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  1. Ferrum II Outer length of the Perseus Arm, Lor Republic Space Lor time mark 2104.8 As a binary star system, the Ferrum was generally awash with solar energy. This was particularly true of one of the planetary bodies within the system, Ferrum II. Located in what was typically considered the prime habitable zone for most standard star systems, the intense solar radiation and winds made the planet a barren wasteland of wide-open spaces intermixed with large rocky mountain ranges and no apparent source of water. However, this hostile environment did not prevent the enterprising engineers of the Republic and Coalition worlds from finding a productive use for the world. Scattered across the vast open spaces between the baren mountain ranges, were extensive arrays of solar collectors held aloft by anti-gravity generators. During the intense days of a standard rotation, the arrays exposed to the binary stars would fully charge massive power cells stored within collectors. Meanwhile, on the far side of the planet, shielded from the intense solar radiation and heat in the planet’s night, several atmospheric orbiting cities would slowly circle over the fields of arrays, collecting the charged power cells and replacing them with new cells to be charged when the arrays greeted the next day. It was an extensive and precisely timed operation, with entire cargo vessels filled with freshly charged power cells for use throughout the Republic and Coalition worlds every cycle. Unless something were to disrupt those operations. Recently, a large number of Sarcota, massive space faring creatures that generally resemble Terran eels, some reaching the size of military frigates, had for some reason chosen to nest within the deep crevices of one of the rugged mountain ranges. The behavior was rather unusual, as the gigantic creatures tended to be solitary nature. While generally docile, if provoked, Sarcota could get quite agitated, and given their massive size, could easily cause significant damage to (if not outright destroy) some of the solar collection arrays and could even pose a significant risk to the orbital cities. Given this potential danger, the various corporations overseeing the operations on Ferrum II had enlisted the services of two rather unique individuals to attempt to determine what had attracted the Sarcota to the planet and to find a way to encourage them to move on from their current location and hopefully relocate to one of the more distant worlds in the system, or outside the system all together. Starshot was waiting on a landing platform of one of the orbital cities where his ship, the Xeno, was currently docked, waiting for the arrival of another individual from Earth, Doctor Viktor Archeville, so the pair could begin their investigation into the unusual behavior of the Sarcota….
  2. Starshot Power Level: 11/15 (250/250) [252] Unspent Power Points: 0 Trade-Offs: +3 Attack, -3 Damage; +1 Defense/-1 Toughness In Brief: Intergalactic Safari Hunter Theme Tune: Ride of the Valkyries Alternate Identity: Oskar Otto Birthplace: Berlin, Germany Residence: The Starship Xeno Occupation: Big Game Hunter (in Space) Affiliations: None Family: Distant Relatives Only Description: Age: 102 Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6’ Weight: 95 Kgs Eyes: Blue Hair: Blonde Starshot usually wears a battered military jacket, carries a big gun, and wears a helmet that can extend over his whole face. His left hand is clearly cybernetic, black metal and green lights. If he shows his face, he is handsome man with piercing light blue eyes and a scar down his left side. His body is in virtually perfect physical form. There are a few traces of cybernetics over his body (such as his spine). History: As a capable young man, Starshot served in the German Army in World War 2, although horrified by the experience. He ended up on a suicide mission in the Alps with his no-hoper squad. Ambushed by British commandos, the firefight was brought to a close by a galactic slaver and hunter called Zaul Zeno, an expert in biology and cybernetics. Firing into the battle, he killed most of the combatants but for Oskar, whom he collected as a prize. The next several decades, Oskar (rebuilt by Zeno) served on his ship as a big game hunter. Whilst Zeno was not cruel (just greedy and amoral), Oskar would have escaped if it was not for the explosives wired to his heart. Then Zaul disappeared. Left with money, a Starship, and a profession, Starshot took over as captain, removed the explosives in his heart (he hopes), and set off… Personality & Motivation: Oskar is a complex man, who enjoys his profession but