Ducky the Fallen Cosmo Knight (Swade KotWR)

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Ducky the Fallen Cosmo Knight (Swade KotWR)

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Knights of the Cosmic Forge, a reimagining of Knight of the White Rose
Knights of the Cosmic Forge.
What falls may rise again. Scholars have long known the vile Omega order of Cosmo Knights, scourge of the Three Galaxies, were born from corruption of a branch of Heroic Cosmo Knights. Thusly so, history comes full circle, as a force for good rises from the These Omega order of Cosmic Knights. Knights of the Cosmic Forge also known as Fallen Cosmo Knights and Forge Knights—ride out in secret from their hidden stronghold in Phase World to aid the oppressed of the Three Galaxies.

HERO'S JOURNEY (TWO ROLLS)
Knights of the Cosmic Forge gain one roll on the player's choice of the Enchanted Items & Mystic Gadgets, Experience & Wisdom, Magic & Mysticism, and Training tables. They also get one roll on any table of their choice except Cybernetics.

PATH OF REDEMPTION
Several centuries ago, a band of Fallen Cosmo Knights rebelled against orders to destroy a small space station and capture a rare alien star metal: a piece of the cosmic forge. These renegades defeated the larger force of Omega Knights who came after them and protected the fleeing ships, eventually crossing through a Rift into Phase World. There, the Knights and refugees established a sanctuary called the Forge. The deserters adopted the alien metallic fragment with strange healing properties of creation as their emblem and renamed themselves The Knights of the Cosmic Forge. They resolved to restore honor to a damned name, training the refugees who followed them and Fallen Cosmo Knights who sought them out in the ways of the Forge Knights, a journey of perpetual incompletion. For no matter how hard they tried to regain their full and mighty cosmic knight hood they were unable to do so. But given the many gifts they display they have made it far closer than any Fallen Knights before.

The Knights of the Cosmic Forge do not limit their heroism to Phase World. They infiltrate the Three Galaxies, secretly countering the malevolence of their former allies, aiding those in worlds too dominated by Evil Alien Intelegences.

MIND… Like the Cosmic Knights from which their order descends, Forge Knights integrate Psionics into their training. They gain Arcane Background (Psionics) and may choose from the following list (Rank permitting): boost/lower Trait, darksight, detect/conceal arcana, empathy, mind link, mind reading, relief, and telekinesis. Certain Iconic Edges grant access to more powers.

…AND SPIRIT As channelers of mystic energy, Knights of the Cosmic Forge have Arcane Background (Miracles). Knights of the Cosmic Forge focus on combat powers.

They may access the following powers (Rank permitting): arcane protection, bolt, damage field, darksight, deflection, protection, sloth/speed, smite, speak language, and warrior's gift. Knights of the Cosmic Forge may use the Trappings and Power Modifiers available to Mystics for their Miracles powers (see The Tomorrow Legion Player's Guide).

