An ancient race of energy beings, following an impressive span of technological and social evolution,
the Gaothoem were one of three species to dominate the universal core many millions of years ago.
During this time, all three civilizations expanded their
holdings, colonizing new worlds slowly due to the restrictions of sub-light speed technology, increasing
the breadth of their understanding of the universe,
and bumping heads with each other in wars that lasted millennia, if not millions of years because of such
restrictions on traveling between stars.
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T h e Ce le s t i al
Legions
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T h e C e l e s ti a l L e g i o n s
The Dread War whittled down both surviving universal powers to mere fractions of their former size
and populations, with the Gaothoem Conclave taking the brunt of the attacks and only retaining about
one-tenth their dominion when a terrible decision
was arrived at. Deciding survival at any cost was better than the alternative, the Conclaves ruling council
secretly struck a deal with their enemy. In exchange
for betraying the Titonathor, the Gaothoem would be
left alone to govern their few remaining star systems
in peace and without further casualties.
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T h e C e l e s ti a l L e g i o n s
Pe na nc e of th e
Gao t h oem
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T h E c e l e s ti a l L e g i o n s
Gao Tho was transformed into a giant battery
of sorts, designed to house not only the unified life
force of its former inhabitants but also their collected minds, personalities, and wills. The process
of uniting the life force of trillions of energy beings
in this manner is what created the ripple that left
the Dead Zone in its wake. Despite all the destruction this event wrought, it allowed the Gaothoem to
achieve their ultimate goal of enlightenment.
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T h e C e l e s ti a l L e g i o n s
The Gaothoem Dead Zone
The act of transmergence created a region devoid of planets for nearly half a light year around Gao
Tho, the home planet of the Gaothoem. Filling the area is nothing but detritusthe remains of the
systems destroyed by the massive energy ripple released by the planets transformation. For centuries
no one pieced together what happened, but the rise of the Celestial Legions (pg 4) has finally provided
the answer.
The Zettex Demesne has declared the area entirely off-limits after losing the initial fleet sent to investigate the disaster, and so patrols, sensors stations, and killer satellites now surround the area (no
small feat or expenditure considering the cordons size.) Nobody except the Zettex are certain if the
Demesne is more interested in keeping the curious out or containing whatever it is that dwells in the
sectors sole remaining planetary body, but the effect remains the same.
Pirates, smugglers, rebels, and other scum and riffraff often use the Dead Zones fringe to hide
their ships, using unavoidable holes in the cordon to slip in and out undetected. Although the debris
is a tempting hideout, risk of capture and fear of what may reside deeper in the region means only
the bravest or most foolhardy dare do so. Treasure seekers are also common enough, as the belief that
something of value must have survived the destruction of all those planets is strong and prolific, and
perhaps they are right. However, nobody who has passed into the Dead Zone beyond maximum sensor
range has ever returned (so far as anyone knows.) Not even the relatively few Gaothoem who did not
share their homeworlds fate will venture into the region for fear of what may be found within.
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T h e Gao t h oem
One of the triumvirate of races to have once
dominated the universal core, the Gaothoem are
sentient beings formed entirely of living, protonic
In their native form, the Gaothoems subconscious will maintains their energy life force in a cohesive, immortal state. Should the being ever lose
its desire to live it will simply wink out of existence
by intuitively dissipating its energy into its surroundings. In effect, its will to live literally sustains it.
This energy form appears as a nascent faint blue
to violet light that stretches between 5 and 6 feet
high and half that in width. Lacking a physical form,
Gaothoem fly about and interact with their environment using a limited form of telekinesis.
T h e C e l e s ti a l L e g i o n s - G a o t h o e m T e m p l at e
Gaothoem Template (48 PP)
This represents Gaothoem that have not undergone transmergence.
Skills
Cost
Computers 4 ranks
Powers
Flight 1 (Power Feats: Innate; Extras: Continuous; Flaws: Permanent)
Immunity 13 (Aging, Critical Hits, Life Support, Starvation and Thirst; Power Feats: Innate)
14
16
10
Drawbacks
Noticeable (Flight; unique energy signature)
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Much of the universal core has sagely accepted the Celestial Legion as an unofficially official
law enforcement agency that looks after them on
a sector-wide scale. Acceptance does not necessarily mean these civilizations agree with or even
enjoy the protection and overseeing, though.
Many planets and galactic governments downright
abhor interference in what they consider domestic affairs, but they accept the Legions intervention because they really have little choice when it
comes to disagreeing with individuals who, quite
often, can literally go head to head with their best
battleships and come out on top. Unable to openly
oppose the Legion, most dissident civilizations instead choose to make life as difficult as possible
T h e C e l e s ti a l L e g i o n s
Legionnaire Selection
Gao Thos search for appropriate hosts is very thorough and delves into the subconscious as well as
the conscious mind. Not all subjects of transmergence immediately agree to the path their alien hitchhiker has laid out for them, but a telepathic scan beforehand means the selection process rarely fails to
hit the mark, even if a difficult period of learning and stumbling is required before the host accepts his
lot. Nevertheless, this process is not without error.
