Star Knights

Star Knight

Medium sentient humanoid (8d6) Β  Β 
STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)PSI 10 (4d6)
MELEE DEFENCE 32RANGED DEFENCE 24MENTAL DEFENCE 16VITAL DEFENCE 24
HEALTH 48SOAK 8; VULN noneIMMUNE none
INITIATIVE 8d6PERCEPTION 6d6SPEED 8; CLIMB 4; JUMP 30'/10'CARRY 200lb (max lift 500lb)
REACH 5-ftACTIONS 2
πŸ…œ Laser sword 8d6 melee (4d6+4 heat damage)πŸ…‘ Psychic push 4d6 ranged (2d6 blunt damage; range 12; push 10')
Skills hardy 10 (4d6), swords 10 (4d6), perception 3 (2d6), movement 6 (3d6), tactics 10 (4d6), stealth 8 (3d6), telekinesis 10 (4d6), telepathy 10 (4d6), piloting 3 (2d6), law 6 (3d6)Gear laser sword, mesh lining, hand scanner

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Missile deflection.Β  If the star knight is missed witha ranged attack, she may redirect it back at the attacker or another target, making an 8d6 arranged attack in return; the deflected shot does its normal damage.
Psychic leap. The star knight moves a double move (16 squares) as one action, ignoring difficult terrain, and landing at a location up to 30' above or below her current location.
Summon. The star knight can telekinetically call a small or smaller object within 30' to her hand. If the object is held by someone else, it requires a PSI attack.

Dark Lord

Medium sentient humanoid (9d6)
STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6)CHA 15 (5d6) LUC 1 (1d6) REP 15 (5d6)PSI 10 (4d6)
MELEE DEFENCE 36RANGED DEFENCE 27MENTAL DEFENCE 18VITAL DEFENCE 27
HEALTH 54SOAK 9; VULN noneIMMUNE none
INITIATIVE 9d6PERCEPTION 7d6SPEED 9; CLIMB 5; JUMP 42'/15'CARRY 300lb (max lift 750lb)
REACH 5-ftACTIONS 2
πŸ…œ Laser sword 9d6 melee (5d6+5 heat damage)πŸ…‘ Lighting blast 5d6 ranged (3d6 electricity damage; range 14)
Skills hardy 10 (4d6), combat 10 (4d6), perception 3 (2d6), movement 6 (3d6), tactics 10 (4d6), stealth 8 (3d6, psionicsl 15 (5d6)Gear laser sword, riot armor

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Missile deflection.Β  If the darklord is missed with a ranged attack, she may redirect it back at the attacker or another target, making a 9d6 ranged attack in return; the deflected shot does its normal damage.
Psychic Choke. The darklord uses a psionic ability vs. VITAL DEFENSE which squeezes the breath from a victim within 30', causing 3d6 blunt damage. This damage cannot be SOAKed.