Medarian Sun Knights

 

These were the élite assault troops of the Medarian armies, equipped with the best of everything. Many of them were potent sorcerers as well as mighty warriors. They are fanatically determined on the death of all unbelievers, and will fight to the death. They neither give nor expect quarter.

You can read more about the Medarian religion and the crusade that sparked the formation of the Sun Knights here.

STR

15

+10

DEX

17

+21

CON

13

+6

BOD

12

+4

INT

14

+4

EGO

14

+8

PRE

15

+5

COM

10

PD

5

+2

ED

5

+2

SPD

4

+13

REC

6

END

26

STUN

27

Total

75

OCV

6

+var

DCV

6

+var

ECV

5

POWERS etc.

5

FAM: Common Melee weapons, common missile weapons, one other weapon

10

Warrior skills (see below)

15

Warrior Talents (see below)

15

1/2 END on STR

25

Spells of the Cult of Medaria (see below) OR: 25 points more of warrior skills and talents

1

Languages: Enneasian, literate

2

KS: Rituals of the Cult of the Bright One

2

AK: Middle Kingdoms

75

Total powers and skills

150

Total character cost

50+

Disadvantages

10

Physical limit: Completely unfamiliar with modern culture and history

20

Psychological Limitation: Fanatic of the cult of the Bright One (Common, Total)

15

Psychological Limitation: Arrogant and Intolerant (common, strong)

65

Fanatic religious warrior bonus

Warrior Skills

Roll d6. If the first roll is 1-3, roll 1d6 again and choose the skill indicated.
If the first roll is 4-6, roll 1d6 again, add 6 and choose the skill indicated.
Keep going, until the 10 points are used up. If the same skill is rolled, simply increase its value by 1

Roll

Cost

Benefit

1-4
var.

Combat Skill Levels. Roll 1d6

  • 1-2. +1 OCV with one weapon (2 points)
  • 3-4. +1 CSL with one weapon (3 points)
  • 5. +1 CSL with hand to hand combat (5 points)
  • 6. +1 with all combat (8 points)
5
3

Demolitions (Siege Egineer)

6, 7
3

KS: (CHA based)

  • 1. Battle Magic
  • 2. Famous Castles
  • 3. Famous Warriors
  • 4. Heraldry
  • 5. Military Forces
  • 6. Military History
8
3

Paramedic (Healer)

9
3

PS: Soldier (CHA based)

10
var.

Range skill levels (roll d6)

  • 1-3. +1 with a single attack (1 1/2 points)
  • 4-5. +1 with three specific attacks or a close group (2 points)
  • 6. +1 with all ranged attacks (3 points)
11
3

Riding

12
3

Tactics

Warrior Talents

Roll d6. If the first roll is 1-3, roll 1d6 again and choose the skill indicated.
If the first roll is 4-6, roll 1d6 again, add 6 and choose the skill indicated.
Keep going, until the 15 points are used up. If the same skill is rolled, simply increase its value by 1

Roll
Cost

Benefit

1-2
5

Brawling (+1d6 HA)

3, 4
3

Breakfall

5, 6
5

Combat Sense

7
10

Danger Sense (11-, in combat only)

8, 9
3

Defence Maneuver

10
3

Fast Draw

11
10

Find Weakness (11-, one specific attack)

12
var.

Range skill levels (roll d6)

  • 1-3. +1 with a single attack (1 1/2 points)
  • 4-5. +1 with three specific attacks or a close group (2 points)
  • 6. +1 with all ranged attacks (3 points)

Spells

Those Sun Knights who were also sorcerors will have the following powers and skills:

7

Mage skill (15-)

3

KS: Medarian Cult Magic (12-)

15

Rune magic : 30 point multipower - all slots take Incantation (-1/4), full phase (-1/2), Skill roll (-1/2), Focus (Powders, charms and fetishes, OAF, hard to replace -11/4), Concentration (1/2 DCV, -1/4), requires Mana (-1/4) for a total of -3.
5 ultra slots at 1 point each

The magic of the Medarians was based around their solar/sky god theology, so spells of Air magic, Light magic and Fire magic are all appropriate. Not surprisingly, Sun Knight battle mages tended to specialise in combat spells. A selection of spells can be obtained from the Grimoire.

Normal Equipment

All Sun knights carry at least one normal weapon in addition to their magical one and have a 50 % chance of carrying some close quarters missile weapon (darts, daggers etc). All have a medium shield, emblazoned with the sun in glory - (gold or gold-washed). Since they are dressed for battle, they carry little else - some personal jewellery (d100 - 30 for Gp value) and perhaps a small pouch with some charms, a few papers etc).

Magical equipment

  • Armour: Their armour is gold-washed, and very ornate - embossed with images from Medarian iconography, with the sunburst prominently displayed on the chest and helm. All the suits are magically enhanced to give 10 PD/ED and life support that allows the wearer to breathe freely in any environment and survive vaccuum, high pressure or extreme heat/cold, since the Sun knights fought underwater and in space. Many suits also enhanced the wearer's strength: +15 STR was usual (Knights may have this on a roll of 1 or 2 on a d6). Since the suits are magical, they weigh much less than normal armour and thus inflict no DCV penalty
  • Weapons: each active knight will be armed with one of the following (choose randomly)
    • Darkbright lance - this weapon is a heavy spear that has a darkly lustrous metal head. Expenditure of 1 charge will cause a dark globe laced with lightning to form at its tip - accompanied with a terrible howling of wind into the globe. It is a hole into another universe - anyone successfully hit is dragged through (X-D movement, usable against others, OAF, 6 charges) - probably never to be seen again. The weapon can only be recharged by an arcane ritual involving exposure to the sun - unfortunately no records of it have survived.
    • Sunsword - swords with hilts in the form of a sun disk, these weapons have a large gem set in the hilt. From this the user can project an intense beam of energy (2 d6 energy RKA, 30 charges, beam only). Again, recharging involves a ritual conducted by the long-extinct priesthood of Ventanach Cruach, so is unlikely to occur.
    • Hell blade - this can be any weapon, axe, mace, sword etc , but the heads of all glow an evil red as though the metal was red hot - which in fact, it is. In addition to their regular weapon damage they do 2d6 energy HKA as a linked attack (@ 0 END, OAF, side effect : if attack roll misses badly (roll 5 less than required to hit) the character has swiped himself, doing the appropriate damage, setting fire to his clothes, etc).