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Starshot

Starshot.jpg

 

Power Level: 11/15 (250/250) [252]
Unspent Power Points: 0

Trade-Offs: +3 Attack, -3 Damage; +1 Defense/-1 Toughness

In Brief: Intergalactic Safari Hunter

Theme Tune: Ride of the Valkyries

Alternate Identity: Oskar Otto
Birthplace: Berlin, Germany

Residence: The Starship Xeno

Occupation: Big Game Hunter (in Space)
Affiliations: None
Family: Distant Relatives Only

 

Description:
Age: 102
Apparent Age: 30
Gender: Male
Ethnicity: Caucasian
Height: 6’
Weight: 95 Kgs
Eyes: Blue
Hair: Blonde 

 

Starshot usually wears a battered military jacket, carries a big gun, and wears a helmet that can extend over his whole face. His left hand is clearly cybernetic, black metal and green lights. If he shows his face, he is handsome man with piercing light blue eyes and a scar down his left side. His body is in virtually perfect physical form. There are a few traces of cybernetics over his body (such as his spine).

 

History

As a capable young man, Starshot served in the German Army in World War 2, although horrified by the experience. He ended up on a suicide mission in the Alps with his no-hoper squad. Ambushed by British commandos, the firefight was brought to a close by a galactic slaver and hunter called Zaul Zeno, an expert in biology and cybernetics. Firing into the battle, he killed most of the combatants but for Oskar, whom he collected as a prize.

 

The next several decades, Oskar (rebuilt by Zeno) served on his ship as a big game hunter. Whilst Zeno was not cruel (just greedy and amoral), Oskar would have escaped if it was not for the explosives wired to his heart.

 

Then Zaul disappeared. Left with money, a Starship, and a profession, Starshot took over as captain, removed the explosives in his heart (he hopes), and set off… 

 

Personality & Motivation:

 

Oskar is a complex man, who enjoys his profession but is still scarred (physically and emotionally) by WW2. He had a grey and shadowy existence as Zaul Zeno’s right hand man.

 

Oskar enjoys drink, gambling, and risk, but can also become grim and maudlin at times, lost in recollections.

 

He partially travels for adventure and interest, but always has an eye out to undo the wrongs he had done, and is, at heart, a man of people.  

 

Powers & Tactics:


Due to genetic modification and cybernetics, Starshot has superhuman strength and endurance, and is immune to many harsh environments. His left hand is detachable and is equipped with inbuilt tools, microjets (for flight), as well as having exceptionally strong crushing grip.

 

Starshot has a high tech helmet that has a range of sensory enhancements.

 

Starshot still uses his old WWII rifle. Or at least, it looks like that. In actually fact, internally, it is a high tech plasma rifle which can also fire “Plasma web” shells to capture his prey.

 

Starshot is a skilled marksman and hunter. He tends to fight as such, sneaking around and sniping his targets.

 

 

Power Descriptions:


Starshots Plasma rifle shoots “Phased plasma”, that has the appearance of bright shimmering energy from purple to red in hue.

 

 

Complications:

 

War Trauma: Starshot reacts very negatively to war, and particular Nazi memorabilia. He will have flashbacks, becoming frozen, or violent. 

 

Bad Reputation: In many corners of the galaxy, Starshot has a bad reputation, having worked for Zaul Zeno for so many years. 

 

Captain: Any guest on his ship is under his protection.

 

Allergy: Starshots genetic alteration have made him allergic to several medicines, including penicillin.

 

Primal Challenge: Whilst Starshot is no fool, he has an honourable respect for tough prey. Unless it is quite suicidal to do so, he may choose to forgo weapons and equipment in order to “go primitive” and hunt / fight a noble prey.

 

Restock and Recharge: Starshots helmet only has 2 hours worth of oxygen supply, and its power supply for other functions is limited. Similarly, his gun only has so much power (it is particularly drained by “overburn”) and five “Web” shells. Of course, he has plenty of spare ammunition, power, and oxygen in his ship, and to a lesser extent in his ATV.

