All spaceknight's characters roll on the following table for Primary Abilities:
Fighting
Die Roll
Fighting score
01-60
Excellent
61-80
Remarkable
81-96
Incredible
97-99
Amazing
100
Monstrous
Agility & Strength
Die Roll
Ability score
01-10
Excellent
11-30
Remarkable
31-70
Incredible
71-90
Amazing
91-00
Monstrous
Endurance
Note: the Endurance score reflects only the need to rest as Spaceknights can withstand exposure to deep space indefinitely.
Die Roll
Endurance
01-30
Amazing
31-90
Monstrous
91-00
Unearthly
Reason & Intuition
Roll for Reason and Intuition on Column 1, but give a +2CS to the result reflecting that the knights come from an advanced race.
Psyche
Roll for Psyche on Column 1. Standard Powers
All Spaceknights have the same Flight, Body Armor and Regeneration abilities as Rom and Starshine.
Flight is Unearthly in space and Monstrous in an atmosphere.
Monstrous ability and range to locate space warps, allowing him to take a shortcut through space with Class 1000 range.
Body Armor is Incredible vs. Physical, Radiation, Heat based and cold based attacks. Regeneration is Good.
A new spaceknight can roll for 1-2 extra powers. Some variations should be made to the powers as noted below.
Resistances & Senses:
Protected, Extraordinary Senses and Infravision are possible.
Movement: Lightning Speed and Teleportation are possible.
Nature Control:
These powers are not possible. Energy Control, Distance Attacks, Mental Powers, Body Alterations Offensive & Defensive are all possible. Only Unique Weapons are available. Plasticity, Shape-Shifting and Body Transformation are possible under the Body Control category. These super powers are produced and made possible by the Spaceknights' advanced battle suits. Power ranks should be given a +1CS after randomly rolled, with a maximum of Monstrous.