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Zaul Zeno Tier 1 NPC


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Character Name: Zaul Zeno

Power Level: 10 (217)

Trade-Offs: -3 Defence/+3 Toughness, -2 Attack/+2 DC

In Brief: Galactic cyborg smuggler Jabba. 

Age: A few hundred years

Gender: None

Ethnicity: Alien (Slithox)

Height: 6’6â€

Weight: 2000 lbs.

Eyes: Silver

Hair: None

Description: Zaul Zeno looks like a giant slug with four arms. He wears a “Mouthpieceâ€, which looks like a small silver microphone. His eyes are scintillating silver, exotic and beautiful unlike the rest of his scaly flesh.

 

History: Zaul Zeno has been trading in legal and illegal livestock throughout the galaxy for years. He is a master of supplying all sorts of alien species for experiments, and is a masterful cybernetics specialist himself. A few years ago, he disappeared from the scene after the Lor finally issued a warrant for his arrest.

 

Zaul himself if from the rare non humanoid species, the Slithox, who are deeply xenophobic. Zaul, however, has an unending fascination with alien life forms and cybernetics, and is considered completely insane by his native world / species.

 

Personality & Motivation: Zaul Zeno is a charming amoral character. He is not cruel or sadistic, he simply has a fascination with flesh, genetics, and cybernetics. He took up illegal hunting to fund his own fascination, and has made contacts throughout the galaxy. Whilst there is a warrant out for his arrest, Zaul shold not be considered needlessly cruel. Whilst he is self – centred and amoral, he would also not willingly expose a creature to pain (mental or physical). Zaul also has a slightly lazy streak - he dislikes prolonged physical exertion and prefers others to do heavy lifting for him. 

 

Zaul is for potential use as a dealer and creator of cybernetics, or strange and dangerous animals. He is not always a direct antagonist. His interests are in creating and finding strange, exotic and dangerous life forms. Whilst he lacks empathy and care, he is not driven to act of sadism or cruelty, he just has no problems with these. He can potentially be quite friendly and charming, and even helpful if the mood and/or reward strikes him.

 

Powers & Tactics:

 

Zaul Zeno’s strength comes mainly from his excellent contacts and access to all sorts of equipment and shady characters. He is now wealthy, and effectively has whatever minions or equipment necessary for the plot, including cyborgs, trained beasts, and cyborg beasts!

 

He still keeps a relic from his old days of hunting, a giant bazooka nearly six feet long and very heavy. He would use this in a fight, if he had too. Even disarmed, he has superhuman strength and is a reasonably competent fighter.

 

Abilities: 10 + 0 + 12 + 10 + 2 + 6 = 40

Strength: 20/28 From Growth (+9)

Dexterity: 10 (+0)

Constitution: 22/26 From Growth (+8)

Intelligence: 20 (+5)

Wisdom: 12 (+1)

Charisma: 16 (+3)

Combat: 18 + 16 = 34

Initiative: +4

Attack: +9/+8 With Growth

Grapple: +24

Defense: +7 (+8 Base, -1 Growth), +3 Flat-Footed

Knockback: -10

Saving Throws: 7 + 4 + 11 = 22

Toughness: +13 (+8 Con, +5 Protection)

Fortitude: +15 (+8 CON, +7)

Reflex: 4 (+0 Dex, +4)

Will: +12 (+1 Wis, +11)

Skills: 156R = 39PP

Bluff 12 (+15)

Computers 4 (+9)

Craft (Chemical) 8 (+13)

Craft (Electronics) 12 (+17)

Diplomacy 8 (+11)

Gather Information 12 (+15)

Handle Animal 8 (+11)

Intimidate 8 (+13)

Knowledge (Behavioural Sciences) 4 (+9)

Knowledge (Business) 8 (+13)

Knowledge (Civics) 4 (+9)

Knowledge (Galactic) 4 (+9)

Knowledge (Life Sciences) 14 (+19)

Knowledge (Streetwise) 4 (+9)

Knowledge (Technology) 12 (+17)

Languages 4 (Native [slithoxian], Grue, Galactic Standard, Lor, Khan)