 

 

Abilities: 16 + 12 + 16 + 4 + 4 + 6 = 58
Strength: 26 (+8)

Dexterity: 22 (+6)

Constitution: 26 (+8)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 


Combat: 24 + 24 = 48
Initiative: +10
Attack: +12, +14 Ranged
Defense: +12, +6 Flat-Footed

Grapple: +18 (+20 with Cybernetic Hand)
Knockback: -4 ( -5 with Jacket)

 


Saving Throws 4 + 4 + 6 = 14

Toughness: +10 (+8 Con, +2 Jacket)
Fortitude: +12 (+8 Con, +4)
Reflex: +10 (+6 Dex, +4)
Will: +8 (+2 Wis, +6)

 


Skills: 108R = 27 PP
Climb 8 (+16)

Drive 4 (+10) Skill Mastery

Handle Animal 12 (+15)

Intimidate 12 (+15)

Knowledge (Earth Sciences) 4 (+6)

Knowledge (Life Sciences) 4 (+6)

Knowledge (Tactics) 4 (+6)

Language 6 (English, French, Galstandard, German [Native], Lor, Ooga, Galactic Tradespeak)

Medicine 4 (+6) Skill Mastery

Notice 8 (+10)

Pilot 4 (+10) Skill Mastery
Sense Motive 4 (+6)

Stealth 10 (+16)

Survival 16 (+18) Skill Mastery

Swim 8 (+16)



Feats: 59 PP
Accurate Attack
All-Out Attack

Attack Focus: Ranged 2

Ambidexterity

Animal Empathy

Attractive

Benefit 2 (Wealth 2)

Equipment 33 + 6  (Free From rewards)

Fearless

Improved Aim

Improved Critical 2 (Energy Rifles)

Improved Initiative

Jack of All Trades

Minion 9 (Free From rewards)

Power Attack

Precise Shot 2

Prone Fighting

Second Chance (Toughness save vs Tooth and Claw)

Skill Mastery (Medicine, Survival, Drive, Pilot)

Startle

Track

Uncanny Dodge (Auditory)

 

Equipment 39PP = 195 EP

 

Old Reinforced Military Jacket (Protection 2) [2EP]

 

10 Masterwork Space Suits [10 EP Base, Progression 3] [13 EP]

 

Rebreather

 

Ultrasonic Whistle (Communication 2 [100’], Extras: Omni Directional, Flaws: One Way, Limited to Whistle) [1 EP]

 

Whip (Damage 0 [15' Reach, +2 to Trip and Disarm Attempts; Feats: Mighty]) [5 EP]

 

Vehicle: Safari Ship Xeno Size: Awesome [5 EP], STR 100 [8 EP], Toughness 20 [5 EP]

Features: Alarm 1, Computer, Garage, Gym, Infirmary, Masterwork Vehicle, Masterwork Living Quarters [2], Remote Control, Safari Cells 3 [As reinforced holding cells plus can change environment], Workshop [13 EP]

Powers: Flight 16 (1,000,000mph) [32 EP], Communication 16 (Radio, nearby star systems, Flaws: Limited [One Way], Feats: Subtle) [9 EP], Super Senses 26 (Analytical Radio Senses [2], Accurate Radio Senses [4], Detect Life [Radio] [3], Detect EM Energy [Radio] [3], Detect Atmosphere [Radio] [2], Radar Sense [1], Extended Radio Senses 5 [-1 per 20 miles] [10], Radio) [26 EP], Super-Movement 3 [Intergalactic, 6 EP])

Total Cost [104 EP]

 

 

 


Staryacht.jpg
 

 

 

Vehicle: ATV Size: Huge [2 EP], STR 50 [4 EP], Toughness 12 / Impervious 6 [9EP]

Features: Masterwork, Navigation 2, Remote Control, Safari Cell 3 [7 EP]

Powers: Communication 8 (Radio, 2000 miles, Flaws: Limited [One Way], Feats: Subtle) [5 EP], Speed 5 (250mph, Alt Power: Swimming 5, 50mph) [6 EP], Super Senses 7 (Accurate Radar, Radar Sense, Radio, Extended 1 Radar) [7 EP], Supermovement 2 [Surefooted 2, 50% penalty reduction) [4 EP],

Total Cost [44 EP]

 

Utility Belt [20 PP Array, Alt Power 5) [25 EP]

BP: Blast 2 (Extras: Penetrating, Secondary Effect) {8/20} “Thermal Pellet”

AP: Environmental Control 5 (Bright Light, Extras: Independent, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) {13/20} “Flare Gun”

