The Green Knight
Name:
The Green Knight
Player:
NPC
Val
Char
Base
Cost
Max
Pts.
10/25
STR
10
x1
0
10/26
DEX
10
x3
0
10/25
CON
10
x2
0
15
BODY
10
x2
10
10
INT
10
x1
0
10
EGO
10
x2
0
10/25
PRE
10
x1
0
10
COM
10
x1/2
0
5/40
PD
5
x1
0
5/40
ED
5
x1
0
3.6/4
SPD
3.6
x10
0
10/50
REC
10
x2
0
50/65
END
50
x1/2
0
41/60
STUN
41
x1
0
Characteristics Cost:
10
STR Roll: 11/14-
DEX Roll: 11/14-
CON Roll: 11/14-
INT Roll: 11-
EGO Roll: 11-
PER Roll: 11-
Run: 6"
Swim: 2"
Jump: 5"
Disadvantages
+ Base: 100
30 
Berserk: if double teamed; Circumstances: Common, +10 
Dependence: Wearing Green Knight armor; Substance: Uncommon, +15 
25 
DF: Headless green Knight; Concealability: Not Concealable, 15; Reaction: Extreme, +10 
20 
Hunted: New Knights; Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5 
20 
Psych. Lim.: Overconfident 
15 
Psych. Lim.: Must defeat knightly foes 
15 
Secret Identity: John Nottingham 
Experience
54
Disad Total:
130
Exp Spent +
54
Cost =
284
Pts Skill /
Talent / Perk / Power
END/
Roll
10 
+15 STR ; OIF: Armor: -½ (15)  1
32 
+16 DEX ; OIF: Armor: -½ (48)
20 
+15 CON ; OIF: Armor: -½ (30)
10 
+15 PRE ; OIF: Armor: -½ (15)
23 
+35 PD ; OIF: Armor: -½ (35)
23 
+35 ED ; OIF: Armor: -½ (35)
+1.4 SPD ; OIF: Armor: -½ (8)
20 
+15 REC ; OIF: Armor: -½ (30)
+15 END ; OIF: Armor: -½ (8)
13 
+19 STUN ; OIF: Armor: -½ (19)
60 
Multipower (90-pt reserve) ; OIF: Armor: -½ (90)
u-4 
4d6 RKA ; No Range: -½; Penetrating: +½ (90)  9
u-3 
+25 REC (50)
u-2 
Regeneration (4 BODY/Turn) ; Multipower: Fixed Slot; Linked (to +25 REC): -½ (40)
10 
Damage Resistance (15 PD/15 ED) ; OIF: Armor: -½ (15)
Elemental Control (10-pt reserve) ; OAF Shield: -1 (10)
a-18 
Missile Deflection (All Ranged Attacks, At Attacker, OCV 12) ; Deflection Bonus: 3, 6; OCV: 12 (46)
b-5 
Knockback Resistance (-10") (20)
+3 level w/RKA
274
: Skills and Powers Cost
10
+ Characteristics Cost
284
= Total Cost
Base OCV: 9 Base DCV: 9
Adjustment + Adjustment +
Final OCV = Final DCV =
Levels: +3 RKA
Combat Maneuvers
Maneuver
Phase
OCV
DCV
Effect
Block
«
--
+0
stops attacks, abort
Brace
0
+2
«
+2 vs. RMod
Disarm
«
-2
0
disarm: STR vs. STR
Dodge
«
--
+3
vs. all attacks, abort
Grab
«
-1
-2
grab, do STR
Haymaker
«
0
-5
7½d6 bef. Pushing
Move By
«
-2
-2
2½d6+v/5
Move Through
«
-v/5
-3
5d6+v/3
Set
1
+1
0
Strike
«
+0
+0
STR or weapon type
Other Attacks
«
+0
+0
Covered
«
-2*
+0
target held at gunpoint
Dive for Cover
«
+0
+0
moves character, abort
Pull a Punch
«
-1/3d6
0
full STUN, « BODY
Roll w/Punch
«
-2
-2
« STUN/BODY, abort
Snap Shot
1
1
-1
duck behind cover
Suppression
1
-2
+0
continuous autofire
Sweep
1
-2
Ê«
hit mult. targets HTH
Range
0-4
5-8
9-16
17-32
33-64
65-128
RMod
0
-2
-4
-6
-8
-10
DEX: 10/26, SPD: 3.6/4, ECV: 3
Phases: 3, 6, 9, 12
PD/rPD: 40/15   ED/rED: 40/15   MD: 0
END: _____   STUN: _____   BODY: _____
Lift: 100kg/800kg
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 days.  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.

Quote: "I am the greatest Knight!  Defend yourself, not that it will matter."

Personality: 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.

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.

Appearance:  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.

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