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Character Name: Major Might?  Major Liberty?  Major Force?

Power Level: 10 (150/150)

Trade-Offs: None

In Brief:  Time Displaced Energy Controller

Alternate Identity: Hal Davis Jr.

Identity: Public

Birthplace:  Dallas, Texas

Occupation: Pilot

Affiliations: 

Family: Hal Davis Sr. (Father), Caroline Davis (Mother)

Description:

Age: 28 DoB: March 12th, 1912

Gender: Male

Ethnicity: Black

Height: 5'7"

Weight: 140 lbs

Eyes: Black

Hair: Black

[alignleft][/alignleft]

History:

 

Earning a fierce reputation as a member of the United States Armed Forces very own Tuskegee Airmen, Hal Davis was a pilot of phenomenal accord.  If he were born with a different skin color his accolades would have earned more commendations.  Regardless, during a turbulent time his service as a pilot was heavily acknowledged quickly rising to the rank of first lieutenant, a temporary rank due to combat need.  His wartime efforts actually went so far as to earn him the rank of Major when he enlisted in the still newly formed, and newly segregated Air Force.  It did come with a provision, the government didn't want him as an active pilot.  They wanted him as a teacher.

 

 

A position he enjoyed for all of five minutes.  Hal was not a teacher, he was a flyer.  So when he got the offer to fly again, this time to the stars, Major Davis quickly jumped at the chance.  

 

 
It's essentially a public secret that in 1947, a Grue scout ship landed in Roswell, New Mexico.  Some of the crew was captured, and some of course went on to blend with society.  The reports never mention the fact that there was Lor ship wreckage as well.  After all, someone had to shoot the scout ship down in the first place.

The operation was to be largely kept secret from the public.  Especially when something went awry with the ship's warp drive.  Causing an explosion that would actually end up propelling the vehicle through a wormhole.  The unstable environment in the wormhole coupled with an odd mixture of Lor and Grue healing agents on board actually caused the major's genetic structure to meld with both the Grue and Lor (Not that it was a stretch on the Lor part of the equation) dna.  His body composition changed that day forever.

 

 

 

The Grue half of his dna took in cosmic energy morphing with it.  The Mentat part gave him a means to focus that energy.  And the human part was left utterly confused.  When he awoke, he was on a prison transport well outside of the milky way.  Apparently having warped into the middle of a war.  Rescued by a group of rebels in the midst of saving their leader prince of the planet.  Hal began to discover his powers.  And became a vital part not only to the escape plan.  But to the war effort.  In a month, using powers he still couldn't quite control, Hal turned the war around and declared champion of the planet Le'shr

 

For his efforts, Hal was provided with a means to return home to a very different earth.

Personality & Motivation:

 

Discovered he was gay when it wasn't all that sociably acceptable.  In fact, his enlistment into the Army was knowing full well being found out would lead to a dishonorable discharge.  And that's only what the government would do to him, the residents of his home would be far less kind.  He actually left on his mission before the first real strides in LBGT rights in the United States.  Leaving a gap in fully understanding what his sexuality actually meant.  Despite all this, Hal is proud of his service.  A soldier to the end, he is always willing to fight the good fight.

 

 

 

Power Description:

Hal's powers manifests as a blue crackly energy of effulgent light.  His aura glows with brighter intensity if concentrated on a single body part.  His constructs take on real shapes, usually silly straight forward objects like a giant boxing glove.  But he is capable of more intricate effects.  When flying there is a trail of energy flowing behind him.  Making it rather easy to track him if one can keep up.

 

 

Powers & Tactics:

The combination of Grue and Lor Mentat dna has made Major a man of especially potent willpower.  Which is useful thanks to the fact that his cosmic energy control is entirely reliant on the strength of his will.  Hal is all about focus.  Capable of performing intricate constructs with his cosmic energy manipulations, Hal prefers simpler methods of attack.  Focusing his power into concentrated blasts of energy.

