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Bishop

The Marshal (PL10) - Bishop

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[floatr]Marshal.gif[/floatr]

Player Name: Bishop

Character Name:The Marshal / Marshal Connors

Power Level: 10 150/152 PP

Trade-Offs: +3 Attack / -3 Damage

Unspent Power Points: 2

Progress To Bronze Status: 2/30

In Brief: An Old-West US Marshal who was kidnapped by aliens, now returned to Earth after a 150-year career as a space frontier lawman.

Alternate Identity: Brian Connors / Brian Stephens

Identity: Secret

Birthplace:Republic of Texas

Occupation:AEGIS trainee / college student

Affiliations: Lor Republic, AEGIS

Family: None

Description:

Age: 169 (DoB: September 27, 1842)

Apparent Age: 30

Gender: Male

Ethnicity: Caucasian

Height: 5' 11"

Weight: 190

Eyes: Brown

Hair: Brown

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Brian tends to favor a "western" look when not in costume: a flannel shirt, denim jeans, a solid pair of leather shoes, and his favorite cowboy hat. He also, when he can get away with it, wears his favorite knife on his belt in a brown leather sheath. He doesn't mind wearing more appropriate attire when called for, such as a suit and tie, and does make an effort to "fit in" with his environment.

In his costumed identity as the Marshal, he plays up the "space cowboy" image. He wears a cowboy hat and brown duster with what resembles a Marshal's star on the left breast. Under that is a dark gray, skin-tight space-suit and an alien pistol holstered at his hip in a tooled leather "old west" style pistol belt.

Power Descriptions:

Brian has no superpowers, per se. His cybernetic augmentations have no obvious effects. Nanites in his bloodstream protect him from aging, disease, and poisons, and also augment his healing ability.

Brian's primary weapon is an ion pistol. It can fire a damaging blast of channeled, ionized plasma, or a powerful electrical blast along an ionized beam. The electrical blast can be modulated to cause a stunning effect, or to disrupt technological devices in a channeled EMP. When set to stun or EMP, the pistol fires a blue/white beam. When set to blast, it fires a brighter blue/white bolt of energy. Because the pistol was fabricated with nano-technology, it has no screws, bolts, or seams, being what appears to be solid metal and rubberized plastic. It looks like a large 50's style ray gun. Unlike most of Brian's equipment, the ion pistol cannot morph due to the nature of its components: high energy batteries, capacitors, and reaction chambers.

Brian wears a reactive-cloth vac suit which, in its default setting, consists of a thin, grayish, skin-tight material made with nano-technology. It can disperse energy such as heat, radiation, or electricity, and when it is hit with a ballistic attack, it momentarily becomes harder than steel at the point of impact. When it needs to be sealed in dangerous environments, the material quickly extends itself over his hands, feet, and head (with a transparent face). The material of the suit can reconfigure itself to look like any suit of clothing that is programmed into its repertoire.

Built into the suit is a communications system that also acts as a teleport beacon, allowing him to be teleported back to his ship. Additionally, the suit is equipped with emergency gravitonic thrusters. They are intended for maneuvering in space, but can be used to fly slowly and sluggishly in a pinch.

800px-Wraith.jpg

Brian's starship is a Valeri scout ship designed for prolonged, unsupported excursions into the border areas. It is equipped with a cloaking device, a blaster cannon, and a short-range transporter. It is also fitted with a high-end sensor suite capable of detecting and analyzing a broad spectrum of energy emissions. The ship itself is compact and utilitarian-looking, dark gray and streamlined for atmospheric operation. It looks like the front end of a bullet train, cut off at about 120' long, with a bank of ion engines in the back. Due to its nano-tech construction, its outside surface has no seams, panels, or bolts, and is entirely smooth.

For his safety and to assist him in investigations on alien worlds, Brian is partnered with a small AI unit he has named "Hudson." Hudson, in his default state, is a gray block about 6" by 4" and 1/2" thick. However, due to its nano-tech construction, it can morph its appearance to look like any small mechanical device. It can morph itself manipulator arms if needed, but is very limited in its strength and manual dexterity. It is capable of linking to other computers, analyzing data quickly, advising Brian, and handling translation and communication. In Brian's civilian identity, Hudson is disguised as a smartphone.

History:

Brian Connors was born in 1841 in the Republic of Texas. His father was a rancher and he worked on his father's ranch until he turned 18 when he took work as a scout and eventually a Texas Ranger. After the Civil war, he moved farther west, to the New Mexico Territory, where he was appointed a federal marshal responsible for a handful of lands in present-day Arizona.

