0 + 2 + 4 + 4 + 4 + 6 = 20PP Strength: 10/14/26 (+2/+8) Dexterity: 12/22 (+1/+6) Constitution: 14/18 (+2/+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 14 + 10 = 24PP Initiative: +10 Attack: +7; +11 w/ offensive capabilities Grapple: +7/+20 Defense: +5 base, +10 with Dodge Focus, +3 flat-footed Knockback: -2/-11 w/Protection Saving Throws: 7 + 6 + 7 = 20PP Toughness: +11 (+3 Con, +8 Protection) (9 Impervious) Fortitude: +8 (+3 Con, +7) Reflex: +9 (+5 Dex, +6) Will: +7 (+2 Wis, +7) Skills: 80R = 20PP Acrobatics 12 (+18) Bluff 6 (+8) Diplomacy 12 (+15) Kn: Galactic Lore 10 (+12) Kn: Technology 6 (+8) Language 1 (Gal Standard; F'terrix native) Notice 9 (+11) Sense Motive 12 (+14) Survival 12 (+14) Feats: 9 Dodge Focus 5 Evasion Improved Initiative Luck 2 Powers: 26 + 84 = 110PP Container 5.2 (F'terrix traits) (26 AP) [biological] [26 PP] Enhanced Str 4 {4 PP} Enhanced Dex 10 {10 PP} Enhanced Con 4 {4 PP} Super Senses 3 (extended (hearing); extended (smell); Low-Light Vision) {3 pp} Speed 2 (1 alt power) {3 pp} AP: Leaping 2 Strike 1 (claws; Feat: mighty) {2 PP} Star Knight Armor Device 21 (101/105 DP; Hard to Lose) [technology; cosmic] [84 PP] Comprehend 3 (speak one language at a time and understand all; read all languages) {6 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Offensive Capabilities 33 PP Array (Power Feats: Accurate 2; Alternate Power 4) {39 DP} BP: Blast 11 (Extra: Autofire) {33/33 PP} AP: Enhanced Strength 12; Super-Strength 5 (effective Strength 51); Strike 3 (Energy Claws; Feat: Mighty) {26/33 PP} AP: Snare 11 {22/33 PP} AP: Nullify Technology 11 (Flaw: Full Action) {22/33 PP} AP: Create Object 11 (Energy Shield) (Extra: Impervious) {33/33} Protection 8 (Extras: Impervious 11) {19 DP} Super-Senses 4 (Communication Link [Mentor]; Radio; Extended [Low-light vision]; Direction Sense) {4 DP} Super Movement (Space Travel) 3 {6 DP} Drawbacks (0) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (physical) E. Blast Ranged DC 25 Toughness Damage (physical) E. Claws Touch DC 24 Toughness Damage (physical) Totals: Abilities (20) + Combat (24) + Saving Throws (20) + Skills (20) + Feats (9) + Powers (110) = 203/208 PP
  3. Squire B'Ka Power Level: 9 (135/140PP) Unspent Power Points: 5 Trade-Offs: -2 Attack / +2 Damage(energy sword), -1 Attack / +1 Damage(energy blast), -2 Defense / +2 Toughness In Brief: A brazen bull in a cosmic china-shop. Catchphrase: "I'll surrender when I'm dead!" Theme: Alternate Identity: B'Ka (Public) Birthplace: Netypayatet Residence: The Citadel of the Star Knights Base of Operations: Coalition Space Occupation: Star Knight(in training) Affiliations: Star Knights Family: Monti (Mother), Apisi (Father), dozens of siblings and extended family Description: Age: Born on the 12th day of the 8th week of the 47th Year of the Scouring Storm(November 4th, 1999) Apparent Age: To other khered of his kind: late teens. Gender: Man Ethnicity: Bronze Bulls Height: 6ft 5in/1.95m Weight: 300lbs/136kg Eyes: Brown Hair: Black Squire B'Ka is a powerfully-built minotaur-like creature, with dull golden skin similar to a Red Dexter and fierce eyes. His horns are mutilated stumps, broken off when he was a child. He keeps his hair shorn on his head, and his coarse red fur bristles when he's angry, which is most of the time. In his armor Squire B'Ka is a towering pillar of bronze, the channeling cores for his weapon systems set on either side of his head. History: Until recently, the Hapisians had been slowly developing on a semi-arid world of steppes, small seas and clustered bands of jungle. Today they occupy every planet of their system and are turning themselves into the Coalition's chief agricultural exporters. Called the 'khered' or 'children' among themselves, they are known to the wider universe for their incredibly rich and fertile home system of the stars known as Ha, Pi and Si. The stars orbit each other at intervals that have helped to create multiple 'garden' worlds in the golden zone where the suns are neither too hot or too cold. B'Ka was born amid a time of turmoil for the people of his planet. A great storm had been circling the planet every year, with no sign of abating, and the lives of Netypayatet's inhabitants had been made into miserable toil. This was a time for everyone to band together, for personality and independence to be subsumed under the necessity of focusing on daily survival. Their world hadn't yet made contact with the worlds of the Republic, so they had nobody to look to but themselves. Even their prayers to Hathor, the Horned Queen of Heaven, could only temporarily ease the storm's fury. In this time, B'Ka was more a hindrance than a help. He was caught several times stealing from the food and water stores, fought other children for their shares and used his size and strength ruthlessly to his advantage. He made others do his work and took their discoveries and produce into town faster than they could catch him. At last, when he was 15, it was decided to banish him. His horns were broken off, he was driven to the edge of inhabited