Races and Becoming Cosmos Knight?

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VR Dragon
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Races and Becoming Cosmos Knight?

Unread post by VR Dragon »

Some simpler questions not in the line of "my race has special powers, do i keep them as a CK?"

My questions are more related to a races' bonuses, unspecial natural abilities and combat quarks...

Something like does an Ovtoman lose his natural bonused granted by his tentecle limbs and keen mind?

Does a ursa warrior that becomes a CK keep his non psi biological traits bonus for being a mutant bear snd gain the added bonuses of the CK occ?
Last edited by VR Dragon on Tue Jun 23, 2015 6:30 pm, edited 1 time in total.
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Re: Races and Becoming CK?

Unread post by say652 »

Canon says no.
Personally I don't see a peoblem.
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Re: Races and Becoming CK?

Unread post by Bill »

Canon actually doesn't say. The blending of racial classes and occupational classes is one of the grayer areas of the rules and is supposed to be managed on a case by case basis by your GM. In my opinion, A character with natural psionics would by default gain the additional psychic abilities inherent to all cyberknights. And, if you were playing in my game, I would be fine with you combining the inherent bonuses of most racial classes with those gained by cyberknight training. With the octoman in particular, that would give you a significant advantage on the number of attack actions you would have available in a melee round, but nothing else for a GM to really be concerned about. Adding an extra enemy to each encounter would easily compensate for that.
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Re: Races and Becoming CK?

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"Reborn empowered by the forge", "all previous skills and abilities are gone"

Correct. Totally. Vague.
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Bill
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Re: Races and Becoming CK?

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Cyberknight not Cosmoknight. And don't be condescending. It's unnecessary and uninviting.
Last edited by Bill on Tue Jun 23, 2015 11:58 am, edited 1 time in total.
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Re: Races and Becoming CK?

Unread post by drewkitty ~..~ »

There is nothing in canon that I can think of that would take away a race's natural abilities when taking an Job Char Class.

That is, if the race does not have a Psionic RCC associated with it, that all members of the race with psioic powers has to take. Then they would have to not be born with the racial powers to have a CC other then the Racial PCC.
-----------------------
say652 wrote:"Reborn empowered by the forge", "all previous skills and abilities are gone"

Correct. Totally. Vague.

And, Other then the Mystically bestowed char class that bends all the 'Normal' out of whack. :wink:
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Re: Races and Becoming CK?

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Cyberknights would/should keep racial abilities.
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Re: Races and Becoming Cosmos Knight?

Unread post by drewkitty ~..~ »

Cosmo Knight.....as much as you can fast talk your GM into letting you retain.
May you be blessed with the ability to change course when you are off the mark.
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Re: Races and Becoming Cosmos Knight?

Unread post by Bill »

Ah. You've edited the title for clarity, thank you. Cosmoknights more or less get only their cosmoknight powers. You might be able to talk your GM into keeping some stuff for flavor reasons, but they're Green Lantern-esque cosmic power beatsticks that don't need much else.
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Re: Races and Becoming Cosmos Knight?

Unread post by say652 »

Cosmos. Nope stuff written. All you get.
I am a devout munchkin my gm handles that. He doesn't allow Cosmos in his game o.O
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Re: Races and Becoming Cosmos Knight?

Unread post by VR Dragon »

Bill wrote:Ah. You've edited the title for clarity, thank you. Cosmoknights more or less get only their cosmoknight powers. You might be able to talk your GM into keeping some stuff for flavor reasons, but they're Green Lantern-esque cosmic power beatsticks that don't need much else.


See thats a different thing. Someone with a power object becomes normal when you take the object away. So race traits would add in with the OCC. Its like making a dog boy who then takes cyber knight, he would get the inital dog boy race stuff then add in the cyber knight abilities gain from training.

Since Cosmo Knight is an OCC and yes anyone who becomes a knight looses all old skills and abilities of their old OCC. Loosing racial abilities makes no sense what so ever. If a character did loose race traits then it would be the Cosmo Knight RCC.

Making a character is always race first. Note any abilities, then OCC, and note any abilities. Add up all the numbers for the final roll.
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Re: Races and Becoming Cosmos Knight?

