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  1. Player Name Thievish Character Name: Paradigm Power Level: 15 (244/250PP) [254] Trade-Offs: -3 Def/+3 Toughness; -3 Atk/+3 Damage (+3 Atk/-3 Damage for Heat Vision) Unspent Power Points: 6 In Brief: An alien paragon who defended an ancient space empire, recently revived after two millennium in suspended animation. Alternate Identity: Amara Val-Ren Identity: Public Birthplace: Naram Prime Occupation: Former Praetorian of the Delaztri Empire; Current Imperatrix of the Praetorians Affiliations: Praetorians Family: Daar Val-Ren (brother - deceased) Age: 49 (DOB: over 2,000 years ago, was 40 when taken out of stasis in 2014) Apparent Age: 20 Gender: Female Height: 5’ 8” Weight: 3,000 lbs Eyes: Yellow Hair: Dark Purple/Black Paradigm, like others of her race, has skin that is a dark orange in color. Her hair, which she wears down past her shoulders, is black mixed with dark purple and her eyes are a dark yellow. Slightly taller than average, she has a lithe build, which disguises her true strength. Paradigm's costume is a full length white bodysuit, with black diamonds on the shoulders, upper chest and back, which were surrounded by golden yellow trim. Black gloves go up almost the length of each forearms, and her black boots go halfway up her calves, both also having golden yellow trim. A long, black cape completes the outfit. Power Descriptions: Paradigm's already alien physiology was radically altered by the enhancement treatment she underwent over two thousand years ago. Her body's density was greatly increased, making her far stronger and tougher than the normal members of her species, but without any visible change to her appearance. History: Over two thousand years ago, the Delaztri Empire ruled an area of space encompassing hundreds of worlds. After more expansive conquests centuries earlier, the Empire’s growth had greatly slowed, the Empire turning away from aggressive expansion and instead focusing on governing the diverse races within its borders. What little growth that continued to occur was mainly the result of diplomacy, and planets choosing to peacefully integrate into the Empire, looking to gain the benefits of Delaztri rule. During this time, the greatest defenders of the Delaztri Empire were the Praetorians (the closest English/Lor translation of the original title), an organization consisting of hundreds of individuals of incredible power, recruited among the many different races within the Empire’s boarders. Amara Val-Ren was born on Naram, a planet long under the rule of the Delaztri. Amara's people were genetically stronger and tougher than many other humanoid species, with members of the species chosen to undergo genetic and radiation treatments to produce powerful members of the Praetorians. The numbers of Naram subjected to such treatments were usually kept low by the Delaztri, for fear of creating a force of superpowered Naram that might choose to depose them. Amara's older brother, Daar, had been selected to join the Praetorians when she was still a young girl, eventually rising to be one of the leading members of the organization. Inspired by her brother, Amara dedicated herself to trying to earn the right to undergo the enhancement treatments and become a member of the Praetorians as well. When Amara had reached her thirty-fifth cycle (roughly about eighteen for a human), she competed in a contest with other Naram for the honor of being selected for the enhancement treatment and membership in the Praetorians. Although the various trials were grueling, Amara managed to finish ahead of the other competitors, earning herself the chance to follow in her older brother's footsteps. Amara left Naram behind, traveling to the seat of the empire to undergo the enhancement treatment. The process was painful, but resulted in the young Naram's body density vastly increasing, with no outward change to her appearance. Her natural strength and durability were vastly increased, with Amara also developing the ability to fly, even through the cold expanse of space, and to survive unharmed in almost any environment. It was not long after that Amara was inducted as a member of the Praetorians, joining her older brother in defending the empire. For the next five years, she served loyally, facing numerous dangers as a Praetorian. Then, a new enemy appeared at the boarders of the empire, pushing quickly into Delzatri space, and swatting aside the initial responses from the Delzatri Navy and the Praetorians. Ultimately, the entire might of the Praetorians was thrown at this threat and following several climatic battles, the enemy was defeated and driven from Delzatri space. But the victory came at a high price. Just over three quarters of the Praetorians were dead before the enemy was finally repulsed, including Daar Val-Ren. As the few dozen weary and battered survivors made their way back from the front, the damaged Delzatri Naval ships they were aboard were intercepted by one of the Curator's museum ships. The ancient Preserver created AI had decided that the surviving Praetorians needed to be collected and preserved by him. The surviving Praetorians naturally resisted, but