territory and left in the very teeth of the storm with hardly a day's food and water. It was fervently hoped that he would die. Instead, over a course of weeks B'Ka fought his way into the storm's eye, determined to prove himself finally superior to everyone else. At last, surviving off patches of grass and pools formed by the bullet-like rainfall, he found the storm's source: a low-flying Republic probe that had malfunctioned during atmospheric entry, its electromagnetic field warping the planet's weather into the neverending hurricane. Managing to leap aboard, B'Ka had the khered's first meeting with aliens when he found the long-dead corpse of the Lor pilot. The craft's AI implanted Galstandard into his brain, requesting orders in the voice of his father. B'Ka was tempted sorely by the power all around him. If he wanted, he could become like a god, gentling or empowering the storm at will. He could make the planet his fiefdom, the rest of his people his slaves. But the voice had touched something else in the boy's heart, reminding him of when he was younger, before the endless misery and fear had taken hold, when he'd been looked at with pride and love instead of hatred. B'Ka dispatched a distress signal to the nearby exploration fleet and sent the machine crashing into the ground. The storm took days to disperse, but when it did, the Barque shone like never before. The return trip was even worse than the walk out, Without the shielding cloud cover and frequent rains, it was only by luck that he was found in the wastelands before he died. He recovered in hospital while watching news of his race's entry into the Republic. Their relatively low-tech society was far outweighed, in the expedition's eyes, by their willingness to cooperate and their dedication to equality of all. There hadn't even been a war in living memory, even the misery of the Scouring Storm only sparking brief skirmishes that quickly dispersed. When he got out of hospital at age 16, the Incursion War had begun. Still too weak to fight, he had to watch it play out at home, while he trained and worked to make up for who he used to be. After the war was over, in the search for more Star Knights, Mentor sent word for the young bull who had saved his world to be brought to the Citadel for training. Personality & Motivation: B'Ka does not, as a rule, think. Largely, that's because he's still a child by his people's standards. He's all blustering ego and blind determination. His heart is both the worst and best part of him. It sends him doggedly up against impossible odds and out to serve the weak wherever and whenever he can. It also pushes him into schemes and strategies that defy all reason based largely off of gut instinct and a now-unyielding moral compass. Squire B'Ka is here to do his people proud and justify Mentor's choice to make him a Star Knight, and he has a country boy's prickly pride for his rustic homecontinent with its magnetically-powered tractors and roaming herds of hyper-apes. Continually on the back foot from his new alien surroundings, B'Ka's herd instincts lead him to seek out comrades and possible friendships wherever he can, but he's hampered by a coarse, blunt and anti-diplomatic nature. Powers & Tactics: Squire B'Ka flings himself into the fray, goading more powerful opponents into dropping their guard or striking fear into the hearts of weaker opponents with roars and snarls. He frequently attacks without regard for his own safety, to make sure he can get every erg from his blaster array and every nanogram of power out of his arc-horns. Power Descriptions: The Star Knight's armor is a thing of legend, and even the lower-powered models that come out of the Citadel are not to be underestimated. Squire B'Ka's is more or less standard-issue, channeling the power of the Star Stone to protect its wearer, give him high-powered weapons, let him travel at great speeds and translating the universe's vast spectrum of meaning. The weapons systems are the most notable of changes, centered on the helmet. Instead of forming energy-expulsion tubes they create a sun-disk like construct dominated by two great curving horns of plasma. It emits concentrated beams from the disk and the horns are quasi-solid. Complications: A Little Mooncalf: B'Ka, despite learning to be a paramilitary officer in a star-spanning police force, still has a lot of maturing and learning to do. He knows this, is very self-conscious about it, and it makes him easy to manipulate. Bully For You: B'Ka has improved immensely, but it can still be tricky for him to let go of using his great strength and size to get his way and to empathize with other people. Bull-Headed: B'Ka is impulsive and prone to charging into things. Herd Mentality: B'Ka follows trends and the whims of the crowd by a powerful survivor instinct. Rangesick: Chances to be around or even speak his own people or family are precious to B"Ka, he would never turn it down. Red Bull, Blue Face: B'Ka is driven to live up to an unrealistic and frankly insultingly unsophisticated ideal of what