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The Speaker (PL10) - Ari

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Dol-Druth the Speaker

Power Level: 10 (150/159PP)

Trade-Offs: None
Unspent Power Points: 9


In Brief: Planetary inspector and hive-mind-aided super-mentat with a government mandate.

Residence: The Lighthouse.
Base of Operations: Earth
Catchphrase: "Why is this real?"

Alternate Identity: Lor Civic Rotunda(Planetary Inspection Committee Division) Officer Dol-Druth
Identity: Public
Birthplace: Lor-Dotra, birthing pod cavern in the southern continent
Occupation: Planetary inspector, representative of Dotrae.
Affiliations: Lor Republic, Freedom League
Family: The other eighty billion Dotrae.

Age: 46
Apparent Age: N/A
Gender: Male
Ethnicity: Subterranean(near colourless skin)
Height: 7'2"
Weight: 300lbs
Eyes: Black
Hair: None


White is his dominant colour, from the pearly, nearly translucent skin to the teeth like chips of pale grey ice. Slender, twitching antennae protrude from the top of Dol-Druth's head, as edgy and irritable as their owner, while large, deep-set black eyes glare out at the world over a broad, broken Roman nose and perpetually-pursed thin lips. His bulky, ungainly body is swathed in an enormous loose suit of good-enough-for-government-work iridescent beige, on which his name and elected titles stream constantly in a shifting collage, the letters warping to make themselves intelligible to anyone looking at them. His voice is a deep, frustrated growl with clipped, sharp syllables even in telepathic communiques.


Power Descriptions:
When drawing on the collective mental force of Dotrae, Dol-Druth's eyes glow an eerie blue, and anyone with psychic sensitivity can feel the presence of many other, whispering minds suddenly at hand. Anything being affected by these powers similarly starts to glow and emit a low-pitched whine. Dol-Druth tends to gesture in ways mimicking the effect of his powers on their target, lifting his arms to pick up a car or thrusting his hand forwards to throw telekinetically-accelerated projectiles and so on. It is not necessary, but it is an ingrained habit.


The office of Speaker(originally Voice) of Dotrae was first created around three hundred years ago, when the inhabitants of Lor-Van encountered the hive-mind race during their Great Experiment in empire-building. While they had encountered species of loneminds in the past, the Dotrae were still unused to the idea of any one specific being having any special authority over their manymind, preferring the never-ending psychic debate between each other to make decisions. When inducted into the Lor Empire, however, the visiting generals impressed on the Dotrae the need to have some representative for their people, arguing that in times of crisis snap decisions would need to be made without the benefit of argument, even at the speed of thought. Dotrae considered the matter, found the logic compelling, and presented a then-unknown adolescent girl named Gana-Ley to be their Voice.


Since then, what was intended as a means of Imperial control over the Dotrae has grown into a respected and valued position in the Republic. With access to the collective wisdom and psychic might of a race tens of billions strong, Speakers have filled countless specialty roles in government, military and judicial fields. But until an obscure functionary named Dol-Druth no Speaker was ever a planet inspector.


Dol-Druth was appointed after his predecessor was uncovered, after being cleared two years before, as the head of a lucrative kidnapping ring "acquiring" test bodies for unscrupulous lab-corps in a sensational exposé that led to the downfall of over a thousand other Dotrae officials responsible for 'screening' their ringleader's thoughts from the manymind. Before that he had performed the thankless work of surveying prospective member races with a kind of principled, rigorously honest and fair bloody-mindedness, and was already notorious for his very strong opposition to the post of Speaker long before the Senator's crimes were public knowledge. That last quality made him a perfect fit.


As part of his new duties, Speaker Dol-Druth was required to meet with the more prominent ambassadors and negotiators of the still-weakened republic. While on these rounds he met with a number of the people who had helped lead the Coalition, including an ambassador named Th'emme who had a lot to say about the fringe world of Earth and its incredible inhabitants. What was intended as glowing praise sparked immediate suspicion in the inspector. The tour done, and with the security of border worlds a pressing concern, Dol-Druth decided to clear up the matter himself and asked to make the next scheduled survey of the Sol system and its inhabited bodies.


His comrades in the Rotunda were happy to hand off such an unimportant job, and setting out in the basic flit pod that had been his home-away-from-home for decades the voice of his race sped through space to confront this strange world of myths, monsters and madness.


