Knights of Antares

A game premise for @insomn14 and @Divine


Humanity has spread to the stars thanks to the Quantum Drive. The Scorpio Trading Alliance now runs a series of space stations around the red giant Antares. Traders, explorers, and even spies visit the system to conduct their business. The powers that be enforce a peace, but sometimes skulduggery gets by them…

Possible characters:

  • Space knights - enforcers of law and peace, either working for the Alliance or visiting the system
  • Local traders or citizens
  • Weird lifeforms (evolved humans or actual aliens)
  • Secret operatives - spies or counterspies

Realistic version

See here for ship tech and history of the station.

The station can present itself as a virtual reality space, similar to Valerian’s Big Market (but not in another dimension…)

Science Fantasy Version

Cosmic space knights and aliens. Go nuts. Nobody needs to think about how this works.

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Sounds very cool. While obviously my preferences lean more towards the science fantasy end of the spectrum, I think I’d have fun with either version.

Cannot wait to see the sort of pregens that come from this setting.

Agent 16

A secret agent or operative, working for the Trading Alliance, or in the system on business of their own. Fast, bright, and charming. Play this character if you want to:

  • …engage in James Bond-style superspy or secret agent action
  • solve problems with words and wits

Archetype: Aristocrat, Career: Scoundrel
Wounds: 11/0, Strain: 12/0, Soak: 1, Defense 2M/2R

Characteristics: Brawn 1 Agility 3 Intellect 2 Cunning 3 Willpower 2 Presence 3

General skills: Cool* 1, Coordination* 1, Perception 1, Piloting 1, Skulduggery* 1, Stealth* 1, Streetwise* 1
Combat skills: Ranged* 1
Social skills: Charm* 1, Deception* 1

* = career skill

Talents: Unassuming

Motivations:

  • Strength: Witty. Agent 16 is clever and charming, able to say the right thing at the right time.
  • Flaw: Laziness. The operative always gets the job done, but doesn’t like putting out a lot of effort.
  • Desire: Justice. 16 isn’t in the game for greed, revenge, or thrills. Ultimately, they believe in the cause they champion, even if their methods of achieving it might be questionable.
  • Fear: Humiliation. 16 is invested enough in their suave mask to fear having it pierced.

Equipment:

  • Flechette pistol (Ranged skill), Damage 4, Crit 2, Short range, Encumbrance 1, Tags: Pierce 2, Vicious 2
  • Optical camouflage suit, Soak 0, Defense 2, Encumbrance 2, able to blur and conceal the wearer
  • Infiltrator Goggles, Encumbrance 1

Armstrong

A “space paladin” - a fighter for law and order, serving a greater ideal, and working as a bounty hunter, security officer, or freelance avenger. Straightforward, strong, and spiritual. Play this character if you want to:

  • challenge villains in melee combat
  • safeguard the innocent

Archetype: Laborer, Career: Knight
Wounds: 15/0, Strain: 11/0, Soak: 5, Defense 2M/1R

Characteristics: Brawn 3 Agility 3 Intellect 2 Cunning 2 Willpower 2 Presence 3

General skills: Athletics* 1, Discipline* 1, Driving* 0, Operating* 0, Piloting* 0, Resilience* 1, Riding* 0, Vigilance* 1
Combat skills: Brawl 1, Gunnery* 0, Melee* 1
Social skills: Leadership* 0

* = career skill

Talents: Grit

Motivations:

  • Strength: Spiritual. Armstrong has not only a code of honor, but a fervent core belief in something - law, religion, or just humanity - that motivates them.
  • Flaw: Compulsion. Armstrong’s drive to be the hero doesn’t have an off switch, and they can cause trouble for themselves or their companions by not letting something pass.
  • Desire: Vengeance. Armstrong has a wrong to make right, either to themselves or someone else. They won’t stop until they get there.
  • Fear: Nemesis. Whoever is responsible for Armstrong’s drive for vengeance is still out there, and maybe closer than expected.

Equipment:

  • Charged crystal katana (Melee skill), Damage +3, Crit 2, Engaged range, Encumbrance 3, Defensive 1, Pierce 3, Reinforced, Unwieldy 3
  • Plasteel carapace, Soak 1, Defense 1, Encumbrance 4
  • Smartspecs, Encumbrance 1, a multi-purpose wearable computer that highlights interesting things in their field of vision

Digit

A detective, investigator, and hacker, Digit knows a lot and can learn a lot more about a scene, or the people involved. Smart, clever, and self-controlled. Play this character if you want to:

  • follow clues and interrogate suspects
  • use your brains and knowledge to get out of (or into) trouble

Archetype: Intellectual, Career: Hacker
Wounds: 10/0, Strain: 14/0, Soak: 3, Defense 1M/1R

Characteristics: Brawn 2 Agility 1 Intellect 4 Cunning 3 Willpower 2 Presence 2

General skills: Computers* 1, Discipline* 1, Mechanics* 1, Perception* 1, Piloting* 1, Stealth 1, Streetwise* 1, Vigilance* 1
Knowledge skills: Knowledge* 1

* = career skill

Motivations:

  • Strength: Analytical. Digit is logical and attentive, with a great eye for detail.
  • Flaw: Pride. Digit is smart and knows it, and will make sure other people know it too.
  • Desire: Fame. Digit wants to be acknowledged for their intelligence and talents, and is always chasing the most high-profile cases.
  • Fear: Isolation. Digit is a people person - if not to interact with, at least to watch. They also fear that their intellect could push people away.