Just as some hosts had already chosen a life of heroism before becoming Legionnaires, a few have
also outright refused to join the Gaothoems crusade, opting instead for a normal life. This traps the
alien essence until the host dies, after which there is a chance it can jump into a nearby sentient (the
sentient host must be within roughly fifty feet and the essence must be in good health.) However, this
is done without the benefit of Gao Thos telepathic selection scan because, once initially ejected from
Gao Tho the essence is no longer directly connected to the planetary consciousness and it cannot return
on its own.
When they know death is upon them, Legionnaires seek a (hopefully) worthy host to be near for
when the moment comes, but this has occasionally resulted in unworthy (or even villainous) beings undergoing the secondary transmergence and then abusing their power, usually driving the Gaothoem essence mad in the process. The alternative of dissipation and death does, however, leave the Legionnaire
little choice unless the alien essence is noble enough to give up its own life to ensure its power isnt used
for evil or selfish ends before a new transmergence occurs.
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for the Legionnaires simply by politely being uncooperative and difficult whenever possible.
Whether seen as noble heroes, tiresome blowhards, or intrusive outsiders, the grand presence
the Celestial Legion commands on the cosmic
stage cannot be denied.
T h e L e g io n n a ir e s
A Legionnaire should protect his assigned section of space and maintain the peace. Some take a
more active role than others, overthrowing tyrannical governments and hunting evil no matter where
it hides, while others choose to be more reactionary
and believe the best route is to not interfere in local
politics and similar events except when absolutely
necessary. There is no set code on such behavior,
beyond the need to protect life, granting the individual Legionnaire incredible discretion when it comes
to such matters.
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T h e C e l e s ti a l L e g i o n s - T r a n s m e r e g e d E s s e n c e /
c e l e s ti a l l e g i o n n a i r e t e m p l at e
Typical Transmerged Gaothoem Essence
PL 4/Sidekick Rank 11
STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
14 (+2)
SAVES
Tough
Fort
Ref
Will +8
Skills: Computers 4 (+8), Language (Select four), Knowledge (Select one of the sciences) 8 (+12)
Powers: Insubstantial 4 (Power Feats: Innate; Extras: Continuous; Flaws: Permanent) || Invisibility
(All visual senses, 8 PP; Power Feats: Innate; Extras: Continuous; Flaws: Permanent) || Immunity
14 (Aging, Critical Hits, Life Support, Starvation and Thirst, Sleep; Power Feats: Innate)
||
Mind
Shield 8 (Power Feats: Innate) || Super-Senses 2 (Visual [radius]; Power Feats: Innate)
Drawbacks: Disability (Bodiless; bonded to host) 4
Combat: Attack +0, Damage , Defense +0, Initiative +0
Abilities 4 + Skills 4 (16 ranks) + Powers 54 + Saves 4 Drawbacks 4 = 54
The following modifications are the result of transmergence with a Gaothoem life essence. Each
union is unique, so the same essence joining with a new host will impart the following, along with additional abilities that were not necessarily possessed by any previous hosts (although such abilities need
not make themselves known right away.) This allows the player an excuse to tailor his characters powers beyond the basic Legionnaire concept, making the character more unique.
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Saves
Will +1
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Feats
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Comprehend 1 (languages)
Communication 16 (Mental; Power Feats: Selective; Extras: Area; Flaws: Celestial Legionnaires only)
Cost
1
11
17
2
Cosmic Energy Control 10 * (Gaothoem essence; Power Feats: Costume, Alternate Powers
Force Constructs 7 * [Power Feats: Affects Insubstantial 2, Progression (object size) 2, Precise,
Stationary, Tether; Extras: Movable; Flaws: Tiring **], Regeneration 19 * [Ability, Bruised,
Unconscious: 1 round, Injured, Staggered, Disabled: 5 minutes, Recovery Bonus +3; Power
Feats: Persistent, Regrowth])
26
Enhanced Strength 5
Enhanced Dexterity 2
Enhanced Constitution 2
Flight 4
11
Mind Shield 4
Space Travel 3
Complications
One of Us (Celestial Legions)
Drawbacks
Vulnerable (Magnetism; major, uncommon)
* Dynamic
** Force Constructs fatigues a rookie Legionnaire. As experience comes, most buy off this flaw
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T h e C e l e s ti a l L e g i o n s - T h e C e l e s ti a l L e g i o n n a i r e ( PL 9 )
Real Name:
Brian Saunders
Aliases:
The Celestial
Legionnaire
Threat Level:
Gamma-E
Age: 22
Height:
5 feet, 11 in.
Weight: 184 lbs
Native
Language:
English
arrived and, seeing that her Gaothoem companion had already passed on to another, prepared to
kill the stunned human. Only the timely arrival of
Legionnaire Droog managed to save Brian from his
diabolical attacker, Marauder, and together the two
Legionnaires managed to drive the rogue off.
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The character does (or did) belong to a group that stresses loyalty and the value of membership beyond typical reason. Once you are in the group it becomes very intrusive and is a major element in your
life, making it difficult to walk away without repercussions. In exchange for whatever benefits there
may be for membership, you are at the groups whim and must make the organizations priorities your
own, no matter how bad it may mess up other aspects of your life. Failing to comply with the utmost
speed and ability often means dire consequences.
