Space Knight

The space knights belong to an era from before the Valorian Empire, an era of elegance and honor. They conquered the Galaxy beside Alexus Rex; they defended the Holy Worlds of the Keleni from the onslaught of grasping, criminal empires; they toppled the corrupt Alexian dynasty and its mad emperor; they brought democracy and an era of peace to the Galaxy. With the rise of the Valorian Empire, the Galaxy seems to need them again. The Maradonian aristocracy resurrects ancient traditions and slowly transition out of a dueling culture and into a knightly culture once more. In the Umbral Rim, the Satemo, the "knights" of Ranathim vengeance wander the stars, offering their psi-swords to the most worthy bidder, and rumors swirl around the edges of the Galactic Rim that the templars never really died, and that secret chapters hide on lost worlds, awaiting their time to restore their fallen order. In response to this, the Emperor has created his own order of "Imperial Knights" who destroy upstart Maradonian knights, and the Cult of the Mystical Tyrant uses their connection to Dark Communion to hunt down the last templars.

The space knight blends martial mastery with psionic prowess and wields their awesome signature, the force blade, in a crusade to wipe their foes from the Galaxy. All Space Knights have at least one psionic power, and have mastered the basics of one force swordsmanship form. This version of the Space Knight represents the more mundane space knights, peers to smugglers and diplomats rather than the legendary heroes of myth and lore, and thus while some of them have access to the power of Communion, they have only the faintest understanding of its true power and potential.

The Space Knight Lenses

Knight of the Rim

Point Cost: 25 points

The Galaxy has ancient traditions of Space Knights, and their force swords and techniques have scattered across the Galaxy. Sometimes, someone with a modicum of psychic talent finds such a weapon (or steals it) and sets out to learn it with some success. These "Knights of the Rim" wear whatever ramshackle armor they can scrounge together, wield old and patchwork force swords and use whatever fragments of a force sword style they've managed to pick up on their own, though sometimes their skill isn't as great as they think it is. They tend to stand for virtue and justice, inspired by the legends of old.

This is the default "lens" for the Space Knight. At the GM's discretion, they may learn any force sword form; they may also learn "the bastard form," which allows them to weld up to two styles together into an inferior but unique mishmash.

Advantages: Spend an additional 25 points on optional advantages or the Outcast Background Lens.
Disadvantages: Add the following optional disadvantage: Delusion ("I have mastered a secret of a force sword form") [-5]

Space Knight

Point Cost: 250 points

Attributes: ST 11 [5], DX 13 [60]; IQ 13 [60]; HT 11 [10].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Per 13 [0]; Will 14 [5]; FP 11 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: Combat Reflexes [15]; Hard to Kill +1 [2];

  • Choose one 25-point Space Knight Lens;
  • Choose a 25 point psychic power-up. Additionally, you may spend any unspent discretionary points into a Psionic Talent [5/level];
  • Spend 30 points on ST [10/level], +1 DX [20], +1 IQ [20], HT [10/level], improved Will [5/level], improved FP [3/level], Improved Basic Speed +1 [20], improved Basic Move [5/level], Destiny (Any) [5/level], Enhanced Dodge 1 [15], Enhanced Parry (Force Sword) +1 to +2 [5/level], Fearlessness +1 to +5 [2/level] or Unfazeable [15], improve Hard to Kill [2/level], Hard to Subdue [2/level], Luck [15], Penetrating Voice [1], Rank (Any appropriate to your lens) 1-2 [5/level], Rapier Wit [5], Reputation (Hero or dangerous force swordsman) 1-4 [5/level]; Sacrificial Parry [1]; Serendipity 1 [15]l Signature Gear [Varies]; Weapon Bond [1]; Weapon Master (Force Sword) [20]; Wealth [varies].

