Jedi are some of the most iconic figures in Star Wars, and
fittingly, Psi-Wars has its own variation in the form of Space Knights.
However, it would be a mistake to directly compare the two. Where Force
wielders in Star Wars are essentially pretty similar, with the major
distinction being whether they’re the good guy Jedi or the bad guy Sith, Psi
Wars has far more variations. The type of psionics that a Space Knight uses and
the 50 point Power-Up lens they choose have a great deal of effect on just what
they can do. There’s so much potential variation, in fact, that this is only
going to be one in a series of posts on the Space Knight. Today, we’ll look at
the traits common to all Space Knights.
Space Knights
The Basic Chassis
All Space Knights come with ST 11, DX 12, IQ 13, HT 11, and
Will 15. Thus, like most action heroes, they’re going to be at least passably
competent in just about anything they choose to study. The high Will, in
particular, is important for many psionic abilities that are based on Will, and
is just a little shy of letting most abilities qualify for No Nuisance Rolls
with a minimum of point investment. It also means that Intimidation is going to
be your best social skill, which is handy for Contests of Will in a duel.
Space Knights also come with Combat Reflexes and Weapon
Master (Force Sword). Combat Reflexes is pretty standard for any
combat-oriented template, but Weapon Master deserves some further
consideration. If you know the relevant skill at DX+2, you get +2 per die to damage with that weapon. Since
all Space Knights have this, your standard Force Sword deals a whopping 8d+16 (5) damage! That’s enough to get
past up to DR 220 on average. Since the maximum protection personal armor offers
is DR 120, anyone you hit is dead.
Okay, some people will survive, but typically you’re forcing unconsciousness
checks and at least one death check.
As a result, the moment you turn that force sword on, expect
to draw everyone’s attention. If you want to survive, invest in good armor or
your defensive abilities. Fortunately, depending on which force sword skill
package you choose, your parries start at 12 or 13, and your Precognitive
Defense starts at 13. Fast-Draw (Force Sword) also helps you get your blade in
your hand quickly, which begins at 13 as well.
Speaking of combat skills, depending on whether you fight
with one weapon, two weapons, or a weapon and a shield, you’re looking at 16 or
18 in your chosen weapon type (force sword or saber). This isn’t amazing, but
you’ll at least threaten hits consistently, and have a bit of skill to spend on
fancier tricks. Picking up a force buckler is great for your defenses, while
the Dual Weapon Attack package improves your offense. In any case, the net
result is that you’re very dangerous at melee range, and even shooting at you
is unwise unless you’re trying to deflect a lot of shots at once.
For other skills, you have Meditation-14, Philosophy-13,
Stealth-12, a choice of Brawling or Karate, and Wrestling or Judo. Meditation
and Philosophy are your mystic skills, Stealth is an everyman skill, and the
rest are back-ups for close-in fighting.
In conclusion, the basic space knight is a competent if not
outstanding melee fighter with a supremely dangerous weapon, and potential to
do well in other areas. Unfortunately, you’re also a very tempting target, so
try to avoid putting yourself in situations where you draw a lot of fire.
Advantage Options
With only 20 points to spend, you’re not going to pick up a
whole lot here. Improved DX and IQ are both tempting, since either of them
applies to a lot of your abilities. IQ in particular is great, since it adds to
your psionics and your Precognitive
Defense. Devotion is good if you plan to focus on the mystic side of the Space
Knight, while Enhanced Dodge and Enhanced Parry may very well save your life in
a pitched battle.
Destiny and Luck are handy for getting out of a jam, but
they’re limited use and so are really emergency-only abilities. Wealth is
another interesting option, since good armor and weapons are expensive, and it’s
a lot easier to foot the bill if you have Wealth.
Disadvantage Options
Not much to say here. They’re all about what sort of a
knight you are. Are you the heroic, knight in shining armor sort? The wandering
beggar knight? Or a bloodthirsty dark knight?
Be careful choosing Vow (Poverty) and Wealth (Struggling or
Poor), though. Good armor can save you from the attacks you’re likely to face,
and forgoing it means relying on skill.
Skill Options
Between your background lens and the secondary skill
options, you actually have a lot of options here. Acrobatics and Climbing are
suitable for agile space knights, Armoury if you want to tinker with your weapon,
and Literature, Law, History, and Intelligence Analysis for understanding what’s
going on. Intimidation deserves particular note for how well it synergizes with
your high Will, and again, it’s valuable in Contests of Will. Keep that in
mind.
Still, you’re not going to be particularly outstanding at
any of these, though your high attributes will give you a decent skill level
with anything you choose to take.
Martial Arts
With only six points to spend and one those dedicated to a
Style Familiarity, you’re not going to get a lot out of this. Depending on your
skill choices, you may have to spend some of those points just for the buy-in
for the style. You can get a perk or two, and maybe invest in a style
technique. Your choices here are mostly a statement of how you’re going to
fight.
More to Come…
By default, your standard space knight is a competent
combatant with a smattering of other skills and the beginnings of a distinctive
martial style. Where they really get interesting is in their choice of psionic
ability and 50 point Power-Up lens. However, each of these needs a post of
their own, since there’s so much to think about and choose with each. Stay
tuned for most posts on the Space Knight.
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