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Brian now leads a double life as struggling student and space-faring super-hero under Droogs
sporadic tutelage. He still has much to learn and
more often than not lets his enthusiasm and awe get
the better of him, allowing himself to be distracted
by the oddities of his new duties, a fact that Droog is
still trying to hammer out of him during their training
sessions. However, Brian shows great promise as a
Celestial Legionnaire and, with a little maturity and
experience, Droog believes he may shape up to be
one of the Legions greatest members (although
theres no way hed let Brian know that.)
Quiton-Pol, the transmereged Gaothoem essence bonded to Brian, is a snobbish perfectionist
and is thus always pushing its host to constantly improve. Truth be told, Quiton-Pol was initially unhappy to bond with a being it considers well beneath
its normal standards, but the Gaothoem is learning
that Brian has a knack for inspired problem solving,
and possesses a subdued courage and confidence
that shines through in the worst of circumstances.
Appearance: As befitting his self-image as a knight
in shining armor, Saunders Legionnaire costume
has manifested as a stylized, futuristic suit resembling futuristic plate mail, although no additional
T h e C e l e s ti a l L e g i o n s - T h e C e l e s ti a l L e g i o n n a i r e ( PL 9 )
Celestial Legionnaire
PL 9
STR
DEX
CON
INT
WIS
CHA
+2/+5
+1/+2
+2/+4
+1
+3
+2
14/20
12/14
14/18
12
16
14
REF
+6/+7
WILL
+11
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+5/+10
Powers: Communication 16 (Mental; Power Feats: Selective; Extras: Area; Flaws: Celestial
Legionnaires only)
||
Comprehend 1 (languages)
||
Cosmic Energy Control 10
* (Gaothoem essence; Power Feats: Costume, Alternate PowersBlast 10 * [Surge blast;
Power Feats: Progression (area); Extras: Burst; Flaws: Touch] Force Constructs 7 * [Power
Feats: Affects Insubstantial 2, Progression (object size) 2, Precise, Stationary, Tether; Extras:
Movable; Flaws: Tiring], Regeneration 19 * [Ability, Bruised, Unconscious: 1 round, Injured,
Staggered, Disabled: 5 minutes, Recovery Bonus +3; Power Feats: Persistent, Regrowth])
||
Enhanced Strength 6
||
Enhanced Dexterity 2
||
Enhanced Constitution 4
||
Flight 6 || Immunity 11 (Life Support, Sleep, Starvation and Thirst) || Protection
4 (Extras: Impervious)
||
Mind Shield 6
||
Space Travel 5
||
Super-Senses 4
(Visual [extended 4])
Drawbacks: Vulnerable (Magnetism; major, uncommon) 3, Weakness (Strong magnetic
fields; major, uncommon) 3
Combat: Attack +6 (+8 ranged), Damage +2/+5 (unarmed), +10 (cosmic blast), Defense +7,
Initiative +5/+6
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FORT
+6/+8
Skills: Bluff 2 (+4), Computers 2 (+3), Concentration 4 (+7), Craft (electronic) 4 (+5), Disable
Device 2 (+3), Knowledge (technology) 4 (+5), Profession (electrical engineer) 1 (+4), Stealth
1 (+2/+3)
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TOUGH
Quiton-Pol
PL 4/Sidekick Rank 13
16 (+3)
18 (+4)
14 (+2)
the Legions symbol rests squarely upon his
Fort
Ref
Will +8
chest. When not assuming his heroic guise, SAVES Tough
Brian is a somewhat ordinary young man
with dark, closely cropped hair and a studi- Skills: Computers 4 (+7), Language (Aramaic, English,
ous look about him that is furthered by his Titonath, Zettex), Knowledge (physical sciences) 10 (+13),
Profession (scientist) 2 (+6)
habit of constantly adjusting his glasses.
Powers: Insubstantial 4 (Power Feats: Innate; Extras:
Playing a 150 PP
Continuous; Flaws: Permanent) || Invisibility (All visuLegionnaire Saunders
al senses, 8 PP; Power Feats: Innate; Extras: Continuous;
Using Legionnaire Saunders as a PL 10 Flaws: Permanent) || Immunity 14 (Aging, Critical Hits,
player character requires cutting his expend- Life Support, Starvation and Thirst, Sleep; Power Feats:
||
Mind Shield 10 (Power Feats: Innate)
||
ed PP back to 150. Here are some sugges- Innate)
Super-Senses 2 (Visual [radius]; Power Feats: Innate)
tions on doing so:
Reduce some of his Celestial Drawbacks: Disability (Bodiless; bonded to host) 4
Legionnaire powers back to their original Combat: Attack +0, Damage , Defense +0, Initiative +0
template levels (returned PP varies)
Abilities 2 + Skills 5 (20 ranks) + Powers 59 + Saves
Reduce his attack and/or defense 4 Drawbacks 4 = 62
modifier(s) by a few points (2 PP per +1)
Reduce his abilities by a few points (1 PP
Reduce Quiton-Pol to a Level 11 Sidekick
per ability point)
(2 PP)
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T h e C e l e s ti a l L e g i o n s - T h e C e l e s ti a l L e g i o n n a i r e ( PL 9 )
Tea m - U p Id e a s
The following may give Gamemasters ideas on
how to incorporate Legionnaire Saunders into their
game.