a Star Knight should be. Off the Farm: B'Ka has no idea how any of this place works or why, but is sure that everyone else doesn't know he doesn't know that. Shame about the Horns: B'Ka is very sensitive about his lost horns and would do a lot to get them back. Abilities: 8 - 2 + 4 - 2 + 4 + 8 = 20PP Strength: 18/30 (+4/+10) Dexterity: 8 (-1) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: -1 Attack: +3 Melee, +4 Ranged, +7 Energy Sword, +8 Energy Blast Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed Grapple: +9/+22 with Star Knight Armor Knockback: -1/-11(with Star Knight armor) Saving Throws: 5 + 4 + 4 = 13PP Toughness: +2/+11 (+2 Con, +9 Protection(Star Knight Armor) [+0/+9 Impervious(Star Knight Armor)]) Fortitude: +7 (+2 Con, +5) Reflex: +3 (-1 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 24R = 6PP Bluff 6 (+10) Skill Mastery Intimidate 6 (+10) Skill Mastery Language 1 (Galstandard, Kheredet [Native]) Notice 3 (+5) Skill Mastery Sense Motive 3 (+5) Skill Mastery Survival 5 (+8) Feats: 8PP All-Out Attack Attack Focus (Ranged) 1 Dodge Bonus 4 Power Attack Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Powers: 68 + 8 = 76PP Star Knight Armor Device 17 (85 DP; Hard to Lose) [68 PP] Offensive Capabilities 20 PP Array (Power Feats: Accurate 2; Alternate Power 3) {25 DP} BP: Blast 10 {20/20 PP} (energy blast) AP: Enhanced Strength 12 + Enhanced Super-Strength 3(to Super-Strength 5 (+25 to Effective Strength, Groundstrike [Area (Burst, 50ft), DC1d20+15]) + Strike 1 (Feats: Mighty [DMG11]) (energy sword) {20/20 PP} AP: Snare 10 {20/20 PP} AP: Nullify Technology 10 (Flaw: Full Action) {20/20 PP} Comprehend 2 (speak one language at a time and understand all; read all languages) {4 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immovable 1 (+4 to Push, Rush, Trip or Throw Attacks, +4 to Knockback) {1PP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Protection 9 (Extras: Impervious 9) {18 DP} Super-Senses 2 (Communication Link [Mentor]; Radio; Low-light vision; Direction Sense) {4 DP} Super Movement (Space Travel) 3 ({6 DP} Hapisian Physiology 1.2(7PP Container, Action: None; Duration: Permanent; Feats: Innate)[8PP] Immunity 1 (Poison) {1PP} Super-Strength 2 (+10 to Effective Strength; Flaws: Duration [Sustained]; Feats: Groundstrike (Area [Burst, 20ft], DC1d20+12) {3PP} Super-Senses 3 (Acute Normal Olfactory, Tracking [Normal Olfactory], Direction Sense) {3PP} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage(Physical) E. Blast Ranged DC 25 Toughness Damage(Physical) E. Sword Touch DC 26 Toughness Damage(Physical) Gr.Strike Area DC 1d20+12/15 Ref. Tripped Totals: Abilities (20) + Combat (12) + Saving Throws (13) + Skills (6) + Feats (8) + Powers (76) - Drawbacks (0) = 135/140 Power Points
  4. For centuries the Order of the Star Knights have strived to preserve peace, order and justice in the galaxy. When members have fallen in the line of duty, Mentor has always been able to find new recruits to refill the ranks. During the Incursion, the Order suffered the most significant amount of losses in its history, with nearly five hundred Star Knights perishing at the Battle of Lor-Van alone, sacrificing themselves to delay the Communion’s world killer in order for more Lor to be evacuated from the doomed world. As a result, following the end of the Incursion, the Order found itself greatly undermanned and efforts to recruit new Star Knights were stepped up. Even now the Order is not yet back to full strength and is always looking for worthy recruits. So, this is not a normal recruitment thread. Awhile ago Gizmo and I tried to see if there might be more interest in space based characters. The Star Knights represent an option closely tied to the setting. As it happens, I have a storyline in mind that is ideal for a group of Star Knight PCs. This would be in addition to opportunities for space adventures alongside other space characters (the Eclipse Crew; the Void Runners and the Praetorians). So, was wanting to see if there were any players (new or old) that had a character slot free and might be interested in making a Star Knight. (Ari has already expressed interest in the idea). One problem that I know might be of concern to some is that the Star Knight template in the sourcebook is rather expensive. TrollThumper (the only player with a PC Star Knight currently) worked up an alternative version of the template that is much more affordable. I have made an updated version of that that is down below (TT’s has not accounted for some house rules that came after he created Cavalier). At only 68 PP for the armor, there is still quite a bit of points left for other things. One thought I had was the new PC Star Knights could start out as trainees (Star Squires as Ari called them) and be PL 9/150 PP. If enough people were interested we could consider that route. Anyway, hoping there might be some interest in this, let me know! Star Knight Armor Device 17 (85 DP; Hard to Lose) [68 PP] Offensive Capabilities 20 PP Array (Power Feats: Accurate 2; Alternate Power 3) {25 DP} BP: Blast 10 {20/20 PP} AP: Enhanced Strength 12 + Super-Strength 3 + Strike 1 (Feats: Mighty) (energy sword) {20/20 PP} AP: Snare 10 {20/20 PP} AP: Nullify Technology 10 (Flaw: Full Action) {20/20 PP} Comprehend 2 (speak one language at a time and understand all; read all languages) {4 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Protection 9 (Extras: Impervious 10) {19 DP} Super-Senses 2 (Communication Link [Mentor]; Radio; Low-light vision; Direction Sense) {4 DP} Super Movement (Space Travel) 3 ({6 DP}
