| Value | Characteristic | Base | Cost | Points | Character Cost | |||
| 0/40 | STR | 10 | x1 | -10 | Disadvantages | 306 | 406 | Skills & Powers Cost |
| 15 | DEX | 10 | x3 | 15 | Exp Spent + | 0 | ||
| 0 | CON | 10 | x2 | -20 | Base Pts + | 100 | 0 | + Characteristics Cost |
| 25 | BODY | 10 | x2 | 30 | ||||
| 10 | INT | 10 | x1 | 0 | Total Cost = | 406 | 406 | = Total Cost |
| 0 | EGO | 10 | x2 | -20 | Combat: | Skill Rolls: | ||
| 30 | PRE | 10 | x1 | 20 | OCV | 5 | STR Roll: 17- | |
| 0 | COM | 10 | x.5 | -5 | DCV | 5 | DEX Roll: 12- | |
| 0 | PD | 0 | x1 | 0 | ECV | 0 | CON Roll: 9- | |
| 0 | ED | 0 | x1 | 0 | Mental Def | 0 | INT Roll: 11- | |
| 4 | SPD | 2.5 | x10 | 15 | PD/rPD | 9/9 | EGO Roll: 9- | |
| 0 | REC | 0 | x2 | 0 | ED/rED | 9/9 | PER Roll: 12- | |
| 0 | END | 0 | x.5 | 0 | Movement: Run 7", Swim 2", Jump 8" | |||
| 0 | STUN | 25 | x1 | -25 | ||||
| Chracteristics Cost: | 0 | Phases: 3, 6, 9, 12 | ||||||
| Points | Powers | End |
| 101 | 9 PD/9 ED Armor, Hardened (+¼) | |
| 30 | Cannot be stunned; Does not bleed | |
| 60 | Takes No Stun, Loses only BODY | |
| 35 | Spatial Awareness w/360 Degree Sensing | |
| 67 | 40 STR, Armor Piercing (+½); Affects Desolid (+½), Zero END (+½); Doesn't Affect Figured (-½) | |
| 36 | 8d6 Damage Shield vs PD, Beam Attack (-¼); No Range (-½); Alwasy On (-½); Damage Shield (+½); Zero END ( +½) | |
| 22 | 2d6 HKA: Battle Axe (4d6 Total); OAF: (+1); Zero END (+½) | |
| 30 | Full Life Support | |
| 4 | Regenerate 1 BODY/Day | |
| 3 | +1" Running; Zero END (½) | |
| 15 | 3 Levels with HTH combat | |
| 3 | Programs: Attack, Guard, Fetch | |
| 406 | Skills & Powers Cost | |
| 100+ | Disadvantages |
| 25 | Distinctive Features: Hulking armored juggernaut (Not Concealable, Extreme Reaction) |
| 25 | Psych. Lim: Incapable of Independent Thought (Very Common, Total) |
| 25 | Psych. Lim: Must Obey Current Master (Very Common, Total) |
| 10 | Public Identity |
| 10 | Reputation: Mindless Automaton 8- (Extreme) |
| 10 | Watched by Current Master 14- (As Powerful, Non-Combat Influence) |
| 201 | Automaton Bonus |
| 306 | Disadvantages Cost |
The Dreadknight is essentially a golem, a magically created guardian. In appearance the Dreadknight looks like a large, empty suit of ancient plate mail armor covered in spikes. It is a mindless creature only capable of obeying the simplest of commands such as "attack", "guard", etc. Another mage may attempt to take control of the Dreadknight in a skill vs. skill contest against the current master of the Dreadknight.
In combat, the Dreadknight typically fights with its huge battleaxe. With its great strength, this is a 4d6 HKA. It can also simply punch an opponent with its spiked gauntlets. It hits at 40 STR and has been enchanted to be Armor Piercing and to also Affect Desolids. The spiked armor itself functions as a damage shield to any who get too close.
The Dreadknight has been imbued with mystical senses and is aware of what is going on around him. It is also self-repairing. It does not get tired and will not stop until it has completed its last command. In short, the Dreadknight is a relentless iron juggernaut. Don't get in its way!