Mindknights of Matarishan
For over three centuries the Mindknights were the guardians of peace and justice in the old Federation, before the Long Night, before the Third Imperium. Individual Mindknights survived the breakup of the Federation, though the chaos of the times destroyed their order and scattered its members. Their great schools were lost, but the practices of the Mindknights survived the Long Night and the order was revived with a second founding concurrent with the expansion of the Third Imperium into the Gateway Quadrant. During the Psionic Supressions the Mindknight teachings were declared to be heresy and their schools were closed by Imperial Edict. Most Mindknights fled to worlds outside the Imperium, but rumour has it that some inhabitants of the Matarishan Federation Subsector still practice the old ways.
Mindknight
Enlistment 12+
DM +1 is Soc 9+
DM +2 if Psi 9+
Survival 8+
DM +2 if Dex 8+
Position -
DM +1 if -
Promotion -
DM +1 if -
Re-enlistment 4+
Service skill...Energy Blade-1
Personal Development
1 +1 Int
2 +1 End
3 +1 Dex
4 +1 Psi
5 Brawling
6 Gun Combat
Service Skills
1 Telepathy
2 Telekinesis
3 Teleportation
4 Clairvoyance
5 Awareness
6 Energy Blade
Advanced Education
1 Vehicle
2 Vacc Suit
3 Electronics
4 Computer
5 Psionic
6 Energy Blade
Advanced Education (Edu 8+ only)
1 Medical
2 Navigation
3 Engineering
4 Pilot
5 Jack-o-T
6 Psionic
Benefits
1 Low
2 +1 Dex
3 +2 Psi
4 Energy Blade
5 Travellers
6 High Passage
Cash
1 1000
2 5000
3 10000
4 15000
5 20000
6 25000
Notes:
Energy Blade and Psionic are cascade skills. Energy Blade allows selection of any energy melee weapon, such as Electro Foil, Plasma Saber, and Dual Plasma Sabre. Psionic allows selection of one Psionic skill, including Special. If Special is selected work with the referee to develop the Special power.
Psi score degrades each term as normal, but the total psionic power of the mindknight is found by adding psionic skill level to the Psi score. E.g. a mindknight musters out with Psi 5 and Telepathy-2. The character's net Telepathic ability is level 7. After mustering out the mindknight is considered fully trained to the limits of his or her abilities and cannot advance further in psionic skills.
For over three centuries the Mindknights were the guardians of peace and justice in the old Federation, before the Long Night, before the Third Imperium. Individual Mindknights survived the breakup of the Federation, though the chaos of the times destroyed their order and scattered its members. Their great schools were lost, but the practices of the Mindknights survived the Long Night and the order was revived with a second founding concurrent with the expansion of the Third Imperium into the Gateway Quadrant. During the Psionic Supressions the Mindknight teachings were declared to be heresy and their schools were closed by Imperial Edict. Most Mindknights fled to worlds outside the Imperium, but rumour has it that some inhabitants of the Matarishan Federation Subsector still practice the old ways.
Mindknight
Enlistment 12+
DM +1 is Soc 9+
DM +2 if Psi 9+
Survival 8+
DM +2 if Dex 8+
Position -
DM +1 if -
Promotion -
DM +1 if -
Re-enlistment 4+
Service skill...Energy Blade-1
Personal Development
1 +1 Int
2 +1 End
3 +1 Dex
4 +1 Psi
5 Brawling
6 Gun Combat
Service Skills
1 Telepathy
2 Telekinesis
3 Teleportation
4 Clairvoyance
5 Awareness
6 Energy Blade
Advanced Education
1 Vehicle
2 Vacc Suit
3 Electronics
4 Computer
5 Psionic
6 Energy Blade
Advanced Education (Edu 8+ only)
1 Medical
2 Navigation
3 Engineering
4 Pilot
5 Jack-o-T
6 Psionic
Benefits
1 Low
2 +1 Dex
3 +2 Psi
4 Energy Blade
5 Travellers
6 High Passage
Cash
1 1000
2 5000
3 10000
4 15000
5 20000
6 25000
Notes:
Energy Blade and Psionic are cascade skills. Energy Blade allows selection of any energy melee weapon, such as Electro Foil, Plasma Saber, and Dual Plasma Sabre. Psionic allows selection of one Psionic skill, including Special. If Special is selected work with the referee to develop the Special power.
Psi score degrades each term as normal, but the total psionic power of the mindknight is found by adding psionic skill level to the Psi score. E.g. a mindknight musters out with Psi 5 and Telepathy-2. The character's net Telepathic ability is level 7. After mustering out the mindknight is considered fully trained to the limits of his or her abilities and cannot advance further in psionic skills.