Unread post by say652 »

I disagree, you are reborn from the forge.
No longer your race, new skills and purpose.
An unaging space traveling cosmic powered defender of the Cosmos.
Sorry you lost your 60' nightvision Mr Elf.
Or since ppe is an important thing to the occ, sorry you lost those 30 something spells and a fat ppe base Ms Silhouette.
Sometimes it be's like that.
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Re: Races and Becoming Cosmos Knight?

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Hardly overpowering and i cannot follow the illogic or screwy train of thought that leads people to thing an OCC changes someones race and thus racial; if any, abilities. Beside how can a powerful artifact recreate someone but not allow them to keep their race's night vision. Night vision is not a special power it is a quality of the eye which many simple animals posses.

Your empowered by the forge since when you fall you lose all cosmo abilities. No race loses its abilities for not following a code.

The keep/lose argument is so retarded to begin with. So the keeps concept best solves it. You lose your weaknesses but you advantages.

Supernatural monsters and creatures of magic cant become cosmo knights. Silhouettes are magical beings. Says so under their race block and the 1d4x100 ppe is a honking give away.

And its really silly to think the forge would make someone lose night vision if they have it naturally. Seems CKs should have nightvision anyways since they work in space. Also Polarized Vision for Working around the blind glare of Suns and the like.
Last edited by VR Dragon on Wed Jun 24, 2015 9:53 am, edited 1 time in total.
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Re: Races and Becoming Cosmos Knight?

Unread post by VR Dragon »

say652 wrote:I disagree, you are reborn from the forge.
No longer your race, new skills and purpose.
An unaging space traveling cosmic powered defender of the Cosmos.
Sorry you lost your 60' nightvision Mr Elf.
Or since ppe is an important thing to the occ, sorry you lost those 30 something spells and a fat ppe base Ms Silhouette.
Sometimes it be's like that.


Sorry but it does not say you lose your race only past occ skills and any abilities from that occ.
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Re: Races and Becoming Cosmos Knight?

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Here is a revised version of the Cosmo Knight I worked up ages ago and forgot about. Its a long post.

**********************************

Revised Cosmo Knight Occupational Character Class.

Cosmo Knight Info here…. Blah blah blah… you know what they are.

Alignment: Principled or Scrupulous only. You switch to anything else and you become a fallen knight.

Attributes: Use these or the ones for the original race. Whichever stat roll would higher for that attribute. The Cosmic Forge would not change anyone into a knight and lower their abilities; it only boosts natural potential it does weaken them.

I.Q.: 3d6 + 2, M.E.: 4d6 + 4, M.A.: 3d6 + 4, P.S.: 3d6 + 32, P.P.: 3d6 + 6, P.E.: 3d6 + 10, P.B.: 3d6, SPD: 2d4 X 10

Size: Varies with race.

Life Span: Immortal as long as they do not fall.

MDC: 4d6 X 10 +60 or the original race’s if better. Gains 4d6 MDC Per Level thereafter. Their Cosmic Armor adds 500 MDC extra when it is summoned.

Horror/Awe Factor: none if appearing as normal being or whatever the normal race would possess. 12 when revealed in their cosmic armor. 15 to evil beings and wanted criminals.

PPE: 1d6 X 100, gains 1d4 X 10 per level thereafter. Recovers P.P.E. at the rate of 10 per hour of rest or 20 per hour of meditation.

ISP: None or Standard for original race. Psychic classes like the mind melter, burster, etc would lose any psionic powers after becoming a knight, but any race which every member has naturally occurring psionic powers will retain those powers. Also see Cosmic Telepathy below.

Magic: None or whatever natural powers a race might possess. They can use Techno Wizard gizmos.

Cosmo Knights Powers and Abilities:

The kink in the cosmic power is Magic. All magic has full effect on Cosmo Knights, even if energy based.

1.) Energy Resistant: Immune to normal cold, fire, heat, plasma and radiation. Can fly into a star and sit there in it forever if they wanted to. Magic cold and fire hurts like hell though. Lasers, practical beams, ion blasts, and other normal energy attacks only do 1/100th the damage. Magical versions of the above have full effect/ignore this energy resistance. All Physical attacks like bullets, rail guns, punches, falls, etc do normal damage.

2.) Flight: A Cosmo knight can fly at speeds of mach 1 (660 MPH) per level of experience. Can be done Underwater (Water is by definition just a thick atmosphere), in an atmosphere, or the cold hard vacuum of space. Unlimited Altitude and duration.