is still scarred (physically and emotionally) by WW2. He had a grey and shadowy existence as Zaul Zeno’s right hand man. Oskar enjoys drink, gambling, and risk, but can also become grim and maudlin at times, lost in recollections. He partially travels for adventure and interest, but always has an eye out to undo the wrongs he had done, and is, at heart, a man of people. Powers & Tactics: Due to genetic modification and cybernetics, Starshot has superhuman strength and endurance, and is immune to many harsh environments. His left hand is detachable and is equipped with inbuilt tools, microjets (for flight), as well as having exceptionally strong crushing grip. Starshot has a high tech helmet that has a range of sensory enhancements. Starshot still uses his old WWII rifle. Or at least, it looks like that. In actually fact, internally, it is a high tech plasma rifle which can also fire “Plasma web” shells to capture his prey. Starshot is a skilled marksman and hunter. He tends to fight as such, sneaking around and sniping his targets. Power Descriptions: Starshots Plasma rifle shoots “Phased plasma”, that has the appearance of bright shimmering energy from purple to red in hue. Complications: War Trauma: Starshot reacts very negatively to war, and particular Nazi memorabilia. He will have flashbacks, becoming frozen, or violent. Bad Reputation: In many corners of the galaxy, Starshot has a bad reputation, having worked for Zaul Zeno for so many years. Captain: Any guest on his ship is under his protection. Allergy: Starshots genetic alteration have made him allergic to several medicines, including penicillin. Primal Challenge: Whilst Starshot is no fool, he has an honourable respect for tough prey. Unless it is quite suicidal to do so, he may choose to forgo weapons and equipment in order to “go primitive” and hunt / fight a noble prey. Restock and Recharge: Starshots helmet only has 2 hours worth of oxygen supply, and its power supply for other functions is limited. Similarly, his gun only has so much power (it is particularly drained by “overburn”) and five “Web” shells. Of course, he has plenty of spare ammunition, power, and oxygen in his ship, and to a lesser extent in his ATV. Abilities: 16 + 12 + 16 + 4 + 4 + 6 = 58 Strength: 26 (+8) Dexterity: 22 (+6) Constitution: 26 (+8) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 24 + 24 = 48 Initiative: +10 Attack: +12, +14 Ranged Defense: +12, +6 Flat-Footed Grapple: +18 (+20 with Cybernetic Hand) Knockback: -4 ( -5 with Jacket) Saving Throws 4 + 4 + 6 = 14 Toughness: +10 (+8 Con, +2 Jacket) Fortitude: +12 (+8 Con, +4) Reflex: +10 (+6 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 108R = 27 PP Climb 8 (+16) Drive 4 (+10) Skill Mastery Handle Animal 12 (+15) Intimidate 12 (+15) Knowledge (Earth Sciences) 4 (+6) Knowledge (Life Sciences) 4 (+6) Knowledge (Tactics) 4 (+6) Language 6 (English, French, Galstandard, German [Native], Lor, Khanate, Galactic Tradespeak) Medicine 4 (+6) Skill Mastery Notice 8 (+10) Pilot 4 (+10) Skill Mastery Sense Motive 4 (+6) Stealth 10 (+16) Survival 16 (+18) Skill Mastery Swim 8 (+16) Feats: 59 PP Accurate Attack All-Out Attack Attack Focus: Ranged 2 Ambidexterity Animal Empathy Benefit 2 (Wealth 2) Critical Strike Equipment 34 + 5 (Free From rewards) Favoured Opponent (Apex Predators) Fearless Improved Aim Improved Critical 1 (Energy Rifles) Improved Initiative Jack of All Trades Minion 8, Progression 2 (Free From rewards) Power Attack Precise Shot 2 Prone Fighting Second Chance (Toughness save vs Tooth and Claw) Skill Mastery (Medicine, Survival, Drive, Pilot) Startle Track Ultimate Aim Uncanny Dodge (Auditory) Equipment 39PP = 195 EP Old Reinforced Military Jacket (Protection 2) [2EP] 10 Masterwork Space Suits [10 EP Base, Progression 3] [13 EP] Ultrasonic Whistle (Communication 2 [100’], Extras: Omni Directional, Flaws: One Way, Limited to Whistle) [1 EP] Machete (Strike 2, Feats: Mighty, Improved Critical 1, Thrown) [5 EP] Vehicle: Safari Ship Xeno Size: Awesome [5 EP], STR 100 [8 EP], Toughness 20 [5 EP] Features: Alarm 1, Computer, Garage, Gym, Infirmary, Masterwork Vehicle, Masterwork Living Quarters [2], Remote Control, Safari Cells 3 [As reinforced holding cells plus can change environment], Workshop [13 EP] Powers: Flight 16 (1,000,000mph) [32 EP], Communication 16 (Radio, nearby star systems, Flaws: Limited [One Way], Feats: Subtle) [9 EP], Super Senses 26 (Analytical Radio Senses [2], Accurate Radio Senses [4], Detect Life [Radio] [3], Detect EM Energy [Radio] [3], Detect Atmosphere [Radio] [2], Radar Sense [1], Extended Radio Senses 5 [-1 per 20 miles] [10], Radio) [26 EP], Super-Movement 3 [Intergalactic, 6 EP]) Total Cost [104 