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T h e C e l e s ti a l L e g i o n s

An ancient race of energy beings, following an impressive span of technological and social evolution,
the Gaothoem were one of three species to dominate the universal core many millions of years ago.
During this time, all three civilizations expanded their
holdings, colonizing new worlds slowly due to the restrictions of sub-light speed technology, increasing
the breadth of their understanding of the universe,
and bumping heads with each other in wars that lasted millennia, if not millions of years because of such
restrictions on traveling between stars.

Left weakened by the evil theyd unleashed in


their territory, the Titonathor Empire was vulnerable
enough for the Conclave to swoop in and assume
control over many systems once the war ended.
Expectedly, this led to many border skirmishes and
eventually war, with the Zettex officially retaining
a position of neutrality while covertly playing both
sides against each other to their own benefit. When
this duplicity was uncovered, and the extent of the influence it had in keeping the war going learned, both
the Gaothoem and Titonathor turned on the Zettex.
Considering the Conclave and Empire had
pressed each other so badly at the Zettexs secret
urgings, both struck back with unprecedented fury,
nearly wiping out their foe in their combined wrath. The resulting purging had a
nightmarishly high death toll that finally
purchased complete and utter peace for
the next several thousand millennia. With
the betrayers removed, the remaining peoples of the universal core knew a level of interracial cooperation and commingling never
before been seen, yet even a golden age such
as this could not last forever.

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The balance of power was rarely stable for


more than a few dozen millennia, with
one civilization or another eventually
inevitablygrowing too big for its current
dominion or too greedy after viewing its
neighbors power and territories. Existing
under constant threat, even from their current
and ever-changing allies, each race swept
aside smaller civilizations in their quest for supremacy, spurring on a spike in technological
advancement unlike the universe had ever
previously seen.

back beyond the edge of the known universe, but


not before entire sectors of space were devastated
and rendered uninhabitable.

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T h e Ce le s t i al
Legions

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The Gaothoem Conclaves more


mighty rival, the Titonathor Empire,
sought to permanently upset the
balance of power in its favor
by developing a technology that would
allow them to punch
through reality into
another
dimension,
creating a wormhole effect that would instantly gate
them anywhere, and thus beat the
Conclave and Zettex Assemblage to newly discovered, inhabitable worlds. Unfortunately for the universe, no one considered the dimension tunneled
into to make the gateways would already serve a
function, in this case as a prison for an evil that predated history.
Unleashed by the wormhole experiment, these
Fell Hordes (as the ancient darkness came to be
known) set about destroying everything in their path
with impossible ease and a total lack of discrimination or mercy. Pushed to the brink of extinction, the
mighty empire was left with no recourse but to call
upon the Gaothoem Conclave and insect-like Zettex
for aid. Recognizing the danger to themselves, the
three intergalactic powers were able to create a
united force strong enough to drive the darkness

Following nearly four million years


of peace, both the Titonathor and
Gaothoem began to suffer mysterious troubles. At first it was just
a matter of losing contact
with a few scattered,
fringe colonies, but
this soon elevated
to entire words being
scoured clean without a
sign of ever having been
inhabited. Each race leapt to
fault the other, forgetting the costly peace they had
forged, but their tempers abided long enough for
an exchange of information to reveal someone or
something else entirely was to blame. All evidence
pointed to a new power at work in the universe and
it was very selective and efficient in its methods, but
even that conclusion was a mistake. The Gaothoem
and the Empire soon learned the perpetrator was
not a new power at all, but rather an old one returned for vengeance. So began the Dread War.

The new enemy was, in fact, the Zettex returned


from their exile and near-extinction. Armed with a
seemingly innumerable fleet of ships equipped with
weapons far beyond anything either the Conclave
or Empire could muster, the Zettex had also undergone a radical biological evolution mirroring their
exponential leap forward in technology. Unable to

T h e C e l e s ti a l L e g i o n s

The Dread War whittled down both surviving universal powers to mere fractions of their former size
and populations, with the Gaothoem Conclave taking the brunt of the attacks and only retaining about
one-tenth their dominion when a terrible decision
was arrived at. Deciding survival at any cost was better than the alternative, the Conclaves ruling council
secretly struck a deal with their enemy. In exchange
for betraying the Titonathor, the Gaothoem would be
left alone to govern their few remaining star systems
in peace and without further casualties.

True to their word, the Zettex left the Gaothoem


to rebuild their remaining systems while the victors
moved to populate the massive void left by the near
extermination of the Titonathor. Although the Zettex
could have easily pressed on to take what little remained of the Conclave, they found the mercy
of letting the noble Gaothoem live on to suffer the
shame and guilt of their base betrayal far too inviting a revenge to be ignored. Even though they had
survived, every Gaothoem knew they had lost the
war, and their nobility and honor had been annihilated as certainly as had the Titonathor Empire.

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Utilizing their secret alliance with the Gaothoem,


the Zettex maintained a pretense of retreat and weakening battle lines in order to build the Titonathors
confidence. Finally, at the Gaothoems suggestion,
and with their morale at its peak and their confidence
overshadowing their caution, the Empire sent the remainder of its fleet after what their allies had led
them to believe was a vital weak spot in the Zettexs
lines. Tragically, it was a ruse set to lure the Empires
fleet into an empty region of space and away from
the worlds they should have been protecting.

tus, and other obstacles of space took advantage


of the diversion to assail every known remaining
planet, stronghold, outpost, and colony belonging to the ally they had deceived in exchange for
their own security. Each missile had been refitted to
carry a gift from the Zettex: a gene-tailored, highly
contagious plague that proved to be 100% terminal
to the Titonathor race, yet it left every other life form
unharmed. Victims died horribly as their flesh rotted
from within, but not before the disease maliciously
enhanced the sensitivity of the victims nerves a
hundred fold to drive them mad during their slow
passing. Within days of the Night of Lances, the
plague had consumed almost all the Empires population. What few survivors remained were forced
to flee to the four corners of the universe and away
from the plague. The Dread War was finally over.

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match their foes arsenal and numbers, both races


suffered every time they met the vengeful Zettex
in battle. Another alliance was formed against the
common foe, yet even their combined militaries
barely slowed the aggressors.

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In a single moment, millions of Gaothoem


Lance-class missiles concealed as flotsam, detri-

T h e C e l e s ti a l L e g i o n s

Pe na nc e of th e
Gao t h oem

The Zettex moved ever deeper into Conclave


space, claiming abandoned world after abandoned world, wondering when they would finally
encounter resistance. They penetrated as far as
Gao Thos moons, upon which they placed observation stations, and still there had been no reprisals. Perplexed but content with their bloodless
conquest, the insectoids settled in and watched as
most of the remaining Gaothoem disappeared beneath the planets surface without returning, leaving
nothing but dead cities behind. Victory belonged to
the Zettex Demesne, now by far the largest power
in the known universe.
Over the span of roughly seven million years,
the relatively few remaining Gaothoem slowly
worked to hollow concentric layers into Gao Tho, all
the way to the planets molten core. They then lined
these cavernous layers with superconductive materials. Although the process drained the planet of its
natural resources, the immense endeavor served its
purpose. Deep within Gao Thos bottommost layer,
at the planets drained and hollowed heart was constructed the projects culmination: a great and enigmatic device. As the surviving trillions of Gaothoem
packed themselves into the layers above, moving
their races long plan of penance into its final stage,
the Zettex felt a dark shiver run through their hive
consciousness. Something was about to happen
and the Conclave wanted their corruptors to know
it. The last step of their course set, the Gaothoem at
last turned on their planetary machine.

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Laid low by the guilt of their betrayal, the cowed


Conclave watched the remaining Titonathor flee for
their lives into spaces vastness. The Gaothoem
had considered themselves noble and selfless
the most enlightened of the universal cores raceseven if the Titonath Empire, Fell Hordes, and
now the Zettex Demesne all possessed superior
technology. This race of sentient energy had hoped
they had grown beyond such treachery but the
Gaothoem could fool themselves no longerenlightenment had never been theirs.

the Zettex Demesne having already annexed all the


planets emptied by the ongoing Gaothoem suicides.
As the fleet admiral had hoped, the survivors clung
to the idea like a lifeline of hope, driving them to vacate their remaining planets as the Gaothoem race
converged on Gao Tho, their central world of origin,
where the council of spiritualists and scientists had
gathered to fulfill TebenQuis vision for the future.

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With the Dread War behind them, the remaining


races of the universal core tried to move on, but
things were now far different then ever before. The
Zettex clamped down on space travel, erecting a tyrannical body politic that lorded over the conquered
systems. Eventually a Grand Chancellor would rise
to assume control of the Zettex Authority Council
that, from then on, would act as advisors and rule in
name only. The Zettex Demesne was unequivocally
the power in the universe and anyone who dared
defy their authority felt the ferocious fury of their
unconquerable battle fleet. The universal core had
finally been tamed and cowed.

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The Gaothoem grieved for their lost honor and


all Conclave space came to a halt as its citizens
succumbed to their depression en masse. In less
than a decade following their betrayal, these majestic beings were dying in massive numberssimply
winking out of existence for lack of a desire to
carry on. Once more, the Gaothoem were on the
verge of passing beyond the pale of history, and
they likely would have were it not for the insight of a
single one of their kind.
A Gaothoem fleet admiral and Dread War veteran, TebenQui stepped forward to rally the spirits
and willpower of a small group of scientific and religious leaders among his people, convincing these
foremost specialists there was only one way for
their race to both redeem their lost honor and save
themselves from extinction, and that was to attain
a state of true spiritual and physical enlightenment.
Hoping such evolution would allow them to defeat
the evil they had helped elevate, these Gaothoem
select channeled their depression, guilt, and hatred
into this new cause with the hope of one day erasing their evils with deeds of equal (if not greater)
morality, compassion, and justice.
TebenQuis idea quickly and covertly spread
throughout what little remained of Conclave territory,

Once activated, the bottommost layers device


fed upon the energies acquired from the removal
of Gao Thos core and used it to draw the essence
of the Gaothoem filling the layers above into the
superconductive materials surrounding them. In a
single moment these being of energy became as
one, a shared consciousness of many voices, infusing their entire planet with their united essence
and transforming their world into a living repository of their now singular will. The energy backlash
slashed outwards like the ripples from an incalculable stone dropped in a cosmic pond, tearing through
Gao Thos moons before continuing on through the
nearest occupied systems. When this phenomenon
finally reached its utmost extent, nothing remained
around Gao Tho for nearly on-quarter of a light year
except the debris of what had been hundreds of
Zettex-annexed planets.

T h E c e l e s ti a l L e g i o n s
Gao Tho was transformed into a giant battery
of sorts, designed to house not only the unified life
force of its former inhabitants but also their collected minds, personalities, and wills. The process
of uniting the life force of trillions of energy beings
in this manner is what created the ripple that left
the Dead Zone in its wake. Despite all the destruction this event wrought, it allowed the Gaothoem to
achieve their ultimate goal of enlightenment.

A host that accepts its fate reaps great benefits


from transmergence. Not only may the host telepathically communicate with the Gaothoem riding
within, but he may also draw upon the power of the
latters life force in order to access astounding pow-

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But what happened with the Gaothoems big


plan for redemption, you ask?