were overwhelmed by the Curator's drones and placed in suspended animation and brought back to his vast ringworld. The Delzatri Empire collapsed not long after, while Amara and the others have sat in suspended animation for millennia. When the Communion recently returned, overrunning parts of the Stellar Khanate and destroying Lor-Van, the Curator reviewed Amara and the other surviving Praetorians. Although initially shocked by how much time had passed and the fact the empire they had sworn to protect was no more, the Praetorians realized that the galaxy still needed protecting from the Communion. By the decision of her fellow Praetorians, Amara was made the new Imperatrix to lead them, taking the role her brother had once held along with a small group of others. Making contact with the Lor, the Grue and other galactic powers that were trying to resist the Communion, the Praetorians helped in organizing the Coalition and fighting against the Communion. As the leader of the Praetorians, Amara was not only involved in the fighting, but also attended meetings of the Coalition leaders, helping to provide a neutral viewpoint that was not clouded by allegiance or bias to any of the existing factions in space. Once the Communion had been defeated, Amara continued to lead the majority of her fellow Praetorians in serving as defenders for those Coalition governments that wished to accept their aid. The Praetorians came to work in concert with the Star Knights, who were working to rebuild their numbers following the Incursion, and added one of the interstellar protectors to their ranks as a representative from the group. Several other Coalition governments sent representatives to be members of the Praetorians, including the Lor. Personality & Motivation: A large portion of Amara’s life was spent in preparation for and then as a defender of the Delzatri Empire. She was driven to live up to the example of service set by other members of her race, including her older brother. Her powers tended to lead her to be confident and forceful, not relying on subtlety. Although Amara was just as shocked to learn that the Delzatri Empire had ceased to be, she quickly shouldered the responsibility of leading her fellow Praetorians against the returned thread of the Communion. Along with most of her fellow Praetorians, Amara has found new purpose in offering assistance and protection to those parts of the galaxy that request it. Having been thrown into working with leaders from the Coalition, the young Naram learned to hone her diplomatic skills, along with some guidance from Elite. Amara has settled into her role as the leader of the Praetorians, although part of her wishes she could share the burden as her bother had with several others two thousand years ago. While decisions may ultimately rest with her, she does not hesitate to seek counsel and advice from her teammates and even puts matters to a vote by the team when appropriate. Powers & Tactics: Paradigm’s powers make her very strong and durable, but she also spent years as part of a larger organization, so her tactics tend to reflect both these influences. Her natural instinct is too quickly to close with threats, relying on her durability to protect her. But years working with her fellow Praetorians has made Paradigm realize the importance of teamwork and understand the roles that all of her fellow teammates can play. Complications: Stuff of Legends Although the Delaztri Empire has long since ceased to be, there are still parts of the galaxy where the Empire and its Praetorians are legends. On some worlds, the Praetorians are recalled as legendary heroes, but on other worlds, history has come to paint them as oppressors and conquers. Abilities: 2 + 4 + 12 + 4 + 6 + 10 = 38PP Strength: 12/36/46 (+1/+13/+18) Dexterity: 14 (+2) Constitution: 22/34 (+6/+12) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 16 + 14 = 30PP Initiative: +10 Attack: +8; +12 Melee; +18 Heat Vision Grapple: +30/+35/+46 Defense: +7 base, +12 with Dodge Focus (+3 flat-footed) Knockback: -20 Saving Throws: 7 + 8 + 11 = 26 PP Toughness: +18 (+15 Impervious) Fortitude: +13/+19 (+6/+12 Con, +7) Reflex: +10 (+2 Dex, +8) Will: +14 (+3 Wis, +11) Skills: 60R = 15PP Diplomacy 14 (+19) Kn: Galactic Lore 10 (+12) Language 4 (Delaztri (native); Lor, Grue, Galstandard, English) Medicine 3 (+6) Notice 10 (+13) Pilot 1 (+3) Sense Motive 18 (+21) Feats: 19PP Attack Focus: Melee 4 Dodge Focus 5 Environmental Adaption 3 (Zero G, Low G, High G) Equipment 39 (free from Veteran Awards, for Praetorian spaceships and HQ) Grappling Finesse Improved Initiative 2 Interpose Luck 2 Move-by-Action Powers: 2 +39 + 11 + 8 + 5 + 6 + 9 + 1 + 38 + 3 = 122 PP Flight 1 (10 MPH) [2PP] Density 12 (+24 Str; Impervious Protection 6; Immovable 4; Super Strength 4; x25 Mass; Feats: Subtle 2; Buoyant; Extra: Permanent (+0)) [39PP] Enhanced Constitution 12 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [11 PP] Impervious Toughness 9 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [8 PP] Super Strength 1 (5 ranks total, up to 21; Effective Str: 61 to 141; Heavy Load: 60 tons to 3.84M tons; Feat: Shockwave; Counter Punch; Super Breath) [5 PP] Super Movement (Space