AP: Fatigue 5 (Extras: Poison, Sleep [+0]) linked with Dazzle 5 (Tactile, Extras: Alt Save [Fort] [+0], Poison, Flaws: Touch Range) {20/20} “Sedative Injector”

AP: Nauseate 5 (Extras: Area [cloud], Range) {20/20} “Gas grenade”

AP: Obscure 5 (Visual and Olfactory, Feats: Slow Fade 1) {16/20} “Smoke grenade”

AP: Paralyse 4 (Extras: Alt Save [Fort], Poison, Ranged, Feats: Subtle) {17/20} "Blowpipe"

 

 

Powers: 7 + 15 + 16 + 1 + 5 + 1 + 1 + 1 = 47 PP

 

Cybernetic Hand (Linked Powers) [7 PP]

Anatomic Separation 1 (Left Hand) [2 PP] “Detaches!”

Flight 2 (25mph, Flaws: Limited to hand only) [2 PP] “Mini Jets”

Super Strength 2 (+10 STR, Flaws: Limited to grip) [2PP] “Power Grip”

Enhanced Trait 1 (Improvised Tools) [1 PP] “Inbuilt tools”

 

Device 5 (25 DP, Flaws: Easy to lose) [15 PP] “Plasma Gun”

Plasma Array (22 PP Array, Feats: Alt Power 3) [25 DP]

BP: Blast 8 (Feats: Affects Insubstantial 1, Improved Range 2, Indirect 1, Progression [Range] 2[22/22PP] "Phased Plasma"

AP: Dazzle 10 (Visual Senses, Extras: Area [Cone], Flaws: Range [Touch]) [20/22 PP] "Plasma Flare"

AP: Damage 10 (Feats: Affects Insubstantial 1, Extras: Area [Line]) [21/22PP] “Plasma Overburn”

AP: Snare 8 (Feats: Affects Insubstantial 1, Blocks Radio Sense, Tether, Reversible) [20/22 PP] “Plasma Web”

 

Device 4 (20 DP) [16 PP] “Helmet”

Communication 6 (Radio, 20 miles, Flaws: Limited [One way], Feats: Subtle) [4 PP]

Immunity 4 (Visual Dazzles, Suffocation [All]) [4 PP]

Supersenses 13 (Direction Sense, Distance Sense, Extended [Visual] 1, Infravision, Microscopic Vision 2 [Cellular], Radio, Ultravision, X-Ray Vision, Drawback: Power loss [Lead for X Ray Vision]) [12 PP]

 

 

Feature 1 (Hand acts as medical kit) [1 PP] "Inbuilt medical tools / chems"

 

Immunity 5 (Aging, Cold, Disease, Heat, Poison) [5PP] “Cybernetic Life Support”

 

Leaping 1 (x2, Running 30’, Standing 15’, High 7’) [1 PP] “Enhanced Physique”

 

Speed 1 (x2, 10 mph, 88’/rnd[1 PP] “Enhanced Physique"

 

Swimming 1 (x2, 2.5mph, 22’/rnd) [1 PP] “Enhanced Physique”

 


Drawbacks: -2

Vulnerability (Electricity, Common, Minor [+1]) [-2 PP] “Residual Cybernetics”

 


DC Block

ATTACK             RANGE      SAVE           EFFECT

Unarmed            Touch      DC 23 Tough    Damage (Physical) 

Phased Plasma      Ranged     DC 23 Tough    Damage (Energy)

Plasma Flare       Touch/Cone DC 25 Reflex   Dazzle (Visual)

Plasma Overburn    Touch/Line DC 25 Tough    Damage (Energy)

Plasma Web         Ranged     DC 23 Reflex   Snare

 

 

Totals: Abilities (58) + Combat (48) + Saving Throws (14) + Skills (27) + Feats (56) + Powers (47) - Drawbacks (-2) = 250/250 Power Points

Edited by Fox
+1pp for May 2019
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Gunmonkey

 


Power Level: 7 (135/135 PP)
Trade-Offs: +3 Attack / -3 DC, +3 Defence / -3 ToughnessGunmonkey.jpg

In Brief: Simian mechanic and all round liability of the Xeno.  