 

 

Major Liberty is able to propel himself at the speed of light, faster even if he wishes to strain himself.  He holds himself back in atmospheric conditions.  With an in-planet flight speed that is more than ample enough.  If he can't afford to fire a straightforward  blast of energy for any reason, Hal envelops his entire body in an aura of cosmic energy.  Harming foes whom come into direct contact with his body.  A body that is already further protected by a force field of energy.  

 

 

 

For utility Hal is also capable of understanding everything being said to him regardless of the language actually being spoken.  And everyone who hears him can understand what is being said even if they don't speak english so long as they can hear.

 

 

Complications:

Come on Baby, Light My Fire!:  With abilities so similar to the Lightbearers, the Major believes that his power is drawn from similar circumstances to that of the Light.  Theoretically that could mean his presence might have created an equal and opposite reaction drawing forth a dark entity from the Shattenwelt.

Hod Commodity:  The Grue consider Major one of their own.  And it might actually be possible to assimilate him with the Metamind.  The Lor consider his body key in figuring out a method to engineer their own mentats by choice.  Hal still views himself as human, but finds himself drawn to both parties.

 

Nazis, why'd it have to be Nazis?!:  He fought Nazis during WWII.  A time period that it's a bit closer to him than the rest of society.  But the Nuremberg trials were supposed to have made clear that there were to be no more nazis.  But SHADOW survives and they might just want to carve another name on their mantle.

Power Loss:  In moments of self-doubt such as when shaken, Hal is unable to draw upon his powers.  Or more disastrously causing his powers to fail him entirely.

Time Paradox:  His presence may cause trouble around the presence of time controllers.  Or whilst time travelling further.

 

 

Abilities: 4 + 8 + 4 + 4 + 4 + 0 = 24PP

Strength: 14 (+2)

Dexterity: 18 (+4)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)

Combat: 12 + 10 = 22PP

Initiative: +4

Attack: +6 Base, +10 Cosmic Blast & Bind

Grapple: +8

Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed

Knockback: -10

Saving Throws: 3 + 4 + 9 = 16PP

Toughness: +10 (+2 Con, +8 Force Field; 10 Impervious)

Fortitude: +5 (+2 Con, +3)

Reflex: +8 (+4 Dex, +4)

Will: +11 (+2 Wis, 9)

Skills: 56R = 14PP

Concentration 12 (+14)

Craft (Artistic) 3 (+5)

Diplomacy 4 (+4)

Intimidate 8 (+8)

Knowledge (Galactic Lore) 3 (+5)

 

Knowledge (Physics) 6 (+8)

Notice 3 (+5)

 

Pilot 12 (+16)

Sense Motive 5 (+7)

 

Feats: 5PP

Dodge Focus 5

Powers: 4 + 18 + 2 + 9 + 16 + 9 + 2 + 6 + 1 = 67PP

Comprehend 2 (  Understand All, You're Understood ) [4PP] 

 

Cosmic Energy Control Array 3 (15PP Array; Feat: Alternate Power 3) [18PP]

 

BP:  Create Object 10 ( Feats: Affects Insubstantial 2, Precise, Stationary, Tether; Flaw: Duration [Concentration] {15/15} (Energy Constructs)

AP:  Damage 10 ( Feats: Accurate 2, Affects Insubstantial 2, Precise; Extra: Range [Ranged]; Flaw: Requires Concentration Check {15/15} (Cosmic Blast)

AP:  Damage 3 ( Feats: Affects Insubstantial 2, Selective Aura; Extras: Aura, Duration 2 [sustained] {15/15} (Cosmic Aura)

AP:  Snare 10 ( Feats: Accurate 2, Affects Insubstantial 2, Reversible; Flaw: Requires Concentration Check {15/15} (Cosmic Binding)

 

Feature 2 ( Temporal Anomaly [is the Only Version in Existence], Quick Change) [2PP]

 

Flight 1 (10 mph / 100 feet per Move action) [2PP]