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Terrified by the sheer immensity of force required


to strike such a blow, the Demesne sent a full battle
fleet into the void surrounding Gao Tho, yet none
returned. Unmanned probes likewise went missing
after entering the area of destruction without ever
transmitting back data. Admittedly outmatched,
even if they were not sure by what, the Demesne
declared this entire Dead Zone off limits, erected
patrols, and created a massive sensor net to ensure the quarantines integrity, a policy that remains
to this day.

This new existence allowed for a process known


as transmergence, a state of being by which the
Gaothoem collective infuses another sentient life
form with the essence of one of their own kind, allowing the two to work together and the host to draw
upon the aliens energy to perform wondrous deeds.
The Gaothoem planetary consciousness does this
by telepathically scouring space for beings capable
of handling such power and the capacity to use it to
better the cause of life and justice. When an appropriate host is found a single Gaothoem life essence
is shot into space at speeds unlike anything orthodox physics can yet explain, and then transmergence occurs (whether the host wants it or not.)

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The Collective Consciousness


of Gao Tho
The unified world-consciousness of Gao Tho does not think as a single mind as one would normally
couch such a concept. Rather, it operates as a collected instinct that seeks out justice by telepathically
scanning the universe for subjects likely to be appropriate for transmergence and by empathically urging such individuals to carry out the Gaothoem goal of redemption by bringing benevolent aid to the
cosmos. The extent of the collective consciousness intelligence is unknown and untestedit could
merely be subdued or waiting for the right time to reveal itself, or it could be just what it appears: nothing more than emotion and instinct.
Essentially, Gao Tho is a living planet that will react to anyone invading its space, including a
transmerged essence that approaches its reach uninvited. It will first react with a warning by instilling intruders with an overwhelming sense of dread and panic. Any uninvited parties who continue
onward will then be attacked with absolute ruthlessness, as the Gao Thos instincts include a sense of
self-preservation out of a need to see its goal of redemption completed.
Communication 20 (Empathy, mental; Power Feats: Subtle 2; Flaws: Emotions only, Only with transmerged beings)
Cosmic Energy Control 20 * (Power Feats: Split Attack, Alternate PowersForce Constructs 10 *
[Power Feats: Affects Insubstantial 2, Progression (object size) 17, Stationary, Tether; Extras: Movable,
Perception]; Extras: Perception)
Emotion Control 15 (Power Feats: Progression [area; 1,420.5 miles] 15; Extras: Burst, Free Action, Selective
Attack); Despair and fear are the norm, as the Gao Tho rarely has cause to inspire any other emotions
within those who intrude upon its realm.
Super-Senses 42 (Cosmic Awareness [extended 19, radius], visual [extended 19. radius])
* Dynamic

T h e C e l e s ti a l L e g i o n s
The Gaothoem Dead Zone
The act of transmergence created a region devoid of planets for nearly half a light year around Gao
Tho, the home planet of the Gaothoem. Filling the area is nothing but detritusthe remains of the
systems destroyed by the massive energy ripple released by the planets transformation. For centuries
no one pieced together what happened, but the rise of the Celestial Legions (pg 4) has finally provided
the answer.
The Zettex Demesne has declared the area entirely off-limits after losing the initial fleet sent to investigate the disaster, and so patrols, sensors stations, and killer satellites now surround the area (no
small feat or expenditure considering the cordons size.) Nobody except the Zettex are certain if the
Demesne is more interested in keeping the curious out or containing whatever it is that dwells in the
sectors sole remaining planetary body, but the effect remains the same.
Pirates, smugglers, rebels, and other scum and riffraff often use the Dead Zones fringe to hide
their ships, using unavoidable holes in the cordon to slip in and out undetected. Although the debris
is a tempting hideout, risk of capture and fear of what may reside deeper in the region means only
the bravest or most foolhardy dare do so. Treasure seekers are also common enough, as the belief that
something of value must have survived the destruction of all those planets is strong and prolific, and
perhaps they are right. However, nobody who has passed into the Dead Zone beyond maximum sensor
range has ever returned (so far as anyone knows.) Not even the relatively few Gaothoem who did not
share their homeworlds fate will venture into the region for fear of what may be found within.

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energy. Their history was one of nobility, honor, and


the driving desire to explore and attain new heights
of scientific achievement, but it came to a tragic
end with the betrayal of their allies, the Titonathor.
For most of the race, that dishonorable act would
lead to transmergence, but for others it meant a nomadic life of wandering the universe, seeking a new
meaning for their existence.

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ers. Although several of these abilities vary from one


host to the next (why is not known), certain powers always manifest, including energy manipulation
and space flight, enhanced physical attributes, and
the ability to survive in hostile environments, including the cold vacuum of outer space. The Gaothoem
works with the host and together they learn how
to use their new abilities to pursue the cause of
righteousness and life as a Celestial Legionnaire.
Unfortunately, a madness born of the inability to
cope with their fate awaits any host who refuses
to accept the Gaothoems gift because, so far as
anyone knows, there is no way to rid someone of a
transmerged life essence short of killing the host.
It is very important to note that not all Gaothoem
answered TebenQuis call. Many had already filtered out through the universe to seek their own
path of redemption while others accepted their lot
and either winked out of existence, decided to continue down the despicable path the great betrayal
had set them upon to become villains, or hid themselves so they could wallow in their solitary despair.
Regardless of their reasons or disposition, whenever and wherever encountered Gaothoem that
have not taken part in the planetary consciousness
of the Celestial Legions are treated with all the fear
and awe one would expect when encountering the
walking dead or a living myth.

T h e Gao t h oem
One of the triumvirate of races to have once
dominated the universal core, the Gaothoem are
sentient beings formed entirely of living, protonic

In their native form, the Gaothoems subconscious will maintains their energy life force in a cohesive, immortal state. Should the being ever lose
its desire to live it will simply wink out of existence
by intuitively dissipating its energy into its surroundings. In effect, its will to live literally sustains it.
This energy form appears as a nascent faint blue
to violet light that stretches between 5 and 6 feet
high and half that in width. Lacking a physical form,
Gaothoem fly about and interact with their environment using a limited form of telekinesis.

Cel estial Legion n ai res


When the Gaothoem transformed their world
into a battery to house their collected consciousnesses and life force, a new power entered the fight
for universal good and righteousness. To make restitution for past sins, the planetary consciousness
ejects Gaothoem essences into the ether of space
so they can find a host and join with it, creating an
entity of wondrous power and noble calling that
shall bring all his/her/its power to bear in the name
of justice and benevolent.

T h e C e l e s ti a l L e g i o n s - G a o t h o e m T e m p l at e
Gaothoem Template (48 PP)
This represents Gaothoem that have not undergone transmergence.
Skills

Cost

Computers 4 ranks

Language (Select four)

Knowledge (Select one of the sciences) 8 ranks

Powers
Flight 1 (Power Feats: Innate; Extras: Continuous; Flaws: Permanent)

Immunity 13 (Aging, Critical Hits, Life Support, Starvation and Thirst; Power Feats: Innate)

14

Insubstantial 3 (Power Feats: Innate; Extras: Continuous; Flaws: Permanent)

16

Super-Senses 2 (Visual [radius]; Power Feats: Innate)

Telekinesis 2 (Power Feats: Innate, Precise; Extras: Free Action)

10

Drawbacks
Noticeable (Flight; unique energy signature)

Vulnerable (Magnetism; major, uncommon)

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Today, the Celestial Legion is highly organized


with a rigid command structure that works to ensure the Legionnaires work as efficiently as possible. Codes of conduct are in place and senior
Legionnaires now seek out newly transmerged
hosts (with the help of Gao Thos expansive empathic reach) to convince them to sign on and, should
they enlist, then explain the rules and guide such
rookies in the use and responsibilities of their powers. After a brief mentorship, the new Legionnaire
is assigned a sector of space to patrol and protect
(typically their home system, but not always), and
they are given a means to communicate with their
superiors if their powers do not already allow for
it. Of course, membership is not required of a new
host, but the Legionnaires have become somewhat
caught up in their self-imposed status as galactic
police and champions for good, leading to most
hosts who do not wish to play along being shunned
and left out in the cold when problems arise.

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Every host ends up with a large burn scar on


their body following transmergence (usually across
the chest, if the host has one), a result of so much
living energy entering and then fusing with a physical form. This mark always appears the same,
somewhat like a merging of three inward-pointing
triangles centered by a starburstthe point of entry. Many of these initial hosts came to form a loose
organization of intergalactic agents who took it upon
themselves to police the universe (whether it wanted it or not) on behalf of the collective consciousness of Gao Tho. Assuming the mantle of Celestial
Legionnaires, these transmerged individuals took
the burn mark of their initiation as their symbol,
a banner that is now recognized as the Celestial
Legions herald across the universe.
Initially the Legion existed only in the loosest
sense of the word: the hosts forged the means
to communicate amongst their numbers so they
could call for aid when needed, but it had no leadership or structure beyond such rudiments and
the ambiguously empathic urgings of Gao Thos
living consciousness. A number of tragedies involving miscommunication or an inability to agree
upon a hierarchy and/or an appropriate course
of action in dire situations made it obvious that
things simply had to change. The Legion had to
move beyond its infancy into maturity or it would
never properly achieve its goal of universal justice.
As the centuries moved on, the Celestial Legion
became more formal and better organized, to the
point where the planet-mind of Gao Tho was able
to refine its ability to empathically transmit to the
Legionnaires and better communicate its collective motives and goals.

Much of the universal core has sagely accepted the Celestial Legion as an unofficially official
law enforcement agency that looks after them on
a sector-wide scale. Acceptance does not necessarily mean these civilizations agree with or even
enjoy the protection and overseeing, though.
Many planets and galactic governments downright
abhor interference in what they consider domestic affairs, but they accept the Legions intervention because they really have little choice when it
comes to disagreeing with individuals who, quite
often, can literally go head to head with their best
battleships and come out on top. Unable to openly
oppose the Legion, most dissident civilizations instead choose to make life as difficult as possible

T h e C e l e s ti a l L e g i o n s
Legionnaire Selection
Gao Thos search for appropriate hosts is very thorough and delves into the subconscious as well as
the conscious mind. Not all subjects of transmergence immediately agree to the path their alien hitchhiker has laid out for them, but a telepathic scan beforehand means the selection process rarely fails to
hit the mark, even if a difficult period of learning and stumbling is required before the host accepts his
lot. Nevertheless, this process is not without error.
Just as some hosts had already chosen a life of heroism before becoming Legionnaires, a few have
also outright refused to join the Gaothoems crusade, opting instead for a normal life. This traps the
alien essence until the host dies, after which there is a chance it can jump into a nearby sentient (the
sentient host must be within roughly fifty feet and the essence must be in good health.) However, this
is done without the benefit of Gao Thos telepathic selection scan because, once initially ejected from
Gao Tho the essence is no longer directly connected to the planetary consciousness and it cannot return
on its own.
When they know death is upon them, Legionnaires seek a (hopefully) worthy host to be near for
when the moment comes, but this has occasionally resulted in unworthy (or even villainous) beings undergoing the secondary transmergence and then abusing their power, usually driving the Gaothoem essence mad in the process. The alternative of dissipation and death does, however, leave the Legionnaire
little choice unless the alien essence is noble enough to give up its own life to ensure its power isnt used
for evil or selfish ends before a new transmergence occurs.