  5. Squire Bah-Kha Power Level: 9 (135/135PP) Unspent Power Points: 0 Trade-Offs: -2 Attack / +2 Damage(energy sword), -1 Attack / +1 Damage(energy blast), -2 Defense / +2 Toughness In Brief: A brazen bull in a cosmic china-shop. Catchphrase: "I'll surrender when I'm dead!" Theme: Alternate Identity: B'Ka (Public) Birthplace: Netypayatet Residence: The Citadel of the Star Knights Base of Operations: Coalition Space Occupation: Star Knight(in training) Affiliations: Star Knights Family: Monti (Mother), Apisi (Father), dozens of siblings and extended family Description: Age: Born on the 12th day of the 8th week of the 47th Year of the Scouring Storm(November 4th, 1999) Apparent Age: To other khered of his kind: late teens. Gender: Man Ethnicity: Bronze Bulls Height: 6ft 5in/1.95m Weight: 300lbs/136kg Eyes: Brown Hair: Black Squire Bah-Kah is a powerfully-built minotaur-like creature, with dull golden skin similar to a Red Dexter and fierce eyes. His horns are mutilated stumps, broken off when he was a child. He keeps his hair shorn on his head, and his coarse red fur bristles when he's angry, which is most of the time. In his armor Squire Bah-Kah is a towering pillar of bronze, the channeling cores for his weapon systems set on either side of his head. History: Until recently, the Hapisians had been slowly developing on a semi-arid world of steppes, small seas and clustered bands of jungle. Today they occupy every planet of their system and are turning themselves into the Coalition's chief agricultural exporters. B'Ka was born amid a time of turmoil for the people of his planet. A great storm had been circling the planet every year, with no sign of abating, and the lives of Netypayatet's inhabitants had been made into miserable toil. This was a time for everyone to band together, for personality and independence to be subsumed under the necessity of focusing on daily survival. Their world hadn't yet made contact with the worlds of the Republic, so they had nobody to look to but themselves. Even their prayers to Hathor, the Horned Queen of Heaven, could only temporarily ease the storm's fury. In this time, B'Ka was more a hindrance than a help. He was caught several times stealing from the food and water stores, fought other children for their shares and used his size and strength ruthlessly to his advantage. He made others do his work and took their discoveries and produce into town faster than they could catch him. At last, when he was 15, it was decided to banish him. His horns were broken off, he was driven to the edge of inhabited territory and left in the very teeth of the storm with hardly a day's food and water. It was fervently hoped that he would die. Instead, over a course of weeks B'Ka fought his way into the storm's eye, determined to prove himself finally superior to everyone else. At last, surviving off patches of grass and pools formed by the bullet-like rainfall, he found the storm's source: a low-flying Republic probe that had malfunctioned during atmospheric entry, its electromagnetic field warping the planet's weather into the neverending hurricane. Managing to leap aboard, B'Ka had the khered's first meeting with aliens when he found the long-dead corpse of the Lor pilot. The craft's AI implanted Galstandard into his brain, requesting orders in the voice of his father. B'Ka was tempted sorely by the power all around him. If he wanted, he could become like a god, gentling or empowering the storm at will. He could make the planet his fiefdom, the rest of his people his slaves. But the voice had touched something else in the boy's heart, reminding him of when he was younger, before the endless misery and fear had taken hold, when he'd been looked at with pride and love instead of hatred. B'Ka dispatched a distress signal to the nearby exploration fleet and sent the machine crashing into the ground. The storm took days to disperse, but when it did, the Barque shone like never before. The return trip was even worse than the walk out, Without the shielding cloud cover and frequent rains, it was only by luck that he was found in the wastelands before he died. He recovered in hospital while watching news of his race's entry into the Republic. Their relatively low-tech society was far outweighed, in the expedition's eyes, by their willingness to cooperate and their dedication to equality of all. There hadn't even been a war in living memory, even the misery of the Scouring Storm only sparking brief skirmishes that quickly dispersed. When he got out of hospital at age 