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Mad Scientist

Hūhunu (PL 10) WIP

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preview_hhunu.jpg

Player Name: Mad Scientist

Character Name: Hūhunu

Power Level: (10) (150/150PP)

Trade-Offs: None

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Elite soldier trained in reconnaissance, armed with advanced armour and weaponry.

 

Alternate Identity:   Tamahine

Identity:  n/a

Birthplace:  Ipukarea

Occupation:  Marine

Affiliations:  Praetorians

Family: Long deceased.

Description:

Age: 24 (DOB: over 2,000 years ago)

Gender:  Hermaphroditic

Height: 4'3"

Weight: 149lb

Eyes:  Orange

Hair:  None

 

Tamahine, like all of the Ipukar, possesses a relatively short, squat build.  Not possessing the dead protein strands of mammals, his hide is smooth, mottled between hues of burnt orange to russet brown.  Her eyes are a slit-pupiled orange of a lighter shade than his skin, and the flaps running along his nasal ridge reveal a shockingly bright coral colour on their interior when they open.

 

Bipedal and bilaterally symmetrical, each foot is long and slender, and possesses six toes.  Her hands have four broad, blunt fingers, used for applications of strength, and tucked away to protect them are two long, much more delicate digits that can be used for finer manipulation.

 

 

When wearing his Hūhunu (his native Rarotongan for 'recon') armour, she presents a blank-masked face to the galaxy.  A stylized mottling of colour that mimics the natural camouflage of his skin, a pattern than blends well with her home world of Ipukarea, it can employ an aversion field that makes it difficult to notice even when not concealed within the environment.  Advanced Phase Tech allows the storage and retrieval of gear, including the dark, snub-nosed energy carbine favoured by the now-extinct Ipukar marine corp.

 

 

Power Descriptions:

 

History:

 

Personality & Motivation:

 

Powers & Tactics:

Complications:

 

 

Abilities: 2 + 10 + 4 + 4 + 0 - 2 = 18PP

Strength:  12 (+1)

Dexterity: 20 (+5)

Constitution: 14 (+2)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 8 (-1)

Combat: 12 + 12 = 24PP

Initiative: +9

Attack: +6 Melee, +8 Ranged

Grapple: +10

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

Knockback: +5

Saving Throws: 7 + 7 + 7 = 21PP

Toughness: +10 (+2 Con, +6 Protection (Armour), +2 Defensive Roll)

Fortitude: +7 (+2 Con, +7)

Reflex: +12 (+5 Dex, +7)

Will: +7 (+0 Wis, +7)

Skills: 72R = 18PP  (* = Skill Mastery)

*Acrobatics - 10 (+15)

Computers - 3[8] (+5[+10])

*Disable Device - 8[13] (+10[+15])

Investigate - 4 (+6)

Knowledge: Tactics - 4 (+6)

Knowledge: Technology - 4 (+6)

Knowledge: Galactic Lore - 2 (+4)

Knowledge: History - 1 (+3)

Language - 2 (Rarotongan (native), Delaztri, Galstandard)

Notice - 10 (+10)

Pilot - 4 (+9)

*Search - 8 (+10)

*Stealth - 8 (+13)

Survival - 4 (+4)

 

Feats: 8PP

Attack Focus: Ranged [2]

Dodge Focus [4]

Defensive Roll [1]

Skill Mastery: Acrobatics, Disable Device, Search, Stealth

 

 

Powers:  1 + 48 + 16 = 65PP

 

Feature: Iron Stomach (Racial Trait) [1PP]

 

Device 12 (Marine Recon Armour; Difficult to take away) [60PP]

Protection 6 [8PP]

Immunity (Life Support; Starvation & Thirst (Limited: Half Effect)) [9.5PP]

Super Movement: (Wall Crawling) 3 (Gravity Leveller) [6PP]

Super Movement: (Permeate) 1 (Phase Tech) [2PP]

Super Senses: (Extended Hearing, Extended Vision, Direction Sense, Distance Sense, Infravision, Microscopic Vision, Time Sense) 7 [7PP]

Feature: (Video Camera) [1PP]

Communication 6 (Radio; Feats: Subtle) [7PP]

Datalink 1 [1PP]

Speed 2 (250’ per move action, 25mph) [2PP]

Comprehend 3 (Languages, Written, Codes, Flaws: Duration: Sustained) [3PP]

Dimensional Pocket 1 (Phase Tech; Flaws: Grapple Required) [1PP]

Super Strength 3 [6PP]