Medicine 14 (+15)

Notice 4 (+5)

Pilot 4 (+4)

Sense Motive 8 (+9)

Feats: 12PP

Ambidexterity

Benefit 2 (Wealth)

Connected

Contacts

Distract (Bluff)

Fascinate (Bluff)

Improved Initiative 1

Jack of All Trades

Master Plan

Second Chance (Will saves vs Mind Reading)

Well Informed

 

 

Powers: 2 + 12 + 25 + 13 + 6 + 5 + 2 + 2 + 4 = 71

Additional Limbs 2 (2 Extra Arms) [2PP] “Alienâ€

 

Device 3 (Hard to Lose) [12PP] “Mouth Pieceâ€

Communication 4 (1 mile, Radio, Extras: Omni Directional, Feats: Selective, Subtle 2, Flaws: One Way) [7DP]

Comprehend 2 (Speak and Understand All Languages) [4 DP]

Feature 1 (Mimicry, +10 to Bluff rolls when mimicking a voice) [1 DP]

Immunity 2 (Suffocation) [2 DP]

Super Senses 1 (Radio) [1 DP]

 

Device 8 (Easy to Lose, Feats: Restricted [20 carrying strength or above]) [25PP] “Atomic Bazookaâ€

Armaments Array (37 PP Array, Feats: Alternate Power 3) [40 DP]

Base Power: Blast 10 (Extras: Area [burst], Feats: Decreased Area 5, Increased Area 2 [25-250’ Radius]) [37/37] “Missile Launcherâ€

Alt Power: Blast 12 (Extras: Autofire) “Mega Blaster†[36/37]

Alt Power: Stun 12 (Extras: Range) “Set to Stun†[36/37]

Alt Power: Telekinesis 12 (Extras: Damaging) “Tractor Beam†[36/37]

 

Growth 4 (+1 Size Category, +8 STR, +4 CON, Extras: Permanent, Feats: Innate) [13 PP] “Alienâ€

 

Immunity 6 (Aging, Environments) [6PP] “Cybernetic Supportsâ€

 

Protection 5 [5PP] “Alien Scalesâ€

 

Super Movement 1 (Slithering) [2PP] “Alienâ€

 

Super Senses 2 (Infravision, Ultravision) [2PP] “Alien Eyesâ€

 

Super Strength 2 (+10 STR Carry Capacity) [4 PP] “Cybernetic Enhancementsâ€

 

 

DC Block

ATTACK              RANGE            SAVE            EFFECT

Unarmed             Touch            DC24 Toughness  Damage (Physical)

Missile Launcher    Ranged (Burst)   DC25 Toughness  Damage (Physical)

Megablaster         Ranged           DC27 Toughness  Damage (Energy)

Set to Stun         Ranged           DC27 Fort       Dazed/Stun/KO

Tractor Beam        Ranged           DC27 Telekenesis

 

Totals: Abilities (40) + Saves (22) + Combat (34) + Skills (39) + Feats (12) + Powers (71) + Drawbacks (0) = 218 PP

Edited by Fox
Cleaning up a whole host of messed-up tags.
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  • 2 weeks later...

Combat

Half your base defense, rounded down, is your dodge bonus; thus, when you are flat-footed, your defense bonus is half your defense rounded up. In this case, it'd be +4, rather than +3.

Powers

Additional Libs 2 costs 3pp, not 2pp; I believe it's right in your pp tally up top, but not not on the power itself.

You appear to have bought Alt. Power 4 on your Armaments Array, but you're paying for Alt. Power 3...and only list 3 alternate powers. (Also, for the sake of pedantry, the feat is 'Alternate Power', rather than 'Alternative Power'. The latter implies a power that eschews tradition!)

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Corrected, it should be AP 3, done so. 

 

As for dodge bonus and size. I am fairly sure I have done this correctly. Size modifier is explicitly applied after the flat footed calculation, rather than before. 

 

His base defence is +8, which would mean +8 Defence, +4 Flat footed. Then Size Modifier is applied, making it +7 Defence, +3 Flat Footed.

 

The link in question to rules clarification

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