Search the Community
Showing results for tags 'space pc'.
-
Star Knight Power Level: 10 (180/189PP) Unspent Power Points: 9pp Trade-Offs: None In Brief: An old Star Knight whose just one job off of Retiring. Catchphrase: A Star Knight is always Vigilant. Theme: My Way- Frank Sinatra Alternate Identity: Millisand Vermillion, The Ruby Knight, 'That Gorilla', 'The Old Man', and a hundred other epithets Birthplace: The State of Helian, on the Planque continent of Bereingi Residence: Roving throughout the Galaxy, or a home in Bereingi Base of Operations: Mobile, or Citadel Occupation: Intergalactic Peacekeeper Affiliations: The Star Knights Family: A large family on Bereingi, his Squire Zendaar Description: Age: 85 (DoB: Equivalent Earth Year 1939]) Apparent Age: Even people who don't really understand Bereingi aging can tell that Millisand is quite old Gender: Male Ethnicity: Alien Gorilla Height: 8ft 4 inches Weight: 630 pounds Eyes: Black Hair: Fully covered in a rich ruby fur Millisand is an 8 foot tall Gorilla by all respects, if not for the fact he speaks Galstandard and usually is wearing his Star Knight Armor, which is just as red as his fur. He's not patchy furred but he's clearly old; he has a pair of tiny glasses he has to wear when he's not in his armor, and he walks with a cane. While his size would seem to represent increased strength and resilience compared to normal sized individuals or humans, his advanced age has sapped almost all of his youth's impressive strength and resilience, leaving him only about as strong as an adult human. Because of his age, he's a bit clumsy now as well, but his mind is still sharp. He cuts a dashing figure still in his Star Knight Armor, which is covered in the scars of a lifetime of battle. He favors making his energy weapon into heavy hammers and axes, a left over from when he was younger. History: Millisand Vermillion is a truly ancient being, especially for his race. His race resembles Earth Gorillas, particularly the larger Eastern Gorillas. Bereingi are, indeed, almost physically the same as Earth Gorillas; they have similar physical strength and senses to those creatures. However, they are much more intelligent, and the fur that covers their body is a deep orange, with their 'silverback' fur being a deep crimson. As they age, more of their fur becomes deep crimson; when one's fur becomes fully red, they retire to live an easy life for their last few years. Millisand is entirely crimson underneath his Star Knight armor, but he continues to go out to protect the stars. He has a wife, he has a family; he has at least 10 grandchildren, last he knew. He had retired once, but the Communion forced him out of retirement. He was old then, but with the numbers of Star Knights reduced due to the Communion, he felt the need to once more don his armor and rejoin in protecting the universe. He walks with a cane when he isn't in his armor, and without the armor he has some issues with mobility. However, his mind is just as sharp as ever, and he attempts to carry out his duties with dignity and honor. He was recently given his very last 'mission'; to take the new Star Squire; Zendaar, and turn him into a model Star Knight. So Millisand has taken the hot-headed, aggressive Star Squire under his wing, so to speak. His goal is simple; if Zendaar is important enough to be worth the trouble of training- and Millisand has no reason to believe he isn't-, then Millisand is going to teach him everything about being a Star Knight, and then retire. Throughout his years as a Star Knight, Millisand- or sometimes called the Ruby Knight for his for his dark red Star Knight armor- is well known throughout the Universe, both positively and negatively. People know him, and they know about him; they know he's old, they know they have grudges against him, they're aware of him teaching a new Squire. He doesn't try to hide these things, but they weigh on him just as much as Zendaar's brashness and unflinching foolishness. He is just...tired. Personality & Motivation: Millisand is stoic, serious, and well-mannered. He carries out his job and does the right thing