Enhanced Feat 6 (Environmental Adaptation (Zero Gravity, Low Gravity, High Gravity), Hide in Plain Sight, Improvised Tools, Improved Initiative) [6PP]

Enhanced Skills 10 (Computers +5, Disable Device +5) [2.5PP]

 

 

Device 5 (Marine Carbine; Easy to take away; Feats: Accurate) [16PP]

Weapons Array (21PP, Feats: Alternate Power 4) [25PP]

DBP: Blast 10 (Variable Focused EM Blast; Feats: Variable (EM) [1]) {21/21}

AP: Blast 10 (Sniper Beam, Extras: Penetrating [4]; Flaws: Action (Full Round); Feats: Progression [2], Improved Range [3], Subtle [2]) {21/21}

          (Max Range: 5,000'; Range Increment: 1,000')

AP: Blast 7 (Burst Fire, Extras: Autofire) {21/21}

AP: Blast 9 (Fission Charge, Extras: Area: Cloud, Penetrating [3]; Flaws: Unreliable (5 uses); Feats: Incurable; Drawbacks: Full Power) {21/21}

AP: Stun 8 (Bioneural Discharge. Feats: Extended Reach 4, Subtle) {21/21}

 

Drawbacks: -4 = -4PP

Vulnerability (Cold Effects.  Frequency: Common; Intensity: Moderate) [-3PP]

Disability (Racial Trait: No sense of taste or smell.  Frequency: Uncommon; Intensity: Minor) [-1PP]

DC Block

 

ATTACK            RANGE      SAVE                       EFFECT

Unarmed           Touch      DC16 Toughness (Staged)    Damage (Physical)

Variable Beam     Ranged     DC25 Toughness (Staged)    Damage (Energy)

Sniper Beam       Ranged     DC25 Toughness (Staged)    Damage (Energy)

Burst Fire        Ranged     DC22 Toughness (Staged)    Damage (Energy)

Fission Charge    Ranged     DC24 Toughness (Staged)    Damage (Energy)

Bioneural Disch.   20’       DC18 Fortitude (Lasting)   Stun

 

 

Totals: Abilities (18) + Combat (24) + Saving Throws (21) + Skills (18) + Feats (8) + Powers (65) - Drawbacks (4) =  150/150 Power Points

Edited by Mad Scientist

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Looks interesting so far Mad.

Couple small things.

For the Normal Identity drawback, we go with the rule that the normal identity cannot be built on more than half the total pp, so for a 150 pp character, that would be 75 pp, right now, without the armor/weapon, you have about 87 pp, so would need to possibly shift some things over into the armor.

I does not look like you are meeting combat caps with your attack (I am seeing only +8 range with max +10 damage?) Should try to get that boosted up some.  (With having to shift some points into the armor, could use that to have the armor give her increased base attack bonus?)

For the Sniper Beam, is the Progression [2] for increased max range? If so, should note that (and calculate out what the range increments are and max range is based on the feats).

Also, I am only counting a total of 152 pp spent, so after the -6 for drawbacks, that would be 146, so you appear to have 4 extra pp to spend.

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Huh -- it never even occurred to me that I wouldn't have at least half of his points set up into the Heroic Identity -- I'll have to look at shifting some more over, I guess.  Otherwise:

 

The carbine has a rank of Accuracy on it, bringing ranged attacks with it to +10.

 

For Sniper Beam, yes the progression increases max range, max range and range increments now listed.

 

For some reason I listed 5pts in feats on the final totals, rather than 9 ranks amongst 5 feats.  Fixed, totals are 150PP.

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Ah, sorry, missed the Accurate that was applied on the device as a whole.  Also missed that you did not list your feats right at the bottom.

 

So, looks good, other than needing to move some points into the armor to hit the right normal identity level.  (which should have the effect of giving you at least a few more points to work with due the armor discount.)

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That's definitely a positive thing, being able to play with a few extra points; however, getting enough shifted over without losing the credibility that he's a highly trained soldier as well as a bundle of techie toys is harder.  I'll get her sorted out, though. :)

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I'm just wondering if greater mobility or melee capability might be an avenue to explore. I'm not sure what might work best, for Praetorian scale of things.

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Revised 'Normal Identity' to a vulnerability to cold effects, and shifted some points back out of the armour to the marine.

 

Fun fact -- now that Normal ID is removed, the entire armour can be stored via Phase Tech in a forearm bracer, to be donned in a flash at need. :D

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It won't be the first Henshin we've had.

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