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Not all interstellar communities are so willing


to accept the Legions influence and intervention,
however. Some of the more powerful factions in the
universethe Zettex Demesne, especiallyresist
the Celestial Legion at every turn. Certainly, most
such resistors are not as morally questionable as
the Demesne, eithersome are downright reasonable and enlightened, but do not agree with how the
Legion conducts itself. Instead, many of these dissenting factions believe the Celestial Legionnaires
represent the corrupting influence of power, even
when that power is supposedly benevolent in nature. Such civilizations do not believe the Legion
has a right to meddle in their affairs, and so they
resist the presence of Legionnaires in their territory
as best they are able.

Upon activating his cosmic powers, a Celestial


Legionnaires body manifests a costume that is
unique and suited to their nature rather than all
wearing an identical uniform. Despite this individuality, however, all such manifested costumes incorporate the Legions symbol upon it somewhere and
will incorporate a dark star field that twinkles and
otherwise reacts to the Legionnaires moods.

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for the Legionnaires simply by politely being uncooperative and difficult whenever possible.

Whether seen as noble heroes, tiresome blowhards, or intrusive outsiders, the grand presence
the Celestial Legion commands on the cosmic
stage cannot be denied.

T h e L e g io n n a ir e s
A Legionnaire should protect his assigned section of space and maintain the peace. Some take a
more active role than others, overthrowing tyrannical governments and hunting evil no matter where
it hides, while others choose to be more reactionary
and believe the best route is to not interfere in local
politics and similar events except when absolutely
necessary. There is no set code on such behavior,
beyond the need to protect life, granting the individual Legionnaire incredible discretion when it comes
to such matters.

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The cosmic energies harnessed and projected


by all Celestial Legionnaires uses the transmerged
Gaothoem as its focal point, thus rendering the energy in the same light blue to violet range as the
latters native energy form. The commonly shared
powers are provided in the Celestial Legionnaire
Template entry (pg 11), while their true nature and
subconscious causes their remaining powers to be
suited to them as an individual, thus allowing the
player to tailor his character beyond what is outlined in the template.
The Transmergence Process
Whether freshly ejected from the planetary consciousness or jumping from a dying Legionnaire
into a new host, the process of Gaothoem essence
transmergence remains the same: explosive. As the
essence enters the host, the merging drains the latters body as though struck by a Fatigue 20 (Power
Feats: Slow Fade 2) attack. Whats more, transmergence releases a blast of explosive energy around
the host that leaves both the essence and its new
home unharmed but may damage the surrounding
area as though struck by a Blast 8 (Cosmic energy;
Extras: Explosion), Reduced Area 1 * attack with
the host at the epicenter.
* See Better Mousetrap

T h e C e l e s ti a l L e g i o n s - T r a n s m e r e g e d E s s e n c e /
c e l e s ti a l l e g i o n n a i r e t e m p l at e
Typical Transmerged Gaothoem Essence

PL 4/Sidekick Rank 11

STR

DEX

CON

INT

WIS

CHA

14 (+2)

18 (+4)

14 (+2)

SAVES

Tough

Fort

Ref

Will +8

Skills: Computers 4 (+8), Language (Select four), Knowledge (Select one of the sciences) 8 (+12)
Powers: Insubstantial 4 (Power Feats: Innate; Extras: Continuous; Flaws: Permanent) || Invisibility
(All visual senses, 8 PP; Power Feats: Innate; Extras: Continuous; Flaws: Permanent) || Immunity
14 (Aging, Critical Hits, Life Support, Starvation and Thirst, Sleep; Power Feats: Innate)
||
Mind
Shield 8 (Power Feats: Innate) || Super-Senses 2 (Visual [radius]; Power Feats: Innate)
Drawbacks: Disability (Bodiless; bonded to host) 4
Combat: Attack +0, Damage , Defense +0, Initiative +0
Abilities 4 + Skills 4 (16 ranks) + Powers 54 + Saves 4 Drawbacks 4 = 54

Celestial Legionnaire Template (98 PP)

The following modifications are the result of transmergence with a Gaothoem life essence. Each
union is unique, so the same essence joining with a new host will impart the following, along with additional abilities that were not necessarily possessed by any previous hosts (although such abilities need
not make themselves known right away.) This allows the player an excuse to tailor his characters powers beyond the basic Legionnaire concept, making the character more unique.

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Saves
Will +1

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Feats

Sidekick 11 (Transmerged Gaothoem essence)


Powers

Sa

Comprehend 1 (languages)

Communication 16 (Mental; Power Feats: Selective; Extras: Area; Flaws: Celestial Legionnaires only)

Cost
1
11
17
2

Cosmic Energy Control 10 * (Gaothoem essence; Power Feats: Costume, Alternate Powers
Force Constructs 7 * [Power Feats: Affects Insubstantial 2, Progression (object size) 2, Precise,
Stationary, Tether; Extras: Movable; Flaws: Tiring **], Regeneration 19 * [Ability, Bruised,
Unconscious: 1 round, Injured, Staggered, Disabled: 5 minutes, Recovery Bonus +3; Power
Feats: Persistent, Regrowth])

26

Enhanced Strength 5

Enhanced Dexterity 2

Enhanced Constitution 2

Flight 4

Immunity 11 (Life Support, Sleep, Starvation and Thirst)

11

Protection 4 (Extras: Impervious)

Mind Shield 4

Space Travel 3

Super-Senses 4 (Visual [extended 4])

Complications
One of Us (Celestial Legions)

Drawbacks
Vulnerable (Magnetism; major, uncommon)

Weakness (Strong magnetic fields; major, uncommon)

* Dynamic
** Force Constructs fatigues a rookie Legionnaire. As experience comes, most buy off this flaw

11

T h e C e l e s ti a l L e g i o n s - T h e C e l e s ti a l L e g i o n n a i r e ( PL 9 )
Real Name:
Brian Saunders
Aliases:
The Celestial
Legionnaire
Threat Level:
Gamma-E
Age: 22
Height:
5 feet, 11 in.
Weight: 184 lbs
Native
Language:
English

New Power Feat: Costume


This power feat may be applied to most powers that exert control over energy or matter in some
way, moving it about and finely manipulating it at the characters will. As a move action the character
may utilize this power to make a costume for himself from whatever the power controls, providing the
equivalent of Disguise at the powers ranks. The Force Construct power that makes objects of cosmic
energy, for instance, could be used to create a costume from that same energy, whereas Plant Control
could create a costume of leaves, vines and the like.
If the power is ever deactivated against the characters will the costume likewise disappears, but
purchasing this power feat at two ranks means the costume persists through anything short of nullification, even if the character is rendered unconscious or similarly subjected to conditions that terminate
the other aspects of his power.
Creating a costume in this manner in no way otherwise diminishes the powers potency or ability to
function normally. However, the costumes appearance and design is not mutable, requiring the power
feat be taken again and replaced in order to create a new style of costume design in this fashion.
New Complication: One of Us

arrived and, seeing that her Gaothoem companion had already passed on to another, prepared to
kill the stunned human. Only the timely arrival of
Legionnaire Droog managed to save Brian from his
diabolical attacker, Marauder, and together the two
Legionnaires managed to drive the rogue off.

Sa

ple

While studying to become an electrical


engineer in his native England, Brian and
some friends decided to take a break from
their studies by renting a cottage in a country village for a weekend. After an evening
of drinking at the local pub, Brians friends
thought it would be funny to leave their
much-drunker friend on his own to walk back
to their rented home, several miles away. While
staggering down the dirt lanes amongst the fields
and hills, Brian was knocked from his feet by a
nearby fiery impact. Too drunk to process the risks
of doing so, Brian decided to investigate.

file

The character does (or did) belong to a group that stresses loyalty and the value of membership beyond typical reason. Once you are in the group it becomes very intrusive and is a major element in your
life, making it difficult to walk away without repercussions. In exchange for whatever benefits there
may be for membership, you are at the groups whim and must make the organizations priorities your
own, no matter how bad it may mess up other aspects of your life. Failing to comply with the utmost
speed and ability often means dire consequences.

Upon arriving at the impact site, far back from


the road in the middle of a field, Brian quickly realized it hadnt been a meteor strike as he originally
thought, for in the center of a deep, burning furrow in the earth was a purple woman seemingly
dressed in stars. Daring to approach and help if he
could, Brian was too late and the woman died even
as he was lowering himself into the crater. What the
drunken youth would soon learn was the woman
had been a Celestial Legionnaire and now, her life
having expired, the Gaothoem essence she carried
escaped her mortal remains and looked about for
the nearest available host. Faster than Brians eyes
could follow, the alien left the corpse and fled into
his own body, the resulting transmergence erupting
in the fields second explosion of that night.
While his suddenly-sober mind tried wrapping
itself around what had happened, a dark figure
plummeted from the sky. The womans killer had

12

Brian now leads a double life as struggling student and space-faring super-hero under Droogs
sporadic tutelage. He still has much to learn and
more often than not lets his enthusiasm and awe get
the better of him, allowing himself to be distracted
by the oddities of his new duties, a fact that Droog is
still trying to hammer out of him during their training
sessions. However, Brian shows great promise as a
Celestial Legionnaire and, with a little maturity and
experience, Droog believes he may shape up to be
one of the Legions greatest members (although
theres no way hed let Brian know that.)
Quiton-Pol, the transmereged Gaothoem essence bonded to Brian, is a snobbish perfectionist
and is thus always pushing its host to constantly improve. Truth be told, Quiton-Pol was initially unhappy to bond with a being it considers well beneath
its normal standards, but the Gaothoem is learning
that Brian has a knack for inspired problem solving,
and possesses a subdued courage and confidence
that shines through in the worst of circumstances.
Appearance: As befitting his self-image as a knight
in shining armor, Saunders Legionnaire costume
has manifested as a stylized, futuristic suit resembling futuristic plate mail, although no additional

Whoa! Ive seen some unusual aliens in my day,


buddy, but none quite so interesting as that one!