because he's always had the job and he believes in it. He doesn't wear the weight of the worlds on his shoulder, but he carries out what he believes he needs to without complaint. In the end, he just really wants to finish his final job as a success, and retire for the rest of his life- however long he has- on Bereingi to live out his days. But he isn't going to leave it half done either. Powers & Tactics: Millisand has the standard Star Knight Armor, though he relies on it more than most due to his advanced age. He was quite the brute in his younger days, using his large size and great physical power to handle rogue threats, but he's lost much of that strength in his old age; he's had to become more strategic, more careful, and plan out what he intends to do more tightly. He isn't a coward, but he's not rash anymore; the scars and marks on his armor speak to a life spent aggressively but he's grown out of that these days. Power Descriptions: Millisand's powers are regular Star Knight Powers; his armor is crimson and his beams in color vary from deep red to a light pink depending on the preciseness of the beam. His physical style resembles how he would fight in his younger days; relying on pure physical strength, but now it's heavily augmented by his Star Knight Armor and he has to be more precise, but thankfully he has many years of that. Complications: Old as Dirt: Millisand is quite old, and has many of the trials and tribulations that come with being old. He has difficulty seeing without the corrective lenses in his Star Knight armor or his stand alone glasses, he has difficulty walking without his cane, and he has back pain and bad knees. Any sort of effect that is standard to an aging body can be given to Millisand as a Complication A Household Name: Millisand is rather well known for his actions when he was younger. This is not neccesarily always positive, as troublemakers or those with underworld or criminal connections can spot him out quite easily; he's effectively worthless undercover or in sneaking missions because of this, and it's always possible for someone to have heard of him or spot him in a crowd to a negative effect. Rambunctious Student: Millisand puts a lot of his focus on making sure his job of teaching Zendaar is carried out correctly, and he will put his student's safety before his own Star Knight; Millisand also puts a lot of effort into being a proper, well meaning Star Knight. Abilities: -8 + -2 + -4 + 8 + 8 + 8 = 10PP Strength: 2/10/30 (-4/+0/+10) Dexterity: 8 (-1) Constitution: 6/10 (-2/+0) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +4 (Speed of Thought) Attack: +4 Base (5 - 1 for Size), +10 for Star Knight Array Defense: +10 (+5 Base, +6 Dodge Focus, -1 Size), +2 Flat-Footed Grapple: +8/+18 (Strength in Array) (4 + 4 (Size) + 10 (Strength from Array)) Knockback: -9 Saving Throws: 7 + 8 + 5 = 20PP Toughness: +10 (Impervious 8 [-2/+0/+10 (-2/+0 Con, +10 Protection (Impervious 8)] Fortitude: +7 [-2/+0/+7 (-2/+0 Con, +7)] Reflex: +7 [(-1 Dex, +8)] Will: +9 (+4 Wis, +5) Skills: 28R = 7PP Diplomacy 4 (+8) Gather Information 3 (+7) Investigate 4 (+8) Knowledge (Galactic Lore) 4 (+8) Language 1 (Bereingi, Galstandard) Notice 4 (+8) Search 4 (+8) Sense Motive 4 (+8) All other Intelligence, Wisdom, and Charisma Skills +4, Intimidate +6 Feats: 40PP Beginner's Luck Benefit (Fame) Dodge Focus 6 Jack of All Trades Leadership Luck 3 Master Plan Native: Galactic Lore Sidekick 24 (120pp) Speed of Thought Powers: 13 + 2 + 68 = 83PP The Growth and Super Senses are from his Bereingi Biology. The Star Knight armor is Technological. Growth 4 (Extra: Duration (Permanent) [+0]; Power Feat: Innate) [13 PP] Strength +8, Constitution +4, Attack -1, Defence -1, Grapple +4, Intimidate +2, Stealth -4, +5' speed, +5' reach, +5 Strength for carrying capacity only Super Senses 2 (Low Light Vision, Scent) (Sharp Eyes and Nose) [2PP] Device 17 (Battlesuit, 85PP Container, Flaw: Hard to Lose) [68PP] (technology) Immunity 10 (Life Support, Starvation and Thirst) [10DP] Comprehend 3 (Understand and Read all Languages, Speak one at a time) [6DP] Weapons Array 10 (20PP, Feats: