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Knight of the Stone
Knight of the Stone
various
 
Cost

Characteristic

Value Roll Notes
5 STR 15 12- Lift: 200.0kg; Dice: HTH Damage 3d6 END [1]

Knight of the Stone

12 DEX 14 12- OCV 5 DCV 5
6 CON 13 12-
6 BODY 13 12-
0 INT 10 11- PER Roll 11-
2 EGO 11 11- ECV: 4
3 PRE 13 12- PRE Attack: 2 1/2d6
1 COM 12 11-
7 PD 10/20   10/20 PD (0/10 rPD)
7 ED 10/20   10/20 ED (0/10 rED)
6 SPD 3   Mental Defense: 0
0 REC 6   Phases: 4, 8, 12
0 END 26   Running: 4" (8" NC)
0 STUN 28   Swimming: 6" (12" NC)
 

Cost

Powers

END

30 Weapons Pool: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)
3u 1) Sword of Joeri Peraim: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points); OAF (-1) 2
3u 2) Lightning Lance of Niptaw Vrossih: Killing Attack - Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2) (52 Active Points); OAF (-1) 5
20 Armor of Sorisl Traen: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)
5 Elixir of Hraem Yagjir: Healing BODY 1d6, Continuous (+1) (20 Active Points); Limited Power (Must Be Imbibed Prior to Being Wounded to Have an Effect) Power loses about two-thirds of its effectiveness (-1 1/2), OAF (-1), 1 Continuing Charge lasting 5 Minutes (-3/4)
11 Water is My Element: (Total: 11 Active Cost, 11 Real Cost) Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold) (Real Cost: 8) plus Environmental Movement (no penalties in Water) (Real Cost: 3)
 

Cost

Talents

7

Combat Luck (3 PD/3 ED), Usable By Other (Only Usable by Mount) (+1/4) (7 Active Points)

Cost

Perks

5

Fringe Benefit: Knight, Local Police Powers, Weapon Permit (where appropriate)

12

Follower (60+75 Point Sea-Horse)

Cost

Martial Arts
Maneuver Phase OCV DCV Notes
Charge 1/2 +0 -2 5d6 +v/5 Strike, FMove
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Martial Block 1/2 +2 +2 Block, Abort
Martial Strike 1/2 +0 +2 5d6 Strike
Passing Disarm 1/2 -1 -1 Disarm, 25 STR to Disarm; FMove
Passing Strike 1/2 +1 +0 3d6 +v/5; FMove

Cost

Skills

16

+2 with All Combat

1

Animal Handler (Aquatic Animals) 8-

Everyman Skills

Acting 8-

Area Knowledge: (hometown), Lemuria 11-

Climbing 8-

Concealment 8-

Deduction 8-

Language: Atlantean (idiomatic)

Paramedics 8-

Persuasion 8-

Professional Skill: Knight 11-

Shadowing 8-

Stealth 8-

Military Package (Cost: 16)

Interrogation 8-

KS: Knights of the Stone Customs and History 11-

KS: Lemuria and Atlantis 11-

Navigation (Marine) 11-

PS: Member of the Military 11-

Riding 13-

Social Limitation: Civilians Just Don't Get It

Stealth 12-

Swimming +2"

Tactics 11-

WF: Small Arms, Blades

5

Rapid Attack (HTH)

3

Teamwork 12-

0

TF: Swimming Beasts
140+ Disadvantages

10

Distinctive Features: Atlantean (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5

Hunted: Atlantean Military Forces 8- (Mo Pow, NCI, Limited Geographical Area, Watching)

10

Physical Limitation: Uncomfortable in Open Air (Infrequently, Greatly Impairing)

20

Psychological Limitation: Believes in the Priesthood of Lemuria, Right or Wrong (Common, Total)

10

Psychological Limitation: Believes that Surface Worlders are Inferior (Uncommon, Strong)

20

Social Limitation: Subject to Orders (Very Frequently, Major)
4 Experience Points
 
Characteristics Cost 55 Base Points 140
Powers Cost 72 Disadvantages 75
Talents Cost 7 Experience Points 4
Perks Cost 17 Total Points 219
Martial Arts Cost 28
Skills Cost 40
Total Cost 219
 
Concept Weaponmaster Hair Colour various
Nationality Lemurian Eye Colour various
Place of Birth various, Lemuria Height various
Date of Birth various Weight various
 
Background

Once the priesthood and the Imperial House were established, it became clear that someone still had to do the dirty work of dispatching roving sea monsters, suppressing insurrection, and commanding armies. Thus, the Emperor Beroon II elevated twenty commoners, who were approved by the High Priest, and declared them to be Knights. The remainder of the commoners were relegated to the role of peasants.

The Knights had the responsibility of managing estates and delivering taxes to the Emperor and tithes to the High Priest. They were also responsible for keeping ready peasant levies for whenever they were needed.

During the reign of Beroon IV, a schism developed between the Imperial House and the Priesthood. Roughly half of the Knights supported each side as the Knights of the Blood and the Knights of the Stone, respectively. A bloody civil war errupted and, with the Knights of the Stone now bearing Lightning Lances, the Priesthood came out the winner. Berron IV was executed and the Emperor became little more than a figurehead. The Knights of the Blood were stripped of their equipment and given the choice of becoming peasants or practice targets. To fill the void some of the outstanding peasant soldiers were elevated to become Knights of the Stone.

Personality
The Knights of the Stone have varying personalities, but all are proud of their heritage and adamantly support the Priesthood. To others, the Knights are quiet, observing, and menacing. But amongst their brothers and sisters, they are quite lively and loquacious.
Quote
"Yield to the chosen of the Ancients."
Powers

The Knights of the Stone bear four pieces of equipment which allows them to be efficient and deadly warriors. Their primary weapon is a strong, lightweight ceramisteel sword. For combat over longer distances, they use a electrostatic discharge gun. Their armor, too is made of ceramisteel. Finally, they carry a bioengineered nanomachine pharmaceutical that is orally delivered and allows them to heal rapidly in battle. Of course, they think that all of these are god-granted magic rather than machine-made technology.

Typically one Knight of the Stone commands one Block of Servant Soldiers. In addition, often a veteran Knight is paired with a trainee squire who is equipped and trained as the knight, but has less field experience. Both are mounted on Sea Horses.

Appearance

The Knights wear gray and purple armor that looks a lot like that of an early Medieval knight. The sword completes the look, but the Lightning Lance gives them an achronistic appearance. They have a habit of appearing menacing to anyone outside of their own caste.