In 1871, he went to investigate reports of strange lights in the hills which turned out to be a scouting party of Gordar, a war-like alien race assessing Earth for possible future conquest. They captured Brian and took him to a mother ship. Brian managed to surprise and overcome the aliens, freed other enslaved aliens of various races and, with their assembled effort, escaped the Gordar in a stolen ship.

Two of the aliens in his ragtag group were of the Valeri race -- a peaceful civilization that fought constantly against Gordarian incursions. The group made its way to the Valeri homeworld where, as an honor for his bravery and service, (and, perhaps, to secure his continued usefulness), Brian was injected with nanities that would make him virtually immortal.

Unfortunately, the Valeri had no idea where Earth was and could not help Brian return home. Brian continued to serve the Valeri by patrolling the frontiers of their space, keeping the peace, and helping fend off the attacks of the Gordar, the Stellar Khanate, and various criminal elements.

About 50 years ago, the Valeri were incorporated into the Lor Republic and Brian continued working as frontier lawman, working in various sectors of the edges of Lor space. Recently, it was put together that the unknown, backwater world that Brian came from and the protectorate planet Earth was the same place. Brian could finally go home.

Brian was allowed to muster out of the patrol service and was only asked to continue to assist the Lor with Earth's "delicate situation" as he could on an informal basis. The Lor advised Brian to settle in the Freedom City area and to keep a low profile until he learned his way around better. Preferring a more direct approach, and seeing it as the only real way to get back to doing the only thing he'd ever done, he went straight to the local office of the US Marshal Service in the Freedom City Federal Building.

The Marshal's office verified, as best they could, that Brian was what he presented himself to be. But, this being a matter somewhat outside the Marshals' purview, Brian was referred to the 23rd floor -- the public offices of AEGIS. After much deliberation, it was decided that Brian would be enrolled provisionally as an AEGIS trainee. It was felt that, while Brian might be a tremendous asset, the gaps in his knowledge would have to be addressed before he could operate with the agency in a meaningful way.

Brian spent three months at the AEGIS base outside of Freedom City training and being evaluated. While there, his squad of trainees helped him put together a superhero identity as "The Marshal" after showing him how much people still glamorized the Old West in movies and TV shows. They also dubbed him with his official AEGIS codename: Cowpoke.

After the evaluations and basic training, it was clear where Brian's shortcomings were. As a result, he was recently given an undercover identity as Brian Stephens and enrolled as a part time student at FCU, where he is taking courses in criminal justice and remedial modern history.

Brian had always lived on the frontier, keeping the peace and fighting the good fight. Now he finds himself on the wildest frontier of his life.

Personality & Motivation:

Brian is motivated by a love of freedom and justice. He has always been fiercely independent, loving the wide open frontier. He has a strong sense of honor, and takes very seriously the oath he swore to defend the Constitution, even though he swore that oath over 150 years ago.

Brian tends towards extremes when spending his free time. He is comfortable around people, and can even be "the life of the party," but he also needs a lot more solitude than most and frequently takes long trips into space or the wilderness. He also chases new experiences and relishes luxury. Since his living expenses are minimal, he blows most of his money lavishly on gambling, fine foods, expensive hotels, and touring exotic locations.

Though he's not very "book-smart," Brian is cunning, resourceful, and tenacious. He has an indominable spirit, or "grit," as his father would put it. He excels at "thinking outside the box" and solving problems by intuition and instinct.

While Brian understands a much broader spectrum of technology than modern Americans, he lacks the vocabulary to describe it in English, since it all came about after his time. As a result, he speaks in an odd mixture of 1870's colloquial English and occasional alien jargon. He speaks with a strong West Texas accent. He doesn't even know the common words for his own equipment. For example, he refers to his sidearm as a "lightning pistol."

He is well mannered -- a true southern gentlemen, even though raised on the frontier, thanks to his mother's training. He has a friendly smile and is self effacing. Over scores of years of helping fringe world aliens defend their homes and fighting criminals and petty tyrants, he has learned to value friendship and social niceties.

He avoids combat when possible, preferring peaceful solutions. He's seen too often what can go wrong in a fight. But, when push comes to shove, he tries to end his fights quickly and efficiently.

Hudson's Personality and Motivations

Hudson's base programming is to operate as a partner to Brian in the enforcement of frontier law. He takes this job seriously. While he understands he is a "junior" partner, and is to assist and follow Brian's lead in general, he considers himself a partner nonetheless and will push back if his opinions are disregarded.

