Paladin in Powered Armor



 
 
 
 

Paladins of Sol
The Paladins of Sol have never received much attention from the general populace, but have been around for eons.  They are a collection of individuals that take ideals from an ancient Dark Age, Earth custom of chivalry.  They take upon themselves oaths to help others in need and protect the weak from evil beings and deeds.  They are a powerful group indeed with all the skills, abilities, and technological backing to accomplish the goals that they have laid out for themselves.  The paladins do not advertise their membership openly.  But, somehow they often appear, with energy swords flashing, to help out in desperate situations.

The Paladins of Sol were originally started in the Union of Sol.  After a few heroic accomplishments of the group and it's leader, Talis Darklore, they were brought to the attention of the union government.  The Union, seeing the vast potential of the group, quickly set up funding for the Paladins.  Now the Paladins of Sol wander about individually or in small groups doing what they can to correct injustices in the galaxy.

The Paladins of Sol are a monotheistic faction with abilities to protect and heal through their faith in a supreme being.  Once a Paladin takes this mantle upon himself he gains certain protections and abilities.  These abilities are as follows: Detect evil (detect evil intent with Awareness check up to 20 m), Saving throw bonuses (-1 bonus to resist any kind of damage is applied to CON checks vs. hazards), Disease immunity (-3 bonus to resist disease), and Magical abilities (Monotheism).

To become a Paladin of Sol one must pass a series of trials and tests.  To pass these tests one must have at least these scores in attributes: STR 10, DEX 10, CON 10, INT 8, WIL 9, PER 13.  Truth, faith, and loyalty tests are given.  One must also have a Faith FX/Monotheism talent.  Paladins are Combat Specs with a FX/Faith perk, but it is also possible to be an Adept with a secondary as a Combat Spec.  The biggest disadvantage to being a Paladin of Sol is the diversity of skills.  Paladins have a lot of skills to learn and tend to become powerful slowly. 


Talis Darklore


Talis Darklore
Level 10 mutant human Combat Spec Paladin (Solar) male
STR  13
DEX  12
CON  14
(+2)
(+1)
INT  13
WIL 13
PER 13
(+2)
(+2)
Durability:  14/14/7
Movement:  sprint 24, run 16, walk 6
Reaction score: 
Action check:  16+/15/7/3
# Action:  3
Last resorts:  2
Attacks
Unarmed
Harventhur
Pistol, mass
Pistol, stutter

16/8/4
18/9/4
16/8/4
16/8/4

d4+2s/d4+3s/d4+4s
3d4s/3d4w/2d4m
d6w/d6+2w/d6m
d6+2s/d8+2s/d8+4s

LI/O
En/A
En/G
LI/O
Defenses
Holy Solar Armor
Magnetic Screen

2d4 (LI), 2d4 (HI), 2d4 (En), Good
+4 (LI), +4 (HI), +3 (En)  (against metallic weapons)
Mutations
Biorhythm control  (OM, -1 bonus on Stamina, resist pain, endurance, physical resolve)
Reduced INT  (SM, 1pt subtracted)
Perks/Flaws
Alien artifact  [Harventhur] (1A, Force energy blade of perfect dimensions and viscosity, En/A 3d4s/3d4w/2d4m; 1A, Energy dispersal is a field of protection that surrounds the user and will absorb 8 pts/incident and 40 pts/day; 1G, Immortality, 10 times lifespan and -4 bonus to Stamina-endurance checks due to mortal damage; 1M, Infamous device, attempts made to get the artifact from Talis; 1M, Energy cost, 2 stun pts/5 min of activated use)
Faith
Mentor
Code of honor
Dirt poor
Powerful enemy
Armor op [13]-Combat armor [15]; Athletics [13]; Melee [13]-Powered weapon [18]; Unarmed [16]; Movement [14]-Swim [15]; Stamina [14]-Endurance [15], Resist pain [16]; Survival [14]; Acrobatics [12]-Zero-g [14]; Ranged Mod [12]-pistol [16], rifle [14], SMG [14]; Vehicle op [12]-Air [13], Land [13], Space [13]; Computer science [13]-Programming [14]; Knowledge [13]-Computer op [14], First aid [15]; Law [14]; Navigation [13]; Security [13]; System op [13]; Tactics [14]; Technical science [14]; Awareness [13]-Perception [15]; Investigate [13]; Resolve [13]-Mental [15], Physical [15]; Street smart [13]; Culture [13]-Diplomacy [16]; Deception [13]; Interaction [13]; Leadership [13]; Monotheism [13]-Aura [16], Blessing [16], Cure [18], Divine guidance [16], Signs and portents [15], Vision [15]
Powers
 