T h e C e l e s ti a l L e g i o n s - T h e C e l e s ti a l L e g i o n n a i r e ( PL 9 )

Celestial Legionnaire

PL 9

STR

DEX

CON

INT

WIS

CHA

+2/+5

+1/+2

+2/+4

+1

+3

+2

14/20

12/14

14/18

12

16

14

REF

+6/+7
WILL

+11

Complications: One of Us (if a player character)

file

+5/+10

Powers: Communication 16 (Mental; Power Feats: Selective; Extras: Area; Flaws: Celestial
Legionnaires only)
||
Comprehend 1 (languages)
||
Cosmic Energy Control 10
* (Gaothoem essence; Power Feats: Costume, Alternate PowersBlast 10 * [Surge blast;
Power Feats: Progression (area); Extras: Burst; Flaws: Touch] Force Constructs 7 * [Power
Feats: Affects Insubstantial 2, Progression (object size) 2, Precise, Stationary, Tether; Extras:
Movable; Flaws: Tiring], Regeneration 19 * [Ability, Bruised, Unconscious: 1 round, Injured,
Staggered, Disabled: 5 minutes, Recovery Bonus +3; Power Feats: Persistent, Regrowth])
||
Enhanced Strength 6
||
Enhanced Dexterity 2
||
Enhanced Constitution 4
||
Flight 6 || Immunity 11 (Life Support, Sleep, Starvation and Thirst) || Protection
4 (Extras: Impervious)
||
Mind Shield 6
||
Space Travel 5
||
Super-Senses 4
(Visual [extended 4])
Drawbacks: Vulnerable (Magnetism; major, uncommon) 3, Weakness (Strong magnetic
fields; major, uncommon) 3
Combat: Attack +6 (+8 ranged), Damage +2/+5 (unarmed), +10 (cosmic blast), Defense +7,
Initiative +5/+6

ple

FORT

Feats: Attack Focus (ranged) 2, Improved Initiative, Sidekick 13 (Quiton-Pol)

Abilities 22 + Skills 5 (20 ranks) + Feats 16 + Powers 88 + Combat 26 + Saves 15


Drawbacks 6 = 166
* Dynamic

+6/+8

Skills: Bluff 2 (+4), Computers 2 (+3), Concentration 4 (+7), Craft (electronic) 4 (+5), Disable
Device 2 (+3), Knowledge (technology) 4 (+5), Profession (electrical engineer) 1 (+4), Stealth
1 (+2/+3)

Sa

TOUGH

Quiton-Pol

PL 4/Sidekick Rank 13

protection is provided. Much of the armors


CHA
STR
DEX
CON
INT
WIS
plates are covered in the cosmic star field
pattern brought on by transmergence, and

16 (+3)
18 (+4)
14 (+2)
the Legions symbol rests squarely upon his
Fort
Ref
Will +8
chest. When not assuming his heroic guise, SAVES Tough
Brian is a somewhat ordinary young man
with dark, closely cropped hair and a studi- Skills: Computers 4 (+7), Language (Aramaic, English,
ous look about him that is furthered by his Titonath, Zettex), Knowledge (physical sciences) 10 (+13),
Profession (scientist) 2 (+6)
habit of constantly adjusting his glasses.
Powers: Insubstantial 4 (Power Feats: Innate; Extras:
Playing a 150 PP
Continuous; Flaws: Permanent) || Invisibility (All visuLegionnaire Saunders
al senses, 8 PP; Power Feats: Innate; Extras: Continuous;
Using Legionnaire Saunders as a PL 10 Flaws: Permanent) || Immunity 14 (Aging, Critical Hits,
player character requires cutting his expend- Life Support, Starvation and Thirst, Sleep; Power Feats:
||
Mind Shield 10 (Power Feats: Innate)
||
ed PP back to 150. Here are some sugges- Innate)
Super-Senses 2 (Visual [radius]; Power Feats: Innate)
tions on doing so:

Reduce some of his Celestial Drawbacks: Disability (Bodiless; bonded to host) 4
Legionnaire powers back to their original Combat: Attack +0, Damage , Defense +0, Initiative +0
template levels (returned PP varies)
Abilities 2 + Skills 5 (20 ranks) + Powers 59 + Saves

Reduce his attack and/or defense 4 Drawbacks 4 = 62
modifier(s) by a few points (2 PP per +1)

Reduce his abilities by a few points (1 PP

Reduce Quiton-Pol to a Level 11 Sidekick
per ability point)
(2 PP)

13

T h e C e l e s ti a l L e g i o n s - T h e C e l e s ti a l L e g i o n n a i r e ( PL 9 )
Tea m - U p Id e a s
The following may give Gamemasters ideas on
how to incorporate Legionnaire Saunders into their
game.

14

Review Time
Legionnaire Saunders and one of the player
characters, who is also a Celestial Legionnaire, are
approached
by
Droog and informed theyll
be undergoing
a performance
review to ascertain how far
both have come
in the use of their
powers. To do so
they are given coordinates in a (relatively) nearby solar system and sent by Droog to
capture a powerful, intergalactic
fugitive hiding upon a notoriously
dangerous asteroid transformed
into a space station frequented
by the dregs of space-faring society.

ple
m
Sa

They Are Coming


Celestial Legionnaire, having
befriended or otherwise become
acquainted with the player
characters in the past, arrives at their doorstep
beaten and bleeding
from wounds that
seem to be defying his ability to regenerate. As he
drifts in and out
of consciousness, Celestial
Legionnaire
tells of his
encounter
with an alien
invasion fleet
heading
towards Earth,
a fleet spearheaded by a
strike force of
super-powered
beingsthe
same beings who
defeated him so
badly. Only by es-

With only a day or so to prepare, the heroes must


spread the word and help Celestial Legionnaire recover enough for the planet to put together some
form of resistance. The alien invaders can be
something new the Gamemaster tailors for this scenario or it could be a foe the heroes have tangled
with in the past, possibly revealing revenge against
the player characters as a reason for the invaders
strike force to come after them first, ahead of the
rest of the fleet.

file

A Legionnaire Is Born
By altering Celestial Legionnaires origins a
bit, the formers predecessor and Marauder arrive on Earth to continue their fight instead of the
Legionnaire dying right away. The player characters
arrive to lend a hand in dealing with the two unknown
combatants when the Legionnaire is slain, passing
on her Gaothoem essence to Brian. This allows the
characters to witness a new Legionnaires birth
and the arrival of Droog, opening an opportunity for
the heroes to participate in cosmic-level adventures
by befriending Brian when he is taking his
first baby steps with his powers.

caping and high-tailing it home at full speed was he


able to beat the invaders and give warning.

Unfortunately, the two get in


more trouble than Droog expected while
assigning the capture to the rookies and he
is forced to call upon the nearest helpthe
remaining player charactersto go with him
and lend a hand. Whether the problem turns
out to be their quarry having backup, being
captured by pirates docked at the space station, uncovering a plot designed to instigate an
intergalactic war, or something else entirely, it will
take the player characters and all three Celestial
Legionnaires to set things right.

T h e C e l e s ti a l L e g i o n s - L e g i o n n a i r e D r o o g ( PL 1 2 )

Legionnaire Droog

Real Name:
Droog

PL 12

STR

DEX

CON

INT

WIS

CHA

Aliases: None

+11/+13

+0/+1

+8/+9

+0

+3

+0

32/37

10/12

26/28

10

16

10

Threat Level:
Delta-E

FORT

+14/+15

REF

+3/+4

Weight: 418 lbs


Native
Language:
Unknown

Complications: One of Us (if a player character)

Drawbacks: Vulnerable (Magnetism; major, uncommon) 3, Weakness (Strong


magnetic fields; major, uncommon) 3
Combat: Attack +7 (+10 melee), Damage +11/+13 (unarmed), +12 (cosmic blast),
Defense +6, Initiative +4/+5

WILL

Powers: Communication 18 (Mental; Power Feats: Selective; Extras: Area; Flaws:


Celestial Legionnaires only) 19 || Comprehend 1 (languages)
||
Cosmic
Energy Control 12 * (Gaothoem essence; Power Feats: Costume, Alternate Powers
Force Constructs 6 * [Power Feats: Affects Insubstantial 2, Progression (object
size) 2, Precise, Stationary, Tether; Extras: Movable], Regeneration 21 * [Bruised,
Unconscious: 1 standard action, Ability,: 1 round, Injured, Staggered, Disabled: 5 minutes, Recovery Bonus +3; Power Feats: Persistent, Regrowth])
||
Enhanced
Strength 5
||
Enhanced Dexterity 2
||
Enhanced Constitution 2
||
Flight 7
||
Immunity 12 (Aging, Life Support, Sleep, Starvation and Thirst)
||
Protection 4 (Extras: Impervious)
||
Mind Shield 4
||
Power Reserve 5
(Flaws: Full Power) || Space Travel 7 || Super-Senses 6 (Visual [extended
6]) || Super-Strength 3

Height:
7 feet, 4 in.

file

+12/+13

Feats: Assessment, Attack Focus (melee) 3, Fearless, Improved Initiative, Leadership,


Master Plan, Sidekick (Dreek-Tal) 14, Teamwork

Age: Unknown

ple

TOUGH

Skills: Bluff 2 (+2), Concentration 5 (+8), Intimidate 5 (+5), Knowledge (super-beings)


4 (+4), Knowledge (tactics) 8 (+8), Language (English, 3 other languages used by
aliens in your game), Pilot 1 (+1/+2), Notice 3 (+6)

+8

Sa

Abilities 44 + Skills 8 (32 ranks) + Feats 23 + Powers 120 + Combat 26 + Saves


14 Drawbacks 6 = 229
* Dynamic

Dreek-Tal

PL 4/Sidekick Rank 14

STR

DEX

CON

INT

WIS

CHA

20 (+5)

20 (+5)

12 (+1)

SAVES

Tough

Fort

Ref

Will +9

Skills: Computers 6 (+11), Language (Droogs tongue, English, Universal


Common, 5 other languages used by aliens in your game), Knowledge
(life sciences) 10 (+15), Knowledge (physical sciences) 4 (+9), Knowledge
(tactics) 4 (+9)

Of an unknown alien species, even Droogs transmerged


Gaothoem
essence,
DreekTal, has not been able to worm
his origins out of this enigmatic
Legionnaire. He (as he has indeed
identified his gender as male)
has been a Celestial Legionnaire
for over five centuries, much of
which has been acting as a wandering taskmaster and reigning
in over-zealous new recruits, a
self-imposed duty for which he is
much respected by his fellows.

Powers: Insubstantial 4 (Power Feats: Innate; Extras: Continuous;


Flaws: Permanent) || Invisibility (All visual senses, 8 PP; Power
Feats: Innate; Extras: Continuous; Flaws: Permanent) || Immunity
14 (Aging, Critical Hits, Life Support, Starvation and Thirst, Sleep;
Normally quiet, when Droog
Power Feats: Innate) || Mind Shield 10 (Power Feats: Innate) || speaks it is with purpose and deSuper-Senses 2 (Visual [radius]; Power Feats: Innate)
termined intent, his voice sounding both booming and hollow as
Drawbacks: Disability (Bodiless; bonded to host) 4
though projected from a distance
Combat: Attack +0, Damage , Defense +0, Initiative +0
rather than from him. He is exAbilities 2 + Skills 8 (32 ranks) + Powers 59 + Saves 4 Drawbacks tremely calm and slow to anger,
4 = 69
but will act with exacting preciYou think thats the sort of speed that will prevent a timespace singularity from collapsing, destroying a solar system as it goes? I dont think so. Pick up the pace!

15

T h e C e l e s ti a l L e g i o n s - L e g i o n n a i r e D r o o g ( PL 1 2 )
sion and direction when the time comes, even if
called upon to unleash the most brutish of force at
his disposal.


Reduce some of his Celestial Legionnaire
powers back to their original, template levels (returned PP varies)

The Gaothoem essence bonded to Droog,


Dreek-Tal, is a cheerful, logical being that takes the
time to think things through but still tends towards
optimism.


Reduce his attack and/or defense
modifier(s) by a few points (2 PP per +1)

Appearance: A hulking being of blue, translucent


flesh wrapped around some manner of skeletal
structure comprised of what appears to be metal
balls of varying size and composition, Legionnaire
Droogs race is unknown and, so far as anyone is
aware, he is unique in this universe.


