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Typhron

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  1. Thanks all the same. Will say what I have to say fully when I'm allowed back in chat 14 hours from now. *Addendum: Removed forcefield due to the misconception of why it was there, and the lack of impact it would've made without it. The forcefield was supposed to be a textbook fortified bubble that requires a (sometimes strained) effort to maintain (Invisible woman motif, for example). It's presence was there less for practicality (saves in game) and more for fluff, and it would seem easier to mess with the "Armor Mesh" (Protection 1, right now) in devices for the same effect.
  2. Some guy's notes: Will be in this colour. Also, this isn't meant to be a character sheet, just a general builder. When time permits I might convert this thread into an character idea list. Player Name: Typh(ron) Character Name: Marah Khan Power Level: 10 | 149/150PP Trade-Offs: None Unspent PP: 1 Progress To Bronze Status: 0/30 In Brief: Marah Khan is an humanish alien detached from his home planet in search of a productive life in the form of his choosing. Being from a planet where magic reigns, and being a person who cannot normally said magic, Marah often circumvents or completely substitutes convoluted spell workings with homemade inventions or ingenuity. After years of preparation he's traveled to (aka: sent to) the once-thought-fictional technology driven world in order to hone his craft and making his people proud.* *General gist, not final. Alternate Identities: Khan Marah Khan (proper name), (human name tba) Identity: Secret Birthplace: Setican Occupation: [Journeyman] Artificer Affiliations: Family: Age: 209 (21ish ALIEN YEARZ) Apparent Age: 20's Gender: M Ethnicity: Green Height: 6' 4'' Weight: 195lbs Eyes: Green Hair: Green Description: Human: tba Alien: This being's body has a mesomorph build, that stands slightly taller than the human average. Aside from a few select body parts (5 digit hands and feet) and proportions, the similarities between human and alien end. The skin is rough and a dark shade of green, and a [non-prehensile] tail adds onto the list of appendages.The alien's face sports a long snout filled with flat teeth (except in the 'corners' of the jaw), and the alien's hair begins just below the crown-line. Power Descriptions: Using mental focuses, that he has disassembled and improved through the duration of his life, Marah has gained a healthy peak into tinkering, coupled with the basics (though unimaginative) of his powers. At early ages all of his kind are taught to create simple constructs as well as undo damage done by the creatures of their world, later learning to expand upon their powers. During this, they learn about their old tribal-like ways, although it seems more out of habit than necessity. History: Seticans were like any other that strive to live in the universe as we know it, being a race that grew out of a primordial pool of genes and evolved to fit, and dominate, their planet as well as being affected by their immediate planetary surroundings. They learned to communicate with each other and the land, braving the hardships of seasons change and living off what the planet had to offer. Wildlife, shiny rocks, and all. It was only when the Hunter Gatherer race encountered another did life dramatically change for them. This other race, hailing from a neighboring planet in the same system, sought out bodies for their role in planetary/galactic conquest. For a number of years Seticans were rounded up and enslaved, the entire race falling before this foreign invader who used strange powers to control them. One day, however, a pair of Seticans attempted back with the notion that they could wield a similar power like their captors, the result leading to the systematic decimation of one of their invaders' armies. As the tide turned the knowledge they obtained from this race swelled proportionately, culminating in the other surrounding to the entire race and their own oddly karmatic enslavement. With this slate, however, Seticans had quickly grown out of their tribal ways into something more. Here, their society began to bloom and the age magic began. The story is passed down throughout the generations of the long lived race, told to ensure the newer breeds do not forget about the plight they suffered centuries ago, and that when they are instructed to give back to the collective they do not do so at the expense of others. Khan Marah Khan is one of the latest born on the planet 'Setic', being an odd case for the race in that he cannot naturally, innately, use his magic powers like the rest of his race. Odder in that he's the only one of his race to not develop out of this defect like the rest of his kind. Due to this the Setican was sentenced to a life wearing mental focuses while, initially, being barred from attending the Rites. Marah responded by showing he could train just as well as any other attending the Rites with what he had available on hand. While not as effective as directly using magic, the use of simple machines and gadgets would become Marah's particular motif through the years to come, his struggle to keep up with his peers seemingly non-existent as he neither stood out or excelled, merely achieving the same ends with different means. The 8 [setic] year period of learning came together at the Final Rite, where Marah was barely able to complete the task he was asked to do, but completing it none the less. When asked what he could return to the world, he chose the common task of going off-world and learning about another race no matter the other races' views on their own. After an extensive search of their and neighboring galaxies in their cluster, the young alien happened upon a galaxy that seemed unreal at first glance: Filled with many a race that was technologically advance as opposed to harnessing magical energy. With interest thoroughly peaked Setican was asked to sent to one of their more inhabited planets to learn everything he could. And with that, Marah Khan was sent the whimsical land of Earth. Personality & Motivation: Living on the same planet for a large duration of his life, has lead the alien to assimilate slowly to other cultures. Earth and its' score of difference overwhelming the alien would be an understatement, and aside from well(?) crafted holographic emitter designed to hide his hide, his culture shock is very noticeable despite the tone of his voice. Coupled with this Marah is overtly curious about his surroundings, keen on sticking his big nose into other's business to learn more about them. Marah's voice is baritone with a slight pitch, sounding perpetually trance-like. He sounds like he speaking softly even when his not, the pitch often not changing immediately when angered, saddened, or showing any other kind of extreme emotion. This may or may not be a trait left over from Setican language or how Seticans speak in general. Powers & Tactics: Marah uses his natural agility and powers to avoid being touched in combat, but is able to stand toe to toe with most normal beings on his peer level. He excels, however at fighting with thrown or improvised weapons from a distance. Advance 'strategies' from this tactic often amount to finding something bigger and/or different to throw. Complications: Alien: Marah isn't from 'round these parts, and it tends to show. Political standings aside, Marah is a foriegn entity from another planet, and thanks to Earth not always having good outcomes with that sort of thing, Marah's first impressions and surface view could range from 'normal' to 'dangerously disastrous'. Nevermind the poor Setican is a fish out of water. Phobia: Marah is afraid of bloodletting, as per his people's belief that all the magical energy inside of oneself would bleed out, drilled into the heads of all seticans to heal any punctured wound as quickly as possible. While seeing a race that seems to have no qualms with being cut (such as humans) may not cause much issue, severe injury to himself causes him peril. Abilities: 6 + 8 + 6 + 8 + 6 + 0 = 34PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 20 + 12 = 36PP Initiative: +4 Attack: +10 Grapple: +13 Defense: +10 (+8 Base, +2 Dodge Focus), +x Flat-Footed Knockback: -3 Saving Throws: 1 + 6 + 4 = 7PP Toughness: +10*/15 (+3 Con, +6 Defensive Roll, +1 Protection/+5 Force Field) Fortitude: +5 (+3 Con,) Reflex: +6 (+4 Dex,) Will: +6 (+2 Wis,) * Without Force Field Skills: R 92= 23PP Acrobatics 8 (+12) Climb 4 (+7) Computers 4 (+8) Concentration 8 (+11) Craft (Electronic) 8 (+12) Craft (Mechanical) 8 (+12) Disable Device 8 (+12) Escape Artist 4 (+8) Knowledge (Arcane Lore) 8 (+12) Knowledge (Technology) 4 (+8) Notice 4 (+7) Search 4 (+8) Sense Motive 4 (+7) Survival 8 (+11) Feats: 15PP Artificer Defensive Roll 3 Dodge Focus 2 Eidetic Memory Improvised Tools Inventor Quick Change 2 Ritualist Throw Mastery 2 Trance
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