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Review Time
Legionnaire Saunders and one of the player
characters, who is also a Celestial Legionnaire, are
approached
by
Droog and informed theyll
be undergoing
a performance
review to ascertain how far
both have come
in the use of their
powers. To do so
they are given coordinates in a (relatively) nearby solar system and sent by Droog to
capture a powerful, intergalactic
fugitive hiding upon a notoriously
dangerous asteroid transformed
into a space station frequented
by the dregs of space-faring society.
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A Legionnaire Is Born
By altering Celestial Legionnaires origins a
bit, the formers predecessor and Marauder arrive on Earth to continue their fight instead of the
Legionnaire dying right away. The player characters
arrive to lend a hand in dealing with the two unknown
combatants when the Legionnaire is slain, passing
on her Gaothoem essence to Brian. This allows the
characters to witness a new Legionnaires birth
and the arrival of Droog, opening an opportunity for
the heroes to participate in cosmic-level adventures
by befriending Brian when he is taking his
first baby steps with his powers.
T h e C e l e s ti a l L e g i o n s - L e g i o n n a i r e D r o o g ( PL 1 2 )
Legionnaire Droog
Real Name:
Droog
PL 12
STR
DEX
CON
INT
WIS
CHA
Aliases: None
+11/+13
+0/+1
+8/+9
+0
+3
+0
32/37
10/12
26/28
10
16
10
Threat Level:
Delta-E
FORT
+14/+15
REF
+3/+4
WILL
Height:
7 feet, 4 in.
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+12/+13
Age: Unknown
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TOUGH
+8
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Dreek-Tal
PL 4/Sidekick Rank 14
STR
DEX
CON
INT
WIS
CHA
20 (+5)
20 (+5)
12 (+1)
SAVES
Tough
Fort
Ref
Will +9
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T h e C e l e s ti a l L e g i o n s - L e g i o n n a i r e D r o o g ( PL 1 2 )
sion and direction when the time comes, even if
called upon to unleash the most brutish of force at
his disposal.
Reduce some of his Celestial Legionnaire
powers back to their original, template levels (returned PP varies)
Reduce his attack and/or defense
modifier(s) by a few points (2 PP per +1)
Drastically reduce his abilities (1 PP per
ability point)
Team- U p Ideas
The following may give Gamemasters ideas on
how to incorporate Legionnaire Droog into their
game.
A Call to Arms
Intergalactic war is about to break out between
two of the sectors most powerful empires and it
seems everyone is going to be forced to take a side if
it isnt nipped in the bud. The Celestial Legionnaires
are spread too thin to enforce a peace, so theyre
calling upon the player characters (with whom
they have previous experiences) to aid in policing a neutral commerce planet where the final
chance at negotiations are taking place. (If
the heroes cant get there under their own
power the Legion will send transportation.)
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Reduce Dreek-Tal to a Level 11 Sidekick
(1 PP)
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T h e C e l e s ti a l L e g i o n s - L e g i o n n a i r e D r o o g ( PL 1 2 )
School Is In Session
Best used at the start of a new game, one of
the player characters is a freshly created Celestial
Legionnaire and Droog has been sent to play the
role of taskmaster and mentor. As this training goes
on, the other characters will witness their friends
growth as an adept Legionnaire and hero, also
getting caught up in the dangers a member of the
Celestial Legion must confront even as a neophyte.
This provides an opportunity for the Gamemaster to
introduce the player characters to what the setting
has to offer beyond the reach of Earth while providing a guide (Droog) to help the heroes out (if necessary) until the Gamemaster feels they are okay to
stand on their own two feet.
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Bushwhacked
A number of Celestial Legionnaires have disappeared or been found dead, including several
of the Legions heaviest hitters. The player characters will learn this when Legionnaire Droog, a
being with whom they have previous associations,
shows up looking for them, beaten and barely
alive. As allies in the past, Droog felt he had nowhere else to turn while flying through the sector
on other business when he was ambushed and
forced to flee by an assailant who didnt even provide the Legionnaire the opportunity to identify
his attacker. Whoever the killer may be, its likely
Droogs flight will lead him to the player characters
who will be the only thing standing between the
recovering Legionnaire and death.
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K n i g h t s o f T h e P e n ta n g l e
T h e K n ig h ts
of the
Pe n t a n gle
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K n i g h t s o f t h e P e n ta n g l e
Knights Body
Armor (24 PP)
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Naturally surprised by the magicians sudden appearance amongst them, Arthur and the five heroes
were even more startled to see that Merlin was now
a younger man instead of the wizened elder they all
remembered. The wizard explained to Arthur that
he and his knights had been revived to fight a great
evil that could plague not only the British Isles but
also the world. Merlin further revealed that, although
history had made no secret of the foretold return of
Arthur, the magician had managed to keep the destinies of the Kings knights a secret. The part of the
legend that was not revealed, told Merlin, was that
souls of some of the knights and companions were
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New Complication:
Past Lives
Cam el ot
Galahads once-stately, ancestral manor, located upon the cliffs of Wales, has been renamed and
redesigned to suit the teams needs. An extensive
security system including everything from motion
sensors to infrared-capable video units monitors
the entire property, spanning nearly 300 acres of
ocean-side cliffs, bluffs and canyons. Three stories tall and several sub-layers deep, the building
is nearly eight hundred years old and is fortified to
withstand a siege.
