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Aoiroo

Philotherian PL 10 - Aoiroo (Gold)

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Character Name: Philotherian

Power Level: (10) (154/156PP)

Trade-Offs: +2 Attack / -2 Damage Melee, +4 Defense / -4 Toughness

Unspent Power Points: 2

Progress To Platinum Status: 6/120 (Gold Status earned with Silhouette)

In Brief: Alien friend to all animals.

Alternate Identity: Philos

Identity: Public

Birthplace: Farside

Occupation: Zookeeper

Affiliations: Freedom City Zoo

Family: Garus (Mom), Hutos (Dad), Dewo (Brother)

Description:

Age: 51

Apparent Age: Late Teens, Early Twenties

Gender: Male

Ethnicity: Farsider

Height: 6'8

Weight: 160 lbs

Eyes: Red

Hair: White

Philos is tall, pale and very very thin. By human standards he's very sickly looking, and despite his height looks fairly young. He's actually got some scars from handling and learning to work with the stronger crater apes, mostly on his torso, but there's some on his upper arm. His costume is actually a standardized worksuit from his home world worn by all the handlers, it's padded with a light thick material that's made for easy movement and is a dark green color with silver accents on the boots.

In his casual wear his long rather willowy figure has him dressed mostly in oversized shirts, very long jeans and oversized shoes. His fair hair and scalp make him rather susceptible to sunburns so he often wears hats and caps. His eyes are covered with sunglasses twenty four seven, and his ears have specialized headphones made to block out psionic interference. Quite frankly, he looks like a skater punk.

Power Descriptions:

Essentually his handling gear, he net gun is made for capturing the agile crater apes, and his uniform is made to give protection as well as a shock that both stuns and mess with the nerves to lower maneuverability. His headphones were made specially for his mission to earth, or more specifically made to deal with Lady Lunar. Though they weren't able to design something that would filter one hundred percent of it, years of research and experience with the psion royalty enabled the preserve to create special earphones which weaken the effects of psychic powers on the wearer while also giving protection to his sensitive ears.

History:

Philos was born within the middle structure of a society with a clear upper class defined by ones psionic abilities. Truthfully, there was no lower class among the actual Farsiders, genetic engineering had removed most if not all disease. Athletic yet willowy bone structures were commonplace, and lower gravity made for regular acrobatics and practice of such common place. The only real defined underclass were the Crater Apes who were always set for the menial labor because of there superior strength. They were very common when he was young, and always had a handler of royalty, minor lords whom garnered power in their abilities to manage their workers and lands for the commerce of the rest of the Farsiders who aside from the aristocratic power system were very modern and intelligent. Philos family lived very close to some of the places where they stored the Crater Apes, and he'd often visit areas they lived, watch them grow, and with permission interact with the rather gentle servants of the rest of the race. That changed when Lady Lunar slaughtered the entire royal class and seized control.

It was during this rule that Philos pursued his education of life on earth. In fact, such studies were encouraged by the monarch who had been making multiple attempts to siege the planet as it was only right that there be experts on local creatures in her new kingdom. Even after her fall, Philos continued his education and tried to compare techniques to try and calm the freed Crater Apes. Years under Lady Lunar had made them violent creatures who held contempt for their previous conditions, while it seemed impossible for them to go back to the gentle servitude, Philos at least wanted to try a mutual understanding between the races and with his experience secured a job at preserve to look after the creatures and try to better understand them.

Recently after making a thorough count of populations of the Crater Apes, something that had been put off for a long time simply because of how long it took to isolate and get them under control. The formally controlled species did have detailed records of it's population even under Lunars rule, and comparing that records revealed that there were at least a hundred completely unaccounted for. The fact that Lady Lunar had used them as hired muscle made it an easy connection to make and a very troubling conundrum indeed. To say the Crater Apes as they were dangerous was the very least description. Under control they were a personal army enslaved to a egotistical madwoman, free they were an invasive alien species that could devastate local earth wildlife and human life alike. So it was agreed they needed to reclaim the species for the various reasons and relocate them back to the preserve, but they lacked a mentant of any degree to do so. Instead, they went for the next best thing, a well trained handler with a working knowledge of earth creatures.

Personality & Motivation:

Philos is on earth to fufill his mission, but the simple variety of everything there makes him a little side tracked. He will spend days looking and examining new things, taking in the sites, he is a tourist from a strange land and the culture just shocks and delights him to no end. The animals especially delight him, if only because he was only able to study them from a fair for so long he now gets to look up close and have real interactions. Entirely, it makes him kind of strange. He is kind of touchy-feely, not entirely well versed in appropriate human conduct and has a repugnance for sweets and a great appreciation for spices and tart flavors that would make most people cringe.

His equipment is made specifically for the work of capturing the Crater Apes but the simple fact is in a large world full of life, finding a unique type of creature under the service of a powerful psychic is just not something that would be done so quickly. In the mean time, with what he has he can try to stave off offenders of the more violent type. Violence as a whole does not sit well with him, he'll try to prevent it, but if it cannot be helped he will actively work to try and stop those who perpetrate it for their own means.

Powers & Tactics:

If Philos could end a battle through negotiation he would. He doesn't himself really like fighting, but he has adapted to it with the Crater Apes becoming so prone to it thanks to Lady Lunar's rule. If he has to fight, his first methods are always dodge and capture, keeping a steady distance and always moving so as not to be caught. If he's caught up close, there is secondary options of stunning and paralyzing opponents with his handlers suits built tasers. He has excellent hearing, though might be overwhelmed by very high noise so he has muffs that keep his ears safe and also help filter out mental suggestion in case he comes into direct conflict with Selene.