Drastically reduce his abilities (1 PP per
ability point)

Team- U p Ideas
The following may give Gamemasters ideas on
how to incorporate Legionnaire Droog into their
game.
A Call to Arms
Intergalactic war is about to break out between
two of the sectors most powerful empires and it
seems everyone is going to be forced to take a side if
it isnt nipped in the bud. The Celestial Legionnaires
are spread too thin to enforce a peace, so theyre
calling upon the player characters (with whom
they have previous experiences) to aid in policing a neutral commerce planet where the final
chance at negotiations are taking place. (If
the heroes cant get there under their own
power the Legion will send transportation.)

Sa

ple

file

Playing a 150 PP Legionnaire


Droog
Using Droog as a PL 10 player character requires cutting his expended PP back to 150. Here
are some suggestions on doing so:


Reduce Dreek-Tal to a Level 11 Sidekick
(1 PP)

Upon arriving, it will quickly become


obvious the whole planet is just one
giant marketplace, leaving its surrounding space filled with countless merchant vessels of all
sorts and sizes, not to mention the opposing flotillas that
are now standing down the
barrels of their opponents
guns, just waiting for talks to
degrade and war to be declared. During the negotiations the heroes will be kept
planetside ensuring no one
supporting one side or another will stir up trouble that
will send the galaxy into war.
The Legionnaires on-site
will be too busy keeping the
fleets in orbit from firing on each
other (and any suspicious merchant
vessels caught between them) to do
much else themselves.
As the negotiations get under
way, a number of incidents will
occur to shake things up: several

16

T h e C e l e s ti a l L e g i o n s - L e g i o n n a i r e D r o o g ( PL 1 2 )

School Is In Session
Best used at the start of a new game, one of
the player characters is a freshly created Celestial
Legionnaire and Droog has been sent to play the
role of taskmaster and mentor. As this training goes
on, the other characters will witness their friends
growth as an adept Legionnaire and hero, also
getting caught up in the dangers a member of the
Celestial Legion must confront even as a neophyte.
This provides an opportunity for the Gamemaster to
introduce the player characters to what the setting
has to offer beyond the reach of Earth while providing a guide (Droog) to help the heroes out (if necessary) until the Gamemaster feels they are okay to
stand on their own two feet.

Whether one of the player characters has been


initiated via transmergence or not, the Celestial
Legion is an opportune gateway for the heroes to
become a part of a much wider gaming universe.
The easiest and most obvious way to do this is to
have one of the characters go through transmergence and acquire a mentor to put them through
their paces and enlighten them to the universe at
large, although its possible the character will inherit
a Gaothoem essence by accident (due to proximity to a dying Legionnaire) and thus may be left on
his own to master his powers for quite some time,
ignorant of his true purpose and status.
Non-Legionnaires may interact with the Celestial
Legion as allies who have assisted (and been assisted by) the former in the past, creating a relationship of understanding and mutual assistance.
The heroes may be called upon to help the Legion
fight this or that intergalactic threat, or perhaps to
act as guides when an enemy of the Legion goes
to ground on the player characters home turf. It is
up to the Gamemaster to determine whether or not
he wants the heroes to feel like they are small fish
in an incredibly big pond based on how the Legion
and its agents are presented and interacted with.

Sa

ple

Bushwhacked
A number of Celestial Legionnaires have disappeared or been found dead, including several
of the Legions heaviest hitters. The player characters will learn this when Legionnaire Droog, a
being with whom they have previous associations,
shows up looking for them, beaten and barely
alive. As allies in the past, Droog felt he had nowhere else to turn while flying through the sector
on other business when he was ambushed and
forced to flee by an assailant who didnt even provide the Legionnaire the opportunity to identify
his attacker. Whoever the killer may be, its likely
Droogs flight will lead him to the player characters
who will be the only thing standing between the
recovering Legionnaire and death.

The C elestial L eg ion


In You r G ame

file

starships belonging to both sides will be sabotaged,


resulting in hundreds of deaths aboard each of the
targeted vessels, and assassination attempts will
be prevented against representatives from all parties. Tempers will inevitably flare up and the galaxy will teeter on the edge of disaster if the heroes
cant discover who is able to slip past the paranoid
security surrounding both delegationswhether
planetside or aboard their fleet vesselsand enact
deadly strikes meant to instigate the conflict.

Its also possible to employ the Celestial Legions


as foes in a game. In such a scenario, the Legions
may be portrayed as totalitarian agents of a rather
strict vision of justice that doesnt sit well with the
player characters when a new Legionnaire is assigned to Earths sector of space and begins to carry out his duties with great zeal. This could result in
Legionnaires interfering in Earths politics, ranging
from influencing laws they see as unjust to interceding in ongoing military conflicts without invitation or welcome. Such high-handedness would almost certainly raise the ire of many nations, big and
small, resulting in retaliatory actions that could draw
the attention of even more Legionnaires who may,
if things get bad enough, come to believe enacting
martial law upon the planet would be the only solution and means to bring peace to Earth, whether it
wants it or not.

17

K n i g h t s o f T h e P e n ta n g l e

T h e K n ig h ts
of the
Pe n t a n gle

Sa

ple

You there, scholar the newly awoken man


spoke, his booming voice betraying his familiarity with command. What year is this? The
shrieking reply he received before the people fled
in all directions with terror drove his eyes wide
with surprise. By Jesu the man exclaimed,
how long have I slumbered?

file

His lids fluttered open, the light from above


stinging his eyes as though he had slept an
eternity. Looking about him, his mailed hand
raised to shield his sensitive gaze from the
blinding light, he saw the surrounding stones
towering over himmonolithic sentinels with
him at their center. A startled gasp followed
by a piercing scream drew his attention to a
nearby group of oddly dressed people, all of
whom were listening to a man who motioned
to the stones about them as though delivering
a sermon or lesson.

Everyone is familiar with the tale of King Arthur


and his Knights of the Round Table, just as many
know he was struck down by his bastard son,
Mordred, during the battle of Salisbury Plain. The
legend states that Arthur commanded one of his
few remaining knights to return his sword, the
mighty Excalibur, to the Lady of the Lake who had
first given it to him. Afterward, three Fay sisters arrived to take Arthur to the Isle of Avalon where he
would rest in a protected sleep until the Britons had
need of him once more.
Recently, a man clad in plate and chain mail
appeared out of nowhere in the center of the inner-most ring at Stonehenge, in full site of a tourist group which fled and reported the incident. By
the time the authorities arrived to investigate the
incident the mysterious man was long gone, but
he later resurfaced to combat a plague of evil monsters (afterward revealed to be the Faynabolg) that
had been stealing Londons children for some dark
purpose. During this battle a group of local heroes
(some were actually vigilantes) came to the mans
aid to defeat the creatures and set in motion events
that will forge new legends.

18

Claiming to be the Once and Future King, Arthur


Pendragon, the man wielded a powerful blade that
he stated to be the incomparable weapon of both
kings and legend, Excalibur. When the other heroes saw the stranger wielding the blade, it was as
though a fog was lifted from their minds as memories of events and feelings they had never known in
that lifetime came flooding back to them. The power
of the sword in the mans hands showed the heroes
they were in fact the reincarnated Knights of the
Round Table. Dumbfounded by the understandably
shocking revelation, the group bypassed the throng
of reporters and police, escaping to speak with their
returned liege.

K n i g h t s o f t h e P e n ta n g l e

The remnants of previous lives, be they


real and full life spans (as may happen with
reincarnation) or that of assumed identities,
have a way of intruding on your current life.
Old enemies, lost loves, and grudges of the
past pop up at the least convenient moments
to cause you problems.
It was at this time that Merlin made himself
known.

Knights Body
Armor (24 PP)

Sa

Galahad has designed and financed a series


of advanced body armor suits for his teammates.
Each suit is constructed from an advanced ceramic/metal-mesh combination of unknown
origin and is specially fitted for each knight, accommodating their physical attributes, size and
individual abilities. The suits appear as a mix
between medieval plate and chain mail, modern
body armor and something out of a Japanese anime movie. Fully environmental when the helmet
is attached and its visor is pulled down, each suit
also comes equipped with some useful features.
Device 6 (Knight of the Pentangle Armor, 30 PP device; 4 PP/rank)
Communication 5 (Radio; Power Feats: Selective;
Extras: Burst) 11
Immunity 2 (Suffocation effects) 2
Protection 7 (Extras: Impervious [3 ranks]) 10
Sensory Shield 3 (Auditory, 1 PP/rank) 3
Super-Senses 5 (Darkvision, Direction Sense,
Low-Light Vision, Radio) 5
Hindered * (Stealth) 1 drawback
* See Better Mousetrap

The knights voiced their desire to recreate and


reassemble the Round Table but their King rejected
the idea. The Round Table, answered Arthur, had
been split by treachery and mistrust long ago and
now only belonged to the legends. Now was a time
for a new beginning, a fresh start for a new cause.
With a point for each of his warriors, with Arthur as
its center, the pentangle would represent the unity
and brotherhood of the reunited warriors and their
heroic cause (whatever it may prove to be.)
Since that fateful day, the Knights of the Pentangle
have learned that Morgan Le Fay, Arthurs villainous
half sister, is the queen of the Faynabolg, the creatures the knights fought against on the day of their
awakening and reuniting. Merlin does not know (or
will not say) if Morgan is the evil that Arthur and
his knights were summoned back to fight, but if she
is not then combating her malicious purposes will
serve the knights until things are made more clear.
The Knights of the Pentangle have now settled
into a modern fortress of Galahads making, from
which they can strike out at Morgans evil machinations or anyone else who would see harm done to
the British Isles. But all is not well for the Knights
of the Pentangle, however; old wounds and new
confusion lingers yet in the triangle between Arthur,
Guinevere and Lancelot, as well as conflicts that reside in the relationships between the other knights,
especially considering the opinions that some of the
heroes held of one another before their memories
were reawakened. It seems that the fate of Arthur
and those that rally to his banner shall forever be
pressed upon at all sides with intrigue, distrust,
and discord. All that truly binds the Knights of the
Pentangle together is honor and their loyalty to their
King and his cause.

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Naturally surprised by the magicians sudden appearance amongst them, Arthur and the five heroes
were even more startled to see that Merlin was now
a younger man instead of the wizened elder they all
remembered. The wizard explained to Arthur that
he and his knights had been revived to fight a great
evil that could plague not only the British Isles but
also the world. Merlin further revealed that, although
history had made no secret of the foretold return of
Arthur, the magician had managed to keep the destinies of the Kings knights a secret. The part of the
legend that was not revealed, told Merlin, was that
souls of some of the knights and companions were

to be recycled down through the ages, reincarnated


within people of great deed and potential heroism
until such time as they were needed to aid the returned King, at which point their memories would
be restored. This time of need is now, claimed the
youthful Merlin.

file

New Complication:
Past Lives

Cam el ot
Galahads once-stately, ancestral manor, located upon the cliffs of Wales, has been renamed and
redesigned to suit the teams needs. An extensive
security system including everything from motion
sensors to infrared-capable video units monitors
the entire property, spanning nearly 300 acres of
ocean-side cliffs, bluffs and canyons. Three stories tall and several sub-layers deep, the building
is nearly eight hundred years old and is fortified to
withstand a siege.

