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Corsair (PL 10) - Lone_Star


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Power Level: 10 (150/157 PP)
Unspent Power Points: 7
Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness

 

In Brief: Dangerously charismatic former space pirate turned gloryhound hero. Alternatively, a space dandy, from space. 

Catchphrase: "Stand and deliver!" 

ThemeTheme from Black Sails by Bear McCreary

 

Alternate Identity: Vynn Zolaris
Birthplace: The streets of Nocturis

Residence: Space
Base of Operations: Spaaace
Occupation: Adventurer, dashing rogue, occasional ne'er-do-well, and currently, hero. 
Affiliations: None, former member of Captain Kraken's crew
Family: Sareen Zolaris (Mother, location unknown), Darryn Zolaris (Father, deceased)

 

Description:
Age: 
24
Gender: Male
Ethnicity: Tan skin tone
Height: 5'8"
Weight: 150 lbs.
Eyes: Light blue
Hair: Black

 

Physical Appearance:

 

Vynn is a small and very handsome Lor, always with a ready smile and sharp tongue. Vynn wears his black hair long, typically tied in a simple ponytail with a silver ring. He has tan skin and piercing blue eyes. 

 

Let it never be said that Vynn doesn't dress well. He always tries his best to stand out wherever he can. His outfits can range from subtle to utterly outrageous, but he seems to be able to pull them off with utter panache. It usually includes a fine jacket with a frilly jabot, and a full-length coat made of an extravagant material. He wears long boots, but many, many hours of practice with his plasma rapier have made him able to fight in whatever footwear he finds himself in. He would sit somewhere between a Disney pirate and Victorian dandy, if seen by an Earthling. 

 

History:

 

Vynn has told no one his actual history: he prefers to keep his audience guessing (audience being anyone and everyone he speaks to), giving them a different tall tale of adventure and derring-do each time he is asked. 

 

The truth, the real truth, is much sadder. Vynn grew up in the slums of Nocturis, his family's business taken over by the Dakkaris crime family that runs it. His father, an astrogater, sold star maps to travelers across the universe, but his business wasn't bringing in enough. He took some money from a dangerous loan shark, and after defaulting on the payment, sent word to the Dakkaris, who dispatched a legbreaker to get the money. Vynn's father was shot in front of him, and his mother was hauled away, never to be seen by him again, leaving Vynn to fend for himself on the streets. 

 

He joined up with a few youth gangs, and though he was beaten to a pulp many times, he soon found his silver tongue got him into the good graces of some. By the age of 12, Vynn was running his own gang, his crew stealing and fencing goods across the city. 

 

It was on one of these runs that he robbed a ship that would define him for the rest of his life: he robbed Captain Kraken's ship! Vynn had heard that the good Captain was in town, and snuck into his quarters to try to rob him blind. Kraken awoke, and grabbed the boy while his crew scattered, leaving Vynn to his fate. Instead of throwing the boy into the vacuum of space, Kraken put him to work as the ship's cabin boy, where Vynn worked harder than he could have imagined. The work made him strong, and soon he was tolerated by the crew, and even liked. One pirate in particular, the ship's quartermaster, saw a potential in him. A former Swordmaster, Kyyrin Doss the quartermaster was an expert in many forms of combat. Vynn took to it naturally, and through intense training, he was soon an equal to the old Swordmaster. 

 

He soon worked his way up the ranks of Kraken's crew, soon leading the charges made onto plundered vessels. The thrill of it, the adventure, and the admiration of his fellow crew meant everything to him. So much that when Kraken betrayed him without warning, giving him up as a prisoner, Vynn could not bear to live the life of an outlaw anymore. He was thrown in the brig of Kraken's ship, with the promise that he would be traded as a hostage the next day. Vynn stole the key from his jailer, and abandoned ship, taking with him a prize plasma rapier and shield projector as "payment". Now he roams the galaxy, trying to right the numerous wrongs he committed, and doing his best to be a hero worthy of the praise he so longs for. 

 

Personality & Motivation:

 

Vynn wants to have fun, and be noticed. He does not believe something is worth doing unless it is done with style, in front of as large an audience as possible. He has lived much of his life under the thumb of Captain Kraken, and now he is wanting to put his skills to his own use, and do something good for the universe. However, that doesn't mean that he doesn't want to have a good time doing so. Old habits are hard to break, though, and Vynn, while charming, can come across as manipulative and callous at times. He has had to use his silver tongue to survive for so long, it's hard for him not to use people if they have something he wants. However, Vynn is trying his hardest to be a hero, even if it doesn't come naturally to him. 

 

Powers & Tactics:

 

Vynn is an extraordinarily skilled swordsman, and uses his incredible dexterity and charisma to maximum effect. He is very athletic, and can fight under difficult conditions, while still maintaining proper form. He also does not fight fair in any way, shape, or form. He firmly believes that the winner is the last person standing, and he uses every opportunity to distract his opponents and misdirecting them into making a mistake, which he immediately responds to. 