Disadvantages: Take any disadvantages required by your Lens and choose the remaining disadvantage points (up to -50 total) from optional Lens disadvantages or from the following:

  • Bloodlust [-10*], Callous [-5], Charitable [-15*], Clueless [-10], Code of Honor (One appropriate for your order or class) [varies], Easy to Read [-10], Fanaticism (House or Space Knight Order) [-15], Guilt Complex [-5*], Gullibility [-10*], Honesty [-10*], Insomniac [-10 or -15], Intolerance (Rival Order, Rival House, Psionic Heretics) [-5], Jealousy [-10], Nightmares [-5*], No Sense of Humor [-10], Obsession (Bring a rival space knight down, solve an ancient mystery) [-5], Obsession (Restore a fallen order, purge a faction from the galaxy) [-10], Pacifism (Cannot Harm Innocents) [-10], Selfless [-5*] Sense of Duty (Team, House or Order) or (Faith or Faction) [-5 or -10], Stubbornness [-5], Truthfulness [-5*], Vow (to use no weapon other than a force sword) [-5] or Vow (Poverty) [-10], Wealth (Struggling or Poor) [-10 or -15] Workaholic [-5]

Primary Skills: Choose one of the following force swordsmanship styles:

  • Destructive Form – Student (Any Lens):
    • Perks: Style Familiarity (Destructive Form) [1]; Grip Mastery (Force Sword) [1]
    • Skills: Brawling (E) DX+2 [4]-15; Force Sword (A) DX+3 [12]-16; Precognitive Defense (H) IQ-1 [2]-12.
    • Choose one additional 5-point Destructive Form move.
  • Graceful Form – Student (Apprentice Templar or Maradonian Space Knight):
    • Perks: Style Familiarity (Graceful Form) [1];
    • Skills: Acrobatics (H) DX [4]-13; Force Sword (A) DX+3 [12]-16; Precognitive Defense (H) IQ-1 [2]-12; Choose one of Flying Leap (H) IQ-2 [1]-11 or Jumping (E) DX [1]-13.
    • Choose one additional 5-point Graceful Form move.
  • Knightly Force Swordsmanship – Student (Apprentice Templar or Maradonian Space Knight):
    • Perks: Style Familiarity (Knightly Force Swordsmanship) [1]; Shield Wall Training [1]
    • Skills: Force Sword (A) DX+3 [12]-16; Force Buckler (E) DX+2 [4]-14; Precognitive Defense (H) IQ-1 [2]-12.
    • Choose one additional 5-point Guardian Form move.
  • Psionic Force Swordsmanship – Student (Dark Initiate or Satemo):
    • Perks: Style Familiarity (Psionic Force Swordsmanship) [1], Psychic Duelist [1].
    • Skills: Force Sword (A) DX+3 [12]-16; Precognitive Defense (H) IQ-1 [2]-12; Choose one "Omen" move [4].
    • Choose one additional 5-point Psionic Force Swordsmanship move.
  • Simple Form – Student (Apprentice Templar only):
    • Perks: Style Familiarity (Simple Form) [1]; Sure-Footed (Uneven) [1]
    • Skills: Force Sword (A) DX+3 [12]-16; Judo (H) DX [4]; Precognitive Defense (H) IQ-1 [2]-12.
    • Choose one additional 5-point Simple Form move.
  • Sefelka Sonostra, the Fell Form – Student (Dark Initiate or Satemo):
    • Perks: Style Familiarity (Fell Form) [1], Off-Hand Weapon Training (Force Sword).
    • Skills: Acrobatics (H) DX-1 [2]-12; Force Sword (A) DX+3 [12]-16; Karate (H) DX-1 [2]-12; Precognitive Defense (H) IQ-1 [2]-12.
    • Choose one additional 5-point Fell Form move.
    • Add the following optional disadvantages to your disadvantage list: Bad Temper [-10*], Berserk [-10*].
  • Serene Form – Student (Apprentice Templar or Satemo):
    • Perks: Style Familiarity (Serene Form) [1]
    • Skills: Fast Draw (Sword) (E) DX [1]-13; Force Sword (A) DX+3 [12]-16; Meditation (H) Will-1 [2]-13; Precognitive Defense (H) IQ [4]-13;
    • Choose one additional 5-point Serene Form move.
  • The Way of the Void – Student (Satemo or Dark Initiate):
    • Perks: Style Familiarity (the Way of the Void) [1]
    • Skills: Fast Draw (Sword) (E) DX [1]-13; Force Sword (A) DX+3 [12]-16; Intimidiation (H) Will-1 [2]-13; Precognitive Defense (H) IQ [4]-13;
    • Choose one additional 5-point Way of the Void move.
  • Swift Form – Student (Maradonian Space Knight Only):
    • Perks: Style Familiarity (Swift Form) [1];
    • Skills: Force Sword† (A) DX+4 [16]-17; Games (Dueling) (E) IQ [1]-13; Precognitive Defense (H) IQ-1 [2]-12.
    • Choose one additional 5-point Swift Form move.
  • The Bastard Form (Knight of the Rim only):
    • Perks: Choose two Style Adaption (Any form) [1] for 2 points
    • Skills: Force Sword (A) DX+2 [8]-15; Precognitive Defense (H) IQ-2 [1]-11; Choose one of Brawling or Shield (Force Buckler) both (E) DX+2 [4]-15, or Acrobatics, Karate, Judo all (H) DX [4]-13.
    • Choose two additional 5-point moves from either of your Adapted styles.

