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STARMAN
Identity:  Theodore ("Ted") Henry Knight
Group Affiliation:  Justice Society of America, All-Star Squadron
Base of Operations:  Opal City
First Appearance:  ADVENTURE COMICS #61
Side:  Good
Sex:  Male
Age:  28
Height:  6'
Hair:  Brown
Eyes:  Blue
Level:  6th
Experience:  20,000
Training:  +1 Accuracy with Special Weapon (Gravity Rod)
Powers:
1. Heightened Agility A  +8
2. Heightened Endurance A  +6
3. Heightened Expertise:  +4 to hit when using the powers of his Gravity Rod.
4. Heightened Intelligence B  +16
5. Natural Weaponry (Excellent Hand-to-Hand Combatant):  +3 to Hit (includes Training Bonus), +4 Damage.
6. Special Weapon (Gravity Rod):  The Gravity Rod was co-created by Ted Knight and Prof. Abraham Davis. The rod's design allows it to absorb the ambient cosmic radiation of the stars, which is then used to manipulate the force of gravity to achieve its wondrous powers. The Gravity Rod has its own Power score of 150 and it can regenerate 5 points of Power per turn when used under the night sky (costs an action per turn of regeneration). All of the following abilities use the rod's own Power score.
        a. Adaptation: The Gravity Rod automatically protects the user from otherwise hostile environments. PR 1/hour.
        b. Flame Power: Range 20". The rod creates an energy beam that causes flammable materials to ignite. Treat as Flame Power with flame projection only. 1d12 Damage, PR 2/attack.
        c. Flight: Maximum Speed 120 mph (660"), PR 1/hour.
        d. Force Field: Range 20". The rod can create luminescent beams of light energy. The beams can take any shape as the rod's user desires. Force Screen: PR 1/2 of the number of points of damage repulsed. Special: The rod's force beams also can move the objects that it encases as if the user was using the Telekinesis power (Carrying Capacity 10,000 lbs.); this movement costs an action with no PR cost. Force Beam Attack: 2d10 Damage, PR 1/attack.
        e. Gravity Control: Range 20". The rod can increase or decrease the target's weight by a factor of 10, PR 1 per positive or negative multiplier applied to target's weight.
        f. Light Control: Range 20". Beam Attack: 2d8 Damage, PR 1/attack. Blinding Flash Attack: PR 1/attack.
7. [OPTIONAL] Special Weapon (Cosmic Rod):  After 1951, Ted Knight improved his Gravity Rod and renamed it the Cosmic Rod (this "upgrade" costs 6 Inventing Points). The rod absorbs the ambient cosmic radiation like its earlier version, but it now manipulates this radiation directly to create its power. The Cosmic Rod has a Power score of 300 and it regenerates 5 points of power per turn when used under the night sky (this Power regeneration is automatic). All of the following abilities use the rod's own Power score.
        a. Adaptation: The Gravity Rod automatically protects the user from otherwise hostile environments. PR 1/hour.
        b. Flame Power: Range 40". The rod creates an energy beam that causes flammable materials to ignite. Treat as Flame Power with flame projection only. 2d12 Damage, PR 2/attack.
        c. Flight: Maximum Speed 200 mph (880"), PR 1/hour.
        d. Force Field: Range 40". The rod can create luminescent beams of light energy. The beams can take any shape as the rod's user desires. Force Screen: PR 1/2 of the number of points of damage repulsed. Special: The rod's force beams also can move the objects that it encases as if the user was using the Telekinesis power (Carrying Capacity 30,000 lbs.); this movement costs an action with no PR cost. Force Beam Attack: 3d10 Damage, PR 1/attack.
        e. Gravity Control: Range 40". The rod can increase or decrease the target's weight by a factor of 20, PR 1 per positive or negative multiplier applied to target's weight.
        f. Light Control: Range 40". Beam Attack: 2d10 Damage, PR 1/attack. Blinding Flash Attack: PR 1/attack.
8. [OPTIONAL] Weakness (Psychosis/Guilt):  During War World II Ted Knight, as a civilian, did some work with the Manhattan Project. Later, he felt that he was partly responsible for developing the Atomic Bomb, and this led him to a mental breakdown for a year in 1951. He still carries some guilt over his involvement in the whole affair. If confronted with this guilt, Ted Knight must make an Intelligence(x2) saving throw vs. d100 or become withdrawn and detached from the world around him.
Character Data:
Weight:  177 lbs. Basic Hits:  4 Agility Mod:  Nil
Strength:  14 Endurance:  18
Agility:  16 Intelligence:  28  (includes Training Bonuses)
Charisma:  14 Reactions from:   Good:  +2     Evil:  -2
Hit Mod. (1.2) (2.2) (1.6) (1.6) =  6.7584 Hit Points:  28
Damage Mod.:  +4 Healing Rate:  2.0
Accuracy:  +2 Power:  76
Carrying Capacity:  405 lbs. Basic HTH Damage:  1d6
Movement Rates:  48" ground, 528" air  (880" air, if using the Cosmic Rod).
Det. Hidden:  20% Det. Danger:  24%
Inventing Points:  16.1 Inventing (84%): 
Knowledge Areas:  Business/Sales, Inheritor, Research/Technology & Scientist (Astronomy), Scientist (Physics)
Origin and Background: (American)  Millionaire Ted Knight was an amateur astronomer who designed an advanced model telescope and discovered an unknown form of cosmic readiation. Ted decided to become a "mystery-man" himself, and took the name Starman. He notified the F.B.I. that they could call on him for help.
Legal Status:  American citizen with no criminal record.
Living Legends Skills:
 
Cost     Skills  (50 Pts) d20 or less
8     Astronomy 22-
1     Business 16-
3     Charm 14-
0     Climbing 12-
4     Convince 15-
4     Electronics 18-
1     Engineering 15-
1     Intimidation 12-
2     Jump 14-
2     Mathematics 16-
8     Mechanics (Gravity Rod) 22-
4     Navigation 18-
1     Oratory 12-
2     Physics 16-
2     Research 16-
2     Stealth 14-
2     Swim  
1     Tactics 15-
2     Writing 16-
Training Bonuses:
 
2nd Level:   Education  (+12 Skill Points)
3rd Level:   +1 Intelligence
4th Level:   +1 Unarmed HTH Accuracy
5th Level:   +1 Unarmed HTH Damage
6th Level:   +1 Intelligence
Notes: 
        Initial Skill Points at 1st level = I + 1d10.
        Education Training gives the character an additional 1d10 + I/10 (round up) Skill Points.
 

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