 

He carries a plasma rapier, and the techniques and forms he learned from Kyyrin Doss make him an opponent easily underestimated, which he uses to his full advantage. His personal shield assists him by providing another layer of distraction, as the slight visual displacement the shield provides means his opponents will not quite know where to look.

 

Power Descriptions:

 

Vynn's plasma rapier resembles the Earth weapon of the same name. It has an ornate silver handle and when drawn, the blade emits glowing white plasma, which leaves thin afterimages in the air as Vynn flips and parries blows from his enemies. Vynn is very proud of it, and keeps it maintained as well as he can. 

 

His personal shield projector Vynn wears on his belt. It produces a low, droning sound, and subtly distorts the air in front of Vynn, which he has learned to use as an advantage. It blurs his image just slightly, so that his opponents have a hard time figuring out exactly where he is. 


Complications:

 

Always with Style!: Vynn does everything with panache. He must leave his mark wherever he goes, and there must be no doubt that his enemies have been crossed by ???????!

 

The Captain's Revenge: Captain Kraken will never let go of his grudge against Vynn, and is no doubt hunting him, or sending assassins to take him down. 

 

Once a Pirate, Always a Pirate: In some systems, Vynn will still be known as a pirate. This may cause issues from time to time. 

 

Subtlety is Beyond Me!: Vynn dresses extravagantly, and draws attention to himself whether he means to or not (generally he does). 

 

Sucker for a Pretty Face: Vynn will never turn down what he perceives as a genuine request for help. Particularly if the person asking is attractive. 

 

Abilities: 0+ 16 + 6 + 2 + 4 + 16 = 44PP
Strength: 10 (+0)
Dexterity: 26 (+8)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 26 (+8)
 

 

Combat: 16 + 16 = 32PP
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Attack: +8 Base, +10 Melee, +14 Plasma Rapier
Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed
Grapple: +10 (+8 Base Attack + 2 Melee Attack + 0 Strength Bonus)
Knockback: +3
 
 
Saves: 3 + 4 + 4 = 11PP
Toughness: +6 (+3 Con, +2 Defensive Roll, +1 Protection)
Fortitude: +6 (+3 Con, +3)
Reflex: +12 (+8 Dex, +4)
Will: +6 (+2 Wis, +4)
   

 

Skills: 72R = 18PP
Acrobatics 12 (+20) Skill Mastery
Bluff 12 (+20) Skill Mastery
Gather Info 1 (+9)
Intimidate 2 (+10)

Knowledge (streetwise) 10 (+12)
Notice 8 (+10) Skill Mastery
Sense Motive 13 (+15) Skill Mastery
Sleight of Hand 2 (+10)
Stealth 12 (+20)
   

 

Feats: 20PP

Acrobatic Bluff
Attack Focus (Melee) 2
Attack Specialization (Plasma Rapier) 2
Challenge [Fast Feint]
Challenge [Fast Taunt]
Defensive Roll 1
Evasion 2
Improved Initiative
Luck 2
Move-By Action
Power Attack
Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive)
Takedown Attack 2
Taunt
Uncanny Dodge (Visual)  

 

Enhanced Feats

Dodge Focus 6

Improved Disarm

 

 

Powers: =  1 + 12 + 11  + 1 = 25PP

 

Leaping 1 (x2, Running Long Jump 28', Standing Long Jump 19', Vertical Leap 7') [1PP] (Training)

 

Plasma Rapier 4 (20DP Device; Flaws: Easy-to-Lose) [12PP] (Technology)

Sword Fighting Array 9(18DP Array; Feats: Alternate Power 2) [20DP] (Training)

Base Power: Strike 6 (Remise; Extras: Autofire, Penetrating 6) {18/18}

Alternate Power: Strike 6 (Lunge; Extras: Penetrating 6, Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Precise) {16/18}

Alternate Power: Strike 6  (Moulinet; Extras: Penetrating 6, Feats: Improved Disarm, Improved Critical 2, Precise {16/18}

 

Personal Shield 3 (15DP Device; Flaws: Hard-to-Lose; Drawbacks: Noticeable [Produces Sound]) [11PP] (Technology)

Concealment 4 (All Visual Senses; Extras: Duration [Continuous]; Flaws: Limited [Miss Chance Only]) [8DP]

Enhanced Feat 6 (Dodge Focus 6) [6DP]

Protection 1 [1DP]

 

Speed 1 (10 MPH / 100' per Move Action) [1PP] (Training)

 

 

DC BLOCK

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed (+10)

Touch

DC 15 Toughness

Damage (Bludgeoning)

Remise

Touch

DC 21 Toughness

Damage (Piercing)

Lunge

10 ft.