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K n i g h t s o f t h e P e n ta n g l e
Inside, the manor holds bedrooms for all team
members and Camelots small staff of loyal servants, an immense library filled with all manner of
books (including some on the occult and alchemy), a
ball room, vaulted dining room, games and billiards
parlor, garage, an attached tower (70 feet high) for
Merlin, and any number of other chambers, both
useful and purely for presentation. Beneath the main
structure, nearly forty feet underground, Galahad
has built a fully environmental, fortified complex that
houses training rooms, a fully equipped gymnasium,
and laboratory, among other things.
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K n i g h t s o f t h e P e n ta n g l e
Britains Military
Despite the dislike their government generally has for the Knights, much of the military
acknowledges the good Arthur and his warriors have done and will unofficially turn the
other cheek on most of the heroes activities.
Only when doing otherwise would put the public
at risk or go against direct orders will Britains
armed forces oppose Arthurs forces.
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Gro u p R e l at ion s
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K n i g h t s o f t h e P e n ta n g l e - A r t h u r P e n d r a g o n ( PL 1 0 )
Once brash and quick to anger should his temper be tested, Arthur has grown more patient and
cautious in his later years, especially since his return from Avalon. Compassionate and kind though
he may be, Arthur has always recognized the necessity for the law to govern the actions of man and
so he realizes that sometimes what is considered
right by law must be held above what is just and
honorable in his heart, no matter what pain it may
cause to himself personally. A tested warrior and
proven tactician of tremendous skill, Arthur also realizes that war sometimes necessitates sacrificing
ones allies for the greater good, but he is a caring
commander and will always seek another alternative before resorting to this ultimate price.
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Appearance: A man of large, commanding stature, Arthur has shoulder length, brownish-blonde
hair, with a finely trimmed beard and moustache mounted below piercing, gray eyes. Now
beyond the years of his youth, Arthurs face is
flavored with the marks of stress and age, al-
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Real Name:
After awakening from Avalons healing slumber,
Arthur it did not take Arthur long to realize just how great
Pendragon a span of time had passed while he recovered from
Aliases: The the wound Mordred had inflicted. The world had
Once and changed around him, transforming from a realm of
Future King, magic and honor into one of technology and self-inKing of the terest. Several weeks passed while Arthur covertly
Britons traveled to a body of clear, calm water that would
suit his needs: regaining Excalibur and its sheath
Threat Level: from their safekeeping with the Lady of the Lake.
Gamma-A
With his sword at his hip once more, Arthur seAge: Unknown, cretly traveled the countryside for a few months
appears to be in before finally arriving at London. By chance, soon
his later 30s or after reaching the city the King stumbled into a pack
early 40s of creatures that had been stealing the citys chilHeight: dren for several weeks. The monsters somehow
6 feet, 2 in. recognized the King despite his vagabond disguise
and attacked immediately.
Weight: 218 lbs
Engulfed in battle and suffering from several miNative nor wounds, Arthur was startled by the sudden arLanguage: rival of five strangers, some of which wielded magMiddle English ic-seeming abilities. Quickly overcoming his shock,
the King fought on to victory with the newcomers
aid. However, the strangest moment followed when
the five newcomers looked upon Excalibur in the
calm after the fight and were flooded with memories
of lives that were not their own. Shortly thereafter,
Arthur was reunited with his beloved tutor (although
not the Merlin he remembered) and the circle of legend was complete.
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Since that day, King Arthur and his loyal followers have fought to keep Britain safe from Morgan
and his son, Mordred, following the latters recent
return. He has also tried to ignore the glances that fly between Lancelot and Guinevere
when they think he cannot see them. Arthur
cannot deny that things are radically different nowindeed he is no longer even married
to Guinevere in her current incarnation, but he
cannot deny he still loves the woman that had
been his wife centuries earlier. Moments of
passion have flared up and disappeared just
as quickly between Arthur and Guinevere, despite her new appearance, and so it makes the pain
worse when he later sees her showing the same
signs of love for his greatest knight.
