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Prince Akkar PL9/10


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Player Name: EviscerusNox
Character Name: Prince Akkar
Power Level: 9/10 (in ship) (150/154PP)
Trade-Offs: -1/2 Damage/ +1/2 Attack (PL9) (+2 Damage/ -2 Attack In Ship, PL10)
Unspent Power Points:  4

In Brief: Cybernetically Enhanced Illthusian Space Junk Dealer.

Alternate Identity: Ak’Kar Kalmari
Identity: Public
Birthplace: Illthus
Occupation: Space Junk Collector/Dealer, and Exiled Prince of Illthus
Affiliations: none
Family: None alive.  Last surviving member of Royal Illthusian bloodline.

Description
Age: 38
Gender: Male
Ethnicity: none
Height: 6’1”
Weight: 182
Eyes: Pearlescent Blue
Hair: none

Prince Akkar is a tall, slender Illthusian with lean muscles like that of a swimmer or runner.  His skin color changes with his mood, but most of the time it is a pale white/blue as this is the preferred color of Illthusian royalty.
  He is typically found wearing a sleek, black space suit that looks like a mix between a clergy cassock robe and a neoprene wet suit with helmet.  The helmet retracts into the neck of the suit when not in the vacuum of space or similar environment that required a breathing apparatus.  Around Akkar’s neck is an amulet with the royal crest of Illthus, a symbol that has been banned by the Grue Unity, he keeps this tucked away under the suit or whatever clothes he’s wearing most of the time.  Akkar’s face is covered in scars, especially around the cybernetic facial tentacles, and his back also bears the marks from the rough treatment of the Grue.

 

Power Descriptions: Akkar’s cybernetic facial tentacles resemble his organic ones, but are segmented and a brushed steel color, the tips of them blossom open to reveal different tools depending on which he needs access to.  The energy blaster tentacle glows blue on the end. The stun tentacle crackles with electricity. The plasma cutter tentacle glows an orange/white color when activated. There is also a tentacle that sprouts multiple flail like chains from the end that he can use for striking foes.  The interface tentacle sprouts a key like protuberance that can shift its form like mercury to access all manner of computers/terminals.

History: Ak’Kar was born to rule, and was told that often from the first moments he can remember.  He was taught the true history of his people, the once proud and noble heritage of Illthus, a world almost completely of water.  Once his proud people roamed both the waterways of the deep and the stars with abandon, and the Royal house Kalmari ruled justly, and all the denizens of Illthus were happy.  That was, until the Grue Unity came.  They subjugated Ak’Kar’s people, murdering all that stood to defy them, including the royal house of Kalmari.  Only a few survived, running for their lives and living in quiet exile. 

 

This was the story as told to him, over and over again, by the loyal subjects of his House as he grew into adulthood.  He was told it was his destiny to free his people, to lead them in an uprising against the Grue Unity.  The only thing that his people waited on, he was told, was for him to make his presence known and they would follow him to victory.

 

Life, it turns out, wasn’t as simple as the stories he’d been told.  When of sufficient age and training, he set out gathering forces that wished to oppose the Grue, he offered many seats on his council, powerful positions in the new government he was to build on Illthus, and the riches of his home beneath the seas.  Gathering a rather sizeable armada, he believed that if he laid siege to his home world that the Illthusians on the surface would rise up and join his rebellion, taking over the advanced technology in place and ousting the Grue.  Little did he know that it had been centuries since the old stories of the grandness of the Illthusian Empire had been told, and he was all but a forgotten figurehead to all except the few in his inner circle who were devout believers, as they too had been brought up to believe.  His compatriots had joined him for their own ends, never disabusing him of the notions of his childhood, instead using the siege as an opportunity to pillage valuable resources from both the Grue and Illthus, then absconding as soon as reinforcements came.

 

Ak’Kar was taught a harsh lesson that day, and many harsher ones over the next 3 solar cycles as a prisoner of the Grue and favorite play thing for their torturers.  Many terrible things were done to Ak’Kar over that time, he talks about none of it, but the most obvious thing was the amputation of his facial tentacles.  A disgrace among the Illthus even to this day.  Eventually the Grue grew tired of abusing him, and left him alone in his cell to die forgotten and alone. 