Travel) 3 [6PP] Immunity 9 (Life Support: disease, poison, suffocation, cold, heat, high pressure, radiation and vacuum) [9PP] Immunity 2 (Aging, Sleep; Flaw: Limited [half]) [1PP] Paragon Array 16 (32 pp Feats: Dynamic; 3 Dynamic Alt Powers; Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [38 pp] BP: Enhanced Str 10 (Feats: Takedown Attack; Improved Crit 2 [18-20]) {0 to 13 pp} DAP: Super Strength 16 {0 to 32 pp} DAP: Flight 12 {0 to 24 pp} DAP: Blast (Heat Vision) 12 (Feats:Accurate 5; Improved Range 2 (600’ range increment); Progression: Range (3,000’ max range)) {0 to 32 pp} Super Senses 3 (Extended: Vision (100' increments); Extended: Hearing (100' increments); Ultrasonic Hearing) [3PP] Drawbacks: Weakness (Delaztri Crystals, Frequency: Uncommon [-1], Intensity: Major, cumulative -1 to all stats [-2 Plus -1 as effects CON], Time: every minute [-2]) [-6 PP] Totals: Abilities (38) + Combat (30) + Saving Throws (26) + Skills (15) + Feats (19) + Powers (122) - Drawbacks (6) = 244/250 Power Points Note: While the Delaztri Empire is no more, their artifacts are still present in various parts of the galaxy, allowing for Delaztri Crystals to turn up from time to time.
  2. CoronaPower Level: 10 [12] (168/182PP)Trade-Offs: +2 Tou/-2 DefUnspent Power Points: 14 In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to work alongside ancient aliens and proven allies. Alternate Identity: Aya K'zan Identity: Public Birthplace: Firstdown, Hala Occupation: Agent of ALIENS Affiliations: Lor Republic, Allied Liaison/Intelligence Extra-National Service, the Praetorians Family: Genus K'zan (father, deceased), Mar'as K'zan (mother, deceased). Description Age: 32 Gender: Female Ethnicity: Lor, appears Hispanic Height: 5' 4" Weight: 135 lbs. Eyes: Brown/Gold Hair: Black Aya K'zan is a woman of average height but with a stocky, muscular frame. Her skin is brown and smooth, her dark hair is styled up in a faux hawk, and her eyes are deep and liquid. She moves with a confident, almost angry gait, and her round face is usually fixed in a scowl at whatever her latest problem is. She prefers to wear anonymous, sturdy clothes, usually a jumpsuit or trousers and a blouse. In a formal setting, she may instead wear rank-free set of Lor Navy dress blues. When acting as an official agent of the Lor Republic or when she expects a situation to be dangerous, she wears a Lor combat spacesuit. The suit is all hard angles and reinforced sections, painted a bright gold with a crimson starburst on her chest. The suit's paint is usually chipped, though, showing a neutral cream base. Power Descriptions: Corona can manifest a golden-tinged cosmic energy, which she can put to any number of applications. She naturally projects a forcefield micrometers above her skin, which offers better protection than any mortal suit of armor. She can use the energy to supercharge her muscles or focus it into a damaging ray of energy. She can even blast that energy behind herself to fly. Even her biology has been affected by these cosmic energies, as she longer has to breath or eat to sustain herself. She still possess a Lor-designed combat spacesuit, designed to withstand the rigors of combat while keeping one safe from the dangers of hard vacuum. It can preserve her life in any number of hostile environments, and after receiving modifications from Miss Americana it can safely channel Aya's cosmic energies. History: Aya K'zan was born on Hala, an old world of the Lor Republic, near the center of their galactic expanse. Her father was one of the Republic's top scientists and so she was raised as part of the upper class of the Republic, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Science Academy she joined the Republic Naval Academy. Her grades drew attention from higher-ups and upon graduation she was invited to join the Republic Investigative Patrol. The RIP is an investigation and enforcement group with extensive powers within the boundaries of the Republic. As an agent, Aya traveled to the outskirts of the Republic and the spires of powers, searching out corruption and treason. She took her job seriously, perhaps too much so; no matter was too small for her attention, and she pushed her authority to the limit pursuing her ideals of justice without regard to rank or connection. It was only a matter of time before she came up against someone powerful. It was a missing persons case -- a case of missing children, disappearing off the streets of a planetary capital. Aya took charge of the investigation and tracked the disappearances down to a particular corporate lab; she lead local law enforcement in raiding the structure. Inside were the children and other people, missing vagrants and adolescents written off as runaways. And there were mercenaries. Aya lead from the front, freeing the civilians and driving the hired guns back. Her zeal caused her to push too far ahead, and her group was ambushed; the local law enforcement agents with her were killed, but she survived. She found her way to the heart of the complex, where she discovered a Senator, hastily destroying the evidence of his involvement! Aya tried to arrest him, but the Senator hit her with a blast of weird cosmic energy