 
 

Drawbacks
 

Description

Harventhur
Force energy blade, damage as follows 3d4s/3d4w/2d4m  En/A (Amazing)
Energy dispersal,  will absorb 8 pts/incident and up to 40 pts/day (Amazing)
Immortality, increases user's lifetime by 10 times and -4 bonus to stamina- endurance vs. mortal damage (Good)
Infamous device, beings will continuously attempt to get the device from the user
Energy cost, uses bioelectric energy, causes 2 stuns per 5 minutes of use
Talis Darklore does not speak of how he acquired Harventhur nor of why the artifact is named as it is.  One thing is clear, however, Harventhur is a powerful item.  The device consists of a silvery handle of an unknown alloy with a type of guard above the handle.  The handle is close to human size.  When activated a transluscent pale blue blade springs forth from the hilt.  The blade is made of pure energy, and it has a tremendous ability to cut through nearly anything.  At the moment of activation a nearly invisible field of energy surrounds the user.  This field absorbs energy attacks.  After a few minutes of use the user will begin to feel drained of energy and will eventually pass out if the device is activated too long.
Another power of the device appears to be a slowing of the aging process.  The owner will age at a nearly undetectable rate.  Because of the power of Harventhur many desire it.  Talis is continually accosted, tracked and hounded by those who would have the artifact.


Armor Skill AP Type LI/HI/En Hide Mass Avail Cost
Holy Solar Armor - 0 Good 2d4/2d4/2d4 +1 4 kg PoS only ???
Magnetic Screen, integrated - 0 Ordinary +4/+4/+3 see above see above see above ???
The Holy Solar Armor is an advanced technology created by an expert engineer/metallurgist based on the alien technology of Talis' energy sword.  He became a paladin to make sure his creation would not fall into the wrong hands.  The armor that the Paladins of Sol primarily use is not powered and allows full freedom of movement.  It is a molecular weave that is both flexible and light, and it is not so bulky so as not  to advertise the wearer is wearing armor.  The armor is silver, and upon fine inspection is a finely woven chain mail with stiff portions to further protect against low impact attacks.
Holy Solar Power Armor power +3 Good 3d6/3d6/2d6+3 - 45 kg PoS only ???
Magnetic Screen, integrated - 0 Ordinary +5/+5/+4 see above see above see above ???
To say that this is the powered version of the Holy Solar Armor would not be completely accurate.  This armor was created by the same engineer/metallurgist, but not with the same materials.  It is a modified form of the standard neutronite battle armor.  It has the following additional abilities:
Gravity induction drive - flight of airspeed 200 kph and groundspeed up to 80kph
Targeting optics - reduce penalties for long-range weapons fire by 1 step
Image enhancement - negate 1 step penalty derived from darkness
Computer, good quality - standard 3D slots included and data stream link with both comm link and direct connection
Air/space radar - similar to radar gauntlet
Comm gear - hands-free with signal laser
Threat receiver - detects radar and laser emissions impinging on user for a -2 bonus to Awareness
Trauma packs - includes 2 type II trauma packs
Smart display - provides topographical mapping of surrounding area for a -1 step bonus to Tactics
Weapons hardpoint - located in left arm
Energy Blade - located in right arm, detachable, larger than standard energy sword
Effective Str of 18
Weapon Skill Acc Range Type Damage (O/G/A) Actions Clip Size Clip Cost Hide Mass Avail Cost
Holy Energy Sword Mel-pow +2 Personal En/G 3d4s-w/3d4w/2d4m 4 20 $50 0 1 kg PoS ???
The Hold Energy Sword is also an advanced technology based on Talis' alien energy sword, that consists of only a hilt until activation.  Upon activation a translucent force blade springs forth.  This blade is perfectly sharp with negligible friction.  This allows the energy blade to cut through nearly anything.  The wielder must be careful, for it is nearly as easy to cut oneself as a target.  The blade can be run in stun mode where the edges are blunted and stun damage is done rather than wounds.


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