Alternate Identity: Dugga Dooga
Birthplace: Ooga

Residence: Starship Xeno
Base of Operations: Starship Xeno
Occupation: Almost Competent Space Mechanic
Affiliations: Starshot

 

Description:
Age: 25
Gender: Male
Ethnicity: Ooga
Height: 3’8”
Weight: 55 Kgs
Eyes: Brown
Hair: Black

 

Dugga looks like a very muscular, squat, earth ape with several patches of burnt or singed hair. He usually wears dirty overalls and Hawaiian shorts. He usually carries a pack of Galactic playing cards, various tools, and a pair of snazzy energy pistols. He is often smoking cigars, especially around explosives or fuel. He sometimes wears a cowboy hat. 

 

History:


Dugga comes from the jungle planet Epsilon Gamma 493. His race are primitive, but Dugga was unusually smart (in some ways). He is also a rapscallion, thief and rogue.

 

The Ooga race were the target of Starshot and a vapid but wealthy galactic duchess who wanted a “pet”. On their way back to Lor space, Starshot soon realised that Dugga was sentient, and was about to turn around before Dugga indicated he would rather stay on board (he did not wish to face the punishment of his tribe on the dread itching stick).

 

Sticking around, Dugga found a knack for repairing and maintaining the ship, and stayed on board as the semi-competent mechanic.

 

Personality & Motivation:


Dugga is an impulsive rapscallion who works with Starshot partly out of friendship but mainly for his wages. Which he usually loses, quickly, gambling.

 

He has a love of explosives and cigars. He often lights up whilst working. He is also very taken by John Wayne films, and fancies himself as a Cowboy (he learned English watching the films). 

 

Powers & Tactics:


Dugga is small, strong, fast and incredibly agile. He is able to use his hands and feet with equal dexterity.

 

He has a heightened sense of smell and can hear in a wide range of frequencies. He has a basic skill in various technical fields.

 

If he fights, which he tends to try and avoid (alas, cheating at Gal-cards sometimes leads to problems) he will generally use his twin ion-blasters.



Abilities: 9 + 16 + 10 + 2 + 0 + 2 = 39 PP
Strength: 15 (+2)
Dexterity: 26 (+8)
Constitution: 20 (+5)
Intelligence: 12 (+1)
Wisdom: 10 (0)
Charisma: 12 (+1)

Combat: 18 + 18 = 36 PP
Initiative: +12
Attack: +10 (+9 Base, +1 Size)
Defense: +10 (+9 Base, +1 Size), +6 Flat-Footed

Grapple: +8
Knockback: -1

Saving Throws: 1 + 2 + 2 = 5 PP
Toughness: +4 (+5 Con, -1 Size)
Fortitude: +6 (+5 Con, +1)
Reflex: +10 (+8 Dex, +2)
Will: +2 (0 Wis, +2)

Skills: 72 Ranks = 18 PP

Acrobatics 4 (+12) Skill Mastery

Bluff 4 (+5)

Climb 8 (+16) Skill Mastery, Benefit

Craft (Chemical) 4 (+5)

Craft (Electronic) 4 (+5) Skill Mastery

Craft (Mechanical) 4 (+5) Skill Mastery

Craft (Structural) 4 (+5)

Disable Device 4 (+5) Skill Mastery

Drive 2 (+10) Skill Mastery

Handle Animal 4 (+5)

Language 4 (English, Gal Standard, German, Ooga [Native], Galactic Tradespeak)

Notice 4 (+4)

Pilot 2 (+10) Skill Mastery

Sense Motive 4 (+4)

Sleight of Hand 4 (+12) Skill Mastery

Stealth 4 (+12/+16) Size

Survival 8 (+8)


Feats: 14 PP

Acrobatic Bluff
Ambidexterity

Benefit (Dexterity for Climb)

Environmental Adaptation 1 (Zero Gravity)

Evasion 2

Improved Initiative 1

Improvised Tools

Jack of All Trades

Quick Draw

Second Chance (Toughness save vs Explosions)

Skill Mastery 2 (Acrobatics, Climb, Craft Electronic, Craft Mechanical, Disable Device, Drive, Pilot, Sleight of Hand)

Uncanny Dodge (Auditory)


Powers: 1 + 1 + 5 + 1 + 3 + 2 + 10 = 22 PP

Feature (Use hands as feet, and feet as hands) [1 PP]

 

Leaping 1 (x2 Distance, Including Size: Running 18’, Standing 9’, High Jump 4’) [1 PP]

 

Shrinking 4 (-1 Size Category, Feats: Innate, Flaws: Permanent [+0]) [5 PP]

 