from a laboratory projector. She came to in a hospital. There was no evidence of the Senator's involvement, but she reported it anyway and insisted on pressing the case. There was a brief trial, one word against another, and the Senator walked off a free man. Aya, having burned the last of her favors, was kicked out of RIP. After the destruction of Lor-Van and the battle against the Communion, Aya was tapped to form part of a new branch of the Lor government. The Allied Liaison/Intelligence Extra-National Service was designed to work with all militarily-significant, non-Republican forces in the galaxy, and in recognition of the service the Praetorians were assigned one of the first agents. Personality & Motivation: Aya K'zan is a direct, even forceful woman. She dislikes lies or even elaborate plans, preferring to live her life as a straight line between two point. Some people would claim that she's as graceless as a mad bull, but she prefers to think of herself as cutting through superfluous nonsense. She tends to come off as rather rough and she's not inclined to take less than 100%, but she can be surprisingly gentle to people who are genuinely out of her depth. Aya's greatest concern is justice, the simple notion that the rules apply to everyone and that everyone will get what they deserve. Trying to shirk your responsibilities or a just punishment is about the worst thing she can imagine. Powers & Tactics: Aya can talk about escalation backwards and forwards, and she follows it to a tee. She'll start by playing nice, then trying to scare opponents into surrendering, and only if that fails will she start fighting. Against baseline enemies she'll stick with grapples and Nauseate to get them to stand down, but against superpowered enemies she'll use every power she has. Once combat starts, though, she focuses on protecting civilians over and above everything else. Complications: For Great Justice! Whether it's the rule of the law, karma, or comeuppance, Aya has always been focused on balancing the scales. Responsibilities Aya is first and foremost an agent of the Lor Republic. It will take something extraordinary to get her to abandon her duty. Superior Lor Et Cetera Aya is loyal to the Republic through and through, and tends to trust Lor technology and Lor opinions above anything else. Like Pulling Teeth As a RIP agent Aya clashed several times with the Maw, a nasty group of smugglers and mercenaries without a moral between them. If they ran into her, it would inevitably descend into combat. Like a Shining Star Corona's powers all involve her glowing like a flashlight. Whenever she's actively using her powers, stealth is all but impossible for her. Prejudice Aya has worked for the Lor Republic all her life, and is extremely loyal to it. She will have a very negative reaction to any of the traditional enemies of the Lor, such as the Grue or members of the Khanate. Hatred Corona will go out of her way to fight, denigrate, or inconvenience the Communion any way she can. Neuvo Bureaucrats ALIENS is a new branch of the Lor government, and formed during a time of great uncertainty in the Republic. That means the exact extent of their responsibilities are unclear. That can be a boon and a burden Abilities: 8 + 6 + 8 + 2 + 0 + 6 = 30PP Strength: 30/18 (+10/+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 16 = 28PP Initiative: +7 Attack: +6 Melee, +6 Ranged, +10 Unarmed, +10 Blast Grapple: +10/+21 Defense: +8 (+8 Base), +4 Flat-Footed Knockback: -6/-24 Saving Throws: 4 + 5 + 8 = 17PP Toughness: +12 (+4 Con, +8 Protection, 0/10 Impervious) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+0 Wis, +8) Skills: 108R = 27PP Diplomacy 7 (+10) Gather Information 7 (+10) Intimidate 11 (+14) Investigate 11 (+13) Knowledge (Civics) 9 (+10) Knowledge (Galactic Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Physical Sciences) 4 (+5) Knowledge (Streetwise) 9 (+10) Knowledge (Technology) 4 (+5) Language 4 (English, Galstandard, Grue, Lor [N], Mandarin) Notice 11 (+11) Pilot 7 (+10) Sense Motive 11 (+11) Feats: 7PP Accurate Attack Attack Specialization (Unarmed) Benefit (Native [Lor Space]) Improved Initiative Interpose Power Attack Startle Powers: 2 + 26 + 9 + 14 + 8 = 59PP Flight 1 (10 MPH) (Self-Propelled Flight) (Cosmic, Radiation) [2PP] Cosmic Empowerment Array 11.5 (23PP, Feats: Accurate, Alternate Power 2) (Cosmic) [26PP] BE: Immovable 13 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [23/23PP] AP: Blast 10 (Feats: Accurate, Affects Insubstantial 2 [DAM 10]) (Cosmic Blast) (Cosmic, Radiation) [23/23PP] AP: Enhanced Strength 12 (Extra: Linked [+0] [Super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength], Thunderclap) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [23/23PP] Immunity 9 (Life Support) (Cosmic Genetics) (Cosmic, Mutation) [9PP] Lor Combat Spacesuit 3 (15PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [14PP] Enhanced Feat 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero-Gee]) (Blood Flow Regulators) [3PP] Enhanced Feat 2 (Alternate Power 2 [On Cosmic Empowerment Array]) (Archetech Modifications) [2PP] AP: Damage 10 (Extra: Area/Cone [General], Extras: Progression 2 [Area] [50 ft per rank]) (Flat-Hand