Flight 4 ( Total: Flight 5 [250 mph, 2500 ft. rnd]; Feat: Alternate Power 1 ) [9PP]

Space Travel 4 ( Total: Space Travel 5 [25c) {8/8}

 

Immunity 9 ( Life Support [9PP]

 

 

 

Impervious Toughness 2 ( Flaw: Duration [sustained] [2PP] (Force Field)

 

Morph 3 ( +15 Disguise; Broad Category [Humanoids] [6PP]

 

Protection 8 ( Extra: Impervious; Flaw: Duration [sustained; +0] ) [16PP] (Force Field)

 

 

 

Space Travel 1 ( 1c [1PP]

 

[table]

DC Block

 

ATTACKRANGESAVEEFFECT

UnarmedTouchDC17 Toughness (Staged)Damage (Physical)

Cosmic Binding100' RangeDC20 Reflex (Staged)Snare (Cosmic)

Cosmic Blast100' RangeDC25 Toughness (Staged)Damage (Cosmic)

Unarmed Strikes /w AuraTouchDC20 Toughness (Staged)Damage (Cosmic)

[/table]

 

 

 

 -

So this will eventually be my next character somewhere down the line.  And likely to be my last nonsidekick character added to the mix.  Figured the energy constructs were Green Lanterny enough to tie it in some way to the other green lantern construct power from the setting.  

 

 

 

I thought him up while I was watching Farscape in the hospital.  If that wasn't obvious.  He's also a bit of a nod to Benjamin O. Davis Jr.  You know the first African American African American General Officer, whose dad was the first African American General.  Is he an Alan Scott expy.  A biiit.  With some equal parts John Stewart for good measure.  Sort of like a happy Captain America with Energy Control powers if you will!

Edited by HG Morrison
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  • 1 month later...

Another idea for the concept.  Taking out the Grue and Lor DNA.  Instead, he's already part alien.  And that's what helps further cause the accident.  He comes out on another planet.  Crash landing and all.  Barely survives.  Bla dee Blah.  Comes to acquire a set of power bands that contribute to the energy manipulation instead. Then General Space Ranger saving another planet origin stuff.

 

Granted this version still has a 2 PP left to spend inside of the device.  In a way the bands are a sort of counterpart to Black Star's .  And okay there's a little Space Ghost for good measure too.  Though with that in mind.  Perhaps I should have leaned the descriptor to light control as opposed to cosmic energy.  Either ay the result would be the same for the build.  But, stunts would likely change.

 

Abilities: 4 + 8 + 4 + 4 + 4 + 0 = 24PP
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 10 (+0)

Combat: 12 + 10 = 22PP
Initiative: +4
Attack: +6 Base, +10 Cosmic Blast & Bind
Grapple: +8
Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -10

Saving Throws: 3 + 4 + 9 = 16PP
Toughness: +10 (+2 Con, +8 Force Field; 10 Impervious)
Fortitude: +5 (+2 Con, +3)
Reflex: +8 (+4 Dex, +4)
Will: +11 (+2 Wis, 9)


Skills: 56R = 14PP

Concentration 12 (+14)

Craft (Artistic) 3 (+5)
Diplomacy 4 (+4)

Intimidate 8 (+8)

Knowledge (Galactic Lore) 11 (+13)

Knowledge (Physical Sciences) 6 (+8)

Notice 3 (+5)

Pilot 12 (+16)

Sense Motive 5 (+7)

 

Feats: 5PP
Dodge Focus 5

Luck 2


Powers: 56 + 8 + 1 = 65PP
 

Device 14 ( 70PP Container; Flaw: Hard-to-Lose ) [56PP](Power Bands)

Comprehend 2 (  Understand All, You're Understood ) [4PP] 

Cosmic Energy Control Array 3 (15PP Array; Feat: Alternate Power 3) [18PP]