19

K n i g h t s o f t h e P e n ta n g l e
Inside, the manor holds bedrooms for all team
members and Camelots small staff of loyal servants, an immense library filled with all manner of
books (including some on the occult and alchemy), a
ball room, vaulted dining room, games and billiards
parlor, garage, an attached tower (70 feet high) for
Merlin, and any number of other chambers, both
useful and purely for presentation. Beneath the main
structure, nearly forty feet underground, Galahad
has built a fully environmental, fortified complex that
houses training rooms, a fully equipped gymnasium,
and laboratory, among other things.

Sa

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file

Headquarters: Castle; Size: Huge (62 of 64);


Toughness: 15; Features: Artificers Lab (any
combination of traits, 25 PP, +2 design checks,
5 PP/rank; 2) 7, Barrier (wall; 0) 2, Combat
Simulator (basic; 3), Combat Simulator (advanced),
Communications (Basic; 0), Communications

(Encryption; 0) 2, Communications (Global Net; 0),


Computers (Basic; 0) 3, Computers (Advanced; 1)
2, Concealed (electronic; 0) 3, Defense System 6,
Dock (2) 3, Electronic Counter-Measures 3, Escape
Tunnel (DC 30) 3, Fire Prevention System 2, Game
Room (2), Garage (4) 4, Gym (2), Hangar (4) 4,
Inventors Lab (any combination of traits, 25 points,
+2 design checks, 5 EP/rank; 2) 7, Kitchen/Dining
Hall (3), Library (4), Living Space x 2 (Basic; 1) 1
ea., Living Space x 8 (Luxury; 2) 1 ea., Motor Pool
6, Pool (3), Power System (4) 2, Security System
6, Workshop x 3 (one Craft [electronic], two Craft
[mechanical]; 2) 2 ea., War Room (2), Workshop x
2 (2) 1 ea.; Drawbacks: Accessible Bowels (1/4)
1, Famous 1; Cost PP/EP: 124/13

20

K n i g h t s o f t h e P e n ta n g l e

Britains Military
Despite the dislike their government generally has for the Knights, much of the military
acknowledges the good Arthur and his warriors have done and will unofficially turn the
other cheek on most of the heroes activities.
Only when doing otherwise would put the public
at risk or go against direct orders will Britains
armed forces oppose Arthurs forces.

The Worlds Varied


Superheroes
For the most part, the Knights of the Pentangle
get along with their peers, but there have been several incidents, most of which have concerned heroes who arent willing to recognize the validity of
the claims made by Arthur or his knights. Such disbelievers tend to be British (as most of the heroes
from non-Commonwealth countries could care less
what claims the Knights of the Pentangle make, so
long as they serve justice), and those foreigners that
have crossed swords with the Knights (sometimes
literally) have usually done so because Arthur has
not yet adjusted to many aspects of international
law and believes his kingship, recognized or not,
grants him access to places and in degrees hes not
been approved for through proper channels.

Sa

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The British Monarchy


The Monarchy refuses to even open Arthurs
claim to be the King of legend returned to debate,
going so far as to have made several public statements rejecting its validity. Whether the current
monarchy feels threatened by a man who could
possibly hold a claim to the crown that extends
back far further than their own, or if they truly believe Arthur to be nothing more than a charlatan or
deluded would-be-hero, none can say. Unable to
avoid the popularity that Arthur holds with the public, however, the Monarchy and Prime Minister have
been forced to (grudgingly) recognize the Knights
of the Pentangle as an unofficial group of metahuman heroes possessing minimal authority to undertake anti-crime activities.

The British People


Most people do not believe that Arthur and his
Knights of the Pentangle are indeed the Knights
of the Round Table and their ruler returned, but
even so the Knights are largely hailed as heroes
of the greatest sort. Time and again, King Arthur
and those who follow him have beaten back and
vanquished malevolent forces that almost certainly wouldnt have otherwise been stopped, saving
countless lives in the process. Though controversy
and opinions abound about the validity of Arthurs
claim to be who he says he is, the people love him
regardless and recognize in him and his warriors
the existence of true heroism.

file

Gro u p R e l at ion s

21

K n i g h t s o f t h e P e n ta n g l e - A r t h u r P e n d r a g o n ( PL 1 0 )
Once brash and quick to anger should his temper be tested, Arthur has grown more patient and
cautious in his later years, especially since his return from Avalon. Compassionate and kind though
he may be, Arthur has always recognized the necessity for the law to govern the actions of man and
so he realizes that sometimes what is considered
right by law must be held above what is just and
honorable in his heart, no matter what pain it may
cause to himself personally. A tested warrior and
proven tactician of tremendous skill, Arthur also realizes that war sometimes necessitates sacrificing
ones allies for the greater good, but he is a caring
commander and will always seek another alternative before resorting to this ultimate price.

file

Appearance: A man of large, commanding stature, Arthur has shoulder length, brownish-blonde
hair, with a finely trimmed beard and moustache mounted below piercing, gray eyes. Now
beyond the years of his youth, Arthurs face is
flavored with the marks of stress and age, al-

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Real Name:
After awakening from Avalons healing slumber,
Arthur it did not take Arthur long to realize just how great
Pendragon a span of time had passed while he recovered from
Aliases: The the wound Mordred had inflicted. The world had
Once and changed around him, transforming from a realm of
Future King, magic and honor into one of technology and self-inKing of the terest. Several weeks passed while Arthur covertly
Britons traveled to a body of clear, calm water that would
suit his needs: regaining Excalibur and its sheath
Threat Level: from their safekeeping with the Lady of the Lake.
Gamma-A
With his sword at his hip once more, Arthur seAge: Unknown, cretly traveled the countryside for a few months
appears to be in before finally arriving at London. By chance, soon
his later 30s or after reaching the city the King stumbled into a pack
early 40s of creatures that had been stealing the citys chilHeight: dren for several weeks. The monsters somehow
6 feet, 2 in. recognized the King despite his vagabond disguise
and attacked immediately.
Weight: 218 lbs
Engulfed in battle and suffering from several miNative nor wounds, Arthur was startled by the sudden arLanguage: rival of five strangers, some of which wielded magMiddle English ic-seeming abilities. Quickly overcoming his shock,
the King fought on to victory with the newcomers
aid. However, the strangest moment followed when
the five newcomers looked upon Excalibur in the
calm after the fight and were flooded with memories
of lives that were not their own. Shortly thereafter,
Arthur was reunited with his beloved tutor (although
not the Merlin he remembered) and the circle of legend was complete.

Sa

Since that day, King Arthur and his loyal followers have fought to keep Britain safe from Morgan
and his son, Mordred, following the latters recent
return. He has also tried to ignore the glances that fly between Lancelot and Guinevere
when they think he cannot see them. Arthur
cannot deny that things are radically different nowindeed he is no longer even married
to Guinevere in her current incarnation, but he
cannot deny he still loves the woman that had
been his wife centuries earlier. Moments of
passion have flared up and disappeared just
as quickly between Arthur and Guinevere, despite her new appearance, and so it makes the pain
worse when he later sees her showing the same
signs of love for his greatest knight.

22

Arthur has learned the dangers of destiny and


hopes the errors and poor decisions of his old life
may be redeemed and stamped out by the deeds
of his future. Little prophecy has yet to reveal itself
concerning why Arthur has returned from Avalon,
but this time around the King has resolved himself to having to ride the wings of fate instead
of fighting them in order to do what good he
may. He has indeed learned the hard lessons of the past.
Id soon as spit thee like a roasting stag as not, but the choice is
thine whether thou would surrender or face Excaliburs might!

K n i g h t s o f t h e P e n ta n g l e - A r t h u r P e n d r a g o n ( PL 1 0 )

Arthur Pendragon

PL 10

STR

DEX

CON

INT

WIS

CHA

+3

+2

+3

+0

+2

+4

17

15

16

10

14

18

TOUGH

+3/+10

FORT

+8

REF

Skills: Bluff 1 (+5), Climb 1 (+4), Concentration 2 (+4), Diplomacy 4 (+8), Handle Animal 3
(+7), Intimidate 5 (+9), Knowledge (arcane lore) 1 (+1), Knowledge (civics) 2 (+2), Knowledge
(tactics) 9 (+9), Knowledge (theology and philosophy) 2 (+2), Language (Brythonic, French,
Latin, Modern English, Old English/Anglo-Saxon), Notice 2 (+4), Perform (dance) 1 (+5), Ride
5 (+7), Sense Motive 1 (+3)
Feats: Assessment, Attack Focus (melee) 2, Attack Specialization (lance, sword) 2, Attractive,
Benefit (royalty [supposedly]), Diehard, Equipment 7, Fascinate (Bluff, Diplomacy) 2, Improved
Block 2, Improved Disarm 2, Improved Initiative, Inspire 3, Leadership, Master Plan, Quick
Draw, Sidekick (Kay) 25, Teamwork, Weapon Break
Powers: Boost 6 (Mounted attack, melee attack damage, 2 PP/rank; Extras: Free Action;
Flaws: Personal, Ride Check Required, Only while mounted) || Deflect 4 (All ranged attacks,
2 PP/rank; Extras: Move Action, Reflection, Redirection; Flaws: Only when using Excalibur) ||
Device 5 (Excalibur, 30 PP arcane device; 3 PP/rank) || Device 5 (Excaliburs Scabbard,
24 PP arcane device; 3 PP/rank) || Device 2 (Force Lance, 10 PP device; 3 PP/rank) ||
Device 6 (Knight of the Pentangle Armor, 30 PP device; 4 PP/rank)

+4

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Drawbacks: Cultural Awkwardness (modern society; common, minor) 2, Incompetent *


(Intelligence) 2
Combat: Attack +6 (+8 melee, +10 sword/lance, +12 Excalibur), Damage +8 (17-20, Excalibur),
+8 (force lance), +3 (unarmed), Defense +4 (+7 dodge with shield), Initiative +6

WILL

Complications: Destiny, Enemy (Morgan Le Fay, Mordred), Fame, Honor, Temper (if a player
character)

Sa

+8

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Equipment: Excalibur and Scabbard (see sidebar), Kay (pg 25), Knights of the Pentangle
Armor (pg 19), Force Lance (see side bar), a large steel shield (+3 dodge/+4 block)

Abilities 30 + Skills 11 (44 ranks) + Feats 55 + Powers 80 + Combat 20 + Saves 13


Drawbacks 4 = 205
* See Better Mousetrap

though not overly so and certainly not enough to


make him appear old. A crimson pentangle and rosy
sword, the symbol of his Knights, is emblazoned
over his breast and on his right shoulder. Arthur
also wields a shield bearing the Kings coat of arms,
three gold crowns stacked vertically, centered upon
a blue field. This symbol is also centered upon his
armors forehead.
Playing a 150 PP King Arthur
Using King Arthur as a PL 10 player character
requires cutting his expended PP back to 150. Here
are some suggestions on doing so:

Reduce the ranks of several feats or do
away with some altogether (1 PP per rank/feat)

rank)

Reduce his Boost powers ranks (1 PP/


rank)

Reduce his Deflect powers ranks (4 PP/


Remove his Device (force lance) power
(6 PP)

Remove his Device (Knight of the
Pentangle Armor) power (24 PP)

Remove Kay (25 PP)


New Complication:
Destiny

Your lifes path is written in the stars and has


set down obligations that fate will force you to
fulfill regardless of what freewill you believe you
possessor so youve been told. Whether or not
the prophecies and tales regarding what destiny
holds for you are true, other people believe they
are and their expectations and behaviors regarding you are defined by that belief. Believe in this
destiny or nottrue or notyou must bear certain responsibilities and duties tied to this fate.