Blast) [22/22PP] AP: Flight 9 (Stacks with Flight 1 for Flight 10 (25 000 MPH), Extra: Linked [+0] [Super-Movement]) + Super-Movement 2 (Space Travel 2 [Interstellar],Extra: Linked [+0] [Flight]) (Cosmic Thrusters) [22/22PP] Communication 6 (Radio, 20 miles, Feat: Subtle) (Suit Comms) [7PP] Super-Senses 2 (Radio) (Radio Receiver) [2PP] Protection 8 (Skin-tight Forcefield) (Cosmic, Mutation, Radiation) [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage (Physical) Strength of the Cosmos Touch DC DC25 Toughness (Staged) Damage Physical)/(Cosmic, Mutation) Cosmic Blast Ranged DC 25 Toughness (Staged) Damage (Cosmic, Radiation) Thunderclap Touch/Cone DC 20 Reflex/DC 20 Fort Deafened (Cosmic, Mutation) Flat-Hand Blast Touch/Cone DC 20 Reflex/DC 25 Toughness Damage (Cosmic, Mutation) Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (27) + Feats (7) + Powers (59) - Drawbacks (0) = 168/182 Power Points
  3. The Traveller Power Level: 11 [15] (200/250PP) Trade-Offs: None Unspent Power Points: 50 In Brief: A warrior-scholar who has spent millennia wandering the galaxy helping people. Residence: A citizen of the Universe Base of Operations: Space Catchphrase: "In all mine time wandering the Universe.." Alternate Identity: Sitara Shashikala Identity: Public Birthplace: Indus Valley, Earth Occupation: Soldier, Scholar and Explorer Affiliations: Praetorians Family: Long dead Description: Age: 5,000 Apparent Age: 30 Gender: Female Ethnicity: South Asian. Height: 5'8" Weight: 119 lbs. Eyes: Brown Hair: Black Though her biology has been massively altered by her masters on the outside she appears much as she did when she left Earth all those Millennia ago. She tend to go for simple comfortable clothing normally the jump suit she wears inside her armour. The armour itself if a thing of beauty appearing to be ceramic of some kind. It's a sparkling white with fine intricate engraving on its surface in Aztec or even Celtic style abstract forms, only the faceplate is unformatted just appearing as a black surface, which Sitara can cause to become opaque as needed. Underneath the armoured plates there seems to be a number of fine interlocking cog-like meshes that seems to move and shift as the armour moves about. The power pike that she carries is similarly designed with the intricate patterning on it's surface. The weapon is designed to be split into two parts but the join is so fine that it's almost impossible to tell. Power Descriptions: Sitara has had her biochemistry radically altered to such an extent that she's not technically human any more. Thanks to these alteration she is effectively immortal and can fight off any infections in the environment. Her biorhythmic field has also been altered, which synchs up with the armour and pike's own power systems, meaning that only she can use the equipment. History: Over four thousand years ago there existed a peaceful race of aliens, the mArttik Avata, who gave their time to peaceful pursuits to expand there knowledge of the universe. Unfortunately in their travels they came across another race, the Amitra, as advanced as themselves but with an interest in only violence and conquest. Unable to even consider committing violence against another creature the mArttik Avata could not bring themselves to fight the Amitra directly, but they knew that if they did not challenge the Amitra they would conquer and enslave, if not destroy, all the other fledgling races that inhabited the galaxy. So they decided that they would form a army from some of the more primitive races who would fight this vital battle for the future of the galaxy for them. One of the planets they choose was Earth. Sitara who lived among the flowering Indus valley civilization had always been curious, travelling many miles from her home city to see what was beyond the next hill. When the strangers from the stars came it was not long before she had travelled to visit these strange creatures from beyond. When they asked for volunteers to journey with them to fight among the stars she didn't hesitate, even though she had never raised even her voice in anger; she would do almost anything to explore the stars above her. They must have seen something in the young woman for she was one of the few chosen to serve these aliens. The mArttik Avata took her, along with many others, to their home planet where they radically altered the volunteers' biochemistry and began to teach them all that they knew. Not only did they train them to fight effectively with all the weapons available to them they also taught them about the sciences and the universe around them. Then they were set loose to fight in one of the most brutal wars of that era which took a massive toll on their forces, but they knew that they needed to fight on or all would be lost. Sitara doesn't know how the war was final ended, gravely injured in a battle she was placed in a healing pod. When she awoke thousands of years had passed and there was no sign of either the mArttik Avata her or the Amitra that they fought. After awaking she wandered the universe helping those in trouble where she could learning what she could about the galaxy she was now in, trying to find out what had happened