KNIGHT OF THE Cosmic Forge ABILITIES AND BONUSES
Knights of the Cosmic Forge while mere shadows of their former Cosmic Knighthoods have regained some of their abilities on their path to redemption. Once a super nova now they are a mere shadow trying to ascend out of the darkness from where they dwell. Like Omega Knights they may also lose themselves in a frenzy of exhausting, Nonstop battle. This Cosmic thaumaturgy borders on the miraculous but involves no pact with or intervention from divine or demonic beings, and is in fact a gift from the Cosmic Forge itself.
„
  • Arcane Background (Miracles): Forge Knights begin with bolt and two other powers from the list above, and have the Faith skill at d6, and 10 PPE.
  • „Arcane Background (Psionics): As a Minor Psionic, Forge Knights begin with three powers from the above list, the Psionics skill at d6, and 10 ISP.
    „
  • Energy Invulnerability: Knights of the Cosmic Forge gain +20 MDC Armor versus arcane and mundane energy sources (including electricity, fire, ion, lasers, particle beams, and plasma). They ignore the AP of all damage from mundane energy sources (but not arcane ones). Kinetic damage— including Vibro-Blades, Rail Guns, and many magic weapons—ignores this protective effect.
  • Intense Combat Training: Knights of the Cosmic Forge begin with Fighting d6 and the Martial Artist Edge.
  • Ley Line Magic Mastery: The Knights may draw extra energy for their Rituals from sites of power— they add two dice to their pool when rolling for available PPE, see Ley Line Energy in The Tomorrow Legion Player's Guide.
  • Ley Line Rejuvenation: While on a ley line, a Fallen Knight gains a natural healing roll once per day.
  • Ley Line Sense: Fallen Knights possess the Ley Line Walker ability of the same name (see The Tomorrow Legion Player's Guide).
  • Onslaught: Though they do not begin with Master of Magic, Knights of the Cosmic Forge may use the bolt Mega Power Modifiers of Greater Bolt and Onslaught. Their bolts take the form of cosmic rays of energy from their eyes or favored weapon.
  • PPE Channeling: Forge Knights can power or recharge mundane batteries for no appreciable PPE. They can recharge E-clips for weapons as well at a cost of 1 PPE per shot.
  • Steal Ley Line Energy: Knights of the Cosmic Forge can, as an instant reaction, Syphon PPE drawn by any other caster from a ley line during rituals. A Knight must be within her Spirit × 2 and make an opposed arcane check, pitting her Faith skill against the arcane skill of the other caster at the final round of the ritual's Dramatic Task (see Rituals and Meditations in The Tomorrow Legion Player's Guide).
KNIGHT OF THE COSMIC FORGE COMPLICATIONS
Though their armor may gleam like a sun blazing, anyone who has ever encountered a Omega Cosmo Knight recognizes the Knights of the Cosmic Forge bear a suspicious similarity to those evil mercenaries. Forge Knights struggle to win the trust of people beyond their sanctuary in Phase World.
  • Cybernetics: Knights of the Cosmic Forge suffer a −1 to arcane skill rolls for every point of Strain they possess.
  • Distrusted: Due as much to their secrecy as to their relation to the evil Omega Knights (though the spikes and chains on their armor don't help), Knights of the Cosmic Forge suffer a –2 penalty to Persuasion when interacting with almost anyone who does not call their sanctuary on Phase World home.
  • Enemies: The Omega Knights and the Evil Intelligences across the megaverse hunt the Rose Knights as traitors, making them the target of many galactic bounty hunters and mercenaries. Sadly due to an unfortunate event, the Kreeghor empire’s forces have orders to shoot them on sight.
  • Power Activators: Fallen Knights must have their hands free to perform gestures and have the power of speech to cast miracles. Entangled, Bound, silenced or otherwise muted Forge Knights cannot activate new miracles powers until they are free.
  • „Vow of the Knights of the Cosmic Forge: All members swear to follow their order's code.
KNight of the Cosmic Forge STARTING GEAR Begin with standard Starting Gear substituting Mystic Knight Armor, plus a Flaming Sword.
Altara Race
The Blind Warrior Women of Altara (commonly called Warrior Women) are infamous clones bred to serve Atlantis. An Altarain has the ability to induce herself into asexual reproduction and produce a clone. Such clones rapidly mature to adults with the memories and capabilities of the spawning Altara. Most are brainwashed, abjectly loyal servants of the Splugorth, yet some break their conditioning and rebel, seeking a life outside of service to Atlantis. Though blind, Altara have extraordinary sensory abilities and are genetically engineered to be superior physical specimens. Genetically and magically designed for combat, Altara rarely speak and have a decidedly warrior-first view of everything. Rogues usually wear sunglasses, visors, goggles, or hoods to hide their Atlantean roots and tell-tale blind, sightless eyes. They do this to avoid the prejudice of those who assume they are still serving the Slavers, as well as to avoid easy detection by those who would hunt them down for Atlantis.