16, the Incursion War had begun. Still too weak to fight, he had to watch it play out at home, while he trained and worked to make up for who he used to be. After the war was over, in the search for more Star Knights, Mentor sent word for the young bull who had saved his world to be brought to the Citadel for training. Personality & Motivation: B'Ka does not, as a rule, think. Largely, that's because he's still a child by his people's standards. He's all blustering ego and blind determination. His heart is both the worst and best part of him. It sends him doggedly up against impossible odds and out to serve the weak wherever and whenever he can. It also pushes him into schemes and strategies that defy all reason based largely off of gut instinct and a now-unyielding moral compass. Squire Bah-Kah is here to do his people proud and justify Mentor's choice to make him a Star Knight, and he has a country boy's prickly pride for his rustic homecontinent with its magnetically-powered tractors and roaming herds of hyper-apes. Continually on the back foot from his new alien surroundings, B'Ka's herd instincts lead him to seek out comrades and possible friendships wherever he can, but he's hampered by a coarse, blunt and anti-diplomatic nature. Powers & Tactics: Squire Bah-Kah flings himself into the fray, goading more powerful opponents into dropping their guard or striking fear into the hearts of weaker opponents with roars and snarls. He frequently attacks without regard for his own safety, to make sure he can get every erg from his blaster array and every nanogram of power out of his arc-horns. Power Descriptions: The Star Knight's armor is a thing of legend, and even the lower-powered models that come out of the Citadel are not to be underestimated. Squire Bah-Kah's is more or less standard-issue, channeling the power of the Star Stone to protect its wearer, give him high-powered weapons, let him travel at great speeds and translating the universe's vast spectrum of meaning. The weapons systems are the most notable of changes, centered on the helmet. Instead of forming energy-expulsion tubes they create a sun-disk like construct dominated by two great curving horns of plasma. It emits concentrated beams from the disk and the horns are quasi-solid. Complications: A Little Mooncalf: B'Ka, despite learning to be a paramilitary officer in a star-spanning police force, still has a lot of maturing and learning to do. He knows this, is very self-conscious about it, and it makes him easy to manipulate. Bully For You: B'Ka has improved immensely, but it can still be tricky for him to let go of using his great strength and size to get his way and to empathize with other people. Bull-Headed: B'Ka is impulsive and prone to charging into things. Herd Mentality: B'Ka follows trends and the whims of the crowd by a powerful survivor instinct. Rangesick: Chances to be around or even speak his own people or family are precious to B"Ka, he would never turn it down. Red Bull, Blue Face: B'Ka is driven to live up to an unrealistic and frankly insultingly unsophisticated ideal of what a Star Knight should be. Off the Farm: B'Ka has no idea how any of this place works or why, but is sure that everyone else doesn't know he doesn't know that. Shame about the Horns: B'Ka is very sensitive about his lost horns and would do a lot to get them back. Abilities: 8 - 2 + 4 - 2 + 4 + 8 = 20PP Strength: 18/30 (+4/+10) Dexterity: 8 (-1) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: -1 Attack: +3 Melee, +4 Ranged, +7 Energy Sword, +8 Energy Blast Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed Grapple: +11/+45 Knockback: -1/-12(with Star Knight armor) Saving Throws: 5 + 4 + 4 = 13PP Toughness: +2/+11 (+2 Con, +9 Protection(Star Knight Armor) [+0/+9 Impervious(Star Knight Armor)]) Fortitude: +7 (+2 Con, +5) Reflex: +3 (-1 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 24R = 6PP Bluff 6 (+10) Skill Mastery Intimidate 6 (+10) Skill Mastery Language 1 (Galstandard, Ancient Egyptian(Native) Notice 3 (+5) Skill Mastery Sense Motive 3 (+5) Skill Mastery Survival 1 (+3) Feats: 8PP All-Out Attack Attack Focus (Ranged) 1 Dodge Bonus 4 Power Attack Skill Focus (Bluff, Intimidate, Notice, Sense Motive) Powers: 68 = 68PP Star Knight Armor Device 17 (85 DP; Hard to Lose) [68 PP] Offensive Capabilities 20 PP Array (Power Feats: Accurate 2; Alternate Power 3) {25 DP} BP: Blast 10 {20/20 PP}(energy blast) AP: Enhanced Strength 12 + Enhanced Super-Strength 3(to Super-Strength 6(+30 to Effective Strength, ) + Strike 1 (Feats: Mighty[DMG11]) (energy sword) {20/20 PP} AP: Snare 10 {20/20 PP} AP: Nullify Technology 10 (Flaw: Full Action) {20/20 PP} Comprehend 2 (speak one language at a time and understand all; read all languages) {4 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immovable 1(+4 to Push, Rush, Trip or Throw Attacks, +4 to Knockback){1PP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Protection 9 (Extras: Impervious 9) {18 DP} Super-Senses 2 (Communication Link [Mentor]; Radio; Low-light vision; Direction Sense) {4 DP} Super Movement (Space Travel) 3 ({6 DP} Hapisian Physiology 1(5PP Container, Action: None; Duration: Permanent; Feats: Innate)[6PP] Super-Strength 2(+10 to Effective Strength; Flaws: Duration(Sustained); Feats: Groundstrike(Area(Burst, 20ft) DC1d20+20){2PP} Super-Senses 3(Acute Normal Olfactory, Tracking(Normal Olfactory), Direction Sense){3PP} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage(Physical) E. Blast Ranged DC 25 Toughness Damage(Physical) E. Sword Touch DC 26 Toughness Damage(Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (13) + Skills (6) + Feats (8) + Powers (68) - Drawbacks (0) = 135/135 Power Points