to those she fought alongside. Eventually she fell into another group that was trying to protect the universe from threats and once again she was placed on suspension, from which she has only recently awoken. Personality & Motivation: Even after the millennia of wandering the universe Sitara's curiosity hasn't been sated, she still has a strong desire to explore and discover new things. There is always the next planet where something new can be found. Seeing the worst that the universe can offer has left Sitara a little jaded and slow to full trust others but she had also seen the best of the universe and has a guarded optimism about how things will pan out. She tend to hide her true feeling behind a confident bluster with a thick veil of humour, she lives her life hard as if all those centuries of travel could come to an end tomorrow. Powers & Tactics: Sitara was trained as a soldier and tend to try and break things down into an military encounter always looking for the best tactical advantage before striking. That said she can in the heat of battle become a little gun-ho. Complications: It was here last time... : Sitara has gained vast knowledge about the people and places of the universe. Unfortunately some of her information can be centuries, if not millennia out of date. We have plenty of time : After millennia of existence, plus a push towards perfection, means that Sitara finds difficult to rush things. Even if she has only seconds to disarm a bomb she will stay until the very last second. Distracted by the shiny: Sitara was taught by the raise that recruited her to find the beauty in the universe around her, sometimes she can get carried away and focus on the beauty, be it a sunrise or an intricate device, to the detriment of more important things going on around her. I am Legend: Those that Sitara fought for, both four thousand and a thousand years ago, have become legends among modern races. In some they are revered as heros, lifted up to god like presence, other however remember them as cruel conquerors or even evil destroying demons. Abilities: 4 + 4 + 6 + 10 + 6 + 2 = 32PP Strength: 14/20 (+2/+5) Dexterity: 14 (+2) Constitution: 16/24 (+3/+7) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 10 = 22PP Initiative: +6 Attack: +6 Base, +10 Combat Pike Grapple: +8/+11 Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 1 + 8 + 7 = 16PP Toughness: +7/+10 (+3/+7 Con, +3 Protection [impervious 4]) Fortitude: +4/+8 (+3/+7 Con, +1) Reflex: +10 (+2 Dex, +8) Will: +10 (+3 Wis, +7) Skills: 136R = 34PP Bluff 9 (+10) Computers 10 (+15) Craft (Electronic) 10 (+15) Skill Mastery Craft (Mechnaical) 10 (+15) Skill Mastery Diplomacy 9 (+10) Gather Information 14 (+15) Intimidate 9 (+10) Knowledge (Galactic Lore) 10 (+15) Knowledge (Tactics) 10 (+15) Skill Mastery Knowledge (Technology) 10 (+15) Skill Mastery Language 4 (Delaztri, English, Sanskrit [Native], Galstandard, Lor) Medicine 2 (+5) Notice 7 (+10) Pilot 13 (+15) Sense Motive 7 (+10) Survival 2 (+5) Feats: 17PP Ambidexterity Attack Specialization (Combat Pike) 2 Dodge Focus 5 Equipment 2 (10 EP to Praetorian spaceships and HQ) Improved Initiative 1 Improvised Tools Inventor Jack-of-all-Trades Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Tactics], Knowledge [Technology]) Uncanny Dodge (Auditory) Well-Informed Powers: 2 + 54 + 23 = 79PP Immunity 2 (Aging, Disease) [2PP] Power Armour 13 (65 PP Device, Hard to Lose, Feats: Restricted 2 [biorhythmic Field]) [54PP] Communication 2 (Radio 100 ft Extra: Area) [4PP] Comprehend 3 ( Read All, Speak All [One at a time], Understand All ) [6PP] Enhanced Constitution 10 [10PP] Enhanced Strength 6 [6PP] Flight 6 ( 500 mph, 5000 ft/rnd) [12PP] Immunity 10 (Life Support, Starvation & Thirst) [10PP] Impervious Toughness 5 [5PP] Protection 3 [3PP] Space Travel 1 (Interplanetary) [2PP] Super-Senses 3 (Darkvision, Direction Sense) [3PP] Super-Strength 2 (Effective Strength 30, Heavy Load: 1,600lbs) [4PP] Power Pike 7 (35PP Device, Easy to Lose, Feats: Restricted 2 [biorhythmic Field]) [23PP] Weapon Modes 12 (27PP Array, Alternative Power 8 ) [35PP] Base Power: Blast 12 (160ft increments; Feats: Improved Critical; Improved Range; Precise)) [27PP] Alternate Power: Blast 8 (160ft increments; Extra: Autofire; Feats: Improved Critical, Improved Range 1) [26PP] Alternate Power: Blast 8 (160ft increments; 40ft Bust Area; Extra: Area - General (Burst), Feat: Improved Range 1) [25PP] Alternate Power: Dazzle 9 (Visual Senses, 90ft range, 45ft Burst Area; Extra: Area - General (Burst)) [27PP] Alternate Power: Drain Toughness 8 (80ft increments; Extra: Affects Objects, Ranged, Feats: Precise, Reversible) [26PP] Alternate Power: Paralyze 8 + Strike 7 (Feats: Improved Critical, Improved Trip, Mighty) [26PP] Alternate Power: Stun 12 [24PP] Alternate Power: Stun 6 (Extras: Autofire, Ranged [60ft increments]) [24PP] Alternate Power: Stun 6 (Extra: Area - General (Burst), Ranged [60ft increments]) [20PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Blast 11 Ranged DC 26 Toughness (Staged) Damage (Physical) Blast 6 Ranged DC 21 Toughness (Staged) Damage (Physical) Blast 7 Ranged DC 22 Toughness (Staged) Damage (Physical) Dazzle 7 Ranged DC 17 Fort Dazzle Drain Toughness Ranged DC 16 Fort (Staged) Drained Toughness Paralyze+Stun Touch DC 16 Fort (Staged) Paralyze DC 22 Toughness (Staged) Damage (Physical) Stun Touch DC 21 Fort (Staged) Stun Stun Touch DC 15 Fort (Staged) Stun Stun Ranged DC 15 Fort (Staged) Stun Totals: Abilities (32) + Combat (22) + Saving Throws (16) + Skills (34) + Feats (17) + Powers (79) - Drawbacks (0) = 200/250 Power Points