Faster Than Light Speed Flight: As a guardian of space a cosmo knight can fly faster the than speed of light. They can fly at 1 light year per hour per level of experience. This can only be done while outside the atmosphere of a planet or while in space. The knight need only meditate for 10 minutes and expend 30 P.P.E.(or 60 MDC if out of P.P.E.) to charge up. Turning into a being of pure cosmic energy he shoots off and can cruise at this speed until he reaches his destination or chooses to stop at which point he returns to none energy being form. To fly again just meditate and charge up again to be on your way.

3.) Cosmic Blasts: The cosmo knight can shoot beams of powerful cosmic energy from his hands or eyes (chosen at character generation). The blast does 1d6 X 10 MDC at first level and gains 1d6 X 10 MD extra at levels 3, 6, 9, and 12. Each Blast counts as 1 attack/action per melee. In space the cosmo knight can expend P.P.E./M.D.C. to increase this damage. 50 points doubles the damage while 100 points multiplies it by 5. Range 4,000ft + 300ft per level. In space the range is increased to 5 miles. If the damage is increased with the expenditure points above then the rage becomes 10 miles. Again only while in space. The Energy blast is not "Normal Energy" and thus damages supernatural and creatures of magic not effect by normal energies or energy weapon/power blasts. But spells like impervious to energy does make one immune for the duration of the spell or effect. If you are not affected by normal or magical energy attacks then you are immune to a cosmic energy blast.

4.) Galactic Awareness: Their cosmic connection to the forge gives the knight an inborn sense of direction. This translates into to an automatic skill of space navigation at 98% and Land/Water Navigation of 89%. Cosmo Knights can also sense Ion Storms, Nebulae, and other naturally occurring space phenomena at a range of up to 1 light year per level away and can follow this sense to it's source. Just like a ley line walker senses ley lines and ley line storms.

5.) Bio-Regeneration: The Cosmo knight heals damage at a rate of 1d4 X 10 M.D.C. per minute. The knight can regenerate lost or damage limbs, etc within 24 hours with no scaring. Never gets cybernetic implants due to them being expelled from his body within minutes.

6.) Cosmic Armor: The knight can summon a "Skin Tight" suit of metallic colored armor that appears on them in a flash of light. The armor design/appearance is linked to mind of the knight and various from knight to knight with no two being identical. The armor provides 500 MDC extra and regenerates damage at the same rate at the knight. Some never remove their armor since they no longer have physical needs like eating or drinking. But most hide it to keep hidden until they are needed. The Cosmic Armor cannot be removed and it fades away if the knight is killed. A Cosmo knight cannot wear a radio under their armor to talk or hear. A Cosmo Knight Also cannot talk in the vacuum of space.

7.) Cosmic Weapon: Some knights choose to create a weapon when they first become knights. This weapon once created becomes a living part of the knight and he can summon or dismiss it like his armor. The weapon can also be thrown and it always returns to the knight unless it is restrained or captured but it can be dismissed and recalled each action of which uses 1 melee action (2 actions total to dismiss and resummon it to their hand). Also the weapon can never be used to do damage to the knight whom created it, doing so causes it to automatically dismiss itself in a flash of light.

Each cosmic weapon costs the knight 50 PPE, MDC, or combo there of when first created upon becoming a knight. It does 1d4 X 10 MDC plus Supernatural PS damage per strike. Also is + 1 to strike and parry including bonuses gained from the appropriate W.P. Skill and other bonuses. One additional power from the following list can be chosen extra for the weapon for an extra cost. Throwing range is 1000ft in atmosphere or 4000 ft in space.

Extra Damage: The weapon will do 1d6 X 10 MD for 15 points or 2d4 X 10 MD for 30 points.

Energy Blast: The weapon acts as a focusing channel for their cosmic blast power. The range for each blast is doubled, gains an extra + 25 MD damage bonus, + 1 strike for 40 points.

Force Field: The weapon allows the knight to create a force field around them with a 30ft diameter max. MDC of the force field is 10 per 1 point spent towards this power. Maximum MDC is 500 MDC for 50 points. The force field can be created any number of times per day as long as there is MDC left. The maximum total duration the shield can be maintained is a total of 2 hours after which it requires a 1 hour cool down period before it can be recreated. Lost MDC of the shield recovers at the rate of 1 point per minute (60 per hour). The shield gains a + 3 to parry an incoming attack if used to block but no other bonuses apply not even P.P. bonuses.