  6. September 2015 Target sentient detected. Subspecies - homo aquaticus diaboli. Aquaria was still standing in front of the television when Jessie burst into the living room - her eyes wide and hands clapped over her mouth as she stared at the television - and the broken remains of the cheap porcelain mug that Aquaria had hurled through the screen, breaking glass and cup both. "I'm sorry Jessie, I'm sorry," said Aquaria, waving her hands back and forth. "I didn't mean to scare you-" Subspecies is targeted for extermination by other sentient subspecies on native planet. Subspecies is heavily influenced by worship of beings from other frames of reference. "It was the King of Atlantis and he was talking about how they had broken up an 'infestation' of Deep Ones just because it was near a Surfacer city! And they showed pictures, Jessie, they showed pictures!" She turned to Jessie and clutched at her friend, her hands sticky and throat bulging with frantic emotion. "They were going to-" Target exhibits grief and rage compatible with Spectrum Knight primary mission. Secondary target present with primary target - prepare backup protocols for Berserker-class target. Activating transportation from lunar orbit. "-that whole tribe is going to starve in the deep ocean now!" Jessie remembered Aquaria's stories about the death of her tribe - how thrown from their brackish home into the deep waters of the Caribbean by Surfacer and Atlantean attack, most had slowly succumbed to salt poisoning, or cold, or starvation before finding their way to a Deep One city far below the surface. "And no one's going to care! Not one Surfacers going to do anything! All because Atlanteans told them it's okay! I hate them! I hate them so much!" She buried her face in Jessie's shoulder and began to sob. And over Aquaria's shoulder, Jessie saw a faint light suddenly glow from their kitchen.
  7. Criminal Carter Bay, Florida, Terra One week before the Battle of Kesteven 79; Lor Timemark 1329.7 "Whaddya mean what do I want you to do with 'em?! They came to my son's house!" Anna knew she was screaming, and she knew she sounded like an old woman when she screamed, but for once in her life she didn't care. She'd tried for weeks to reach Basil after the fighting in Freedom City during the Communion incursion; and only now, pacing back and forth so fast she was burning through yet another bedroom rug, had she finally gotten ahold of her old friend. "They tried to kill my grandson! They tried to put their filthy stinking hands on my little baby granddaughter! I want them dead! I want their whole goddamned organization dead and buried in a goddamned hole in the ground!" Basil let her rant, like a good friend should, knowing what Clock Queen was like in a righteous temper. When she was finished, Basil broke in gently. "I'll do whatever is in my power to help you, my dear Anna." His voice was warm and soothing, the perfect veteran musician's calm, even tones. "I am not soley responsible for composing their fate, but I think I can persuade even their backers to dance to my tune for a while. But the question remains, Anna, what will you do for me in return?" His tone was serious, but almost apologetic, the same way he might have asked for repayment on money she'd borrowed from him back in the day - which now that she thought about it had happened more than once. "Certain things have never been tolerated in our organization - but of course we're talking about a third party. If I'm to move against them, I need to be sure that you can move with me the next time I need a favor." Anna put her head against the wall, palm flat against the bright green wallpaper of her retirement bungalow, and thought about her old friend's words, even as not for the first time recently she felt a great wave of unaccustomed fatigue. "Listen, Basil, I...I promised my boy I wouldn't get back in the League, and I meant it. It's important to him - and you know nothing's more important to me than family." She opened her eyes and caught sight of herself in the mirror across the hall. Jeez - look at me! Eighty years old, and she looked like a healthy woman in her fifties - a woman who was going to spend a long, long life right here in this bungalow if she chased Basil away right now. He'd better be right about the white noise blocking the line here. "But a deal's a deal. If you need a favor, a real favor...gimmie a call. I'm yours."