  4. Player Name: Trollthumper Character Name: Cavalier Power Level: 10/13 (166/230PP) Trade-Offs: None Unspent Power Points: 64 In Brief: Alien abductee turned troubleshooter for the rough end of the universe turned Star Knight. Alternate Identity: Kyle Steward Identity: Public Birthplace: Freedom City, NJ Occupation: Unemployed Affiliations: Rygar's Runabouts (troubleshooter band), the Star Knights Family: Jenny Steward (mother, reporter), Alan Steward (father, aeronautics engineer), Guy Steward (brother, college student) Description: Age: 23 (DOB November 11, 1989) Apparent Age: 23 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 180 lbs. Eyes: Brown Hair: Brown Appearance: Still getting used to Earth clothes for the first time in forever, Kyle usually wears sturdy, industrious clothes when he's about, stuff that sits well and offers a measure of protection. He keeps his hair relatively well-trimmed, but is okay with letting his facial hair grow out for a day or two - a side effect of the Cloud having many clippers for the more furry species, but a lack of good razors for operation by humanoid hands. When his armor deploys, it grows to cover almost all of his body, taking on a bright green coloring. Power Descriptions: All - Device, Technological Blast - Energy Enhanced Strength - Physical (Bludgeoning) Snare - Energy, Entrapment History: Kyle Steward had a plan for his life. He was going to go to HIT, study engineering, and find work in aerodynamics. But before he did any of that, he was going to go across the country with some of his high school friends, a chance to see the country and let loose before the responsibility of college pressed down on them all. When the car sprung two flats outside a cornfield in Kansas and the rest of the group waited for AAA, Kyle stepped into the field to take care of some business. No one remembers exactly what happened next, but by the time the tow truck arrived - a time none of Kyle's friends could ever fully recall - he was nowhere to be found. He had stepped into the cornfield and simply vanished. From Kyle's perspective, it was an entirely different story. After witnessing a strange light and feeling the world spin, he passed out. When he came to again, he was naked, strapped to a plinth, and being examined by something that looked like a cross between a jellyfish and a centipede. He wasn't the only captive, though he really couldn't tell what any of the others were. The tests were extensive, painful, and seemingly without any motivation. Right before it seemed his captors were about to cut him open, the ship was boarded by Rygar's Runabouts, a team of mercs hired to retrieve the abducted son of the Magistrex of Volanus. They quickly managed to take the ship, but the strange aliens chose suicide over surrender and completely wiped the ship's data banks in the process. As the Runabouts retrieved Kyle from his plinth and established a telepathic link for ease of communication, a few things became clear. First, with the ship's databanks wiped, there was no clear map back from wherever he was to Earth. Second, the ship had taken him to the edge of the Large Magellanic Cloud, well outside the Milky Way. Third, none of the names of stars or planets he had translated directly to the astronomical knowledge of his companions. For the time being, he was stranded in the universe, unable to make his way home. With no other options, he crewed with the Runabouts, aiding them in their jobs and learning the ins and outs of the new galaxy. From Jellana, the weaponsmaster, he learned how to manage himself in a firefight, a situation that popped up more often than he liked. From Moritus, high priest of the Divine Engine, he learned how starships ran, from majestic cruisers to their old rust bucket. From Gelar, the ship's layabout and self-appointed "diplomat", he learned all about the various species of the Cloud. For three years, he shared in their exploits - that is, until their charter got revoked following a diplomatic incident ("you blow up one gray goo-infested military outpost..."). The various Runabouts went their separate ways, and Kyle was left working as an independent troubleshooter, solving issues for the highest bidder. It was eighteen months into his new career that he heard a set of words that sounded all too familiar - "Star Knight." Mentor's recruitment efforts had finally expanded into the edges of the Cloud, and Kyle had a possible way back home. He tracked down the first Star Knight in the Cloud, Hal'aste of Renosa, and gave him his story. Hal'aste, of a charitable heart, said that once his latest tour of his sector of the Cloud was done, he'd take Kyle to Citadel and make sure he got home. During the tour, however, Kyle and Hal'aste visited a world that came under attack by an expeditionary