Extra Weapon: The knight can chose to create a second weapon instead of any of the above powers. The second weapon does the same amount of damage as the first weapon (1d4 X 10 MD) and costs 50 points but no other power can be added to it or the first weapon. A Knight is Limited to the creation of 2 weapons through this method since the Comic Forge wouldn't want to have a Knight render themselves too weakened to effectively battle the forces of evil in the megaverse.

The weapon can be any archaic sword, blunt, pole arm, etc, or gun if the energy blast power is selected. The weapon is indestructible and damages creature hurt by magic or the like. When a Knight dies their weapon(s) fade away along with the cosmic power empowered into them by the cosmic forge.

8.) MDC Conversion: The Cosmo knight can convert personal MDC into P.P.E. at a 2 to 1 rate. This is done when a knight runs out of P.P.E. and finds himself needing more power to battle with. Lost MDC heals at the normal rate of 1d4 X 10 MD per minute (This IS the normal healing rate for Cosmo Knights MDC). Cannot be used to recharge their personal P.P.E. Pool that can only be done through rest and meditation.

9.) Cosmic Telepathy: The cosmo knight gains a special but limited form of telemechanics and telepathy that allows them to communicate with other beings and fellow knights. This is a natural power and does not cost any ISP or PPE to use. This can be used as a universal communication power when languages are not in common. To anyone the knight uses it on while in mortal or knight appearance will assume it is normal speech or telepathy. This telepathy is special in that artificial machines (Robots, Cyborgs, A.I.s, Etc hence quasi telemechanical) can also hear it and it also allows them to hear non-scrambled radio transmissions from ships (how else do you hear a ship SOS in space?). When in space this telepathy is used to communicate with fellow cosmo knights or people aboard space ships. It is limited in that it cannot be used to read someone’s memories or emotions, it can only project and hear the loudest thoughts in a person’s mind and those are linked to speech or communication. It can be used to talk to one person or persons privately or as a general broadcast that all can hear. To broadcast privately the person must be in line of sight or the knight must know the location of the person. When broadcasting generally the knight need only open his mind to sense replies directed at him by others. This power is not any kind of attack and will not trigger Mind Block Auto Defense but the psychic would feel a mental tickle along with any communication and thus know the telepathic nature of the conversation. To communicate with other knights or telepaths can be done freely but to communicate with a none telepath requires concentration on the knights part and requires 1 action per melee to maintain any kind of link. Range is 250,000 miles for telepaths and non-telepaths but 1 light year per level for other knights. Range can be boosted as the expenditure of PPE/MDC per 10 points spend the range is doubled.

The knight can also vaguely sense for a person’s mental presence to generally locate them by concentrating on an area and “listening” for them. This listening range is 1 light year per level for fellow knights but only 250,000 miles maximum for all others. Sensing range cannot be boosted. Base sensing skill is 55 percent and gains 5% per level. Gains a + 15% for a close personal friend, + 10% if they are a telepath, + 5% for someone the knight has talked to and met 2 or more times. Penalties are -30% for someone using mind block, -20% for someone who is unconscious or in a coma, -5% for none psionic beings, also a general -15% penalty for trying to sense someone in a large group of people (30 or more) or -65% in large places like cities or star ships with over 1000 people on it. Totally impossible on colonized/life bearing planets. Listening uses all the cosmo knights concentration and thus all melee attacks/actions.

10.) Other Abilities: Nightvision 3000’ (12,000ft in space but not while near or looking at a star/sun), Sharp Vision (Can see things clearly up to 2 miles away or 10 miles in space), cannot be blinded by normal light no matter how bright it may be. Does not need to eat (Drain PPE or ISP for those types), sleep, or breath any longer and only needs to meditate for 1 hour per day. Can go for 3 weeks without rest before becoming tired and need meditate for 12 hours to become well rested again. Immune to extreme pressures (can sit on the ocean floor 20 miles down and shoot into space without getting the bends.), Immune to the effects of gravity (Except impacts from falling.) can fly out of black holes since they can fly faster than light. Impervious to air born toxins, SDC drugs, poisons, diseases. They still possess any senses and abilities members of their race naturally possess. But GMs should consider carefully any proposed race and cosmo knight O.O.C. combinations for possible abuse issues.