DC 21 Toughness

Damage (Piercing)

Riposte

Touch

DC 21 Toughness

Damage (Piercing)

 

Totals: Abilities (44) + Combat (32) + Saving Throws (11) + Skills (18) + Feats (20) + Powers (25) - Drawbacks (0) = 150/157 Power Points

Edited by Fox
+1pp for November 2021
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Took the liberty of eating those empty boxes at the bottom of your DC section. They were delicious. With that done, let's see here; mostly the little math things that get lost in the shuffle of creating a new sheet:

 

You've bought 11 points of saves, but noted 10 in the final point tally at the bottom of the sheet. Unfortunately, this puts you 1 point over-budget.

 

You've bought 25 points of powers, but your Powers line says 26 (and also says you've bought 11pp of Speed!).

 

You'll want a descriptor of some kind on that Leaping. I'm assuming it's just training, which is perfectly fine, but you never know when a GM might want to know.

 

An 18-point array would be Array 9, not 6.5; probably a lingering number from an older version of the sword?

 

Reaction-speed Damage is...interesting. We generally don't allow that because the game is balanced (in as much as the game is balanced) around action economy, and the ability to attack at less than a standard action is a non-starter; only being able to attack someone who misses you is a nice and flavorful limitation, but you also have that Concealment. I've brought it up with the larger ref team, since it's a balance thing. We'll hopefully have a formal stance on it by the time you've had a chance to edit for the little math stuff mentioned above.

 

As an aside, even if it is allowed, do keep in mind that the riposte is less useful than one might think at first glance (though still kind of broken). You can only change 'slots' in an array once per round, as a free action - so if Corsair starts his turn in 'riposte' mode, he's going to have to choose between attacking (and not being able to riposte until next round) or not attacking (and hoping someone attacks him, and misses). If you spend your time attacking, you'll only have it up half the time at absolute best - and if you don't spend your time attacking, you'll probably just get to stand there twiddling your thumbs like your enemies beat up your friends.

 

 

EDIT: Unfortunately, the ref team has come down on the side of not allowing reaction-speed damage like the riposte - both because it's a little off as built given that the Concealment takes the edge completely off that Flaw, and because the system is not balanced around attacks like this - the closest one would normally come is an Aura, which has its own limitations and oddities. If you want a riposte-style attack, we suggest doing it with flavor more than mechanics - describe a normal attack after an enemy miss as a riposte, or surge an extra attack if you want to be able to attack twice in one combat round, that kind of thing.

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21 hours ago, Fox said:

Took the liberty of eating those empty boxes at the bottom of your DC section. They were delicious. With that done, let's see here; mostly the little math things that get lost in the shuffle of creating a new sheet:

 

You've bought 11 points of saves, but noted 10 in the final point tally at the bottom of the sheet. Unfortunately, this puts you 1 point over-budget.

 

You've bought 25 points of powers, but your Powers line says 26 (and also says you've bought 11pp of Speed!).

 

You'll want a descriptor of some kind on that Leaping. I'm assuming it's just training, which is perfectly fine, but you never know when a GM might want to know.

 

An 18-point array would be Array 9, not 6.5; probably a lingering number from an older version of the sword?

 

Reaction-speed Damage is...interesting. We generally don't allow that because the game is balanced (in as much as the game is balanced) around action economy, and the ability to attack at less than a standard action is a non-starter; only being able to attack someone who misses you is a nice and flavorful limitation, but you also have that Concealment. I've brought it up with the larger ref team, since it's a balance thing. We'll hopefully have a formal stance on it by the time you've had a chance to edit for the little math stuff mentioned above.

 

As an aside, even if it is allowed, do keep in mind that the riposte is less useful than one might think at first glance (though still kind of broken). You can only change 'slots' in an array once per round, as a free action - so if Corsair starts his turn in 'riposte' mode, he's going to have to choose between attacking (and not being able to riposte until next round) or not attacking (and hoping someone attacks him, and misses). If you spend your time attacking, you'll only have it up half the time at absolute best - and if you don't spend your time attacking, you'll probably just get to stand there twiddling your thumbs like your enemies beat up your friends.

 

 

EDIT: Unfortunately, the ref team has come down on the side of not allowing reaction-speed damage like the riposte - both because it's a little off as built given that the Concealment takes the edge completely off that Flaw, and because the system is not balanced around attacks like this - the closest one would normally come is an Aura, which has its own limitations and oddities. If you want a riposte-style attack, we suggest doing it with flavor more than mechanics - describe a normal attack after an enemy miss as a riposte, or surge an extra attack if you want to be able to attack twice in one combat round, that kind of thing.

 

Okay! So I fixed the math problems from before (the saves, the powers, and made the array 9), added Training to the descriptors of his Leaping and Speed, and changed the Riposte to a disarming move. Honestly, not having Improved Disarm was really a mistep on my part. That's gonna be his bread and butter.

 

The extra point ended up being two when it all shook out, and I shaved off a few points from his skills that I intend to change add back in ASAP. His feats ought to stay as they are.

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