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K n i g h t s o f t h e P e n ta n g l e - A r t h u r P e n d r a g o n ( PL 1 0 )
Arthur Pendragon
PL 10
STR
DEX
CON
INT
WIS
CHA
+3
+2
+3
+0
+2
+4
17
15
16
10
14
18
TOUGH
+3/+10
FORT
+8
REF
Skills: Bluff 1 (+5), Climb 1 (+4), Concentration 2 (+4), Diplomacy 4 (+8), Handle Animal 3
(+7), Intimidate 5 (+9), Knowledge (arcane lore) 1 (+1), Knowledge (civics) 2 (+2), Knowledge
(tactics) 9 (+9), Knowledge (theology and philosophy) 2 (+2), Language (Brythonic, French,
Latin, Modern English, Old English/Anglo-Saxon), Notice 2 (+4), Perform (dance) 1 (+5), Ride
5 (+7), Sense Motive 1 (+3)
Feats: Assessment, Attack Focus (melee) 2, Attack Specialization (lance, sword) 2, Attractive,
Benefit (royalty [supposedly]), Diehard, Equipment 7, Fascinate (Bluff, Diplomacy) 2, Improved
Block 2, Improved Disarm 2, Improved Initiative, Inspire 3, Leadership, Master Plan, Quick
Draw, Sidekick (Kay) 25, Teamwork, Weapon Break
Powers: Boost 6 (Mounted attack, melee attack damage, 2 PP/rank; Extras: Free Action;
Flaws: Personal, Ride Check Required, Only while mounted) || Deflect 4 (All ranged attacks,
2 PP/rank; Extras: Move Action, Reflection, Redirection; Flaws: Only when using Excalibur) ||
Device 5 (Excalibur, 30 PP arcane device; 3 PP/rank) || Device 5 (Excaliburs Scabbard,
24 PP arcane device; 3 PP/rank) || Device 2 (Force Lance, 10 PP device; 3 PP/rank) ||
Device 6 (Knight of the Pentangle Armor, 30 PP device; 4 PP/rank)
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WILL
Complications: Destiny, Enemy (Morgan Le Fay, Mordred), Fame, Honor, Temper (if a player
character)
Sa
+8
file
Equipment: Excalibur and Scabbard (see sidebar), Kay (pg 25), Knights of the Pentangle
Armor (pg 19), Force Lance (see side bar), a large steel shield (+3 dodge/+4 block)
rank)
Remove his Device (force lance) power
(6 PP)
Remove his Device (Knight of the
Pentangle Armor) power (24 PP)
23
K n i g h t s o f t h e P e n ta n g l e - A r t h u r P e n d r a g o n ( PL 1 0 )
New Drawback: Cultural Awkwardness
The character is not from the mainstream culture of the society he spends the most time in. The
player should decide on the characters native country (or planet or race), which has a drastically different culture than within which he is primarily active in. Bigots might get in the way of the character,
and the character might not always know things about the setting that natives would automatically
understand. The character is an outsider.
A minor drawback applies a 5 penalty to interaction skills when relating to members of the culture
the character is unfamiliar with, whereas a moderate drawback is 10 and a major drawback is 15.
The drawbacks frequency indicates how often the cultural differences (and thus the penalty) should
be applied. Gamemasters should also feel free to apply non-mechanical difficulties brought on by this
drawback, such as encounters with non-player characters or misunderstandings.
Excalibur, the Sword of Kings (13 PP)
The sword of the one true king of the Britons, Excalibur is entirely indestructible with one exception:
it will shatter in two if used to perform an evil, prideful or selfish deed, or out of anger. Once broken,
only the Lady of the Lake has the knowledge to fix the blade. Forged of some unidentifiable metal that
sheens almost to the point of appearing white, one side of this enchanted blades length reads take me
up while the other states cast me away. During combat, these words change to read one edge to
defend and one edge to defeat.
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file
Furthermore, it is rumored, if anyone other than its fated wielder should try to use the sword, the
Lady of the Lake will intercede with her full wrath (as was learned by Morgan Le Fays champion, the
Knight Accolon). If this legend is true then the fact that Arthur now wields the sword bodes ill for the
current Monarchy. Arthur has sometimes taken advantage of the legends and awe surrounding the
sword to convince others that to hold Excalibur and speak falsely will reveal a liar for what he is, but
this is just a wise ploy by the King, as a liar would be too afraid to touch the sword for fear of the repercussions, thus revealing himself by his unwillingness.
Sa
Dazzle 5 (vision, 2 PP/rank; Extras: Burst, Free Action; Flaws: Touch, Only when first drawn from its
scabbard) 15
Strike 5 (Power Feats: Accurate, Improved Critical 3, Mighty; Extras: Penetrating) 15
Burn Out * (Excalibur; if used to perform an evil, prideful or selfish deed, or out of anger; uncommon,
major) 3
Power Loss (Excalibur; when sheathed in stone until pulled free by the True King of the Britons) 2
* See Better Mousetrap
Excaliburs Scabbard (15 PP)
Legends say that anyone wearing Excaliburs scabbard shall be kept free from bodily harm, and it
was for this reason that Morgan Le Fay stole and tossed it into a lake following Arthurs triumph over
her lover and champion, Accolon. This action, although she did not know it at the time, would later
make it possible for Mordred to strike his telling blow at Salisbury Plain. With Arthurs revival and the
return of Excalibur, the Lady of the Lake has also given back the scabbard.
Device 5 (Excaliburs Scabbard, 24 PP device; 3 PP/rank)
Enhanced Fortitude 8 * (Power Feats: Critical Save; Flaws: Limited to poisons/toxins and pain) 5
Regeneration 18 (bruised/unconscious/injured/staggered 1 round, disabled 5 minutes, recovery +4;
Power Feats: Diehard, Persistent) 20
Noticeable (Regeneration; no blood loss from wounds) 1
* See Better Mousetrap
24
K n i g h t s o f T h e P e n ta n g l e - K ay ( PL 6 )
Aliases: None
Threat Level:
Beta
Age: N/A
Height:
6 feet, 5 in.
(shoulder)
Weight:
2,100 lbs
Native
Language:
None
ple
file
Sa
K a y, A r t h u rs An d r o id S t eed
Kay
PL 6/Sidekick Rank 25
STR
DEX
CON
INT
WIS
CHA
25 (+7)
16 (+3)
6 (-2)
12 (+1)
10 (+0)
SAVES
Tough +7
Fort
Ref +7
Will +3
25
K n i g h t s o f t h e P e n ta n g l e - M e r l i n ( PL 9 )
Aliases:
Son of the Devil
Threat Level:
Gamma-A
Age: Unknown
Height:
5 feet, 8 in.