Equipment:

  • Palm stunner (Brawl skill), Damage 5, Crit 5, Engaged range, Disorient 2, Slow-Firing 2, Stun Damage
  • Concealed Buckyweave armor, Soak 1, Defense 1, Encumbrance 1
  • Forensics Kit, Encumbrance 4

Fang Alpha

A mixture of humanoid and felinoid features, Fang Alpha could be an uplifted Earth cat, a genetic mutation, or a cat-like alien. They travel the space-ways, taking work where they find it, serving as guardian, enforcer, or legbreaker as needed. Play this character if you want to:

  • brutalize opponents with raw strength
  • explore a non-human mindset

Archetype: Animalistic Alien, Career: Soldier
Wounds: 16/0, Strain: 9/0, Soak: 5, Defense 0M/0R

Characteristics: Brawn 4 Agility 3 Intellect 2 Cunning 2 Willpower 1 Presence 2

General skills: Athletics* 1, Cool 1, Coordination 1, Perception* 1, Stealth 1, Survival* 0, Vigilance* 1
Combat skills: Brawl* 1, Gunnery* 0, Melee* 1, Ranged* 0
Social skills: Coercion* 0

* = career skill

Talents: Toughened

Motivations:

  • Strength: Independent. Fang Alpha makes their own way in the cosmos, and while not anti-social, is definitely self-sufficient.
  • Flaw: Anger. Whether a genetic trait or a dark past has left Fang Alpha with a tendency to lose control or lash out.
  • Desire: Ambition. Fang Alpha seeks status, influence, and power, perhaps so they will always be able to take care of themselves.
  • Fear: Failure. Fang Alpha becomes more intense when backed into a corner, or when success is snatched from them.

Equipment:

  • Cestus (Brawl skill), Damage +3, Crit 4, Engaged range, Encumbrance 2, Disorient 3
  • Leather armor, Soak 1, Encumbrance 2
  • Stim patch

Mercer

A squire to the space-paladin order Armstrong is a member of. Formerly a street kid, rich kid, or anything in between, their wish is to prove themselves within that order. Brave, nimble, and charismatic. Play this character if you want to:

  • grow into the space-knight role as an eager junior
  • face off one-on-one in brave confrontations

Archetype: Average Human, Career: Knight
Wounds: 12/0, Strain: 13/0, Soak: 3, Defense 2M/1R

Characteristics: Brawn 2 Agility 3 Intellect 2 Cunning 2 Willpower 3 Presence 3

General skills: Athletics* 1, Coordination 1, Discipline* 0, Driving* 0, Medicine 1, Operating* 0, Perception 1, Piloting* 1, Resilience* 1, Riding* 0, Vigilance* 0
Combat skills: Gunnery* 0, Melee* 1
Social skills: Leadership* 0

* = career skill

Talents: Duelist, Finesse

Motivations:

  • Strength: Courageous. Mercer is brave, willing to risk life and limb for what’s right, but also for the thrill of it.
  • Flaw: Recklessness. Mercer can be a little too enthusiastic when wading into a situation, much to their mentor’s chagrin.
  • Desire: Expertise. Mercer is relatively unskilled and knows it, but has a lot of raw potential. They want to become better at the job.
  • Fear: Death. As brave as Mercer can be, when confronted with mortality, they might have a change of heart.

Equipment:

  • Charged crystal katana (Melee skill), Damage +3, Crit 2, Engaged range, Encumbrance 3, Defensive 1, Pierce 3, Reinforced, Unwieldy 3
  • Concealed Buckyweave armor, Soak 1, Defense 1, Encumbrance 1
  • Fine cloak

Paradigm

An influential, charismatic character who uses their voice, their connections, and their brain to get by. A successful merchant or trader, gambler, socialite, politician, or sleeper agent. Play this character if you want to:

  • get by on your wits and luck
  • be the most dangerous character in the room while still unarmed

Archetype: Aristocrat, Career: Socialite
Wounds: 11/0, Strain: 12/0, Soak: 2, Defense 0M/0R

Characteristics: Brawn 1 Agility 2 Intellect 2 Cunning 3 Willpower 2 Presence 4

General skills: Cool* 2, Perception* 0, Streetwise* 1, Vigilance* 1
Social skills: Charm* 2, Coercion 1, Deception* 1, Negotiation* 0

* = career skill

Motivations:

  • Strength: Curious. More than anything, Paradigm wants to know, do, and experience. Their manipulations and conniving isn’t for power, but growth.
  • Flaw: Deception. Paradigm is so used to telling a casual lie that they might do it even when it’s not necessary.
  • Desire: Knowledge. It’s a big, exciting cosmos, and people are the key to seeing it all.
  • Fear: Obscurity. What good is it to just quietly learn in the background? Paradigm wants to share, not just consume.

Equipment:

  • Durable Clothing, Soak 1, Defense 0, Encumbrance 1
  • Disguise Kit, Encumbrance 4

That’s it for the pregens actually. If people want to try different archetypes out, let me know and I will crank out some more.

November 9: my mother will probably be visiting
November 16/23/30: these are okay
November 16: if nothing happens this day, I might go to GeekGirlCon

How do any of these Saturdays work for folks? @insomn14 and @Divine

November 16/23 - I’m good.
November 30 - Might have post-Thanksgiving things, will know closer to the day of.

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I’m good with any Saturday, just let me know when and what time.

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Okay. Let’s go with November 16 at 11am Pacific, 2pm Eastern, same as before.

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Confirming I’m good for tomorrow.

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