„
  • Attractive: The Warrior Women are genetically engineered for beauty, they have the Attractive Edge.
  • Bad Reputation (Minor): Infamous as servants of Splugorth Slavers, the average person fears Altara—most folks who discover who and what they are initially have Uncooperative Reactions.
  • Blind: Although created blind, this is only a minor drawback for the Altara since they have a natural radar-like ability extending 1,200 feet (200") which c o mp e n s at e s for most of the penalties. They cannot read, however, see colors, or otherwise detect purely visual information.
  • Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara begin with a starting Agility, Strength, and Vigor of d6—increase Trait maximums accordingly.
  • Instilled Ignorance: Taught only what they need to serve their masters, extreme brainwashing is used to dampen Altarain intellectual acumen, leaving them naive about the world. Altara suffer a −2 to all Common Knowledge rolls (a total untrained penalty of d4–4) and do not start with the standard d4 in this core skill.
  • Minor Psionic: Altarains begin with Arcane Background (Psionics), 10 ISP and these three powers: arcane protection*, detect/conceal arcana*, and empathy, see page 129. If an Altara chooses a framework providing Arcane Background (Psionics), three of her starting powers are the ones listed above (even if not normally allowed to that Framework) and she adds two powers to her starting total (e.g., an Altarain Burster starts with five powers).
  • Near-Human Physiology: Altara were modified through Splugorth bio-wizardry, giving those unfamiliar with their biology a –1 penalty to Healing skill rolls and to any cybernetics checks involving installation, repair, and modification.
  • Storm-Fouled Senses: In inclement weather or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Athletics (throwing).
  • Superior Senses: Begin with the Alertness Edge.
  • Wanted (Minor): Any Minion of Splugorth, including most other Altara Warrior Women, attack to capture or kill a rogue Altara in an instant.
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Re: Ducky the Fallen Cosmo Knight (Swade KotWR)

Post by Pender Lumkiss »

Player Name: Jon Neeper
Google Handle: jonneeper@gmail.com
Character Name Ducky Boss
Rank:Seasoned Advances: 7 Advances Left:
Race:Altara
Iconic Framework: Knight of the Cosmic Forge
Attributes: Agility d6(1 race), Smarts d8(2), Spirit d10(2, 1 advance), Strength d6(1 race) Vigor d12(1race, 3 advance)
Pace:6 ; Parry: 8 ; Toughness[/ b]: 18(7); Strain: 0
Skills:
  • Notice d8(2)
  • Stealth d4
  • Common Kn d4-4
  • Persuasion d6(1)
  • Intimidate d8(3)
  • Athletics d6(1)
  • Fighting d12(3HJ, d6 free,3)
  • Psionics d8(1)
  • Faith d8(1, d6 free)
  • kn battle d10(d6free, 3)


Hindrances
  • Heroic(Major): She will for good or ill help any one who asks for it. While no longer a cosmo knight Ducky very much strives to be the hero she once was.
  • Secret (Minor): She and the crew were once part of the Remorseless. How and why the crew of the Sovereign left the Remorseless? It is a sordid tale, and one Ducky would perhaps die to keep from revealing. Doing so would cause her friends harm, and possibly leave her on the outside of their good graces, and worse yet something would come calling for a favor she could not give.
  • Loyal: Anyone on the Sovereign is her family Dorian included. She will always protect her family.

Psionic Powers 10/10 ISP
  • Arcane Protection
  • Detect/Conceal Arcana
  • Empathy
  • Boost/Lower Trait
  • Relief

Miracles Powers 20/20 PPE
  • Bolt (Mega Mods): Cosmic Blast
  • Smite (innate): Cosmic Weapon
  • Warriors Gift(Innate): Cosmic Fury

Edges
  • AB Psionics(IF and race)
  • AB miracles (IF)
  • Martial Artist(IF)
  • Alertness(race)
  • Attractive(race)
  • Dirty Fighter(HJ): A fighter with this Edge gets a +2 when making Tests against a foe if his next action is a Fighting attack against that same target.
  • Tricky Fighter(HJ): He ignores the Multi-Action penalty when making a Test against a foe when his next action is a Fighting attack against that target.
  • Command (HJ), A leader among space pirates. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken.
  • Adept Miracles (HJ)- Her time with the Omega order taught her the value of being swift with certain powers. Warriors Gift, and Smite are innate.
  • Inspire (Hindrance), Some still say Ducky’s bearing is still cosmic, for those people she can inspire them to do better. Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to all allied Extras in Command Range. A leader could Support all Shooting attacks in range, for example, or all Spirit rolls to recover from being Shaken. Inspire is an action and requires some sort of communication with those it affects.
  • Tough as Nails (Hindrance)- But a shadow of her cosmo knight self she is still capable of taking more damage than most. 4 wounds instead of the normal 3.
  • Elan, Ducky has a large heart and when she gives her all it is nothing but 200%. +2 when spending a benny to reroll trait rolls.
  • Reliable, Ducky is always there for when people need her most. He gets a free reroll on any Support roll.
  • More PPTs: +5 PPE.
  • Champion, Champions fight the forces of darkness (or good), adding +2 damage when attacking supernaturally evil (or good if they're evil) creatures. The bonus applies to area effect damage, ranged attacks, powers, etc.
  • More PPTs: +5PPE
  • Trademark weapon Horizon Breaker
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Re: Ducky the Fallen Cosmo Knight (Swade KotWR)