EP] Vehicle: ATV Size: Huge [2 EP], STR 50 [4 EP], Toughness 12 / Impervious 6 [9EP] Features: Masterwork, Navigation 2, Remote Control, Safari Cell 3 [7 EP] Powers: Communication 8 (Radio, 2000 miles, Flaws: Limited [One Way], Feats: Subtle) [5 EP], Speed 5 (250mph, Alt Power: Swimming 5, 50mph) [6 EP], Super Senses 7 (Accurate Radar, Radar Sense, Radio, Extended 1 Radar) [7 EP], Supermovement 2 [Surefooted 2, 50% penalty reduction) [4 EP], Total Cost [44 EP] Utility Belt [21 PP Array, Feats: Alt Power 6) [27 EP] BP: Blast 3 (Extras: Penetrating, Secondary Effect) Linked with Environmental Control 3 (Normal Heat, 25' Radius, Extras: Total Fade, Independent, Feats: Slow Fade 3 [1 hour total]) {12+6 = 18/21} “Thermal Pellet” AP: Environmental Control 5 (Bright Light, 100' Radius, Extras: Independent, Total Fade, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) {18/21} “Flare Gun” AP: Nauseate 5 (Extras: Area [cloud], Range) {20/21} “Gas grenade” AP: Obscure 5 (Visual and Olfactory, Extras: Total Fade, Feats: Slow Fade 1) {21/21} “Smoke grenade” AP: Paralyse 5 (Extras: Alt Save [Fort], Poison, Ranged, Feats: Subtle) {21/21} "Blowpipe" AP: Fatigue 5 (Extras: Sleep [+0], Poison, Feats: Improved Critical 2) {17/21} "Sedative Injector" Powers: 7 + 15 + 16 + 5 + 1 + 1 + 1 = 46 PP Cybernetic Hand (Linked Powers) [7 PP] Anatomic Separation 1 (Left Hand) [2 PP] “Detaches!” Flight 2 (25mph, Flaws: Limited to hand only) [2 PP] “Mini Jets” Super Strength 2 (+10 STR, Flaws: Limited to grip) [2PP] “Power Grip” Enhanced Trait 1 (Improvised Tools) [1 PP] “Inbuilt tools” Device 5 (25 DP, Flaws: Easy to lose) [15 PP] “Plasma Gun” Plasma Array (22 PP Array, Feats: Alt Power 3) [25 DP] BP: Blast 8 (Feats: Affects Insubstantial 1, Improved Critical 1, Improved Range 2, Progression [Range] 2) [21/21PP] "Plasma Bolt" AP: Dazzle 11 (Visual Senses, Extras: Area [Cone], Flaws: Range [Touch]) [22/22 PP] "Plasma Flare" AP: Damage 11 (Feats: Affects Insubstantial 1, Extras: Area [Line], Flaws: Full Power) [22/22PP] “Plasma Overburn” AP: Snare 8 (Feats: Affects Insubstantial 1, Blocks Radio Sense, Tether, Reversible) [20/22 PP] “Charged Web” Device 4 (20 DP) [16 PP] “Helmet” Communication 6 (Radio, 20 miles, Flaws: Limited [One way], Feats: Subtle) [4 PP] Immunity 4 (Visual Dazzles, Suffocation [All]) [4 PP] Supersenses 13 (Direction Sense, Distance Sense, Extended [Visual] 1, Infravision, Microscopic Vision 2 [Cellular], Radio, Ultravision, X-Ray Vision, Drawback: Power loss [Lead for X Ray Vision]) [12 PP] Immunity 5 (Aging, Cold, Disease, Heat, Poison) [5PP] “Cybernetic Life Support” Leaping 1 (x2, Running 30’, Standing 15’, High 7’) [1 PP] “Enhanced Physique” Speed 1 (x2, 10 mph, 88’/rnd) [1 PP] “Enhanced Physique" Swimming 1 (x2, 2.5mph, 22’/rnd) [1 PP] “Enhanced Physique” Drawbacks: -2 Vulnerability (Electricity, Common, Minor [+1]) [-2 PP] “Residual Cybernetics” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Tough Damage (Physical) Phased Plasma Ranged DC 23 Tough Damage (Energy) Plasma Flare Touch/Cone DC 25 Reflex Dazzle (Visual) Plasma Overburn Touch/Line DC 25 Tough Damage (Energy) Plasma Web Ranged DC 23 Reflex Snare Totals: Abilities (58) + Combat (48) + Saving Throws (14) + Skills (27) + Feats (59) + Powers (46) - Drawbacks (-2) = 250/250 Power Points
  3. Zebulon System Along the reaches of the Scutum-Centarus Arm Oskar struggled with the controls of the Xeno as the ship spun out of control into the upper atmosphere of the system's second planet. It was impossible to tell when the ship's power would completely give out, but with a bit of luck it would not be before he was able to get it down onto the ground for at least a controlled crash. This was supposed to have been a simple survey expedition, with Oskar and the Xeno hired to survey a few planets far from the outer edge of the Lor Republic. Getting out this far had been no small task, with Oskar having stopped at a few other locations along the way. But shortly after he had reached the Zebulon system, the Xeno had come under attack by pirates. Unable to outrun them, and with the Xeno taking heavy damage, Oskar had tried heading towards the most habitable planet in the hopes of losing them closer to the surface. That was until the last hit which had damaged the ship's engine and power grid. "I cannot do anything about the failing power grid while we are spinning around out here!" Called out Soreen over the Xeno's intercom system from the engine room. The pale blue skinned female humanoid was one of the crew that had accompanied Oskar on this job. She was a talented engineer who helped keep the ship flying, but there was only so much she could do in the middle of a firefight....