Personality & Motivation:
Even for one of Dotrae, Dol-Druth is aloof, withdrawn and largely impersonal. While he understands personal rights and privileges, and the need to take more than a broad-strokes view of any people, he abhors the way even others in the manymind glorify isolated selves and exceptionals. The idea of heroes, of private, personal property, of selfishness and self-interest is as baffling and alien a concept to him as many of his base assumptions would be to humans. The fact that he's even on Earth over a private, individual feeling and idea rankles him, and frays his perfectionist's irritation and discomfort with a self that doesn't fit its ideals. He sees his duty in Solar space as partly therapeutic and partly investigatory, exorcising his aberrant mindset and expanding Lor information and projection about a possible future member.


Powers & Tactics:
Since he isn't licensed to use his mentat powers without supervision by local authorities, Dol-Druth has to limit his use of telekinesis on natives to temporary immobilization, and relies on his hard-earned people skills and access to billions of helpful minds to make a compelling case against violence for the less immediately hostile. Due in part to shortages and also a preference to experience the planet like its inhabitants do, the Speaker of Dotrae has no independent means of fast movement, forcing him occasionally to 'push' against the ground or 'latch' onto solid objects and fling himself through the air. His standard-issue stun-pistol is less restricted, but still only drawn in dire circumstances.



Alien Nation: While reasonably up to date on what's happening on Earth, Dol-Druth has very little frame of reference for much of the planet's history and culture.

Bow your headDol-Druth is easily annoyed and needled by people with strong senses of self and identity outside a group or society.

I am not I: Dol-Druth is first and foremost the Speaker of Dotrae. His own wishes and opinions are secondary to the decisions and aggregate view of the manymind. If they think he should act or speak otherwise than he wants, he feels compelled to obey.

May I?: As an alien and non-citizen of Solar space, Dol-Druth is sharply limited in what he is and is not allowed to do with his powers. Attacking without obvious cause, reading minds without express permission(from the authorities), and damaging Earthly property are only a few of his restrictions.

Mental Malarkey: Like most mentats, Dol-Druth channels his will and connects his thoughts through the Astral Plane, and things affecting that dimension around Earth affect him much more heavily, since his mental 'door' is wide open in constant communication, unlike the more segregated minds of humans.

1=0: Used to thinking of things on planetary scales, Dol-Druth is wholly unused to the idea that individuals can be as important as whole nations to the locals.




Abilities: 0 + 0 + 4 + 6 + 6 + 4 = 20 PP

Strength 10 (+0)

Dexterity 10 (+0)

Constitution 14 (+2)

Intelligence 30/16 (+10/+3)

Wisdom 16 (+3)

Charisma 14 (+2)


Combat: 12 + 12 = 24 PP

Attack: +6 (+10 Multitudes, frazzer)

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

Initiative: +10/+0

Grapple: +6/+20 w/Mass Mgmt.

Knockback: -5/-1


Saving Throws: 5 + 4 + 6 = 15 PP

Toughness: +10 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

Reflex: +4 (+0 DEX, +4)

Will: +9 (+3 WIS, +6)


Skills: 68r = 17 PP

Computers 7 (+17/+10)

Diplomacy 8 (+10)

Disable Device 7 (+17/+10)

Gather Information `7 (+10)

Intimidate 8 (+10)

Knowledge (current events) 5 (+15/+8)

Knowledge (Galactic lore) 6 (+16/+9)

Languages 4 (Galstandard(Native), Farsider, Grue, Jerreid,  Zultasian)

Notice 8 (+11)

Sense Motive 8 (+11)


Feats: 18 PP

All-Out Attack

Benefit 3(Rank 2(Lor Republic Civic Planetary Inspection Committee Rotunda Official, Speaker of the Dotrae; Security Clearance (Lor Republic)

Dodge Focus 4

Equipment 5

Power Attack

Skill Mastery (Diplomacy, Intimidate, Notice, Sense Motive)

Speed of Thought

Uncanny Dodge (Mental)




Equipment 5=25EP

encounter suit(Immunity 9(Life Support)[9EP]

frazzer(Stun 7, Ranged, Full-Round Action, Accurate 2)[16PP]

portable computer[0EP]


Powers: 37 + 8 + 5 + 6 = 56 PP


Multitudes, 32 PP Array (Power Feats: Accurate 2, Alternate Power 3) [37 PP]