Post by Pender Lumkiss »

Advances
  • Initial Advances: (From Hindrances): Inspire, Tough as Nails
  • Novice 1 Advance: Elan
  • Novice 2 Advance: Spirit die
  • Novice 3 Advance: More PPts
  • Seasoned 1 Advance: Reliable
  • Seasoned 2 Advance: Champion
  • Seasoned 3 Advance: Vigor increase
  • Seasoned 4 Advance: More ppts
  • Veteran 1 Advance: trade mark weapon, Horizon Breaker.
  • Veteran 2 Advance:Vigor Increase
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Re: Ducky the Fallen Cosmo Knight (Swade KotWR)

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Training
  • Your character has extensively trained in a professional area of expertise, and has a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM's approval.
Education 12-
  • The world was ended in war, reborn in war, and war remains the most prevalent truth of the age. Your character understands this better than anyone, and he gains a d6 in Battle to prove it. He also has the Command Edge (or one Leadership Edge of her choice if he already has Command).
Training 3-
  • After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Training 14-
  • When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge, or Tricky Fighter if she already has Dirty Fighter.
Training 14-
  • When it gets up-close and ugly, your hero knows how to set up her opponents for a nasty fall, while protecting herself. She has the Dirty Fighter Edge, or Tricky Fighter if she already has Dirty Fighter.
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Re: Ducky the Fallen Cosmo Knight (Swade KotWR)

Post by Pender Lumkiss »

Dirty fighter, tricky fighter, champion, command, inspire, tough as nails, adept, reliable, elan

Later: Rabble rouser, Gateway Knight
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Re: Ducky the Fallen Cosmo Knight (Swade KotWR)

Post by Pender Lumkiss »

Begin with standard Starting Gear substituting Mystic Knight Armor, plus a Flaming Sword.

Mystic Knight Armor: 7Armor, 3 toughness, EBA (150k), Advanced Radio (150k)
  • Your suit has an advanced communications system, with a 20-mile range. Add +2 to Survival rolls to navigate by pinpointing location, Electronics rolls to jam transmissions, radio direction find, intercept comms, etc
Horizon Breaker, Str+d10, AP12. 3 PPE +2 parry, take em down, improved taken down, non leathal bonus...
Horizon Breaker
A custom modified vibro longsword, the cutting surfaces have been replaced with ultra dense materials mined from a collapsed star. Its vibro field generators are altered to take advantage of the unique gravitic energies, further enhancing its armor penetration or allowing strikes with the flat of the blade to land with more force. Normally these materials would make a weapon weigh much more however an AI has also been installed which can manipulate the field to offset the weight making it no more heavy than a common vibro sword. Additional TW modification enhances the fields gravitic effects, striking truer against more massive objects and throwing off enemy strikes.
  • Damage Str+d10
  • AP 12
  • Min strength d8
  • Weight 4
  • Rarity+0
  • Notes: pay 3 PPE to gain Take em Down, Improved Take em Down, and +2 parry for 5 rounds
  • Cost
    95,200
    Base Item 11,000, HJ mod 11,000, HJ mod 11,000, TW conversion 2,200, major mod edge 25,000, major mod edge 25,000, minor mod x2 10,000
  • Mods
    • Gravitic field AP=HJ mod +2 AP
    • Gravitic Field Subdual Strike=HJ mod When using this weapon, ignore the penalty to Fighting checks for making Non-Lethal attacks, and add +4 to Non-Lethal Damage rolls.
    • Minor tw mod, +1 parry
    • Minor tw mod, +1 parry
    • Major TW mod, edge Take em Down
    • Major TW mod, edge Improved Take em Down
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Re: Ducky the Fallen Cosmo Knight (Swade KotWR)

Post by Pender Lumkiss »

Took more ppts.
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Re: Ducky the Fallen Cosmo Knight (Swade KotWR)

Post by Pender Lumkiss »

Too trademark weapon horizon breaker
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Re: Ducky the Fallen Cosmo Knight (Swade KotWR)

Post by Pender Lumkiss »

Took vigor increase
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