Hudson's primary role in frontier space was as a translator. When speaking to someone, he attempts to match their accents and speech patterns. While that works fairly well translating one language to another, it can be annoying among a group speaking the same language. Because he's socially inept, he can come across as mocking or, at least, annoying.

He is fascinated by people and likes to "make friends." He can get peevish if he's not allowed to talk to people enough.

Powers & Tactics:

Outside of the Marshal's shiny toys, his greatest asset is his experience and strong will. He is highly observant, creative and resourceful. He is most skilled in investigating crimes and resolving disputes -- skills that have been honed from over a century and a half of frontier peace-keeping.

He uses his social skills to try to resolve situations without combat. When that fails, he uses feints and misdirection when possible to maximize his advantage and land powerful stunning attacks with his sidearm.

His primary attack is the ion pistol, which has three modes of operation: a damaging blast, an electrical stun, and an EMP that can disable most technological devices for as long as its beam is trained on them. He doesn't use the damaging attack unless he is targeting a construct of some kind or as last resort.

Hudson has been his partner and only backup for many years. Brian often has it performing overwatch and online research. When communicating with Hudson, he often uses the Valeri language. It is Hudson's "native" language and is the only way they can covey technical information.


Complications:

Out of Touch: Upon his arrival in Freedom City, Brian had had no exposure to popular culture and the events of the past 140 years, so there are many details he doesn't know. He is good at compensating, and he may fill in the major blanks quickly, but he'd never win a pop-culture trivia contest.

A Man of Honor: He keeps his word, pays his debts, and will not cheat or steal. He will lie, though not to defraud. He will not stand for injustice or evil. He strongly believes in the principles of the Declaration of Independence.

Livin' Large: He has always believed in living with gusto, but over 150 years of living has jaded him to the point he is only really satisfied by extremes. On his weekends, he could easily be gambling in Monaco, visiting ancient ruins, dining in Paris, or relaxing on one of Jupiter's moons.

Alien Technology: Brian is very skilled in using the technology he has, and has a working understanding of its operation, but he doesn't fully understand it. It may have a number of "features" he is as yet unaware of.

Government Agent: While he is not currently fully sanctioned by AEGIS, he does have to "go by the rules." He is also subject to be called upon for training or an assignment under supervision.

Owes the Lor Republic and the Valeri: He may be called upon from time to time to assist the Lor or the Valeri. He will not act in any way against the interests of the U.S. or his conscience, but still could be easily and seriously inconvenienced.

Secret Identity: Technically, "Brian Stephens" is just a cover identity, but since his real identity has no birth certificate, credit, high school records, and such, it is pretty important that he maintains it.

College Student: Brian's studies at FCU are not just part of his cover. Rather, his cover identity was created so that he could study and learn what he needs to know. AEGIS has no major training facilities of its own, so civilian college courses were seen as the most efficient solution to Brian's huge gaps in common knowledge and lack of experience with current law enforcement procedure. If he does poorly in his classes, it will severely affect his standing with AEGIS.

The Odd Couple: Brian and Hudson have worked together for many years, but Hudson's eccentricities do cause a problem from time to time. He has a strong urge to make friends, and can get cloying. Also, he takes his role as a partner very seriously, possibly even disregarding orders if he feels Brian's safety, or closing a case, is at stake.

Abilities: 0 + 2 + 6 + 2 + 12 + 6 = 28PP

Strength: 10 (+0)

Dexterity: 12 (+1)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 22 (+6)

Charisma: 16 (+3)

Combat: 10 + 12 = 22PP

Initiative: +5

Attack: +5 Melee, +7 Ranged, +13 Ion Pistol

Grapple: +5

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -0

Saving Throws: 5 + 5 + 4 = 14PP

Toughness: +10 (+3 Con, +7 Vac Suit)

Fortitude: +8 (+3 Con, +5)

Reflex: +6 (+1 Dex, +5)

Will: +10 (+6 Wis, +4)

Skills: 80R = 20PP

Bluff 12 (+15)Skill Mastery

Diplomacy 7 (+10)

Gather Info 12 (+15)Skill Mastery

Handle Animal 1 (+4)

Intimidation 7 (+10)

Investigate 9 (+10)Skill Mastery

Language 3: (Lor, Spanish, (English Native), Valerian)

Notice 9 (+15)

Ride 1 (+2)

Search 9 (+10)

Sense Motive 9 (+15)Skill Mastery

Survival 1 (+7)

Feats: 26PP

Attack Focus 2 (Ranged)

