Spaceknights Aliens and Other Races

It is a sad fact that those who are a peaceful people are considered pacifists who will not raise a hand in their own defense by more aggressive militaristic cultures. In practice, nothing could be further from the proof, as even the most peace-loving people when faced with a great enough threat will fight, and often using unorthodox methods. Such was the case with the planet Galador.

Approximately four hundred Earth years ago, the people of Galador – a planet whose people are famed throughout the galaxy as scientists, explorers, and engineers – detected an armada of warships from a heretofore unknown species emerging from the Coalsack Nebula on a direct course for them. Initial analysis of this new threat showed that Galador's automated defenses were insufficient to hold back the armada. Of the various ideas put forth to help protect the planet before the armada arrived, the one that was decided upon by the leadership was to ask for volunteers to be transformed into powerful cyborgs in order to protect their homeworld. All volunteers were given intensive psychological testing to ensure they could handle giving up so much of their bodies; of these, maybe thirty percent of the volunteers were selected. At first, the intent was that the volunteers would have their bodies restored to their original condition, so the organic parts that were removed and replaced with bionics were cryogenically stored for later. So were born the Galadorian Spaceknights.

The battle was fierce, with losses heavy on both sides. Ultimately, however, the Galadorian Spaceknight defenders won the battle, but half of the Spaceknights were killed. While the Spaceknights had agreed on the condition that after the war they'd return to their original forms, a sizable number decided to maintain their cyborg bodies to venture forth into the universe as a kind of interstellar police force. In addition, most of the Spaceknights agreed that the threat was not over and the survivors of the armada needed to be sought out to prevent them from attacking other worlds.

On the whole, Spaceknights stand between six and seven feet tall and weigh about 800 pounds in an Earth-standard gravity; their cyborg bodies are generally a full foot taller and much more massive than their original humanoid forms. The bodies are extremely durable, made of special alloys that allow them to withstand most starships' anti-starfighter weaponry. They are able to see clearly in the infrared and ultraviolet spectra, and have built-in radar systems. Their cyborg bodies have nanotech self-repair systems, giving them the ability to heal from most wounds. As their brains and several other parts of their bodies are still organic in nature, they do need to ingest a nutrient paste every so often (on Earth and similar planets, pureed food can substitute if needed) as well as sleep. Their strength is such that they can lift (press) roughly 35 tons on average; several Spaceknights are even stronger (one is reputed to be able to lift (press) roughly 200 tons). All of them have the ability to fly through the air and in space.

A number of Spaceknights have abilities far beyond those detailed above. One in particular, Karas, known to the wider galaxy as Firefall, possesses what he calls "the Living Flame", an energy which manifests akin to fire.

Most Spaceknights travel the spaceways alone, keeping an eye out for trouble and intervening when necessary. The only known exceptions are group of six Spaceknights collectively known as the Spaceknight Squadron.

No Spaceknight has yet to visit Earth. Karas, however, encountered the Kree Captain Mar-Vell and has joined the growing group Vell is gathering to assist in defending Earth.

First Post-Reboot Appearance: CAPTAIN MARVEL #


Game-Mechanic Details:

In a cosmic campaign, the campaign's base TL would also be TL 11^, and they lose the Social Stigma, so the Spaceknight racial package would be reduced by 5 points.

Spaceknight

2,570 points

Attribute Modifiers: ST +10 [100]; DX +1 [20]; HT +2 [20].

Secondary Characteristic Modifiers: Basic Speed +0.25 [5].

Advantages: Damage Resistance 140 [700]; Damage Resistance 70 (Hardened 3, +60%; Torso Only, -10%) [525]; Enhanced Move (Air) 5.5 [110]; Enhanced Move (Space) 8 [160]; Enhanced Time Sense [45]; Extended Lifespan (×32) [10]; Flight (Nuisance Effect: Rockets, -5%; Space Flight, +50%) [58]; High TL +3 [15]; Hyperspectral Vision [25]; Imaging Radar (Extended Arc: 240°, +75%; Multi-Mode, +50%; Targeting, +20%) [49]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Damage Reduction /10; Unliving) [170]; Pressure Support 1 [5]; Regeneration (Regular: 1 HP/hr) [25]; Sealed [15]; Super ST +11/+150 [440]; Telecommunications (Radio) (Increased Range ×50, +25%; Secure, +20%; Video, +40%) [19]; Vacuum Support [5]; Xeno-Omnilingual (Accessory: Takes Time to Analyze New Language, -20%) [64].

Perks: Racial Gifts (Other Abilities) [1].

Disadvantages: Electrical [-20]; Restricted Diet (Nutrient Paste) (Substitution, -50%) [-5]; Social Stigma (Freak) [-10]; Wealth (Struggling) [-10].

Quirks: Neutered [-1].

Design Notes:

1. The reason their Wealth is Struggling is because they don't normally have much in the way of gear. It's often a good idea to give Spaceknights their full 100% Starting Wealth as Starting Cash, as they rarely have a "settled" lifestyle.

2. The threat originally faced by the Spaceknights may or may not be the Dire Wraiths. I haven't decided yet.