Speed 1 (x2 Speed, Including Size: 7.5mph) [1 PP]

 

Super Senses 3 (Scent, Tracking 1 [Scent], Ultra hearing) [3 PP]

 

Super Strength 1 (+5 Effective Lifting Strength) [2 PP]

 

Device 3 (15 DP, Feats: Multiple Weapons 1, Flaws: Easy to Lose) [10 PP] “Twin Ion Pistols”

“Blast Array” (13 PP, Feats: Alt Power 2)

BP: Blast 4 (Extras: Penetrating, Feats: Variable Descriptor 1 [Charged particles]) [13/13 PP] “Ion Blast”

AP: Stun 4 (Extras: Ranged) [12/13 PP] “Shocking Blast”

AP: Nullify 4 (All Electronics, Extras: Alt Save [Fort] [+0], Affects Objects) [12/13 PP] “Disruptor Blasts”


DC Block

ATTACK          RANGE      SAVE            EFFECT
Unarmed         Touch      DC 17 Tough     Damage

Ion Blast       Ranged     DC 19 Tough     Damage

Stun Blast      Ranged     DC 19 Fort      Stun

Disruptor Blast Ranged     DC 19 Fort      Nullify Electronics

 

Totals: Abilities 39 + Combat 36 + Saving Throws 5 + Skills 18 + Feats 14 + Powers 23 = 135/135 

Edited by Gizmo
Player Requested Edits
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Starshot

Saves

While the final pp tally is right, the Saving Throws line currently adds 2+4+4 to make 10.

 

Feats

Your current reward tracker lists 30pp of equipment for Starshot, and this sheet lists a combined 45pp of equipment and minions. For the sake of updating your reward tracker, I'm assuming you're spending your last remaining veteran award on the remaining equipment/minions?

 

Equipment

As currently listed, you're 1ep over-budget at 181ep. However, I believe you're paying 1ep too much for the spaceship (which, incidentally, also notes the base feature set as 13ep instead of 31, and is missing the ep cost of the super-movement) - maybe give it another pass and double-check my math there?

 

Powers

Your pp total here notes an 8pp power that doesn't appear to exist, leaving you 8pp under-budget. It also disagrees with the final pp totals line (54 vs. 46 actual vs. 49 under Totals), so double-check that when revising.

 

 

Gunmonkey

Abilities

Double-check the math here - the totals line lists 18pp spent on constitution, instead of 8, and the total would be 33pp spent, not 37, so you're under-budget.

 

Combat

With a defense of +10, Gunmonkey's flat-footed defense would be +5, not +6.

 

Powers

Super Senses 3 costs 3pp, not 2; this is noted correctly in the powers tally line, but the final tally there would be 23pp, not 22pp.

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Starshot

 

1. Corrected Save Annotation. 

2. Yes, using final reward. 

3. I actually make the Xeno still 96 EP despite rechecking. I think the features still add up to 13? [Alarm 1, Computer, Garage, Gym, Infirmary, Masterwork Vehicle, Masterwork Living Quarters, Remote Control, Safari Cells [3], and Workshop]. I have noted in the space travel cost (i.e. now annotated). I think the extra EP of 181 was actually the utility belt should be annotated as 4 Alt powers and 24 EP (Now corrected). Double checked and it makes 180 to my eye. 

4. Powers was a screw up by me. I have revised this to make 46 PP total. This left me with 3 spare PP which I have sunk into a) Making Base Attack +12 not +10, and b) Removing Ranged attack focus and adding prone fighting feat. 

 

I think that all adds up now. 

 

Gunmonkey

 

1. Corrected what I think is an annotation error. Strength - AFTER size reduction, should cost 9. Constitution should have been costed as 8, not 18, meaning a total score of 37. 

2. I think you are in error here. Gunmonkeys base defence is +9, meaning his dodge bonus is +4. This would give him a base defence of +9/+5. However, as he is small size this becomes +10/+6. I am pretty sure that size bonus is explicitly added after flat footing (there is ATT reference to this, and as explanation you retain your size bonus to defence even when helpless/defenceless). EDIT: Found reference https://roninarmy.com/att-forum-archive/viewtopic.php?f=19&t=24033

3. Corrected the annotation for Supersenses.

 

In addition his toughness, I think should be +3 (+4 from CON, -1 Size) so I have annotated that in. 

Edited by Supercape
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