  4. Susshek System, Former Asshui Worlds System It was one hell of a mission. There had been a few reports about what the Asshui had been fleeing from, some more detailed than others, some more trustworthy. And occasionally, there were news of things happening in their former systems. But so far, all of the were word-of-mouth, and without much evidence going for them. There was ample reason to change that fact, and thus a group of refugees, supporters and a few organizations had decided to send out multiple scouts, to enter the home systems of the fleeing peoples. They had a simple mission; to document what was happening, and to get back with as much information as possible. Finding people that were both trustworthy enough, preferably with their own method of transport and not opposed to doing it wasn’t easy, a large part of the muscle available in the Sharahazad Sector, the hotbed of the crisis, lacked one of the two qualities. One of the few teams that had been sent out was that of Starshot - trusted enough and in possession of a suitable craft - and Bliss, who’d been suggested by one of the sponsors as somebody who was “trustworthy enough”, whatever that meant. So far everything had gone smooth, there hadn’t been a single encounter. But now the Xeno, Starshot’s starship, had entered the system that the two of them had been tasked with scouting. It had been a former industrial hub, not on the scale of some of the ones in known space, but large enough to be economically important. And only a few refugees had managed to make their way out, meaning there was a lot of interest in figuring out just what was going on. And in order to do that, the planet Susshek was probably the right place. Now they just had to get there …
  5. DHR Station, Outer Asteroid Belt Alda System, Sharahazad Sector It hadn’t been a special request, and so far, it wasn’t that special of a mission. There was one thing that stood out about this one, compared to many others Starshot had been hired on. He’d been met on a station in a the neighbouring Tethron System, and had to leave his ship there. Him, and everything he’d felt was necessary were transported to the research station in a small shuttle. He’d heard that the system was under quarantine, so when the pilot explained it, it all made more sense. In order to preserve what was in the system, more on that later, only the most necessary transport was allowed. Once Oskar stepped off the shuttle, he was greeted by a middle aged Lor in a labcoat, most likely one of the head researchers at the station. The company owning the station, and thus in effect the system, had hired him to hunt down a Bortha, and they paid pretty well considering the threat level. “Mr. Starshot, it’s a pleasure to meet you. Thank you for acting this quickly, time is of the essence. Are there anymore questions before we transport you to VI-A?”
  6. Ooc for http://www.freedomplaybypost.com/topic/9668-unsportsmanlike-conduct-ic/ Here we go! @Supercape
  7. GM Za'ak orbital station The Lodge The planet of Za'ak was a harsh place. The air borne spores could kill you. The bug swarms could tear you apart. Even the grazing beasts could crush you underfoot. From what the locals of the surrounding systems said, it wasn't that everything was trying to kill you but that compared to everything there? You were just fragile. At least if you were Lor or human. The station above the death world was filled with quite a few of both. The inside of the whole station was made to look like a log cabin. Mounted on the wall were animals and beasts from across Lor space and the Delaztri empire. Some rare, some common, and at least one was unique. Or so the owner liked to claim. The owner of the entire tire station was a very old Grue who was going just by the name of Warden. Which made some sense. The whole point of this station, the Lodge he called it, was to provide access to the most savage hunting grounds in the galaxy. The Warden was apparently above board, but his hiring process might have needed some work. A few of the hunting party guides were wanted in other parts of the galaxy. Mostly small fry. Mostly small Fry, except for one. Wanted Clinton "Carnivore" Cain species: Human crimes: 116 counts of hunting violations, 50 counts of poaching protected creatures, 700 counts of smuggling Reward: 300,000 Lor credits Dead or Alive
  8. Aboard the Xeno Syl'n System, inbound to Syl'n V Oskar was in the Xeno's cockpit, having recently dropped the vessel out of lightspeed and began its approach toward Syl'n V. Oskar had been hired by Kazzack Biogenetics, a corporation within the Lor Republic that was heavily involved in biomedical research and the pharmaceutical industry. While much of the corporation’s operations were on heavily populated Lor worlds, it did have one small, but important operation on Syl'n V, where it had teams that harvested rare plants which had incredible medicinal properties. Recently, some members of the harvesting teams had been killed by what appeared to be some sort of predatory animal. So Kazzack had contracted Oskar, and one of his associates, Seika, to travel to Syl'n V and see if they could track down what was attacking the harvesting teams. According to the information Oskar had received, Syl'n V was a lush tropical planet, with no native sentient species. The only inhabitants of the planet were the Kazzack harvesting team, who operated out of a small outpost on the central continent. Oskar had been provided the comm frequency for the outpost so he could make contact as they approached the planet.