Complications:

Pasifist By Nature: Philos doesn't really like fighting, he will always look for ways around it, and even in battle won't try to ever directly harm anybody.

Photophobic: The moon isn't nearly as bright as earth is, so he wears sunglasses twenty four seven. Without them, he's more susceptible to being dazzled in broad daylight.

Visiting Moonman: Earth, especially earths animals fascinate him, there's much more space and variety and it makes him a bit babbly about the things he doesn't know.

Abilities: -2 + 8 - 2 + 6 + 2 + 10 = 22PP

Strength: 8 (-1)

Dexterity: 18 (+4)

Constitution: 8 (-1)

Intelligence: 16 (+3)

Wisdom: 12 (+1)

Charisma: 20 (+5)

Combat: 8 + 12 = 20PP

Initiative: +8

Attack: +12 Melee, +4 Ranged, +10 Net Gun

Grapple: +16

Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed

Knockback: -3/-1 Flat-Footed

Saving Throws: 7 + 6 + 7 = 20PP

Toughness: +6 (-1 Con, +3 Protection, +4 Defensive Roll) +2 Flat-Footed

Fortitude: +6 (-1 Con, +7)

Reflex: +10 (+4 Dex, +6)

Will: +8 (+1 Wis, +7)

Skills: 76R = 19PP

Acrobatics 6 (+10) Skill Mastery

Diplomacy 10 (+15)

Gather Information 5 (+10)

Handle Animal 5 (+10) Skill Mastery

Investigate 2 (+5)

Languages 1 (English, Base: Farsider)

Knowledge (Life Sciences) 7 (+10) Skill Mastery

Notice 9 (+10) Skill Mastery

Ride 1 (+5)

Search 7 (+10)

Sense Motive 14 (+15)

Survival 9 (+10)

Feats: 32PP

Agile Climber

Acrobatic Bluff

Assessment

Attack Focus (Melee) 8

Animal Empathy

Challenge (Combat Diplomacy)

Defensive Roll 2

Dodge Focus 8

Evasion 2

Favored Opponents (Animals)

Grappling Finesse

Improved Disarm

Improved Initiative

Quick Change

Skill Mastery (Acrobatics, Handle Animal, Knowledge [Life Sciences], Notice)

Uncanny Dodge (Auditory)

Powers: 7 + 20 + 15 + 1 + 2 = 45PP

Device 2 (Protective Alien Headphones; Feats: Restricted [Farsiders], Flaws: Easy-To-Lose) [7PP]

Communication 3 (Radio, 1000ft) [3PP]

Immunity 2 (All Auditory Dazzle Effects) [2PP]

Immunity 10 (Psionic Effects, Flaws: Limited by 1/2) [5PP]

Device 5 (Alien Tech, Handler Suit; Flaws: Hard-To-Lose) [20PP]

Protection 3 [3PP]

Stun 8 + Drain Strength 5 (Feats: Slow Fade) [22PP]

Device 5 (Alien Tech, Net Gun; Flaws: Easy-To-Lose) [15PP]

Snare 10 (Feats: Accurate 3, Progression [Range] 2) [25PP]

Leaping 1 (Training; x2; Running Jump 18ft, Standing 9ft, High Jump 4ft) [1PP]

Super-Senses 3 (Enhanced Alien Hearing; Extended Range, Ultra-Hearing) [2PP]

Drawback -3PP

Vulnerability ( Auditory Dazzle; Frequency: Uncommon; Intensity: Major [x2]) [-3PP]

DC Block

Attack Range Save Effect

Unarmed Touch DC 14 Toughness Damage

Snare Range DC 20 Reflex Snare/Entangle

Stun/Drain Touch DC 18 Fort/DC 15 Fort Stun/Unconscious/Drain Strength

Totals: Abilities (22) + Combat (20) + Saving Throws (20) + Skills (19) + Feats (32) + Powers (45) - Drawbacks (3) = (154/155) Power Points

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Quick note from my phone as I wait fir the movers : check out new immunity descriptors. The mental immunity should be psionic, and immunity to auditory dazzles is only 2pp. Of course you could fir 5pp buy immunity to all auditory sense attacks.

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Supercape it's under alien tech as in Farsider tech, though it's rare, Farsiders ruling class were entirely psionic until Selene assassinated them. Basically they likely have lots of research on psionics and how to block them with technology, though for something as small and portable as headphones it's hard for them to block one hundred percent.

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Knockback should be -3/-1 Flat-Footed, not +2.

Survival is Wis-linked; with Wis 12 Philotherian has a total Survival bonus of +7, not +8.

Please mark the skills you have Skill Mastery in with SM or Skill Mastery, for ease of reference - you can check other sheets to see how this was done there.

The math on the Headphones device line is correct at 7PP, but Restricted is a power feat, not a flaw.

Immunity to Auditory Dazzle is indeed 2PP, but that'd be Immunity 2, not Immunity 5.

Supercape is correct - the Immunity should be Psionic, not Mental, per the recent descriptor changes. Same thing, just a different name.

Standing high jump for your Leaping is [running jump / 4], rounded down to the nearest foot: 18/4 = 4.5, which rounds down to 4.

The Auditory sense already has +Radius built in, so no need to have it in your Super-Senses. This'll give you an extra pp to play with.

Vulnerability should be to Auditory Dazzle, not Audial Dazzle.

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Edits made, also added the extra PP to sense motive and nicked five points from handle animals and put them to sense motive to make it +10 instead of +5

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