23

K n i g h t s o f t h e P e n ta n g l e - A r t h u r P e n d r a g o n ( PL 1 0 )
New Drawback: Cultural Awkwardness
The character is not from the mainstream culture of the society he spends the most time in. The
player should decide on the characters native country (or planet or race), which has a drastically different culture than within which he is primarily active in. Bigots might get in the way of the character,
and the character might not always know things about the setting that natives would automatically
understand. The character is an outsider.
A minor drawback applies a 5 penalty to interaction skills when relating to members of the culture
the character is unfamiliar with, whereas a moderate drawback is 10 and a major drawback is 15.
The drawbacks frequency indicates how often the cultural differences (and thus the penalty) should
be applied. Gamemasters should also feel free to apply non-mechanical difficulties brought on by this
drawback, such as encounters with non-player characters or misunderstandings.
Excalibur, the Sword of Kings (13 PP)
The sword of the one true king of the Britons, Excalibur is entirely indestructible with one exception:
it will shatter in two if used to perform an evil, prideful or selfish deed, or out of anger. Once broken,
only the Lady of the Lake has the knowledge to fix the blade. Forged of some unidentifiable metal that
sheens almost to the point of appearing white, one side of this enchanted blades length reads take me
up while the other states cast me away. During combat, these words change to read one edge to
defend and one edge to defeat.

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file

Furthermore, it is rumored, if anyone other than its fated wielder should try to use the sword, the
Lady of the Lake will intercede with her full wrath (as was learned by Morgan Le Fays champion, the
Knight Accolon). If this legend is true then the fact that Arthur now wields the sword bodes ill for the
current Monarchy. Arthur has sometimes taken advantage of the legends and awe surrounding the
sword to convince others that to hold Excalibur and speak falsely will reveal a liar for what he is, but
this is just a wise ploy by the King, as a liar would be too afraid to touch the sword for fear of the repercussions, thus revealing himself by his unwillingness.

Device 6 (Excalibur, 30 PP device; 3 PP/rank)

Sa

Dazzle 5 (vision, 2 PP/rank; Extras: Burst, Free Action; Flaws: Touch, Only when first drawn from its
scabbard) 15
Strike 5 (Power Feats: Accurate, Improved Critical 3, Mighty; Extras: Penetrating) 15
Burn Out * (Excalibur; if used to perform an evil, prideful or selfish deed, or out of anger; uncommon,
major) 3
Power Loss (Excalibur; when sheathed in stone until pulled free by the True King of the Britons) 2
* See Better Mousetrap
Excaliburs Scabbard (15 PP)
Legends say that anyone wearing Excaliburs scabbard shall be kept free from bodily harm, and it
was for this reason that Morgan Le Fay stole and tossed it into a lake following Arthurs triumph over
her lover and champion, Accolon. This action, although she did not know it at the time, would later
make it possible for Mordred to strike his telling blow at Salisbury Plain. With Arthurs revival and the
return of Excalibur, the Lady of the Lake has also given back the scabbard.
Device 5 (Excaliburs Scabbard, 24 PP device; 3 PP/rank)
Enhanced Fortitude 8 * (Power Feats: Critical Save; Flaws: Limited to poisons/toxins and pain) 5
Regeneration 18 (bruised/unconscious/injured/staggered 1 round, disabled 5 minutes, recovery +4;
Power Feats: Diehard, Persistent) 20
Noticeable (Regeneration; no blood loss from wounds) 1
* See Better Mousetrap

24

K n i g h t s o f T h e P e n ta n g l e - K ay ( PL 6 )

Real Name: Kay

Arthurs Force Lance (6 PP)


Another of Galahads inventions, Arthurs force lance is mounted astride Kay within easy reach for
when the King is mounted. Without power, the device appears solely as the hilt and guard of a typical
medieval-style war lance, but when activated the rest of the weapon extends outwards from this section to its full length. The force lance is equipped with an internal power source that encompasses the
weapons entire length in a compressed field of kinetic force. When the lance strikes something, this
force is released outwards and then regenerates so that it may be used again.
Galahad has also sold one of these weapons to Mentor of Heroes, Ltd. (see Do-Gooders & Daredevils:
Good I$ Capitali$m), and it has ended up in the hands of the heroic Dragonknight.
Device 2 (Force Lance, 10 PP device; 3 PP/rank)

Aliases: None
Threat Level:
Beta
Age: N/A
Height:
6 feet, 5 in.
(shoulder)
Weight:
2,100 lbs
Native
Language:
None

Strike 5 (Power Feats: Extended Reach 2, Knockback 2 *, Mighty)

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file

* See Better Mousetrap

Sa

K a y, A r t h u rs An d r o id S t eed

Gifted to Arthur by Galahad at the same time


Camelot was revealed, Kay is a highly advanced
robotic horse that has been programmed to respect, obey and love Arthur with surprising emotion
and loyalty. Although Arthur now understands what
robots and similar examples of technology are (after much explaining by both Galahad and Merlin),
the King found himself returning his Steeds affection anyway.

Appearance: Kay looks like a slightly larger


than normal war horse made of metal. The android possesses all of the usual mannerisms of
a horse (requiring it be handled as such), tainted
though they are by its intelligence. The design and
equipment provided in the android are relatively
simple to operate to accommodate the King, who is
not used to technology.

Kay

PL 6/Sidekick Rank 25
STR

DEX

CON

INT

WIS

CHA

25 (+7)

16 (+3)

6 (-2)

12 (+1)

10 (+0)

SAVES

Tough +7

Fort

Ref +7

Will +3

Skills: Acrobatics 2 (+5), Intimidate 1 (+3), Notice 5 (+6), Stealth 4 (+3)


Powers: Communication 7 (Radio; Power Feats: Selective; Extras: Burst)
||
Growth 4 (Large;
Power Feats: Innate; Extras: Continuous; Flaws: Permanent) || Leaping 5 (jump jets) || Speed
5
||
Super-Movement 1 (Sure-Footed)
||
Super-Senses 16 (Sensor suite; Auditory [accurate,
extended 2], Direction Sense, Distance Sense, Infravision, Low-Light Vision, Radar [extended], Radio,
Time Sense, Ultra-Hearing) || Super-Strength 2
Combat: Attack +5 (-1 size), Damage +7 (unarmed), Defense +6 (-1 size), Initiative +3
Abilities 21 + Skills 3 (12 ranks) + Powers 60 + Combat 26 + Saves 13 = 123

25

K n i g h t s o f t h e P e n ta n g l e - M e r l i n ( PL 9 )

Aliases:
Son of the Devil
Threat Level:
Gamma-A
Age: Unknown
Height:
5 feet, 8 in.

Merlin

PL 9

STR

DEX

CON

INT

WIS

CHA

+0

+1

+2

+5

+4

+0

10

12

14

20

18

10

TOUGH

+2
FORT

Weight:
175 lbs

+5

Native
Language:
English

REF

+6
WILL

+9

Skills: Bluff 5 (+5), Computers 2 (+7), Concentration 6 (+10), Craft (chemical) 3 (+8), Craft
(mechanical) 2 (+7), Craft (structural) 2 (+7), Diplomacy 2 (+2), Gather Information 3 (+3),
Intimidate 2 (+2), Knowledge (arcane lore) 5 (+10), Knowledge (earth sciences) 2 (+7),
Knowledge (life sciences) 1 (+6), Knowledge (physical sciences) 2 (+7), Knowledge (superbeings) 1 (+6) *, Knowledge (theology and philosophy) 2 (+7), Sense Motive 1 (+5), Sleight of
Hand 3 (+4), Stealth 4 (+5)
Feats: Artificer, Dodge Focus 3, Enduring Ritual *, Fascinate (Diplomacy, Intimidate) 2,
Fearless, Master Plan, Ritualist, Sidekick (Archimedes) 15, Specialization * (Knowledge
[life sciences]: botany, Knowledge [physical sciences]: astronomy) 2, Trance, Ultimate Skill
(Knowledge [arcane lore])
Powers: Astral Form 5 (Power Feats: Selective, Subtle; Flaws: Full Round Action)
||
Comprehend 2 (Animals, Languages)
||
Immunity 1 (Aging; Flaws: Slowed down and
reversed) || Magic 9 ** (Blast 9; Power Feats: Alternate Powerschoose 12 spells of the
Gamemasters preference**)
||
Super-Senses 22 (Aura Reading, Communication Link
[mental, Archimedes], Detect Magic [mental, ranged], Magical Awareness [mental, accurate,
extended, radius], True Sight)
||
Super-Senses 4 (Precognition; Power Feats: Innate;
Flaws: Wisdom Check Required)

file

Real Name:
It is unknown
if he has any
name other than
Merlin

Complications: Enemy (Morgan Le Fay), Reputation (meddlesome) (if a player character)

ple

Drawbacks: Power Loss (Magic; when unable to speak or gesture to cast spells) 2
Combat: Attack +5, Damage +0 (unarmed), +9 (spell), Defense +7 (+10 dodge), Initiative +1

Sa

* See Better Mousetrap


** Dynamic

Abilities 24 + Skills 12 (48 ranks) + Feats 29 + Powers 96 + Combat 24 + Saves 13


Drawbacks 2 = 196

Merlin, being the half-breed son of a human sorceress and a powerful demon lord, is a man who
defies time. Born in the far future, the wizard has
aged backwards, progressing from the days yet
to come into the days long passed, growing older
even as those around him grow younger. Now appearing as a young man in his early 20s, the Merlin
of today is actually less experienced and weaker
(although still considerably knowledgeable, wise
and dauntingly powerful) than the one Arthur originally knew. (Indeed, Merlins current experiences
with Arthur today are what will allow the Merlin of
legend to make prophesies for Arthur in the past.)
He also speaks with an inflection and terminology
that does not yet exist in the present, often confusing others and making it sound like hes made up
his own slang and nonsense words.
Thankfully, Merlins backwards aging grants him
a certain amount of foresight, a fact that allowed
him to set up contingencies for events that he knew
would arise while he was (is to be?) held captive by
the witch, Vivien. This foresight allowed Merlin to
mystical ensure the souls of some of Arthurs closest companions and greatest champions would be
recycled down through time in order to come to the

26

kings aid in a future with a younger Merlin.


The wizards memory also sometimes seems to
be something less than totally accurate because, in
order to know what happens in the past (periods of
time that he has not yet visited) Merlin must rely upon
legends, rumors and the words of others. As such,
Merlin often appears to forget something that someone has recently told him, ironically making him appear all the more senile the younger the wizard is. Nor
does Merlin reveal to others in the past many details
about what he has witnessed in their future for fear
that they shall work to undo what is to come, possibly
unraveling the continuity and fabric of time itself.
Merlin continues to act in the same capacity that
he always has: he is advisor, teacher and aid to
Arthur, just as before. Although Merlins current understanding of what happened to Arthur in the past is
based only on the legends that have survived down
through history (much of which has been distorted or
is just plain wrong) and from the Kings own stories,
the wizard has first hand knowledge of the evil that
his pupil must now face. Frustrating though it may
be to his lord King and the Knights of the Pentangle,
Merlin refuses to reveal any specifics about the evil
that awaits them (and which he has already expe-

Grock this, chummer. If you dont light to me as a wizard at least


light to me as someone who can six-foot you right quick.