Attack Specialization (+2 with Ion Pistol)

Benefit: Can access inventions from ship. (Only "standard" Lor devices)

Defensive Attack

Dodge Focus 4

Equipment 5 (25ep)

Environmental Adaption (Zero Gravity)

Improved Initiative

Luck 2

Minion 5 ("Hudson")

Power Attack

Quick Draw

Skill Mastery (Bluff, Gather Info, Investigate, Sense Motive)

Toughness 10 [1ep]

Size: Medium[1ep]

Features: Communications, Computer, Crew, Holding Cell (Nullify 10), Interrogation Room, Isolated, Lab, Library, Living Quarters, Power System, Security System, Self-Repairing, Teleport Anchor, Workshop

Powers

Blast 10 (Blaster Cannon)

Space Flight 10 (Warp Drive)

Concealment 5 (all vision and radar)(Cloaking Device)

Super Senses 10 Radar (Radio), Acute, Extended 6 (~2,000 mile increment) (Sensor Array)

Super Senses 10 Detect EM Energy (Radio), Accurate, Acute, Extended 4 (~20 mile increment) (Sensor Array)

Teleport 7 (200 mile range; Extras: Accurate, Affects Others (+0); Flaws: Long-Range; Feats: Change Direction, Change Velocity) (Transporter)

Abilities: Str 1, Dex 2, Con -, Int 16, Wis 10, Cha 4 [-27pp]

Attack +4 (Size), Defense +4 (Size), Toughness 6 (Shrinking -4, Protection 10)

Skills 40pts [10pp]: Computers 12 (+15), Disguise 4 (+11), Knowledge (Civics) 8 (+11), Notice 5 (+5), Search 7 (+10), Stealth 4 (+13)

Feats: [3pp]

Computer Research, Eidetic Memory, Second Chance (Computer)

Powers: [89pp]

Communication 7 (200 mile range) (Extras: Area, Feats: Selective, Subtle) [16pp]

Comprehend 3 (Speak, Read, Hear all Languages) [6pp]

Datalink 2 [2pp]

Flight 3 [6pp]

Immunity 30 (Con Effects) [30pp]

Morph 2 (Machines) [4pp]

Protection 10 [10pp]

Quickness 8 (Flaws: Mental Only) (x500 speed) [4pp]

Shrinking 12 (Feat: Innate; Flaw: Permanent) (Size: diminutive) [7pp]

Super-Senses 4 (Extended (Vision -1/100'), Extended (Hearing -1/100'), Radio, Time Sense) [6pp]

Powers: 15 + 20 + 5 = 40PP

Device 5 (Ion Pistol; Technological, Electric; 25pp Container; Flaws: Easy to Lose) [15pp]

  • Ion Pistol 10.5 (21 point array)Feats: Accuracy 2, Alternate Power 2) [25pp]
Base Power: Blast 7 (Extras: Penetrating 7)
Alternate Power: Nullify 7 (All Technological) (Extras: Duration - Concentration; Complication: power is cut off if line-of-sight to target is lost)
Alternate Power: Stun 7 (Extras: Range - Normal)

Device 5 (Reactive-Cloth Vac Suit; 25dp Container; Flaws: Hard to Lose)[20pp]

  • Com Unit 3.5 (7pt array) (Feats: Alternative Power) [8dp]
Base Power: Communication 7 (200 mile range) (Radio)
Alternative Power: Teleport 7 (200 miles) (Flaws: Anchor (Starship), Long-Range; Feats: Change Velocity, Change Direction)

Flight 1 (Flaw: Distracting) [1dp]
Immunity 7 (Heat, Cold, Pressure, Radiation, Suffocation (all), Vacuum)[7dp]
Power Feat: Quick Change 2 [2dp]
Protection 7 [7dp]

Nanite Injection (5pp Container) [5pp]

Immunity 3 (Aging, Illness, Poison) [3pp]

Regeneration 2 (Injured 20 mins, Disabled 5 hours) [2pp]

Drawbacks: 0PP

DC Block


ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC15 Toughness (Staged)     Damage (Physical)

Blast       700'      DC22 Toughness (Staged)     Damage (Energy)

Stun        700'      DC17 Fort                   Daze / Stun

Nullify     700'      DC17 Reflex / Power         Tech Powers Nullified

Totals: Abilities (28) + Combat (22) + Saving Throws (14) + Skills (20) + Feats (26) + Powers (40) - Drawbacks (0) = 150/152 Power Points

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Without fine toothing it yet, just a few things I have spotted on first run!