 

It was happenstance and luck that saw him freed.  A group of mercenaries had been sent to rescue quite a different prisoner from the Grue, and in the chaos Ak’Kar escaped with them.  He was of course, left on the very next backwater planet available, but Ak’Kar minded little.  He set to the task of survival, and found himself in the salvage business.  He made enough eventually to buy his own ship, hire a crew, and live life free among the stars. He was also fortunate enough to save a doctor from an advanced race of technopath cyberneticists from the Grue, and in return received cybernetic replacements for his tentacles as well as a few other enhancements.

 

Always, though, in the back of his mind, is the freedom of Illthus.  Though his people and allies had given up on him, he would not do the same.  He would see them freed, and the Grue fall. 

 

He will need new allies, and a much bigger boat.

Personality & Motivation: Ak’Kar is a driven alien, and used to giving orders due to his upbringing.  He can come off as officious or authoritarian, but those that know him, including his crew, know that he would put his life on the line for those he calls friends, and those in his employ. Rarely showing the colors of mirth, Ak’Kar can seem morose or downright sullen, but this is due to his being taught that a ruler must remain aloof and above reproach, and so he adopts this practice with his crew and most others he comes in contact with.  When he finally makes a friend, he is very protective, but still guarded, and doesn’t talk much about his feelings, though they can become evident by his coloring by other Illthusians, or those that know what those colors mean.


Powers & Tactics: Ak’Kar leads from the front lines, he knows no other way, and so he will face foes head on, seeking to inspire his men with both actions and words.  Ak’Kar isn’t much for subtlety in battle and does no hiding or feinting.  He prefers to fight battles in the open, and let the superior combatant prevail without trickery or guile.

Complications:

 

Prince in Exile: Ak’Kar is of the royal House Kalmari, and believes he is destined to free his people, and take his rightful place as ruler of Illthus.

Enemy: Grue Unity and his former allies that left him high and dry at the siege of Illthus and of course Captain Kraken.
Reputation: Among other captains and spacefaring citizens, Akkar as seen as inconsequential or low rent due to being a salvager and junk dealer.  Among those that believe in the restoration of the Illthus empire, he's seen as a failure due to his first attempt by some, and  promised savior by others.
Responsibility: Ak’Kar believes it is his responsibility to serve as an example of what Illthusian manner and temperament should be, and so when in public takes great pains to not bring dishonor to his race.
  Also he is responsible to his crew for their safety and will do his best to keep them out of harm’s way, despite the danger inherent in salvage operations, illegal or legal. 

 

Abilities: 4 + 6 + 4 + 2 + 0 + 4 = 20PP
Strength: 
14 (+2)
Dexterity: 16 (+3)
Constitution: 24/14 (+7/+2)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 14 (+2)



Combat: 12 + 12 = 24pp

Attack: +6/11 (Melee)/10 (Tentacle Blast)

Grapple: +13

Defense: +8, +3 flat-footed (Dodge Focus 2)

Knockback: -5

Initiative: +3




Saving Throws: 1+4+5 = 10pp

Toughness: +10/5 (+7/2 Con, +3 Protection)

Fortitude: +8/3 (+7/2 Con, +1)

Reflex: +7 (+3 Dex, +4)

Will: +5 (+0 Wis, +5)

Skills: 24r = 6pp

Computers 4/12* (+5/13*)

Craft: Mechanical 4 (+5)

Disable Device 0/12 (+1/13)*

Notice 8 (+8)

Pilot 8 (+11)

*= with interface tentacle active


Feats: 33pp

Ambidexterity

Attack Focus Melee 5

Dodge Focus 2

Equipment 18

Leadership

Minions 6 (25, PL3 minions)

 

 Equipment: 19pp 95ep

 

The Leviathan [90ep]

STR 50  [2ep]

Defense 6

Toughness 14 [3ep]

Size: Gargantuan [15ep]

Cannons:  Blast 12  [25ep]

      AP:  Tractor Beam: Telekinesis 12

Flight 12 [24ep]

