The Green Knight
Character Name: The Green Knight
Alternate Identities: John Nottingham
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10/25 11- / 14- HTH Damage 2d6/5d6 END [1/2]
10 DEX 10 0 10/26 11- / 14- OCV 3/9 DCV 3/9
10 CON 10 0 10/25 11- / 14-
15 BODY 10 10 15 12-
10 INT 10 0 10 11- PER Roll 11-
10 EGO 10 0 10 11- ECV: 3
10 PRE 10 0 10/25 11- / 14- PRE Attack: 2d6 / 5d6
10 COM 10 0 10 11-
5 PD 2 3 5/40 5/40 PD (0/35 rPD)
5 ED 2 3 5/40 5/40 ED (0/35 rED)
2 SPD 2.0 0 2/4 Phases: 6, 12/3, 6, 9, 12
10 REC 4 12 26
50 END 20 15 50/65
41 STUN 25 16 41/60
6" Running 6 0 6"
2" Swimming 2 0 2"
2" Leaping 2 0 2"/5" 59 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"I am the greatest Knight! Defend yourself, not that it will matter."
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 335
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (2") 2"/5"
V. Leap (1") 1"/2 1/2"
DEFENSES
Type Amount
Physical Defense 5/40
Res. Phys. Defense 0/35
Energy Defense 5/40
Res. Energy Defense 0/35
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 3/9 DCV: 3/9
 
Combat Skill Levels: +3 with Magical Weapon
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
30 Berserk: If double-teamed (Common), go 11-, recover 11-
25 Distinctive Features: Headless, glowing green knight (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Hunted: The New Knights 11- (Mo Pow, NCI, Limited Geographical Area (Great Britain and the EU), Harshly Punish)
20 Psychological Limitation: Overconfident (Very Common, Strong)
15 Psychological Limitation: Seeks personal combat with anyone appearing to be 'knightly' (Uncommon, Total)
25 Psychological Limitation: Bully (Very Common, Total)
15 Social Limitation: John Nottingham (Frequently, Major)
150 Total Disadvantages Cost

Character Name: The Green Knight
Alternate Identities: John Nottingham
Player Name: NPC
SKILLS
Cost  Name
0 Acting 8-
0 AK: Great Britain 8-
0 Climbing 8-
0 Concealment 8-
0 Deduction 8-
2 KS: Medieval History 11-
0 Language: English (completely fluent; literate) (4 Active Points)
0 Paramedics 8-
0 Persuasion 8-
0 PS: Historian 8-
3 Research 11-
0 Shadowing 8-
0 Stealth 8-
0 TF: Everyman Skill, Small Motorized Ground Vehicles
6 +3 with Reflection/Deflection
3 +3 with Magical Weapon
14 Total Skills Cost
 
POWERS
Cost  Power END
Magical Armor: Physical Enhancements, all slots Side Effects (always occurs whenever any part of the armor is removed; +0); all slots OIF (Magical Armor; -1/2), No Figured Characteristics (-1/2)
Notes: This armor consists of ten pieces and are attached as one would expect from medieval plate armor. Removing any one of these triggers the Side Effect.
7
1) +15 STR (15 Active Points)
1
24
2) +16 DEX (48 Active Points)
15
3) +15 CON (30 Active Points)
7
4) +15 PRE (15 Active Points)
10
5) +2 SPD (20 Active Points)
16
6) +16 REC (32 Active Points)
4
7) +15 END (8 Active Points)
9
8) +19 STUN (19 Active Points)
70 Armor (35 PD/35 ED) (105 Active Points); OIF (Magical Armor; -1/2)0
28 Regeneration: Healing 2d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2), Does not work if any part of the armor is removed (-1/2)0
13 Cursed Magical Armor: Knockback Resistance -10" (20 Active Points); OIF (Magical Armor; -1/2)0
12 Ever Living Curse: Life Support (Does not breathe; Eating: Character does not eat; Longevity: Immortal) (18 Active Points); OIF (Magical Armor; -1/2)0
23 Magical Weapon: Killing Attack - Hand-To-Hand 2d6+1 (3d6 / 4d6 w/STR) (35 Active Points); OIF (Magical Armor; -1/2)
Notes: This weapon can take any number of forms though the prefered form is a battleaxe. While it may appear to be an OAF: Weapon, it is actually a manifestation of the Armor's magic. It can be knocked out of the wielder's hand but will return instantly, hence Inaccessible. Removing any part of the armor disables it's use.
3
Metal Shield
Notes: This shield is nothing more than a mundane shield and is in no way part of the Magical Armor.
20
1) Reflection: Missile Deflection (Any Ranged Attack), Missile Reflection (40 Active Points); OAF (Medium Metal Shield; -1)
0
4
2) Shield Bash: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (Medium Metal Shield; -1), Hand-To-Hand Attack (-1/2)
1
262 Total Powers Cost

Character Name: The Green Knight
Alternate Identities: John Nottingham
Player Name: NPC
APPEARANCE
Hair Color: Green
Eye Color: Green
Height: 5' 10"
Weight: 200 lbs
Description:
The Green Knight's armor is a beautiful green but he has no head. At all times he is wreathed in a pale green fire from which his weapon is formed. The shield he carries is painted green with his coat of arms, a rendition of the talisman granting his powers, emblazoned on its face.
BACKGROUND
An obsession with medieval life combined with the mentality of a bully took John Nottingham on a search for knighthood and power. After sifting through every medieval document he could beg, borrow or steal, he discovered the final hiding place of a talisman of great power. This talisman, the legends said, would grant tremendous power to its wearer. In fact, its bearer would be the world's greatest knight. Unfortunately the legends left out a few details. John found the talisman in the possession of a hermit in the Cornish hills. After killing the hermit, John seized the talisman in both hands a demanded to be the world's greatest knight. The artifact complied, with and evil chuckle...
The talisman grew, enveloping John and shaped itself and him as a set of green armor, headless green armor. Now the talisman has swallowed John's mind and soul to the degree that he cannot live without the armor for more than a few moments. With the armor, he has quickly established himself a small reputation as a villain. Some forgotten armorer tried to pay for his life by giving the Green Knight the shield he now bears but the Knight took both the life and the shield.
POWERS/TACTICS
The Green Knight's armor gives him strength and enormous durability. He fights with a weapon formed of green fire that stems from the talisman. He will use axe, sword or mace, depending upon his opponent but each weapon does the same damage. If he is knocked unconscious, the weapon immediately dissolves, and his armor begins to revive him, with added recovery and Regeneration.
PERSONALITY/MOTIVATION
A bully, still, only incredibly augmented with the magic of the talisman. The Green Knight is obsessed with proving he is the world's greatest knight. To this end he challenges anyone who bears knightly arms or armor.

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