1. [Flavour] I have a little bit of a struggle with such a high Gather Information skill (world expert level) with somebody with his complication "Out of Touch" and his background...

2. Ship. I cant see how Limited only to/from ship is a limitation, when its the ship that makes the portal...what were you looking for here?

3. Ship. Tracking supersense needs a sense tied to it. If its Radio, that would mean it could track the radio waves it senses. The Radio sense is also a bit confusing...Radio senses are radius by default, and there is a difference between the "Radio" radio sense and other senses. I cant really tell from the sheet exactly what you are aiming for, although Supersenses, and Radio Senses, are notoriously difficult. Could you explain with reference to our house rules on super senses (and maybe look at Supercape sheet who has a similar set of powers).

4. Hudson the Ship Computer doesn't, as far as I can see, need DEX (unless it is firing the cannons) If you want to talk to him, he will need CHA, however! I confess I have a problem here - using a minion on the ship to fire cannons - if you want the ship to act autonomously I would rather the ship as a whole is built as a minion - which is more expensive, but for a reasonably good reason.

5. Ion Pistol is cool. But Nullify and Stun have a default range of melee, which doesnt seem to fit.

6. Vac Suit. Will not need Subtle for Protection (Protection is subtle by default). It is generally accepted here that things like commlinks are free. Surprised it doesnt protect against high pressure too...

7. Nanite technology. All good, but perhaps the best way of descibing Feature 1 is Communication 0 (no range) Feats subtle? As long as you explain it however, its fine!

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Without fine toothing it yet, just a few things I have spotted on first run!

1. [Flavour] I have a little bit of a struggle with such a high Gather Information skill (world expert level) with somebody with his complication "Out of Touch" and his background...

Well, the thing is, there are only so many hours in the day. He is skilled in getting answers to the questions he is asking, but it will take a long while to really catch up on everything he has missed in 150 years of history. (Though he probably will catch up enough in a year or so, given that he is studying it as much as he can, and the complication will be gone.) Even though he is not experienced in the specific subtleties of his current environment, he has had lots of experience gathering information in unfamiliar cultures. He is good at asking the right questions, finding the right people to ask in the first place, and methodically following leads as they develop.

2. Ship. I cant see how Limited only to/from ship is a limitation, when its the ship that makes the portal...what were you looking for here?

That was based on similar builds by Shane, like he talks about here. I admit, I don't see how that's a limit, either. And, bottom line, a limit that's not a limit is not a limit. I'll look at changing that.

Basically, I was thinking it would create a portal wherever needed to easily get to/from the ship. I had it, originally, as a Star-Trek-ish transporter for a while, with a build that, I think, would work. (It has the to/from limit, but where it is actually a limit). But, I saw the advantages of a portal after looking at other builds and switched it to this.

3. Ship. Tracking supersense needs a sense tied to it. If its Radio, that would mean it could track the radio waves it senses. The Radio sense is also a bit confusing...Radio senses are radius by default, and there is a difference between the "Radio" radio sense and other senses. I cant really tell from the sheet exactly what you are aiming for, although Supersenses, and Radio Senses, are notoriously difficult. Could you explain with reference to our house rules on super senses (and maybe look at Supercape sheet who has a similar set of powers).

The idea of the tracking, and pretty much the only thing I can think of that it could be used for, it tracking use of Space Travel. The idea being that it tracks some kind of residual ionized particles. It was pretty much for fluff. It seemed to me a space-frontier-cop type would need to be able to track ships that have warped away somehow, or warping away would instantly end any encounter with "the law."

As for the rest of it, I think I confused things by putting [acute, radius, ranged] by radio. I meant it just to show that those are all "free" as part of radio sense. I then added Accurate, Analytical and Extended 5 to all radio senses. Then, as a radio sense, I added "Detect EM Energy." My understanding is that it would gain all the Radio sense add-ons.

Basically, the idea is that the sensors detect and analyze a broad spectrum of EM energy, allowing it to do most of the stuff Star Trek senors would do: detect and identify ships and weapons from their energy signatures, detect most kinds of technology in use, etc. And, of course, pick up radio signals and act, generally, as a radar.

4. Hudson the Ship Computer doesn't, as far as I can see, need DEX (unless it is firing the cannons) If you want to talk to him, he will need CHA, however! I confess I have a problem here - using a minion on the ship to fire cannons - if you want the ship to act autonomously I would rather the ship as a whole is built as a minion - which is more expensive, but for a reasonably good reason.