K n i g h t s o f t h e P e n ta n g l e - M e r l i n ( PL 9 ) /
A r c h im e d e s ( PL 2 )
rienced in his past, their future), but he has vowed
to stand by their side through the ordeal and has
fought with them on several occasions since
King Arthurs awakening.

Reduce the amount of spells (Alternate Real Name:


powers) for his Magic power (2 PP per spell) Archimedes
Remove Archimedes (15 PP)

Reduce his Super-Senses pow- Threat Level:


er by one or more abilities (PP re- Alpha-A
turned varies)
Age:
Merlins constant companion and Archimedes
pet familiar, Archimedes has some- will not say,
how been granted the gift of human but he speaks
speech (but neither he nor his mas- with a distinctly
ter will reveal how.) With a snob- fatherly tone.
bish, aristocratic glare and snap of
the tongue, Archimedes is quick to Height: 15 in.
chide the knights and even Merlin Weight: 1 lb
himself when the owl disagrees
with what he sees, which is often. Native
Still, Archimedes cares deeply for Language:
his wizard master and is also grow- Middle English
ing to hold a soft spot for Arthur and
his knights, although the owl is careful to hide such feelings.

ple

m
Sa

Playing a 150 PP
Merlin
Using Merlin as a PL 10
player character requires cutting Merlin expended PP back
to 150. Here are some suggestions on doing so:

file

Todays Merlin is more open and energetic than Arthur is used to and even speaks
with the vernacular of the time, letting slang
drop into his speech regularly. The younger
version is quicker to action and a willing
participant in any conflagration whereas
the older Merlin thought it best to act
more like a director behind a curtain.
As suits his youth, todays magician
speaks less eloquently and far more
colorfully than the wizard of legend, mixing indecipherable slang from
the future with haughty bravado.
Appearance: Of medium height and
slight build, the presents Merlin has let
his blonde, wavy hair grow down to his
shoulders. He has a trim goatee and slim
moustache that tops an endlessly knowing grin that never seems to leave the
wizards face. Merlin prefers to dress casually in loose pants and shirts, and not
in the robes that Arthur was so used to
seeing him don as a wizened sorcerer.
To say that this youthful Merlin looks
like a roguish dandy would be too
extreme, but not by much.


Reduce his Magic power by several ranks
(2 PP per rank)

Archimedes master is very careful to not put his familiar in excessive


danger and will protect him as best
he can, a pampering that ruffles
the formers proud feathers.
The owl is smart enough
to know this is for his own
good, however, and he
is careful to play the role
of dumb pet in most instances, only revealing
his true nature at appropriate times and around people
Merlin trusts implicitly.

Appearance: Archimedes appears as nothing


more than a normal, British tawny owl with feathers
of white and various shades of brown.

Archimedes, Merlins Familiar

PL 2/Sidekick Rank 14

STR

DEX

CON

INT

WIS

CHA

6 (-2)

17 (+3)

10 (+0)

10 (+0)

14 (+2)

12 (+1)

SAVES

Tough +1

Aliases: None

Fort +4

Ref +7

Will +4

Skills: Language (Brythonic, French, Latin, Modern English), Notice 6 (+8), Search 4 (+3), Stealth 6
(+17)
Feats: Dodge Focus 2, Elusive Target, Evasion, Tough 2 *
Powers: Flight 1 || Shrinking 8 (Tiny; Power Feats: Innate; Extras: Continuous; Flaws: Permanent)
|| Super-Senses 12 (Communication Link [mental, Merlin], Low-Light Vision, True Sight)
Drawbacks: Disability (no hands; very common, moderate) 4
Combat: Attack +7 (+2 size), Damage -2 (unarmed), Defense +7 (+2 size; +9 dodge), Initiative +3
Abilities 13 + Skills 5 (20 ranks) + Feats 6 + Powers 23 + Combat 20 + Saves 10 Drawbacks 4 = 73
* See Misfits & Menaces: DOOM
I dare say, THAT is what you plan on doing? Its not for me to say,
but Ive seen better plots in one of Oscar Wildes sordid tales.

27

K n i g h t s o f t h e P e n ta n g l e - G a l a h a d ( PL 9 )

Aliases:
Templar
Threat Level:
Gamma

Galahad
STR

DEX

CON

INT

WIS

CHA

+0/+7

+2

+1

+4

+2

+0

10/25

15

12

19

15

10

Age: 32

TOUGH

Height:
7 feet, 1 in.

+5/+10

Weight:
412 lbs
Native
Language:
English

PL 9

FORT

+3/+12

Skills: Computers 2 (+6), Concentration 4 (+6), Craft (electronic) 4 (+8), Craft (mechanical)
4 (+8), Knowledge (business) 2 (+6), Knowledge (life sciences) 4 (+8), Knowledge (physical
sciences) 4 (+8), Knowledge (technology) 6 (+10), Medicine 8 (+10), Pilot 2 (+4), Profession
(surgeon) 8 (+10)
Feats: Attack Focus (melee) 2, Benefit (wealth) 6, Diehard, Eidetic Memory, Enduring
Inventions 3 *, Fearless, Headquarters (Camelot) 13 *, Improved Overrun, Improvised Tools,
Inventor, Specialization * (Medicine: cybernetics), Teamwork

WILL

Powers: Blast 4 (Right forearm autogun; Extras: Autofire) || Blast 8 (Left forearm blaster)
||
Communication 5 (Radio; Power Feats: Selective; Extras: Burst)
||
Device 3
(Cybernetic Armor, 15 PP device; 4 PP/rank)
||
Enhanced Fortitude 9 * (Cybernetic
organs; Power Feats: Critical Save) || Enhanced Strength 15 (Cybernetics; Power Feats:
Knockback 2 *) || Leaping 2 || Protection 4 (Cybernetics) || Speed 3 || SuperSenses 23 (Cybernetics; Darkvision, Detect Environmental Impurities [Olfactory; ranged, analytical 2, radius 2], Direction Sense, Infravision, Ladar, Low-Light Vision, Microscopic Vision
2, Radio, Time Sense, Tremorsense, Ultra-Hearing, Ultravision) || Super-Strength 3

+6

Equipment: Cybernetic Armor: Protection 5 (Armor; Extras: Impervious), Immunity 2 (Suffocation


effects), Sensory Shield 4 (Auditory, 1 PP/rank), Hindered * (Stealth) 1 drawback

REF

+5

file

Real Name:
Warren Coopers

Complications: Honor, Past Lives (if a player character)

ple

Drawbacks: Poor Healer * (uncommon, moderate) 2, Vulnerable (EMP; uncommon, moderate) 2

Combat: Attack +6 (+8 melee), Damage +7 (unarmed), +8 (blaster), +5 (autogun), Defense


+5, Initiative +2

* See Better Mousetrap

28

Sa

Abilities 21 + Skills 12 (48 ranks) + Feats 32 + Powers 116 + Combat 22 + Saves 9


Drawbacks 4 = 208
Born to parents of extreme wealth and influence
in Britain, Warren Coopers had always known the
benefits of affluence but learned at an early age this
was no reason not to keep his feet planted firmly
on the ground. Not only were many of his friends
not as wealthy as he, but most were actually poor;
Warrens friendships knew no class or economic restrictions, much to his elitist fathers chagrin, but his
father could find little else of fault in his son. Warren
was both an incredibly gifted and attentive student,
but he was also very devout and piousjust the
sort of son any father would be proud to have.

Instead of lapsing into sorrow, Warren threw


himself into his recovery with a startling determination to succeed, not only by quickly learning to
adapt to having lost an arm, his right eye and both
legs, but also by redirecting his medical knowledge
to better his future. Turning towards the field of cybernetics, it was only a matter of a few short years
before this still-young doctor, handicapped though
he may have been, was one of the worlds leaders
in the realm of cybernetics and bionics. The next
step was only logical to someone of Warrens philanthropic, moral nature.

Unfortunately, fate would step in on Warrens


twenty-third birthday, shortly after the prodigy had
graduated from medical school with honors. While
returning from the celebration, the Coopers luxury
sedan was sideswiped by a drunk driver, causing it
to roll over several times and crash into a storefront
where it erupted into flames. Brave witnesses were
able to pull a burned and mangled Warren from the
fiery wreck but the car exploded before his parents
could be helped.

During a crisis in Somerset, a metallic hero appeared and battled the mysterious creatures that
had been assaulting a village and slaughtering its
populace. After the melee was over, rather than
disappearing into obscurity the hero came forth,
removed his crimson helm and calmly pronounced
his true identity as Warren Coopers, thereafter to
be known as Templar.
During the roughly five years that Templar
has been a public hero, he has worked alongside

Alright, be a good bloke and give up so that I wont have to hurt you.

K n i g h t s o f t h e P e n ta n g l e - G a l a h a d ( PL 9 )
knows that his religious viewpoints and unwillingness to take a life often grates on his teammates,
but he also knows that his own impeccable sense
of honor and ethics is more important than acceptance or popularity.
The Knights of the Pentangles financier,
Galahad possesses a massive fortune, both inherited and earned through cybernetic patents. He also
spends millions of dollars each year on charity
and donates both time and cash to providing
rudimentary cybernetics to good causes, especially those involving children. He is a kind, pious
soul and it is his faith that has seen him through
the return of his once-father, Lancelot. Despite
his intimidating countenance, he is soft-spoken
and shy, a truly noble spirit.

Sa

ple

file

Appearance: Warren was once a handsome young man but now only his one eye
remains and burned scar tissue can be
seen over most of his face, seeming to disappear beneath the metal plate that covers
its entire right side. Warrens powerful, cybernetic body and armor is painted mostly red
with gold trim and white highlights, giving him the
appearance of a stylized anime characterization of
a medieval knight. His weapons are designed to be
visible but not overtly so. His coat of arms, a simple
red cross upon a white field, is centered upon his
armored chest.
Playing a 150 PP Galahad
Using Galahad as a PL 10 player character requires cutting his expended PP back to 150. Here
are some suggestions on doing so:

Reduce his Enhanced Fortitude power
(1 PP per rank)
Reduce his Enhanced Strength power (1
PP per rank)

some of the worlds greatest crime fighters. He is


recognized throughout Britain and beyond as a
poster boy for morality, good will and kindness. His
code of ethics has also caused him to cross paths
in opposite directions with several vigilantes and
anti-heroes, The Rapier and Savage included. Now,
with the forming of the Knights of the Pentangle and
the return of his memories, Warren finds that his relationship with The Rapier, the reincarnation of his
father, has been turned topsy-turvy.


Reduce or remove his Forearm
Autogun power (3 PP per rank/12 PP)

Reduce or remove his Forearm Blaster
power (2 PP per rank/16 PP)

Reduce his Super-Senses power by several ranks (PP returned varies)

Reduce his Super-Strength power (2 PP
per rank)

Get rid of Camelot or reduce its features
(13 PP or varies by ranks removed)

Galahad is quiet, shy and keeps to himself (he


rarely even removes his helmet except when busy
in his workshop.) He is extremely generous and respectful of life, and is about as pious as a man can
be without actually joining the priesthood. Warren

29