  9. OOC for >this thread.
  10. GM A tropical rainforest Somewhere probably not Kansas anymore. 6:12 AM Friday September 5th, 2014 Oskar was visiting a small German town which had its annual circus. A throwback to his prewar youth, he wanted to get caught up in the nostalgia decades after the fact. If only the bear hadn't gotten lose. The raging grizzly attempted to attack the audience. But it was quickly wrestled by Oskar whom promptly sedated and captured the beast without harm. Aside from the unexplained scratch on his shoulder, shortly followed by a loss of vision. Until finally the interstellar safari hunter had fallen unconscious. Alek for his part had finished a long night of tracking down a weapons smuggling ring to the base of its operations. The Yakuza in Atlantic city had control of it. At least until Nevermore had finished dismantling it. En route back to Freedom City the Talon suddenly began to die. Upon coming to a complete stop there was a sudden surge of electricity that jolted into his body and Alek was out. Vonnie's night was a little more low key. If you count a rooftop chase with a thief as low key. Having used his wrist mounted grapnel's as a snare Vonnie had the thief dead to right. If he had made that last jump he would have been well on his way home to finish packing before his return to a semester at Claremont. In fact, Vonnie knew that he should have made that last jump. Everything just got hazy after he felt a sharp sting on the side of his neck. When they awoke the trio were left in the middle of a massive forest. Handcuffed to one another. Nevermore left in the unfortunate position of being stuck in the middle. No sign of civilization immediately abound. Most of their equipment had gone missing, the only weapon left behind was Oskar's cybernetic hand. Their masks had gone missing replaced with animal skulls and paint. Alek's costume had been replaced wholesale by some sort of tribal outfit. On the ground there was a note which read:
  11. Aboard the Solar Dawn The Parrin system, between the Lor Republic and Stellar Khanate Situated in an expanse of unclaimed space between the Lor Republic and the Stellar Khanate, the Parrin system was home to a native civilization that did all they could to retain a position of neutrality with both major space powers. The Parrin engaged in trade with both, had envoys with both powers and had treaties with both powers. Among the ways the Parrin worked to stay on good terms with both powers was by offering services to passing ships from both the Republic and the Khanate. One of those included the Solar Dawn, a casino situated at the edge of an inner system asteroid belt which ringed the system's large red sun. Positioned on the outer edge of the asteroid belt, the Solar Dawn had breath taking views of the belt set against the blazing light of the star. But of course, most who came here paid little attention to the views, focused instead on the various games of chance that were available. But Oskar Otto was not one of those. Today the displaced human was on the Solar Dawn to meet Nerrit H'aan, one of his old contacts about a possible job. Otto's involvement with Nerit went back to when he was still working for Zaul Zeno, and the trader had maintained his connections with Otto even after Zeno had disappeared. Otto had made his way through one of the main casino floors, crowded with beings from all over the parsec. He had even spotted a group of Lor soldiers in a dice game with a group of Khanate troops in the crowd. Climbing a staircase, Otto reached a restaurant/bar area overlooking the casino floor he had just passed through. The area was up against one of the walls of the station, which was made of tall transparent alloys that allowed for a clear view of the asteroid field, the Parrin star sitting beyond, its red light casting an unusual glow within the station. The communication for Nerrit indicated he would be waiting for Otto in a booth on this level. Elsewhere on the station Ana Plonsky had spent a bit of time since their arrival at the Solar Dawn looking to see if she might be able to obtain some spare parts for the Xeno. But while the station did have some basic facilities for ships docked there, it was far from a full service repair facility, and had little in the way of parts suppliers aboard. So, it had not be long before she abandoned her search and instead made her way to one of the bars aboard the station....
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