BP:  Create Object 10 ( Feats: Affects Insubstantial 2, Precise, Stationary, Tether; Flaw: Duration [Concentration] {15/15} (Energy Constructs)

AP:  Damage 10 ( Feats: Accurate 2, Affects Insubstantial 2, Precise; Extra: Range [Ranged]; Flaw: Requires Concentration Check {15/15} (Cosmic Blast)

AP:  Damage 3 ( Feats: Affects Insubstantial 2, Selective Aura; Extras: Aura, Duration 2 [sustained] {15/15} (Cosmic Aura)

AP:  Snare 10 ( Feats: Accurate 2, Affects Insubstantial 2, Reversible; Flaw: Requires Concentration Check {15/15} (Cosmic Binding)

 

Feature 1 ( Quick Change) [1PP]

 

Flight 1 (10 mph / 100 feet per Move action) [2PP]

Flight 7 ( Total: Flight 8 [2500 mph, 25000 ft. rnd]; Feat: Alternate Power 1 ) [15PP]

Space Travel 14 ( Total: Space Travel 15 [50000c) {14/14}

 

Immunity 9 ( Life Support [9PP]

 

Impervious Toughness 2 ( Flaw: Duration [sustained, +0] [2PP] (Force Field)

 

Protection 8 Extra: Impervious; Flaw: Duration [sustained; +0] ) [16PP] (Force Field)

 

Space Travel 1 ( 1c [1PP]

 

Device 2 ( 10PP Container; Flaw: Hard-to-Lose ) [8PP] (Invisibility Belt)

Concealment 2 (  Vision ) [4PP] (Invisibility)

Super-Movement 3 ( Permeate 3 [Full Speed] [6PP]

 

Feature 1 ( Temporal Anomaly [is the Only Version in Existence] [1PP]

 

[table]

DC Block

 

ATTACKRANGESAVEEFFECT
UnarmedTouchDC17 Toughness (Staged)Damage (Physical)

Cosmic Binding100' RangeDC20 Reflex (Staged)Snare (Cosmic)

Cosmic Blast100' RangeDC25 Toughness (Staged)Damage (Cosmic)

Unarmed Strikes /w AuraTouchDC20 Toughness (Staged)Damage (Cosmic)
[/table]

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I keep think of Catch 22 and Major Major Major Major...or Major Minor...

 

Overall, I think the human with "light bands" feels best. I have a personal preference for human PCs as inevitably they have our brains and we can empathise with them more. 

 

As for Cosmic vs Light, I think thats a matter for personal taste. My personal preference is to go for something with a medium range of stunts. If you go too large (Like "Cosmic" or "Reality" or even "Magic") you can end up being practically able to stunt anything, which can be a narrative issue. If you go too small, then you end up inflexible and even boring. 

 

"Light" would be interesting. Lasers, Dazzle, and ENvironmental control obviously. EIther as attacks, Touch Range bursts, or Touch range Cones/Lines. 

 

Or even Insusbtantial 3 form (Pure light), with a dazzle aura or dazzle "trail effect". 

 

Permeate 3 (Limited to transparent objects) if you don't go full Insubstantial. Sense dependent Nauseate (Strobe effects), Concealment, etc. IMmunity to flash-dazzle visual effects [2PP]. 

 

Essentially you have a nice range of powers with a theme. 

 

 

Need [skill check] has historically been an issue, if your skill is above 10. Unreliable (works half the time) is a limitation, if you have a skill bonus of 14 you are buying the same but with only a 30% chance of failure. 

 

I would have thought smashing the bonds together to activate them could be an amusing hook (and drawback / complication) if you were handcuffed...but hey, not original? Maybe not being able to "activate" them in total darkness. 

 

If you are looking to shave points I would suggest losing impervious (to later) and pumping those points into the main array to give it some more ooomph. 