  8. Player Name: Trollthumper Character Name: Cavalier Power Level: 10/13 (166/228PP) Trade-Offs: None Unspent Power Points: 62 In Brief: Alien abductee turned troubleshooter for the rough end of the universe turned Star Knight. Alternate Identity: Kyle Steward Identity: Public Birthplace: Freedom City, NJ Occupation: Unemployed Affiliations: Rygar's Runabouts (troubleshooter band), the Star Knights Family: Jenny Steward (mother, reporter), Alan Steward (father, aeronautics engineer), Guy Steward (brother, college student) Description: Age: 23 (DOB November 11, 1989) Apparent Age: 23 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 180 lbs. Eyes: Brown Hair: Brown Appearance: Still getting used to Earth clothes for the first time in forever, Kyle usually wears sturdy, industrious clothes when he's about, stuff that sits well and offers a measure of protection. He keeps his hair relatively well-trimmed, but is okay with letting his facial hair grow out for a day or two - a side effect of the Cloud having many clippers for the more furry species, but a lack of good razors for operation by humanoid hands. When his armor deploys, it grows to cover almost all of his body, taking on a bright green coloring. Power Descriptions: All - Device, Technological Blast - Energy Enhanced Strength - Physical (Bludgeoning) Snare - Energy, Entrapment History: Kyle Steward had a plan for his life. He was going to go to HIT, study engineering, and find work in aerodynamics. But before he did any of that, he was going to go across the country with some of his high school friends, a chance to see the country and let loose before the responsibility of college pressed down on them all. When the car sprung two flats outside a cornfield in Kansas and the rest of the group waited for AAA, Kyle stepped into the field to take care of some business. No one remembers exactly what happened next, but by the time the tow truck arrived - a time none of Kyle's friends could ever fully recall - he was nowhere to be found. He had stepped into the cornfield and simply vanished. From Kyle's perspective, it was an entirely different story. After witnessing a strange light and feeling the world spin, he passed out. When he came to again, he was naked, strapped to a plinth, and being examined by something that looked like a cross between a jellyfish and a centipede. He wasn't the only captive, though he really couldn't tell what any of the others were. The tests were extensive, painful, and seemingly without any motivation. Right before it seemed his captors were about to cut him open, the ship was boarded by Rygar's Runabouts, a team of mercs hired to retrieve the abducted son of the Magistrex of Volanus. They quickly managed to take the ship, but the strange aliens chose suicide over surrender and completely wiped the ship's data banks in the process. As the Runabouts retrieved Kyle from his plinth and established a telepathic link for ease of communication, a few things became clear. First, with the ship's databanks wiped, there was no clear map back from wherever he was to Earth. Second, the ship had taken him to the edge of the Large Magellanic Cloud, well outside the Milky Way. Third, none of the names of stars or planets he had translated directly to the astronomical knowledge of his companions. For the time being, he was stranded in the universe, unable to make his way home. With no other options, he crewed with the Runabouts, aiding them in their jobs and learning the ins and outs of the new galaxy. From Jellana, the weaponsmaster, he learned how to manage himself in a firefight, a situation that popped up more often than he liked. From Moritus, high priest of the Divine Engine, he learned how starships ran, from majestic cruisers to their old rust bucket. From Gelar, the ship's layabout and self-appointed "diplomat", he learned all about the various species of the Cloud. For three years, he shared in their exploits - that is, until their charter got revoked following a diplomatic incident ("you blow up one gray goo-infested military outpost..."). The various Runabouts went their separate ways, and Kyle was left working as an independent troubleshooter, solving issues for the highest bidder. It was eighteen months into his new career that he heard a set of words that sounded all too familiar - "Star Knight." Mentor's recruitment efforts had finally expanded into the edges of the Cloud, and Kyle had a possible way back home. He tracked down the first Star Knight in the Cloud, Hal'aste of Renosa, and gave him his story. Hal'aste, of a charitable heart, said that once his latest tour of his sector of the Cloud was done, he'd take Kyle to Citadel and make sure he got home. During the tour, however, Kyle and Hal'aste visited a world that came under attack by an expeditionary force of the Khanate. As the two helped the locals to drive the Khanate back, Hal'aste suffered a mortal wound. The planet still at risk, Kyle fought to save Hal'aste's life, but to no avail. But with