Spaceknight Generation

Roll on the following tables for the new spaceknight's stats.

Fighting
Die Roll Fighting score
01-60 Excellent
61-80 Remarkable
81-96 Incredible
97-99 Amazing
100 Monstrous


Agility & Strength
Die Roll Ability score
01-10 Excellent
11-30 Remarkable
31-70 Incredible
71-90 Amazing
91-00 Monstrous

Endurance
Note: the Endurance score reflects only the need to rest as Spaceknights can withstand exposure to deep space indefinitely.
Die Roll Endurance
01-30 Amazing
31-90 Monstrous
91-00 Unearthly

Reason & Intuition
Roll for Reason & Intuition on Column 1, but give a +2CS to the result reflecting that the knights come from an advanced race.

Psyche
Roll for Psyche on Column 1.

Standard Powers
All Spaceknights have the same Flight, Body Armor and Regeneration abilities as Rom and Starshine. Flight is UN in space and MN in an atmosphere, with MN ability and range to locate space warps, allowing him to take a shortcut through space with CL. 1000 range. Body Armor is IN vs. Physical, Radiation, Heat based and cold based attacks. Regeneration is GD.

A new spaceknight can roll for 1-2 extra powers. Some variations should be made to the powers as noted below.

Resistances & Senses
Protected, Extraordinary Senses and Infravision are possible.

Movement
Lightning Speed and Teleportation are possible.

Nature Control
These powers are not possible.

Energy Control, Distance Attacks, Mental Powers, Body Alterations Offensive & Defensive are all possible. Only Unique Weapons are available. Plasticity, Shape-Shifting and Body Transformation are possible under the Body Control category.

These super powers are produced and made possible by the Spaceknights' advanced battle suits. Power ranks should be given a +1CS after randomly rolled, with a maximum of MN.

This column was originally printed in the Marvel Phile in the article detailing Rom and the Spaceknights.


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