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It being less than unreliable is a fair issue to bring up, that I hadn't stopped to consider.  Honestly, even if not worth a limitation in points.  I think I might partly want to keep the needs a skill check as even a [-0] flaw.  In which no points get saved but the effect is still there.  On the other hand, even with penalties I suppose there comes a point when the hero would become seasoned enough that it'd be hard pressed for them to consecutively have issues drawing up willpower for power use.  Would come up if someone else stole the bands and were wearing the, but that's not likely to crop up. 

 

 'Course those instances of self doubt or whatever would likely be the one's brought up in the Power Loss as a complication example.  In which the skill check wouldn't exactly be needed as the narrative decided.  A situation in which I'd think to mention to a GM they may as well just do the concentration check as an occasional occurring thing with increased/decreased DC relative to drama!  Something they could already do without my mention by virtue of fiat.  Hmmm.  That might be best just scrapped.

 

Cost wise.  Removing it as flaw is not really a concern.  The points could easily be salvaged by dropping the invisibility belt.  The effects could ultimately be stunted light control wise.  Could even slow him down flightwise.  While the character isn't going higher than PL11.  Doesn't mean he has to  move so quickly right ot of the gate.  Cosmic wise, I don't think the intention would have been so broad as to make it much different than any energy controller.  Which granted is still broad.  But not in such a way that would have placed it far differently than say a fire controller, light controller, etc.  Not really with smacking the bands together for activation as a complication.  Sure, it's the sort of thing you would see on a panel in a comic.  Probably when doing the Quick Change maybe while saying some catch phrase.  I'm more keen on something like that being more of a mental hang up that's not even worth a complication.

 

Lasers, heat, illusions and all the other fun stuff would come to mind for light control as mentioned.  Though I'd also might be pressed to include a healing others power somewhere down the line.  Going with the whole light and life dichotomy.  Impervious could be dropped as you suggested Cape, a hard light forcefield in concept being less sturdy than a cosmic one.

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Illusions, of course! :)

 

I think you hit the nail on the head when considering the whole "Pychic equilibrium " thing as a complication. 

 

Healing is something I often wonder about. I confess having had it on a power I have come to dislike it for my PCs. Thats because I actually quite like a character getting beat up / roughed up and yet striving on heroically anyway. Which I dont get if healing is involved. I have it on mess with the limitation its blood loss / bleeing effects only (so he can get battered to hell still). Personally I think healing works best with some limitations, or the tiring feat, or empathic feat, or something! Still, this is a personal taste thing. 

 

I suppose if he is a light master, he could also get things like Nullify (Light), or even Obscure - either Absorbing light (darkness) or white light everywhere (Obscure - light). Or both! Even immunity to light (handy for dazzles and blasts). Perhaps the forcefield could have something like "Second chance: Laser!" on it. 

 

Another thought: The secret ID could be useful if he is something like a world class (and he has the skills for that) pilot who works freelance for the military, businesses, or even other heroes. A lot of "Passenger" hooks?

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  • 2 weeks later...

Player Name:  HG Morrison
Character Name:  Roulette
Power Level: 10 (150/150PP)
Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness
Unspent Power Points: 0
Progress To Silver Status: 0/60

In Brief: (1-2 sentences which sum up the whole character)

Alternate Identity:  Stahnze Turk
Identity:  Public
Birthplace:  Zultas  
Occupation:  Bounty Hunter
Affiliations: The Voidwalkers (Ruby Voxx and Bliss)
Family:  

Description:
Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: (if applicable)
Gender:  Male
Ethnicity: Zultasian
Height:  5'10
Weight:  165 lbs.  
Eyes:  Lavender
Hair:  White

Roulette is a grey skinned male with an athletic build.  His long hair is kept neatly in a ponytail.  His typical clothing tends to favor some lights amount of skin.  Such as open sleeve shirts or shorts.  Usually for the sake of taking in solar energy for his reserves.  His sclera appear closer to a cat's than a human's.
 