Merlin
PL 9
STR
DEX
CON
INT
WIS
CHA
+0
+1
+2
+5
+4
+0
10
12
14
20
18
10
TOUGH
+2
FORT
Weight:
175 lbs
+5
Native
Language:
English
REF
+6
WILL
+9
Skills: Bluff 5 (+5), Computers 2 (+7), Concentration 6 (+10), Craft (chemical) 3 (+8), Craft
(mechanical) 2 (+7), Craft (structural) 2 (+7), Diplomacy 2 (+2), Gather Information 3 (+3),
Intimidate 2 (+2), Knowledge (arcane lore) 5 (+10), Knowledge (earth sciences) 2 (+7),
Knowledge (life sciences) 1 (+6), Knowledge (physical sciences) 2 (+7), Knowledge (superbeings) 1 (+6) *, Knowledge (theology and philosophy) 2 (+7), Sense Motive 1 (+5), Sleight of
Hand 3 (+4), Stealth 4 (+5)
Feats: Artificer, Dodge Focus 3, Enduring Ritual *, Fascinate (Diplomacy, Intimidate) 2,
Fearless, Master Plan, Ritualist, Sidekick (Archimedes) 15, Specialization * (Knowledge
[life sciences]: botany, Knowledge [physical sciences]: astronomy) 2, Trance, Ultimate Skill
(Knowledge [arcane lore])
Powers: Astral Form 5 (Power Feats: Selective, Subtle; Flaws: Full Round Action)
||
Comprehend 2 (Animals, Languages)
||
Immunity 1 (Aging; Flaws: Slowed down and
reversed) || Magic 9 ** (Blast 9; Power Feats: Alternate Powerschoose 12 spells of the
Gamemasters preference**)
||
Super-Senses 22 (Aura Reading, Communication Link
[mental, Archimedes], Detect Magic [mental, ranged], Magical Awareness [mental, accurate,
extended, radius], True Sight)
||
Super-Senses 4 (Precognition; Power Feats: Innate;
Flaws: Wisdom Check Required)
file
Real Name:
It is unknown
if he has any
name other than
Merlin
ple
Drawbacks: Power Loss (Magic; when unable to speak or gesture to cast spells) 2
Combat: Attack +5, Damage +0 (unarmed), +9 (spell), Defense +7 (+10 dodge), Initiative +1
Sa
Merlin, being the half-breed son of a human sorceress and a powerful demon lord, is a man who
defies time. Born in the far future, the wizard has
aged backwards, progressing from the days yet
to come into the days long passed, growing older
even as those around him grow younger. Now appearing as a young man in his early 20s, the Merlin
of today is actually less experienced and weaker
(although still considerably knowledgeable, wise
and dauntingly powerful) than the one Arthur originally knew. (Indeed, Merlins current experiences
with Arthur today are what will allow the Merlin of
legend to make prophesies for Arthur in the past.)
He also speaks with an inflection and terminology
that does not yet exist in the present, often confusing others and making it sound like hes made up
his own slang and nonsense words.
Thankfully, Merlins backwards aging grants him
a certain amount of foresight, a fact that allowed
him to set up contingencies for events that he knew
would arise while he was (is to be?) held captive by
the witch, Vivien. This foresight allowed Merlin to
mystical ensure the souls of some of Arthurs closest companions and greatest champions would be
recycled down through time in order to come to the
26
K n i g h t s o f t h e P e n ta n g l e - M e r l i n ( PL 9 ) /
A r c h im e d e s ( PL 2 )
rienced in his past, their future), but he has vowed
to stand by their side through the ordeal and has
fought with them on several occasions since
King Arthurs awakening.
ple
m
Sa
Playing a 150 PP
Merlin
Using Merlin as a PL 10
player character requires cutting Merlin expended PP back
to 150. Here are some suggestions on doing so:
file
Todays Merlin is more open and energetic than Arthur is used to and even speaks
with the vernacular of the time, letting slang
drop into his speech regularly. The younger
version is quicker to action and a willing
participant in any conflagration whereas
the older Merlin thought it best to act
more like a director behind a curtain.
As suits his youth, todays magician
speaks less eloquently and far more
colorfully than the wizard of legend, mixing indecipherable slang from
the future with haughty bravado.
Appearance: Of medium height and
slight build, the presents Merlin has let
his blonde, wavy hair grow down to his
shoulders. He has a trim goatee and slim
moustache that tops an endlessly knowing grin that never seems to leave the
wizards face. Merlin prefers to dress casually in loose pants and shirts, and not
in the robes that Arthur was so used to
seeing him don as a wizened sorcerer.
To say that this youthful Merlin looks
like a roguish dandy would be too
extreme, but not by much.