no other Star Knights in the sector and the Khanate still bearing down, Mentor issued an emergency override, and Hal'aste's armor jumped to the closest candidate - Kyle. After the agents of the Khanate had been driven from the planet's skies, Kyle was instantly taken to Citadel, where he was trained in the ways of the Star Knights. Maria Montoya was recalled to Citadel for brief stretches to oversee his training, as well as get him used to all that had happened on Earth. With the course recently concluded, Kyle - taking the name "Cavalier" to distinguish himself from Earth's standing Star Knight - is ready to come home. He has no idea what he's in for... Personality & Motivation: Kyle's seen a hell of a lot, and it's changed him. He keeps up a joyful demeanor most of the time, but snark and hostility sneak out more often than he'd like. On some level, though, he knows he's seen things most people never will, and has a deep appreciation of that. He wants to put all the things he learned in the Cloud to good use on Earth, while also serving as an upstanding example of a Star Knight. Powers & Tactics: Blast - Cavalier's armor molds to form a blaster-style attachment in his hand that launches bolts of concussive force in great volume. Enhanced Strength - The armor redirects ambient power into the muscles and outer carapace, allowing for heightened resilience and strength. Snare - The blaster shifts loads to produce a hard-light construct that entraps its target, using a Von Neumann principle to maintain full operational strength unless sufficiently disrupted. Complications: Close Encounters of the WTF Kind - Kyle still doesn't know what sort of aliens dragged him off of Earth, or for what purpose. That wouldn't be such a big deal, but it appears Mentor didn't even know what sort of aliens they were. What was their agenda, and what might happen if they return? Friends in Low Places, Enemies in High Ones - Kyle's old buddies in the Runabouts are making sure to keep in touch with him through the wonders of quantum communication, and may give him reason to return to the Cloud. That, and he's made a number of enemies in both the Cloud and the Milky Way, the Khanate among them. "Oh, Right, That's Still An Issue Here..." - Kyle is gay, and has spent five years in a part of the universe where sexual orientation is not usually that big of a deal (mainly because the number of genders and orientations ranges anywhere from one to double digits amongst any given species). He knows to be more discreet on Earth, but coming face-to-face with direct homophobia might trigger a reaction. "So, Did They Ever Get Off the Island?" - Kyle may have gotten the Cliff's Notes on the past five years from Maria, but he's still been gone from Earth for a while. Recent changes in politics, pop culture, and the superhero scene might catch him off guard. Abilities: 4 + 4 + 4 + 6 + 4 + 4 = 26 PP Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 14 (+2) Combat: 14 + 14 = 28 PP Attack: +7 (+10 Star Knight Armor) Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +2 Grapple: +22/+8 Knockback: -11/-5/-1 Saving Throws: 6 + 6 + 6 = 18 PP Toughness: +11/+2 (+2 CON, +9 Protection) Fortitude: +8 (+2 CON, +6) Reflex: +8 (+2 DEX, +6) Will: +8 (+2 WIS, +6) Skills: 84r = 21 PP Bluff 10 (+12) Computers 9 (+12) Diplomacy 10 (+12) Disable Device 8 (+11) Gather Information 6 (+8) Investigate 4 (+7) Intimidate 6 (+8) Knowledge (galactic lore) 5 (+8) Knowledge (physical sciences) 7 (+10) Notice 6 (+8) Search 6 (+9) Sense Motive 7 (+9) Feats: 13 PP All-Out Attack Challenge (Fast Feint) Dodge Focus 4 Evasion Luck 2 Power Attack Skill Mastery (Bluff, Disable Device, Knowledge (physical sciences), Notice) Taunt Uncanny Dodge (auditory) Powers: 60 PP Star Knight Armor, 75 PP Device (Hard to Lose) [60 PP] Offensive Capabilities, 33 PP Array (Power Feats: Accurate 2, Alternate Power 3) [38 PP] Base: Blast 11 (Extras: Autofire 1) [33 PP] AP: Enhanced Strength 18 [18 PP] + Impervious Toughness 11 [11 PP] + Super-Strength 2 (Effective Lifting Strength 40) [4 PP] AP: Snare 11 (Extras: Regenerating) [33 PP] AP: Nullify Technology 11 [33 PP] Comprehend 2 (Languages) [4 PP] Enhanced Feat 1 (Quick Change) [1 PP] Flight 1 (10 MPH, 100 ft/round) [2 PP] Auxiliary Thrusters, 8 PP Array (Power Feats: Alternate Power 1) [9 PP] Base: Enhanced Flight 4 (250 MPH, 2500 ft./round) [8 PP] AP: Enhanced Space Flight 8 (500c) [8 PP] Immunity 9 (life support) [9 PP] Protection 9 [9 PP] Space Travel 1 (1c) [1 PP] Super-Senses 2 (Communication Link [Mentor], Radio) [2 PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC26 Toughness (Staged) Damage (Energy) Snare Ranged DC21 Reflex 1/2 save DC21 Reflex (Staged) Ensnared Enhanced Strength Unarmed Touch DC26 Toughness (Staged) Damage (Physical) Nullify Technology Ranged DC21 Will Nullify Totals: Abilities (26) + Combat (28) + Saving Throws (18) + Skills (21) + Feats (13) + Powers (60) - Drawbacks (0) = 166/228 Power Points
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