On the job, Stahnze wears a custom made visor with a lavender colored lens.  The visor has an attachment system for Stahnze to add a portable rebreather.  Otherwise it is worn through a sleek form fitting blue space suit.  When not attached to his visor, the rebreather is kept attached to a belt on the space suit.  The belt was once filled with extra equipment, which was eventually sold to pay a debt or two, but nowadays serves nothing more than to add aesthetic to the outfit.
 
Power Descriptions:
His Optic Blasts appear as if they were lavender colored laser beams.

History:
To many the Stellar Khanate is ran by the ruthless Star Khan.  A man whose military prowess is only heard of once in a blue moon.  But to Stahnze, the real puppet masters are the various criminal factions that have arisen over the years.  Raised in a family of family of loyalist soldiers, Stahnze spent most of his youth associating with various street rabble.  Most notably that of the Nebula Crime Syndicate.  
 
As his days of youthful indiscretion passed, Stahnze joined up the military.  With wide eyed idealism at the prospect of exploring the universe he even went as far as electing for specialized training in a top secret science facility known as the Lockox.  In the Locbox soldiers underwent top secret process to try and gain psionic abilities to counteract those of the Lor Mentat.  Most subjects died in the process.  With only those with an already latent psionic ability surviving with the chance to become an Iron Khan.  For most it was the standard telekinetic and telepathic gamut.  Stahnze's gift were somewhat limited.
 
The Iron Khan are specialized soldiers in battlesuits with the primary purpose of defending the monarch.  Their life forfeit to his whims.  Their secondary purpose to complete special operations in the name of expanding the Stellar Khanate.  Notably, none of those operations were with the mind of sustaining that control.  A short-sightedness that would make their training far better suited to conquering than protecting.  Which served some use as their tertiary purpose if the monarchy proved itself unfit to lead was to overthrow him.  This last tennant has led to issue in the past, as no one had ever gone as far as defining what unfit to lead actually meant.
 
Stahnze often took to frequenting bars and casinos whenever he was not on duty.  Disgusted with the reality of some of the things he had to do for the "sake of the Khanate."  Quickly becoming enamored with games of chance.   To the point of outright abandoning his service station and going AWOL.  On the run, Stahnze funded a comfortable lifestyle by pulling off massive cons.   Tricking criminal and lawman alike of many a credit.  If only it weren't for his massive gambling addiction Stahnze would be rich at this very moment, instead he found himself in crippling debt to many of the universe's worst thugs.
 
Debt collectors and bounty hunters were usually caught off guard by proper misdirection or a well placed optic blast.  To Stahnze's credit, he never harmed a civilian while on the run.  There was definite amounts of collateral damage.  But, he kept enough control to avoid catching anyone he wasn't targeting in the crossfire.  Bounty hunters began to actively avoid going after his bounty.  With the notable exception of Ruby Voxx.  Stahnze considered her the most relentless bounty hunter to chase him down.  Every time a sign of Stahnze popped up, Ruby Voxx was hot on his heels.
 
That was until Stahnze made the mistake of attempting to fix gladiatorial games on planet ???.  Caught in the act, he barely managed to escape capture.  The local champion/or would be champion Bliss was accused as a co-conspirator.  Seeking to clear her name, she too made a run for it rather than face an unjust punishment.  With the hopes of catching Stahnze and beat a confession out of him.  With Ruby Voxx in hot pursuit of the two "partners in crime."  A pursuit which ended with a crash landing on a remote planet in the rim of Lor and Stellar Khanate territory.  An Independent territory known as the Stellar Imperium, a remnant of the government that had overthrown Kinan Khan after Daedalus routed his forces in battle.  Though Voxx had caught her quarry, it left them stranded on a planet they knew nothing about.
 
The locals had actually intended on hiring a trio of famed warriors for hire named the Voidwalkers to defend them against the Nebula crime syndicate.  Mercenaries that unbeknownst to them were merely part of an old Earth sci fi show from the Ukraine that had somehow streamed on to their planet.  So when Ruby Voxx informed them that her ship was called the Voidrunner, the locals jumped to the conclusion that these three were the sellswords they needed.  It didn't hurt that Stahnze looked like one of the cast members from the show.
 