  • BaseEnhanced Intelligence 14 [14 PP] + Quickness 4 (x25, Flaws: Mental Only) [2 PP] + Comprehend (Languages) 3(Understand/Read/Speak All, One at a time) [6 PP] + Communication 7 (Mental; 200 miles, Power Feats: Rapid) [10 PP] + Enhanced Feats 2 (Improvised Tools, Jack-of-All-Trades) [2 PP] Concentrated Wills
    Alternate PowerBlast 10 (Extras: Autofire 1, Power Feats: Improved Critical 2) [32 PP] Telekinetic Barrage
    Alternate PowerTelepathy 10 (Extras: Area Burst(Mind Reading only), Power Feats: Rapid, Selective) [32 PP] Linked Minds
    Alternate PowerMove Object 10 (Extras: Damaging, Power Feats: Subtle, Split Attack) [32 PP] Mass Mgmt.



Protection 8 [8 PP]


Super-Senses 5(Communication link(Dotrae manymind, Mental), Mental Sense Acute Radius Ranged)[5 PP]


Variable Skills 1 [6 PP]


Sample configurations:

Focus: +4 Computers (+21/+14), +4 Concentration (+7), +4 Disable Device (+21/+14), +4 Notice (+15), +4 Sense Motive (+15)

Get Out of Town: +4 Acrobatics (+4), +4 Climb (+4), +4 Drive (+4), +4 Pilot (+4), +4 Swimming (+4)

Negotiations: +4 Bluff (+6), +4 Diplomacy (+14), +4 Intimidate (+14), +4 Notice (+15), +4 Sense Motive (+15)

Tourist: +4 Civics (+14/+7), +4 Current Events (+19/+9), +4 History (+14/+7),  +4 Streetwise (+14/+7), +4 Language (Arabic, Cantonese, Hindi, Spanish)


DC Block:

ATTACK      RANGE SAVE                                 EFFECT

Unarmed    Touch    DC15 Toughness(Staged) Damage(Physical)

Frazzer        Ranged DC17 Fortitude                 Stunned

Mass Mgmt Ranged DC25 Toughness.             Damage(Physical)

TK Barrage Ranged  DC25 Toughness              Damage(Physical)




Abilities (20) + Combat (24) + Saving Throws (15) + Skills (17) + Feats (18) + Powers (56) - Disadvantages (0) = 150/159 PP

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  • 2 weeks later...

So welcome back Ari, anyways, sorry for the delay.


Let's see.  First thing's first.  Gather Info uses Charisma as its base stat, so your total there would actually be Gather Information `7 (+9)


Comprehend (Languages) 2(Understand/Read/Speak All, One at a time) [4 PP] is actually  Comprehend (Languages) 3 (Understand/Read/Speak All, One at a time [6PP] due to the fact that you took three comprehend options.  Namely, Understand All, Read All, and Speak All, One at a Time.  That places you 2PP over on this slot of the array.


Alternate PowerTelepathy 10 (Extras: Area Burst, Power Feats: Rapid, Selective) [32 PP] Linked Minds 

Alright so Telepathy is essentially Linked Mind Reading and Communication.  And even though we apparently allow it so you only have to buy feats once to affect all the Effects that construct a Linked Power.  The same cannot be said for Extras and Flaws.  So you would have to actually, buy Burst on both the Mind Reading and Communication separately as such (unless you're only making Mind Reading Burst and thinking about making the communication Omni Directional later on)


So the only thing with the Variable Power is needing a few sample configurations to show how you plan on using it skill wise.  Which granted isn't going to be a wide range of uses at 1 rank.  And you might've really been better off with things like jack of all trades, beginner's luck, and eidetic memory there.  But, really that's up to you.


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Oh, whoops! Removed two ranks from the Communication to even out the cost of the Array, fixed the listed Comprehend rank and cost. Misread the bit about Comprehend in Ultimate Power.


For Telepathy, made it so the Burst was only for Mind Reading, which I am pretty sure does not need a Flaw or Drawback.


Variable is x5PP per rank, so that's 20 ranks of skills, which to my mind is pretty good so I'm keeping it for now. If it turns out not that way or I use it wrongly I'll swap it out for those Feats you mentioned and a small boost to Skills. Added sample configurations.

Edited by Ari
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It is 5PP per rank, correct.  Which does add up to 20 ranks of skills.  However, our house rules make it so Skills and Feats acquired through a Variable Power are limited to a number of allocated power points equal to the rank of the Variable Power.  Which means no skill allocated would have higher than 4 ranks put in.  So it's more like 20 ranks, no skill higher than 4 ranks.

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