11.) Other Bonuses: + 2Initiative, + 2 strike, +2 parry, +2 dodge, + 6 to pull punch, + 4 vs mega damage poisons, bio-wizard parasites and microbes, + 6 vs Horror Factor , + 3 perception rolls, Considered a Master Psychic due to natural telepathy and power level. These are in addition to attribute and skill bonuses.

Experience: Typically 1d6 + 4 level, the oldest knights are 15 to 20. New players should start at first or second level.

Combat: Hand to Hand: Martial Arts

Damage: See Supernatural P.S. Damage.

Vulnerabilities: Magic and Psionics do full damage and have full effect.

O.C.C. Skills: All skills, spells, and abilities from their prior O.C.C. or P.C.C. (But NOT R.C.C. such as Grackle tooth's and their extra W.P. or natural instinct defined skills. If all members of a race have it then so would the Cosmo Knight) are Lost when they become a Cosmo Knight. Total Skill Mind Wipe!

Three Language Skills of Choice + 30%
Radio: Basic +5%
Navigation Space +15% (This would be for reading maps and plotting courses of star ships or themselves)
Galactic Lore + 20%
Law: Galactic +10%
Demon and Monster Lore + 10%
Movement: Zero Gravity + 10%
Weapon Profession of Choice
Hand to Hand: Martial Arts

O.C.C. Related Skills: Select 12 other skills at first level. Gains 2 extra skills at levels 4, and 7 then 1 skill at levels 10 and 12.

Communicates: Any , Domestics: Any + 5%, Electrical: Any, Espionage: Any + 5%, Mechanical: Any, Medical: Any, Military: Any , Physical: Any, Pilot: Any + 5%, Pilot Related: Any, Rogue: Any + 5%, Science: Any + 5%, Technical: Any + 10%, Weapon Prof: Any, Wilderness: Any.

Secondary Skills: Select 6 from the prior list. Ignore percentile bonus as only I.Q. bonus if any applies.

Alliances and Allies: Other Cosmo Knights and any force of light and good.

Equipment: Standard for whatever their normal life required or needed and is of modest quality. Keeps magical weapons and other items but tends to give away powerful and useful items to others.

Cybernetics: None but can wear fake looking stuff to help aid the illusion of being a normal person. But real ones are purged from their bodies in 1d4 minutes.



Special Info:

A Cosmo Knight, while empowered by the cosmic forge is still a living creature. They can fall in love like any other creature. Take a mate with other members of their species and still have offspring. The offspring will be normal in all ways as nothing of the cosmic power can be transferred to others, it is not something genetic. Few knights take mates though since they are effectively immortal and will more than likely outlive their mate and offspring.

When a Cosmo Knight dies their bodies always return to normal and any cosmic weapons disappear as the cosmic power that empowered them fades away.
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Re: Races and Becoming Cosmos Knight?

Unread post by say652 »

Like the rewrite. So using this particular template you keep racial abilities.

Also NMI has a heroes unlimited version without alignment restrictions and you keep the "Alien" abilities if so possesed as well.


I really try to follow raw or more like books as poorly edited.
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Re: Races and Becoming CK?

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say652 wrote:"Reborn empowered by the forge", "all previous skills and abilities are gone"

Correct. Totally. Vague.


Which part are these from?

I do notice next to OCC Skills it says "the skills of his past life are lost". It's location could lead to the interpretation that it is only talking about losing OCC skills though, and that you would keep Related/Secondary ones (same thing with the Apok).

I am able to find it saying they are "reshaped"/"seared"/"transformed" (last 2 sentences on top of right column of page 99, second-last paragraph before Code of Honor). The term 'reborn' sounds familiar, I recall seeing it with Apoks, but am having trouble (re-?)locating it on the Cosmo-Knight.
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Re: Races and Becoming Cosmos Knight?

Unread post by say652 »

Or use phaseworld alien creation chart, supernatural attributes, incredible supernatural mdc, pick appearance,physiological modification, and..... natural magical abilities equal to a Cosmo Knight!
Use natural abilities to fill in holes, like being soft to psionics.
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Re: Races and Becoming Cosmos Knight?

Unread post by Tor »

Although the Cosmic Forge so far has not made a supernatural being into a Cosmo-Knight, making those extreme examples unlikely, as others have pointed out, we're not told the Forge isn't ABLE to do it, so for all we know there could some day be Promethean Cosmo-Knights or something.

Although the lack of doing so also might be a result of the Forge being unable to power-up supernatural races too.
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