Seeing as it would be prudent for all three of them to not get slaughtered by the invading force, the trio played along with the mixup.  Working together and actually managing to fend off the criminal syndicate's invasion.  Surviving with some parts ingenuity and more parts luck.  Roulette actually rather enjoyed doing the right thing for once, and conceded with Voxx's request to not even take an offered monetary reward from the small village they had landed in.  Bliss then put forward the idea that they not let the teamwork end there.  With Voxx agreeing to "handle" the issue of their prior crimes, so long as they don't betray her.   And thus the three spacers known far and wide as the Voidwalkers were formed.
 
Personality & Motivation:
Roulette has spent most his life as an arrogant self-serving jerk.  The only thing that has really changed is he's a bit less self serving.  However, he.  Roulette abhors violence, claiming it makes him look unprofessional.  In reality, it's just too big of a reminder of his time at war.  His more negative qualities are hidden behind a thin veneer of politeness and machinations.  With every person he interacts with just another mark.
 
However, Roulette is not without his positive traits.  He enjoys the feeling that comes from helping people.  He has a massive soft spot for children.  To the point that all one needs to do is tell them a child would be in danger and he's willing to be a hand.  And despite his willingness to manipulate his own teammates, there is a burgeoning sense of loyalty growing within him.
Powers & Tactics:
Roulette's body is able to metabolize ambient energy (photons and solar radiation) found in the environment around him.  He is then able to release that energy in a coherent beam of hardened ligh.  The beam has no apparent heat to it relying on concussive force instead, however, there is a bit of recoil directly proportional to how powerful the beam released it.  Making more powerful blasts difficult to aim.  Those same ambient solar energies that fuel Roulette's optic blasts can also sustain his body.  Eliminating a need for eat or sleep as long as he can adequately find a supply of solar energy to feed off. 
 
Roulette prefers to avoid combat whenever possible.  Relying on his wits and sharp tongue to manipulate foes.  After all, a good con never need raise his hands.  If pushed to the offensive Roulette eschews finesse for fire superiority to end things as quickly as possible.  His Optic Blasts operate on principles similar to lasers.  Making it possible for Roulette to refract it, fire it off with blinding speed, take advantage of reflective surfaces to hit multiple foes or attack from unexpected angles.  
 




Complications:

Addiction: Roulette has never seen a bet he didn't want to take.  At risk to his own safety and especially the safety of his other two crewmates, Roulette errs off the side of caution.

 

Eyes Bigger than His Stomach:  As much of a boon as the light is.  Too much of a good thing is very much a facet.  If exposed to an overabundance of solar energy, Roulette's senses can become overloaded as a result.  The effect can vary but are not limited to intoxication or even blindness depending on the type of light 

 

Enemies: In Roulette's less than stellar days he accrued a large number of enemies.  Many of which still have a reason to come after his head.  Be it Star Khan attempting to recollect another minor pawn in his expansionist regime.  Or former debtors looking for a payday.  

 

Look where you're pointing that thing: For many being blinded by an attack is dangerous for themselves.  In Stahnze's case it becomes a risk for everyone else.  If his eyesight is compromised he can't maintain control of his optic blast.  Firing out uncontrollably, the force of which can send his head in multiple directions.

 

Mirror, Mirror on the Wall:  Roulette's optic blasts take on many of the properties of lasers.  Including being able to bounce of reflective surfaces.  Unfortunately, this can be used against him with his own blasts being refracted or reflected in a direction he doesn't want.

 

Power Loss:  When away from sunlight for too long, Roulette can use up his reserves of energy and lack available access to recharge.  Being low on his energy reserves can also make extended power use an exhausting affair. 