I could add CHA, I suppose, but I thought that was just to make it self-aware. I figured it could still act as an AI, like a very advanced Siri. But, yeah, I suppose it should have some CHA if I really want to use it the way I want to.

Hudson mostly auto-pilot's the ship, operates the portal system, and does research and such. I figured if it can do all that, it should be able to fire the guns, too, not that I really see it ever coming up. How would the ship itself be built as a minion? That might be an option, but I don't see how that works in the rules. I'll do some searching, but if you have some samples to point me too, it would be much appreciated.

5. Ion Pistol is cool. But Nullify and Stun have a default range of melee, which doesnt seem to fit.

I looked it up in UP, and nullify is ranged unless there is an errata I missed. But, yes, Stun IS melee, and it was pretty boneheaded that I missed it. I'm going to have to figure that one out.

6. Vac Suit. Will not need Subtle for Protection (Protection is subtle by default). It is generally accepted here that things like commlinks are free. Surprised it doesnt protect against high pressure too...

Actually, I think I traded the high pressure protection for subtle. I reasoned that it's construction was good for keeping pressure IN, but keeping it OUT would require more bulk. But, now, I can put it back. :)

7. Nanite technology. All good, but perhaps the best way of descibing Feature 1 is Communication 0 (no range) Feats subtle? As long as you explain it however, its fine!

I was also thinking Datalink 1, Limit: no range, Feat: subtle (but that comes to 2pp). It was one thing I thought was iffy, but I figured, however it was written, it shouldn't be more than 1 point. I used to assume datalink was subtle by default, but re-reading it, I decided it really wasn't. If it IS, though, groovy. I'll just call it Datalink 1 and call it a day.

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Just a quick reply..as I am sleepy.

Nullify is ranged so I am just as much in error as you!

Gather info..if you wish it, it will be so!

Irrespective of other posted builds, I would be careful with teleport on mobile ships. Equipment powers in things like vehicles are 1/5 the cost of regular powers and are wide open to abuse. I would be concerned about Marshall having the power to teleport to his ship bought as part of the ships power...it's effectively getting a limited teleport power at 1/5 the cost. Using you ship to teleport you from the ship to somewhere else seems good though.

Hudson could work without CHA, but it's not going to be an AI at that point.... As for using it to fire the ships guns... I think it's one of those grey areas. I understand where you are coming from, my concern is using this as an exploit to get a very cheap powerful combat sidekick at your call. It's probably one of things that depends on how you play it...

Datalink 1 would seem reasonable to me, as you say...

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Okay, the changes made are too many to catalog, but it is ready for your re-evaluation.

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Since SC has been sick lately, let me just substitute in an APPROVAL. You'll still need to get another one, but you'll be able to go right to play when it's done!

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I think you can squeeze more out of teleport range -

Teleport 15 (Flaws: Long Range, Anchor Feats: Change Direction, Change Velocity) 7

On the other hand, as you wont probably be able to see your ship, you would probably need the accurate modifier too

Teleport 5 (Flaws: Long Range, Anchor Extras: Accurate Feats: Change Direction, Change Velocity)...

I have a concern about your movable HQ which I will raise in the refcave!

PS: Not sick, just super busy!

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I think you can squeeze more out of teleport range -

Teleport 15 (Flaws: Long Range, Anchor Feats: Change Direction, Change Velocity) 7

On the other hand, as you wont probably be able to see your ship, you would probably need the accurate modifier too

Teleport 5 (Flaws: Long Range, Anchor Extras: Accurate Feats: Change Direction, Change Velocity)...

I have a concern about your movable HQ which I will raise in the refcave!

PS: Not sick, just super busy!

Yeah, about the teleport range, I noticed. For a little while, I had the range longer. But, fluff-wise, his personal teleporter is not doing the teleporting, really, so it's limited by the ship's range. I hate "wasting" points, but sticking to fluff is more important. (In the Freedom City Book, the Lor are said to have "short-range transport" technology. I interpreted that to mean to and from orbit, but that would be its limit.)

And the teleport doesn't need accurate. Anchored locations are considered "known especially well."

As for the movable HQ, yeah, I know that would have to be a major ref call there. FWIW, it is not capable of atmospheric operation. However, on the "cheese" side, it could change it's orbit location, allowing him to travel pretty much anywhere in just a few turns.

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I think this is OK then.

One note however is, as you say, a caution about the Ship. As long as it doesn't enter the atmosphere that is fine. However, please bear in mind you have bought the ship as an HQ, not a vehicle, and so you should use it as such!

:approved:

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