Super Movement 4: Space Flight 2 [4ep]

Features: [8ep]

     Computer

     Communications

     Infirmary

     Living Space

     Cargo Hold

     Holding Cells

     Workshop

     Security System


Powers6 + 16 + 23 + 12 = 57pp

Illthusian Physiology 1.2 [6pp]

            Immunity 1 (Drowning) [1pp]

            Obscure 3 (Visual; Flaws: Touch Range) “Ink Cloud” [3pp]

            Super Senses 2 (Darkvision) [2pp]

Cybernetic Enhancements 3.2 [16pp] (Technology)

            Additional Limbs 3 (5 facial tentacles) [3pp]

            Enhanced Constitution 10 [10pp]

            Protection 3 [3pp]

Cybernetic Facial Tentacle Array 9.5 (19pp Array, Feats: Alternate Power 4) [23pp] (Technology)

            Base Power: Blast 8 (Power Feats: Accurate 2, Incurable)  “Energy Blaster Tentacle” [19pp]

            AP: Stun 7 (Power Feats: Extended Reach 5)  “Stun Tentacle” [1pp] (Electricity)

            AP: Corrosion 3 (Power Feats: Extended Reach 5) “Plasma Cutter Tentacle” (Plasma/Heat) [1pp]

            AP: Strike 7 (Extra: Autofire; Power Feats: Extended Reach 5) “Weaponized Tentacle" [1pp]

            AP: Datalink 1 (Power Feat: Machine Control), Enhanced Skills 5 (Computers 8, Disable Device 12) Comprehend 2 (Speak/Understand all languages) “Interface Tentacle" [1pp]

Kalmari Royal Space Suit/Robe (Device 3; Hard to Lose) [12pp]

           Immunity 9 (Life Support) [9pp]

           Flight 3 (50 MPH, 500 ft/round)

           

 

Drawbacks: (-0) + (-0) = -0PP


DC Block:

ATTACK                               RANGE    SAVE                                                      EFFECT

Energy Blaster Tentacle   Ranged    DC 23 Toughness (staged)                Damage (Physical)

Stun Tentacle                     Melee      DC 17 Fortitude (staged)                    Dazed/Stunned/Unconcious

Weaponized Tentacle       Melee      DC 22 Toughness (staged)                 Damage (Physical)

Plasma Cutter Tentacle   Melee      DC 17 Fortitude/DC22 Toughness     Drain Toughness/Damage (Physical)

 

Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (6) + Feats (33) + Powers (57) - Drawbacks (0) = 150/154 Power Points

Edited by Fox
+1pp for December 2017
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The Leviathan Crew (25, PL3 Minions)

 

Abilities: 4 + 2 + 5 + 0 + 0 - 2 = 9PP
Strength: 
14 (+2)
Dexterity: 12 (+1)
Constitution: 15 (+2)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 8 (-1)



Combat: 4 + 4 = 8pp

Attack: +2

Grapple: +4

Defense: +2, +1 flat-footed

Knockback: -1

Initiative: +1




Saving Throws: 2+0+0 = 2pp

Toughness: +3/ (+2 Con, +1 Armor)

Fortitude: +4 (+2Con, +2)

Reflex: +1 (+1 Dex)

Will: +0 (+0 Wis)

Skills: 20r = 5pp

Craft: Mechanical 4 (+4)

Intimidate 4 (+3)

Knowledge: Streetwise 4 (+4)

Notice 4 (+4)

Pilot 4 (+5)

 


Feats: 4pp

Equipment 4

 

 Equipment: 4pp 20ep

Space Armor [Protection 1 (Extra: Impervious)] 2ep

Blaster Pistol [Blast 4] 8ep

Commlink 1 ep

Space Suit [Immunity 9 (Life Support)] 9ep


Powers0 = 0pp

        

Drawbacks: (-0) + (-0) = -0PP

 

Totals: Abilities (9) + Combat (10) + Saving Throws (2) + Skills (5) + Feats (4) + Powers (0) - Drawbacks (0) = 30/30 Power Points

Edited by EviscerusNox
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