Solar Knight Profession in The Solar Winds | World Anvil
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Solar Knight

Solar Knight

A Solar Knight is sworn to uphold and defend the brotherhood of the Knights of the Solar Winds. Being a Solar Knight is not easy, it takes a lot of dedication and introspection to be able to quiet the mind enough to begin noticing the effects of the ever-present Nakkaron particles from The Solar Winds in order to learn to see, listen, and speak to "The Winds". When the Winds do as you ask, all fields of energy are at your disposal to manipulate and use. A properly disciplined Knight can manipulate energy fields ranging from the smallest of sub-atomic particles to the very cosmic gravitational forces themselves - depending on their skill level.

 
"If you've never been in a squad with a Solar Knight, just buckle-up and enjoy the ride! Not only are they capable of doing most of the heavy lifting, they actually love doing it! If the Captain orders the entire sub-light drive rearranged and polished by tomorrow, just give me two Blue Planets in here and they'll have it done in 20 minutes!"
Lt. Cmdr. Jace Akron, Chief Engineer, USS Typhoon
  Once someone becomes a Solar Knight, they must petition to join one of the eight Orders of the Solar Knights. By default Knights that have not been accepted into an Order are considered de-facto members of the Orbiting Star - who felt all new Solar Knights should spend some time unwinding with them before advancing on to another Order or officially staying on as an Orbiting Star Solar Knight.

The Orders of the Solar Knights

Listed in ceremonial order
  1. Solar Knights after the Order of the Fire Lance
  2. Solar Knights after the Order of the Wind Dancers
  3. Solar Knights after the Order of the Lily of the Valley
  4. Solar Knights after the Order of the Orbiting Star
  5. Solar Knights after the Order of the Blue Planet
  6. Solar Knights after the Order of the Gun Stars
  7. Solar Knights after the Order of the Virtus Occulatum
  8. Solar Knights after the Order of the Rising Sun

Career

Qualifications

Prerequisites: (concentration or meditation), law

Other Benefits

Exploits:

  Enhanced Attributes. You can focus your mind to psionically enhance your body. You gain +2 SPEED and +5’ to both vertical and horizontal jump distances.   Psionic Attributes [requires Enhanced attributes]. Psionics flow throughout your body, giving strength, speed, and toughness without any physical exertion. Once per round you may use your PSI attribute in place of any STR, AGI, or END check.   Sense Psionics. By quieting your mind, you can feel the disturbances in the Solar Winds as others exert their will on it. You can sense the presence of psionics within 30’ of you.   Foresight. You can see things split seconds before they happen. You always gain access to the ambush turn.   Recover. You can focus your mind on your cells and tissues, forcing the body to heal rapidly. You can meditate for five minutes to recover full HEALTH once per day.   Refocus [requires Recover]. You can focus your mental powers on your cells and functions, accelerating the healing process. Once per day you can focus and recover HEALTH equal to your PSI attribute check. This takes two actions.   Summon (2 PP). You can pull small objects toward you with your mind. You can telekinetically call a Small or smaller object within 5’ per 2 PP spent to your hand by using two actions. If the object is held by someone else, it will require an opposed PSI vs. STR check.   Telekinesis [requires Summon] (2 PP). Your mental powers allow you to move small objects with your mind. You can freely telekinetically move and manipulate single objects of Small size or smaller within 5’ per 2 PP of you. You may only manipulate one such object at a time. Using the object to attack requires a PSI vs. DEFENSE check, and deals 1d6 damage. Trying to move something held by someone else requires an opposed PSI vs. STR check.   Empathy (1 PP). You can automatically sense strong emotions in others within 30’. No action is required. However if the Targets are purposely trying to hide their emotions, a PSI vs. MENTAL DEFENSE check is required.   Telepathic Message [requires Empathy] (1 PP). You develop the ability to freely send short telepathic messages to other intelligent creatures with whom you have spent time at a range of 10' per 1 PP spent. If the target is unwilling, a PSI vs. MENTAL DEFENSE check is required.   Destiny. You learn to allow the Solar Winds to flow through you, invigorating and enlightening you. You may meditate for 5 minutes once per day to replenish your LUCK pool.. You learn to allow the Solar Winds to flow through you, invigorating and enlightening you. You may meditate for 5 minutes once per day to replenish your LUCK pool.

Character Creation Stats:

  Attributes:
  • COG +1
  • HAR +1
  • ADJ +1
  • REP +1
  Skill Choices:
  • Energy Field Manipulation (EFM)
  • [developmental]

Additional Information

Alternative Names
Solar Knight, Knight, Solwin (derogatory)
Type
Military
Blazon: I - 1 and 4 gules two chevronels interlaced or a chevron disjointed or a bordure crusilly or and sable, 2 and 3 sable 4 piles argent, II - 1 and 4 purpure a lily argent leaved vert, 2 and 3 per pale nebuly or and vert an annulet counterchanged a star or in sinister chief, III - 1 and 4 vair a mullet of 8 points or voided, 2 and 3 gyronny argent and or a roundel azure masoned tenne, IV - 1 and 4 sable a chevron inverted removed or, 2 and 3 per chevron azure and tenne a sun or, a star bleu-celest over all the quarters

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