COSMO-KNIGHT O.C.C.
Role: Green Lantern Corps, Overpowered Class
PL 13 (255)
STRENGTH 13
STAMINA 6
AGILITY 3
FIGHTING 8
DEXTERITY 2
INTELLIGENCE 0
AWARENESS 3
PRESENCE 3
Skills:
Deception 1 (+4)
Expertise (Space Person) 7 (+7)
Expertise (Demons & Monsters) 6 (+6)
Investigation 4 (+7)
Perception 3 (+6)
Persuasion 3 (+6)
Technology 6 (+6)
Vehicles 2 (+4)
Advantages:
Improved Critical (Weapon), Power Attack, Ranged Attack 6
Powers:
"MDC Being" Protection 5 (Extras: Impervious) [10]
Flight 8 (500 mph) [16]
Movement 1 (Space Travel) (Quirks: Requires Meditation) [1]
"Galactic Awareness" Senses 1 (Direction Sense) [1]
"Bio-Regeneration" Regeneration 8 [8]
Immunity 11 (Aging, Life Support) [11]
"Cosmic Armor"
Protection 4 (Extras: Impervious 9) [13]
Immunity 20 (Energy Damage) [20]
Cosmic Blast 18 (Feats: Accurate, Increased Range 4) (Extras: Penetrating 6) (Flaws: Unreliable on last 4 Ranks) (Quirks: Half-Range in Atmosphere) [42]
"Cosmic Weapon" (Feats: Summonable) (Flaws: Removable) [22]
"Thrown Weapon" Blast 13 (26) -- (27 points)
- AE: Strength-Damage +1 (Extras: Penetrating 9) (10)
Offense:
Unarmed +8 (+13 Damage, DC 28)
Cosmic Weapon +8 (+14 Damage, DC 29)
Thrown Weapon +8 (+13 Ranged Damage, DC 28)
Cosmic Blast +8 (+14 Ranged Damage, DC 29)
Enhanced Blast +8 (+18 Ranged Damage, DC 33)
Initiative +3
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +11 (+15 Cosmic Armor, +7 Impervious), Fortitude +8, Will +7
Complications:
Power Loss (Immunity)- A Cosmo-Knight's Immunity to Energy Effects does not apply to Magical Attacks. Extremely high-powered attacks do 1/100th damage, so a massive beam could still do a little bit of damage.
Responsibility (The Cosmic Forge)- A Cosmo-Knight is linked to the mysterious Cosmic Forge, a primal part of nature. They are of incredible power, but have a long series of vows to uphold. Failure will result in a Fallen Knight.
Total: Abilities: 76 / Skills: 32--16 / Advantages: 8 / Powers: 144 / Defenses: 11 (255)
-By far the most infamous part of the
Phase World setting is the notorious Cosmo-Knight- in fact, they are more known for being overpowered than anything else in
Rifts. Not the Glitter Boys, famous for their dreadful Boom Gun. Or the various MDC-Juicers available in
Juicer Uprising. Or the weird aliens with thousands of MDC in
Rifts Atlantis. It is the Cosmo-Knight who pretty much EVERYBODY with even a tangential knowledge of Palladium's games tends to snicker about, going "Oh yeah, and those COSMO-KNIGHTS?"
-Cosmo-Knights themselves are a very "Comic Booky" class, being created by the Power Cosmi-- I mean, Cosmic Forge, and given the power to "fight a Starship". Basically, these are Heralds of Galactus in a setting more devoted to, like... Cyborgs and stuff. It's the kind of thing Kevin Siembieda HATES (he ranted and raved about having to include Hulk/Superman/Surfer-type characters in
Heroes Unlimited, basically insulting his own fans for demanding it), so it's funny to see them in a
Rifts game, so bald-facedly powerful.
-CJ Carella is a wise enough writer to throw in a lot of caveats- the candidates come from all walks of life and all available races (except the most powerful ones, because god forbid you start powergaming in this setting), and are contacted by the Cosmic Forge to become one with the lifeblood of the universe. The power can corrupt, however, leading to some becoming Fallen Knights. Cosmo-Knights are not supposed to grab for positions of power, are to respect authority, and more- generally, a lot of stuff that makes them tough to play, and likely to fall- they're essentially Green Lanterns with more of a Jedi Knight caveat.
-They also succeed in the all-important aspect of "I Want To Play This"- they come with good art. Vince Martin gives off his best "Shiny Guys in Organic Armor & Faceplates" here, as various genders and races (a centaur, even!) are shown in "Cosmo-Knight" garb, said to be any color (though most people just think of them as white, since... black & white books). They've got mohawks, flowing hair, horns, bejeweled uniforms, etc.- they just look shiny, spacey and cool in a world of gritty stuff (and a LOT of Kevin Long & Wayne Breaux art in this book, so Martin's stuff really stands out).
-The sheer might of the Cosmo-Knight CAN be overstated a bit, but they're one of the most balls-crazy things you can play right out of the starting gate. Without fudging anything or doubling up with a unique R.C.C. to meta-game, a Cosmo-Knight can roll and average of 180 MDC PLUS the 500 MDC of his "Cosmic Armor"! Oh, and his "great vulnerability" is that a bunch of stuff (punches, rail guns, magic), do... ordinary damage. So you can be as vulnerable as something stronger than any Dragon Hatchling you can play. POOR BABY! Oh, and they also get better Regeneration than anybody else, and a Cosmic Blast that can go from Blast 14 (better than a SAMAS Rail Gun) to double or even QUADRUPLE damage with some PPE spent (with 1D6x100 PPE at base, this means you could do this like 4-5 times a day and be alright)!
-Overall, a Cosmo-Knight operates at a PL 11-ish level with his Cosmic Blast, Cosmic Weapon and Toughness- they're solid fighters, but not better than the REALLY quick guys in the setting. However... that power boosted Cosmic Blast upgrades them TWO PLs, making them a lot more dangerous. And they have the crazy Regeneration power, too. Their Class Skills are pretty poor, but then they get 10 selections from the "other" categories. Ultimately, a Cosmo-Knight who rolls well for durability can easily beat out the entire rest of the party, even if it's all Glitter Boys & Cyborgs, Regenerate better than them, and have limitless Energy Blasts better than most Rail Guns. So... they're O.P. WAY O.P.
Variants on Weapon:
* At the cost of some MDC or PPE (not a small amount), a Cosmo-Knight can boost the power of his weapon with one of the following.
Extra Damage: +1 to Damage. 30 points.
Energy Blast: +1 to Cosmic Blast damage, +2 to Increased Range. 40 points.
Force Field: +1-4 to Toughness. 1 point per 10 MDC in Force Field.