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Shell (PL10) - Almilee

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Player Name: Almilee
Character Name: Shell
Power Level: 10 (150/152PP)
Trade-Offs: None
Unspent Power Points: 2


In Brief: Deserter from the Stellar Khanate

Residence: Varies
Base of Operations: Varies

Alternate Identity: Khulan Chakha
Identity: Public
Birthplace: Zultas
Occupation: Mercenary
Affiliations: The Stellar Khanate
Family: None

Age: 26
Apparent Age: Mid-20s
Gender: Female
Ethnicity: Zultasian
Height: 5'7”
Weight: 136lbs
Eyes: Black
Hair: Lavender

Khulan is an average-sized, muscular woman. She could almost pass for human, but for her purple skin, black eyes, and long, lavender-colored hair. She usually wears her hair up in a ponytail, and when she chooses to not wear her link-suit (whenever not on duty), she wears simple, comfortable clothes with a large hood to hide her head in. Her link-suit is a skintight black bodysuit, with holes along her spine to allow her implants through. 

The mech itself is built for size and efficiency. Standing at just over seven and a half feet tall, the grey machine looks humanoid, with two arms (one of which is capped by a plasma cannon rather than a hand), and two legs with rear-bending knees, allowing for greater agility than certain other mechs might have. Instead of eyes, it has a single sensor that acts as the center for the suite of optics the machine transmits to its pilot. 

Power Descriptions
Khulan's powers are built around her mech-suit. She controls it via a neural link, through her spine implants, while she herself is curled up inside a protective bubble, compacted to save space. The suit is equipped with everything necessary to keep her alive, as well as a suite of plasma weaponry, the cannon retracting and forming a plasma blade when it becomes necessary.

Khulan grew up in the Stellar Khanate during a special time in its history - under the rule of Star-Khan's expansionist regime. Growing up amid the propaganda and emotions of the era imprinted a pride in the Khanate that could only be imprinted on someone who lives far from the true consequences of expansion. Even more influential, was the fact that her family believed in the Khanate as much as she did, and gave her a name similar to that of their rulers. After spending so much time watching Star-Khan's occasional victory parades, and seeing the dumbed-down broadcasts of Khanate victory over whatever planet was currently being conquered, Khulan surprised none of her family when she put in her application to join the military as soon as she was physically able to - like many of her friends.

After a series of tests for skill and compatibility, Khulan was assigned into what she considered to be a prestigious branch of the military: piloting a Hunter battlesuit in the vanguard. Hunters were designed for orbital drop in packs, to lead the way and eliminate primary targets such as artillery batteries and enemy commanders. As they had been in service since long before the rule of Star-Khan, and even long before the rule of his mother, assignment to a Hunter was considered a hallowed tradition, and one that Khulan was glad to participate in. After her spine-jacks were put in for the neural interface, and she went through several months of training to adapt her to the strange feeling of piloting a Hunter, Khulan was put into service.

War was nothing like what she'd imagined, or been shown. Later, she considered that, if she'd been put into a branch that didn't jump in ahead of time and act as roaming assassins, she might have been able to maintain some idealism. However, she was not. Even just within her first operation, deep within enemy territory, wreaking the devastation that came with hunting a commander, she began to doubt her choice. Watching as that particular war played out in front of her, made it worse. By the end, she was disillusioned, and already considering desertion. However, in the state it was in, she knew that a deserter would be swiftly found and brought down, and her family punished for her actions. So she stayed, and waited for a time where she might actually make it. 

The opportunity came after years of service, after the Incursion. As part of the forces that had evaded the Communion and moved to help the Coalition, Khulan was far from Khanate territories afterwards. As worlds split, and the Khanate was forced to look inwards and rebuild, she took her chance, and her mech, and fled. Repainting the Hunter into a drab gray and passing from planet to planet, she eluded what few former comrades came after her, and scraped together a living as a short-term-contract mercenary, picking and choosing contracts based on how much she believed in their cause.

Personality & Motivation:
Khulan is largely looking to redeem herself. As a Hunter, she was the vanguard that broke a hole in a target's defences, and paved the way for the conquering forces of the Khanate. Because of that, she feels partly responsible for the atrocities that followed, on top of those she and her pack caused already. She often comes across as irreverent, the facade behind which she hides her real feelings on any given subject.

Powers & Tactics:
Khulan's training as a Hunter has never really left her. Despite the fact that the Hunter can handle multiple opponents without too much issue, at close or long ranges, she prefers to split enemies apart, picking them off one by one, and removing leaders before anything else - cutting the heads off of the snakes. Her first act in any situation is to identify Primary Targets, which she removes before anything else. If surrounded, however, she adapts quickly, activating her plasma blade and cutting through anything between her and her current target.

Infamy: Not only is Khulan a clear Zultasian, like many of her kind she has served in the Stellar Khanate's invading army – a fact clearly indicated by the symbols on her weapon and armor.
Deserter: As a deserter from the Khanate's army, Khulan is not welcome on any of their worlds, and is wanted dead by what remains of the government.