† The Swift Form also teaches the Force Saber, a DX/A skill found on page 215 of GURPS Martial Arts. At the GM's discretion, you may replace all instances of the "Force Sword" skill with the "Force Saber" skill when learning the Swift Form.

Secondary Skills: Stealth (A) DX [2]-12;

  • Choose six of Fast-Draw (Sword) (E) DX+2†[2]-15, Beam Weapons (Pistol) or Jumping both (E) DX+1 [2]-14, Climbing (A) DX [2]-13, Acrobatics or Escape both (H) DX-1 [2]-12, First-Aid, Savoir-Faire (Mafia, Dojo, or High Society) all (E) IQ+1 [2]-14, Armoury (Force Sword), Connoisseur (Force Swords, Relics), Leadership, Research, Shadowing or Teaching all (A) IQ [2]-13, Archaeology, Diplomacy, Expert Skill (Hoplology or Psionics), History, Intelligence Analysis, Law (Criminal or International), Literature, Philosophy (Any), Psychology or Tactics all (H) IQ-1 [2]-12, Running (A) HT [2]-11, Body Language, Observation (A) Per [2]-13, Detect Lies (H) Per-1 [2]-12, Intimidation (A) Will [2]-14, Meditation (H) Will-1 [2]-13, or increase any of the above skills by one level for 2 points, or choose additional skills from your lens.

Background Skills: Computer Operation (E) IQ [1]-13; Vacc Suit (A) DX-1 [1]-12; Navigation (Hyperspace) (A) IQ-1 [1]-12, Piloting (One of Starfighter or Corvette) both (A) DX-1 [1]-12. Choose 20 points from a background lens.

Customizing the Space Knight

When choosing a Space Knight, consider three important options: whom do you serve, what psychic power do you have, and what form of Force Sworsmanship do you know. If you want to be better force swordsman, consider investing some of your discretionary points into a martial art power up (25 points will buy a second move and the next tier of your form).

Knights of the Rim often have a story about how and why they acquired their force swords and, if they have it, their armor. They tend to stand for something, and believe strongly in the legends of yore, which they try to emulate. The most common forms for them to learn are Knightly Force Swordsmanship, the Destructive Form, or the Furious Form, which is often practiced on the streets, or the Simple Form, which tends to come intuitively to untrained beginners. They can have nearly any background, but backgrounds that would bring them into contact with both injustice and a lost force sword tend to be the most common, making them most likely to be Outcasts or of a Humble Origin. A Non-Maradonian Aristocrat might also be possible, if they're paying good money for access to a force sword and a bit of training.

Maradonian Space Knights generally serve a specific House (using Servant Rank, which represents serving the house directly), the Alliance military (as an Alliance Regular officer) or a member of a Knightly Order. They tend to learn the Swift Form, the Graceful Form or the Destructive Form, the three main dueling "styles." Knightly Force Swordsmanship, the so-called "Guardian Form" grows in popularity recently. Consider also from what Maradonian house your character comes and consider investing in Eugenic upgrades and taking your psionic powers from the typical psionic powers for your house. Note that while most Maradonian Aristocrats choose the Aristocratic lens (Maradonian Noble, specifically), this is not necessarily so. Members of House Elegans often end up with the Outcast background, while members of House Kain often take the Survivor background, to represent their trials in the dark labyrinths of Caliban.