 
 



Abilities: 0 + 6 + 8 + 4 + 6 + 8 = 32PP
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 14 (+4)
Wisdom: 16 (+3)
Charisma: 18 (+4)


Combat: 8 + 10 = 18PP
Initiative: +3
Attack: +4 Melee, +8 Ranged
Grapple: +4
Defense: +12 (+5 Base, +7 Dodge Focus), +2 Flat-Footed
Knockback: -4


Saving Throws: 3 + 4 + 4 = 11PP
Toughness: +8 (+4 Con, +4 Costume)
Fortitude: +7 (+4 Con, +3)
Reflex: +7 (+3 Dex, +4)
Will: +7 (+3 Wis, +4)


Skills: 68R = 17PP

Bluff 10 (+14)

Concentration 4 (+7)

Diplomacy 6 (+10)

Disable Device 6 (+8)

Knowledge (Galactic Lore) 3 (+5)

Knowledge (Behavioral Sciences)  8 (+10)

Notice 9 (+12)

Pilot 6 (+9)

Sense Motive 11 (+14)

Sleight of Hand 5 (+8)

 



Feats: 28PP

 

Accurate Attack

Attack Focus (Ranged) 4

Distract (Bluff)

Dodge Focus 7

Equipment 3

Fascinate (Bluff)

Improved Aim

Inspire 3

Leadership

Luck 3

Power Attack

Set-Up

Taunt

 

Equipment: 3PP = 15EP

 

Armored Skintight Space Suit (Protection 4, Life Support [Masterwork]) [14EP]

 

Rebreather [1EP]

 

 

 
Powers: 38 + 4 + 2 = 44PP

Optic Blast Array ( Feat: Alternate Power 2 ) [38PP]

Base PowerDamage 12 ( Extras: Penetrating 4, Range [Ranged]; Feats: Improved Critical 2, Precise, Precise Shot, Ricochet 4 ) (Optic Blast) {36/36}

Alternate PowerDamage 10 ( Extras: Area [General, 100-2500' Cone], Penetrating; Feat: Progression, Increase Area 4 ) (Scything Blast) {34/36}
 
 
Alternate PowerDeflect 9 ( Extras: Action [Move Action], Range [Ranged] )  (Cover Fire) {36/36}



Device 1 ( 5PP Container; Flaws: Hard-To-Lose; ) [4PP] (Visor)
Comprehend 2 ( Understand All at Once, You're Understood) [4PP]

Quickness 3 ( Flaw: Limited to Trigonometry [-2] [1PP]

 
 
Immunity 1 ( Own Powers [1PP]
 
Immunity 2 ( Sleep, Starvation & Thirst; Flaw: Source [Light] [1PP]


Drawbacks: (-0) + (-0) = -0PP






 

Totals: Abilities (32) + Combat (18) + Saving Throws (11) + Skills (17) + Feats (28) + Powers (44) - Drawbacks (0) = 150/150 Power Points

 
 
I could just put precise shot 2 on the blast as opposed to precise 2.  And really the deflect could be dropped and just used as a power stunt as he's meant to be pretty stunt heavy for all that fancy eye shooting  Off course this is willing to change with changes in the backstory to the other two.

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Looks good. I think for Comprehend "You are Understood" you require "SPeak all" first (Speak all allows you to communicate in any one language, an extra rank allows everyone around you to understand you even if it is different languages)/ 

 

Sounds like a buddy for Starshot too!

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I don't think it's a requirement.  But you're right that cost wise it should Speak All, Understand All instead.  Since Speak All at Once would have been worth two ranks.  And sure, I don't see why Star Shot and him couldn't have met along the way.  Or if not become friends as it goes along.

Edited by HG Morrison
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Looks good. I think for Comprehend "You are Understood" you require "SPeak all" first (Speak all allows you to communicate in any one language, an extra rank allows everyone around you to understand you even if it is different languages).

 

That matches my understanding as well.  It's the only Comprehend rank that builds directly upon one of the others, so it wouldn't make sense to buy it individually like you can with the other 3.

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