One-Handed: While Khulan herself has two working hands, her battlesuit does not. One arm is entirely taken up by its plasma weapon array, leaving it with only one hand to operate other things. In addition, this hand is only three-fingered and fairly clumsy – unsuited for fine manipulation.


Abilities: 10 + 10 + 8 + 10 + 0 + 0 = 38PP
Strength: 20 (+5) (35 (+12) [Battlesuit])
Dexterity: 20 (+5)
Constitution: 18 (+4) (21 (+5) [Battlesuit])
Intelligence: 20 (+5)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 16 + 12 = 28PP
Initiative: +8
Attack: +8 Melee, +8 Ranged (+10 Weapons Array)
Grapple: +13/+20
Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed
Knockback: -2/-10

Saving Throws: 0 + 1 + 4 = 5PP
Toughness: +4/10 (+4Con, +6 [Battlesuit])
Fortitude: +4/8 (+4 Con, +0, +4 [Battlesuit])
Reflex: +6 (+5 Dex, +1)
Will: +4 (+0 Wis, +4)

Skills: 32R = 8PP

Craft (Electronic) 4 (+9)

Craft (Mechanical) 4 (+9)

Computers 4 (+9)

Disable Device 4 (+9)

Knowledge (Galactic Lore) 4 (+9)

Knowledge (Technology) 4 (+9)

Language 1 (GalStandard; Native: Khanate)

Medicine 5 (+5)

Pilot 2 (+7)

Feats: 7PP


Benefit (Native: Stellar Khanate)

Dodge Focus 4

Takedown Attack 

Powers: 68 = 68PP

Device Rank 17 (Khanate Military Battlesuit; 85PP Container; Flaws: Hard-To-Lose[68PP]

  • Array 10.5 (Weapons Array; 21PP Array; Feats: Alternate Power 3[24PP]

    Base: Blast 10 (Plasma Cannon; Feats: Accurate) {21/21}

    AP: Blast 6 (Plasma Barrage; Extras: Area (Explosion); Feats: Progression 3 (Range; 6000ft){21/1}

    APBlast 6 (Plasma Burst; Extras: Area (Cone); Feats: Incurable) {19/1}

    AP: Strike 10 (Plasma Blade; Extras: Penetrating 8; Feats: Affects Insubstantial 2, Accurate{21/1}

  • Communication 9 (Combat Radio; Feats: Subtle[10PP]

  • Enhanced Strength 9 (Servos[9PP]

  • Enhanced Fortitude 3 (Life Support Systems) [3PP]

  • Growth 3 (Mech-Suit; Feats: Innate; Extras: Duration (Continuous); Flaws: Permanent[10PP]

  • Immunity 9 (Life Support) [9PP]

  • Immovable 5 (Inertia Dampers; Extras: Unstoppable[10PP]

  • Protection 5 (Armor[5PP]

  • Super-Senses 5 (Darkvision, Tracking Infravision, Extended Vision) [5PP]

Drawbacks: (-4) = -4PP

Normal Identity (Full Round to Enter Battlesuit; Frequency: Common; Intensity: Major) [-4PP]

DC Block

ATTACK            RANGE     SAVE                   EFFECT
Unarmed           Touch     DC 20/25 Toughness     Damage 5/10(Physical)

Plasma Barrage    Ranged    DC 21 Toughness        Damage 6(Energy) Explosion

Plasma Blade      Touch     DC 25 Toughness        Damage 10(Energy)

Plasma Burst      Ranged    DC 21 Toughness        Damage 6(Energy) Cone

Plasma Cannon     Ranged    DC 25 Toughness        Damage 10(Energy)

Totals: Abilities (38) + Combat (28) + Saving Throws (5) + Skills (8) + Feats (7) + Powers (68) - Drawbacks (-4) = 150/152 PP

Edited by Fox
+1pp for November 2015

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Could you please organize things (skills, feats, powers, everything after Unarmed in the DC Block) in alphabetic order for ease of reference in the future?

You have actually spent 8PP on Skills.

An 85PP Container would be a rank 17 structure costing 68PP.  Of course I have 88PP in the container once costs are adjusted for things like Falling Damage.

Falling Damage is a 5PP immunity.

I'd change the wording of the drawback to 

Normal Identity ( Full Round to don suit; Frequency: Common; Intensity: Major) [-4PP]


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Alright, alphabetized everything.

Took a point from Feats to add to Skills. 

Cut away the Falling Damage Immunity entirely and put the extra PP left over into Communication.

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One small error I see in the crunch Almilee.  8 pp of skills is 32 skill points (which is how many you have spent). 

Also, small note on the fluff in terms of timeline: 

The Khanate was in chaos at the very start of Incursion (as the Communion attacked there first and took over a large swath of the Khanate, including capturing and partially cybernizing Star Khan before attacking other space powers).  The Coalition was not formed until the Communion started attacking the Grue and the Lor, using cybernized Khanate troops and ships as part of its forces.  So Shell would have been part of the Khanate forces that had managed to avoid capture by the Communion before they went to join the Coalition. 

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