Reduce his Magic power by several ranks
(2 PP per rank)
PL 2/Sidekick Rank 14
STR
DEX
CON
INT
WIS
CHA
6 (-2)
17 (+3)
10 (+0)
10 (+0)
14 (+2)
12 (+1)
SAVES
Tough +1
Aliases: None
Fort +4
Ref +7
Will +4
Skills: Language (Brythonic, French, Latin, Modern English), Notice 6 (+8), Search 4 (+3), Stealth 6
(+17)
Feats: Dodge Focus 2, Elusive Target, Evasion, Tough 2 *
Powers: Flight 1 || Shrinking 8 (Tiny; Power Feats: Innate; Extras: Continuous; Flaws: Permanent)
|| Super-Senses 12 (Communication Link [mental, Merlin], Low-Light Vision, True Sight)
Drawbacks: Disability (no hands; very common, moderate) 4
Combat: Attack +7 (+2 size), Damage -2 (unarmed), Defense +7 (+2 size; +9 dodge), Initiative +3
Abilities 13 + Skills 5 (20 ranks) + Feats 6 + Powers 23 + Combat 20 + Saves 10 Drawbacks 4 = 73
* See Misfits & Menaces: DOOM
I dare say, THAT is what you plan on doing? Its not for me to say,
but Ive seen better plots in one of Oscar Wildes sordid tales.
27
K n i g h t s o f t h e P e n ta n g l e - G a l a h a d ( PL 9 )
Aliases:
Templar
Threat Level:
Gamma
Galahad
STR
DEX
CON
INT
WIS
CHA
+0/+7
+2
+1
+4
+2
+0
10/25
15
12
19
15
10
Age: 32
TOUGH
Height:
7 feet, 1 in.
+5/+10
Weight:
412 lbs
Native
Language:
English
PL 9
FORT
+3/+12
Skills: Computers 2 (+6), Concentration 4 (+6), Craft (electronic) 4 (+8), Craft (mechanical)
4 (+8), Knowledge (business) 2 (+6), Knowledge (life sciences) 4 (+8), Knowledge (physical
sciences) 4 (+8), Knowledge (technology) 6 (+10), Medicine 8 (+10), Pilot 2 (+4), Profession
(surgeon) 8 (+10)
Feats: Attack Focus (melee) 2, Benefit (wealth) 6, Diehard, Eidetic Memory, Enduring
Inventions 3 *, Fearless, Headquarters (Camelot) 13 *, Improved Overrun, Improvised Tools,
Inventor, Specialization * (Medicine: cybernetics), Teamwork
WILL
Powers: Blast 4 (Right forearm autogun; Extras: Autofire) || Blast 8 (Left forearm blaster)
||
Communication 5 (Radio; Power Feats: Selective; Extras: Burst)
||
Device 3
(Cybernetic Armor, 15 PP device; 4 PP/rank)
||
Enhanced Fortitude 9 * (Cybernetic
organs; Power Feats: Critical Save) || Enhanced Strength 15 (Cybernetics; Power Feats:
Knockback 2 *) || Leaping 2 || Protection 4 (Cybernetics) || Speed 3 || SuperSenses 23 (Cybernetics; Darkvision, Detect Environmental Impurities [Olfactory; ranged, analytical 2, radius 2], Direction Sense, Infravision, Ladar, Low-Light Vision, Microscopic Vision
2, Radio, Time Sense, Tremorsense, Ultra-Hearing, Ultravision) || Super-Strength 3
+6
REF
+5
file
Real Name:
Warren Coopers
ple
28
Sa
During a crisis in Somerset, a metallic hero appeared and battled the mysterious creatures that
had been assaulting a village and slaughtering its
populace. After the melee was over, rather than
disappearing into obscurity the hero came forth,
removed his crimson helm and calmly pronounced
his true identity as Warren Coopers, thereafter to
be known as Templar.
During the roughly five years that Templar
has been a public hero, he has worked alongside
Alright, be a good bloke and give up so that I wont have to hurt you.
K n i g h t s o f t h e P e n ta n g l e - G a l a h a d ( PL 9 )
knows that his religious viewpoints and unwillingness to take a life often grates on his teammates,
but he also knows that his own impeccable sense
of honor and ethics is more important than acceptance or popularity.
The Knights of the Pentangles financier,
Galahad possesses a massive fortune, both inherited and earned through cybernetic patents. He also
spends millions of dollars each year on charity
and donates both time and cash to providing
rudimentary cybernetics to good causes, especially those involving children. He is a kind, pious
soul and it is his faith that has seen him through
the return of his once-father, Lancelot. Despite
his intimidating countenance, he is soft-spoken
and shy, a truly noble spirit.
Sa
ple
file
Appearance: Warren was once a handsome young man but now only his one eye
remains and burned scar tissue can be
seen over most of his face, seeming to disappear beneath the metal plate that covers
its entire right side. Warrens powerful, cybernetic body and armor is painted mostly red
with gold trim and white highlights, giving him the
appearance of a stylized anime characterization of
a medieval knight. His weapons are designed to be
visible but not overtly so. His coat of arms, a simple
red cross upon a white field, is centered upon his
armored chest.
Playing a 150 PP Galahad
Using Galahad as a PL 10 player character requires cutting his expended PP back to 150. Here
are some suggestions on doing so:
Reduce his Enhanced Fortitude power
(1 PP per rank)
Reduce his Enhanced Strength power (1
PP per rank)
Reduce or remove his Forearm
Autogun power (3 PP per rank/12 PP)
Reduce or remove his Forearm Blaster
power (2 PP per rank/16 PP)
Reduce his Super-Senses power by several ranks (PP returned varies)
Reduce his Super-Strength power (2 PP
per rank)
Get rid of Camelot or reduce its features
(13 PP or varies by ranks removed)
29