Apprentice Templars serve the Templars, of course, but the Templars are no longer a single, cohesive body. Instead, they've broken up into small, secretive chapters scattered across the stars. Choose one of these Chapters. Alternatively, you may not have direct contact with a chapter, but instead serve a master who came from one of the Templar chapters. If so, be sure to take a Patron (Templar Master) and consider what Chapter she belongs (or belonged) to. Your duty may be to her, instead of your chapter, at least until the Chapter discovers you and your master. Most Templars study the Simple Form, the Serene form, or one of the Maradonian form (they tend to favor the Graceful Form or Knightly Force Swordsmanship; some learn the Destructive Form, but most eschew the Swift form as too oriented on dueling). If your GM agrees to let you increase your disadvantage limit, consider taking an additional level of True Communion, some Learned Prayers or some additional Communion-related traits. The most common backgrounds for an Apprentice Templar are Outcast or Humble Origins, while those raised in the order might be Sequestered.

Dark Initiates serve a specific master in the Cult of the Mystical Tyrant. This could be anyone, from the squire to an Imperial Knight to the assassin for a Cult. Think foremost about who your master is. You might serve a specific master, though typically not a Master of the Cult of the Mystical Tyrant, but rather, removed by a few degrees. You might also serve as a member of one of the "catspaw" cults of the Cult of the Mystical Tyrant, a servant of one of their shell organizations. If so, your character is more "in the know" than most of his compatriots, and may have direct contact with some of those "higher up" from whom he receives his missions. You've gained some connection to Dark Communion and learned your first learned prayer. If your GM grants you additional disadvantage points, consider investing in more Dark Communion traits. Finally, consider what style you've learned. Dark Initiates tend to learn the styles more common in the Umbral Rim (where many of them come from). This includes the Destructive Form, the Maelstrom Form, the Furious Form or the dark variant of the Serene Form. If you serve a Cult embedded in the Alliance or an Imperial Knight, the GM might allow you to take a Maradonian Style. For backgrounds, most Dark Initiates come from backgrounds that leave them hungry for power, such as the Outcast, Slave or Survivor/Tribal background.

A Satemo, or a Space Knight of the Lithian Culture, serves only themselves and whomever pays for their services. They dedicate themselves to the Code of the Satemo, which is as follows:

  • Always kills your target
  • "Once bought, stay bought"
  • Always warn your target at some point before your attack
  • Fight only with your psi-sword (or force sword), your body, your psychic powers, and your guile.
  • Always honor the Gods of the Divine Mask.
  • Avenge all insults against yourself or your gods.

They use this code to power their oath magic and their unconscious connection to Communion. Most Satemo walk the Path of the Rebellious Beast; indeed, Domen Sonostrum, the Ranathim Cult of the Lord of Rage, originated the very concept of the Satemo, but other cults with a similar, martial focus also have examples of the Satemo, and quite a few "fallen" Satemo walk the Path of Death; Keleni fighters who use psi-swords and follow the Path of the Righteous Crusader (or, scandalously, the Nameless Hero) operate something like variants of aSatemo; you can use this lens to create them (though they might instead learn the Simple or holy version of the Serene Form). Satemo are almost always aliens, usually Ranathim, but the Divine Masks accepts all cults, and some Keleni, Gaunt and even Asrathi have made a name for themselves as Satemo.

Satemo usually get their start seeking vengeance, and thus may have an Obsession to defeat a particular target. They also tend to collect additional vows or superstitions as safeguards against the backlash of Dark Communion. After they have defeated their target, they usually hire themselves out to anyone who needs them. The wisest listen to the urgings of Communion as to which client to accept, and their code forbids them from violating a contract once accepted. They traditionally master "Sefelka Sonostrum" or the Furious Form of Force Swordsmanship, but more and more Satemo have turned to the other martial arts of the Umbral Rim: the Destructive Form, the Maelstrom Form and the dark version of the Serene Form.

Most Satemo have the Outcast background; their poverty and misery fuel their rage. A few come from Humble Backgrounds, where some tragedy or catastrophe ruined their idyllic lifestyle; some are Escaped Slaves, who either seek to destroy their former master, or already have. A few are Aristocrats, typically Ranathim Mithanna who serve in a role closer to the Maradonian Space Knight, and may have a Duty to their Mithna instead of their client.

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