force of the Khanate. As the two helped the locals to drive the Khanate back, Hal'aste suffered a mortal wound. The planet still at risk, Kyle fought to save Hal'aste's life, but to no avail. But with no other Star Knights in the sector and the Khanate still bearing down, Mentor issued an emergency override, and Hal'aste's armor jumped to the closest candidate - Kyle. After the agents of the Khanate had been driven from the planet's skies, Kyle was instantly taken to Citadel, where he was trained in the ways of the Star Knights. Maria Montoya was recalled to Citadel for brief stretches to oversee his training, as well as get him used to all that had happened on Earth. With the course recently concluded, Kyle - taking the name "Cavalier" to distinguish himself from Earth's standing Star Knight - is ready to come home. He has no idea what he's in for... Personality & Motivation: Kyle's seen a hell of a lot, and it's changed him. He keeps up a joyful demeanor most of the time, but snark and hostility sneak out more often than he'd like. On some level, though, he knows he's seen things most people never will, and has a deep appreciation of that. He wants to put all the things he learned in the Cloud to good use on Earth, while also serving as an upstanding example of a Star Knight. Powers & Tactics: Blast - Cavalier's armor molds to form a blaster-style attachment in his hand that launches bolts of concussive force in great volume. Enhanced Strength - The armor redirects ambient power into the muscles and outer carapace, allowing for heightened resilience and strength. Snare - The blaster shifts loads to produce a hard-light construct that entraps its target, using a Von Neumann principle to maintain full operational strength unless sufficiently disrupted. Complications: Close Encounters of the WTF Kind - Kyle still doesn't know what sort of aliens dragged him off of Earth, or for what purpose. That wouldn't be such a big deal, but it appears Mentor didn't even know what sort of aliens they were. What was their agenda, and what might happen if they return? Friends in Low Places, Enemies in High Ones - Kyle's old buddies in the Runabouts are making sure to keep in touch with him through the wonders of quantum communication, and may give him reason to return to the Cloud. That, and he's made a number of enemies in both the Cloud and the Milky Way, the Khanate among them. "Oh, Right, That's Still An Issue Here..." - Kyle is gay, and has spent five years in a part of the universe where sexual orientation is not usually that big of a deal (mainly because the number of genders and orientations ranges anywhere from one to double digits amongst any given species). He knows to be more discreet on Earth, but coming face-to-face with direct homophobia might trigger a reaction. "So, Did They Ever Get Off the Island?" - Kyle may have gotten the Cliff's Notes on the past five years from Maria, but he's still been gone from Earth for a while. Recent changes in politics, pop culture, and the superhero scene might catch him off guard. Abilities: 4 + 4 + 4 + 6 + 4 + 4 = 26 PP Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 14 (+2) Combat: 14 + 14 = 28 PP Attack: +7 (+10 Star Knight Armor) Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +2 Grapple: +22/+8 Knockback: -11/-5/-1 Saving Throws: 6 + 6 + 6 = 18 PP Toughness: +11/+2 (+2 CON, +9 Protection) Fortitude: +8 (+2 CON, +6) Reflex: +8 (+2 DEX, +6) Will: +8 (+2 WIS, +6) Skills: 84r = 21 PP Bluff 10 (+12) Computers 9 (+12) Diplomacy 10 (+12) Disable Device 8 (+11) Gather Information 6 (+8) Investigate 4 (+7) Intimidate 6 (+8) Knowledge (galactic lore) 5 (+8) Knowledge (physical sciences) 7 (+10) Notice 6 (+8) Search 6 (+9) Sense Motive 7 (+9) Feats: 13 PP All-Out Attack Challenge (Fast Feint) Dodge Focus 4 Evasion Luck 2 Power Attack Skill Mastery (Bluff, Disable Device, Knowledge (physical sciences), Notice) Taunt Uncanny Dodge (auditory) Powers: 60 PP Star Knight Armor, 75 PP Device (Hard to Lose) [60 PP] Offensive Capabilities, 33 PP Array (Power Feats: Accurate 2, Alternate Power 3) [38 PP] Base: Blast 11 (Extras: Autofire 1) [33 PP] AP: Enhanced Strength 18 [18 PP] + Impervious Toughness 11 [11 PP] + Super-Strength 2 (Effective Lifting Strength 40) [4 PP] AP: Snare 11 (Extras: Regenerating) [33 PP] AP: Nullify Technology 11 [33 PP] Comprehend 2 (Languages) [4 PP] Enhanced Feat 1 (Quick Change) [1 PP] Flight 1 (10 MPH, 100 ft/round) [2 PP] Auxiliary Thrusters, 8 PP Array (Power Feats: Alternate Power 1) [9 PP] Base: Enhanced Flight 4 (250 MPH, 2500 ft./round) [8 PP] AP: Enhanced Space Flight 8 (500c) [8 PP] Immunity 9 (life support) [9 PP] Protection 9 [9 PP] Space Travel 1 (1c) [1 PP] Super-Senses 2 (Communication Link [Mentor], Radio) [2 PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC26 Toughness (Staged) Damage (Energy) Snare Ranged DC21 Reflex 1/2 save DC21 Reflex (Staged) Ensnared Enhanced Strength Unarmed Touch DC26 Toughness (Staged) Damage (Physical) Nullify Technology Ranged DC21 Will Nullify Totals: Abilities (26) + Combat (28) + Saving Throws (18) + Skills (21) + Feats (13) + Powers (60) - Drawbacks (0) = 166/230 Power Points
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