Alternate Power 2, Accurate 3) [25DP] BE: Enhanced Strength 20 (to Strength 30 [+10], Total Effect carrying Capacity Strength 35) {20/20} AP: Blast 10 (laser blasts) {20/20} AP: Snare 10 {20/20} Protection 10 (Extra: Impervious [8]) [18DP] Flight 8 (2,500 MPH) [16DP] Super Movement 3 (Space Travel 3) [6DP] Enhanced Feat: Quick Change [1DP] Super Senses 3 (Communication Link [Mentor], Radio, Direction Sense) [3DP] Drawbacks: (-0) + (-0) = -0PP None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Blast Ranged DC 25 Toughness Damage Snare Touch DC 20 Reflex Snare Totals: Abilities (10) + Combat (20) + Saving Throws (20) + Skills (7) + Feats (40) + Powers (83) - Drawbacks (0) = 180/189 Power Points
-
Index:
-
- space pc
- space character
-
(and 2 more)
Tagged with:
-
Dirge Timeline Kill Team (IN PROGRESS): Dirge helps defend a defenseless world against pirate raids. For A Fistful of Tepeyoite (IN PROGRESS): Dirge is one of seven magnificent heroes defending a backwater planet from an army of bandits. He meets his first Praetorian, The Traveller. Toccata and Fugue (IN PROGRESS): Dirge meets Starlok and finds a kindred spirit. All Aboard The Nightmare Ship (IN PROGRESS): Dirge accompanies Starlok to investigate a haunted ship, and they meet Doktor Archeville.
-
In-Brief: Worf meets Cosmic Boy Character: Dirge Power Level: 11 (built as PL 10) Tradeoffs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 160/160 PP Unspent Points: 0 Identity: Public Alternate Identity: Kanemu of Herd Krallos, Son of Drugo, Son of Amani Birthplace: Ku'unum, AKA Harsaf-4, the 4th planet of the Harsaf star system, which was annexed by Admiral Iyatu for the Stellar Khanate in 2004. Legal Status: In the Lor Republic, a non-citizen permanent resident, granted refugee status and legal asylum. In the Stellar Khanate, a non-citizen fugitive, wanted dead or alive, with a state-sponsored bounty. Base of Operations: None. Operates throughout the Milky Way galaxy. Residence: None. Nomad. Occupation: Mercenary, Unskilled Laborer Affiliations: The Fryxus (extinct species) Family: Ghojma (Former nursemaid, adopted mother), Ghojma's husband and their biological children (Step-family), Biological parents, siblings, and extended family (all deceased) DESCRIPTION Age: 23 (Date of Birth: 1996) Gender: Male Species: Fryxus Height: 7ft (2.14m) Weight: 325 lbs. (147kg). Horns add another +30 lbs. (14kg), for 355 lbs. (161kg) total. Skin: Blue Hair: Blue Eyes: Orange, with horizontal rectangular pupils Kanemu is a humanoid ram with bright blue skin and fur who stands head and shoulders above most humans. His species evolved from even-toed ungulate herbivorous herd mammals similar to Earth's sheep, particularly the North American Bighorn. His facial features are a sort of halfway point between a human and a sheep. His nose and mouth area is snout-like. His nose is wide and angled downward. His eyes face forward like a human, instead of to the sides like a sheep. He wears his hair long and wild. His entire body is covered with a layer of soft, fine wool. His hands and feet are similar enough to those of humans that he has comparable manual dexterity and can wear shoes. Similar to Earth's sheep, with their two large toes on each foot, his hands have two large fingers and a thumb, while his feet have two large big toes. Like a sheep, he has long, pointed ears, which lay horizontally, unlike the vertical orientation of human ears. He has a small, vestigial tail, less than a foot long, covered in the same fur as the rest of him. It hangs down toward the ground. His loincloth usually obscures it. His head is adorned by a massive rack of curved horns. Like those of a ram, his horns have two layers, a living bone core surrounded by a keratin shell. The outer layer is basically compressed hair, and re-grows over time. The horns are so heavy they account for nearly ten percent of his body weight. As a strict herbivore, his teeth are all incisors and molars. He does not have any canine teeth. The front half of his mouth only has incisors on the bottom, with just a flat bony ridge above/opposite them. His blood, like his skin and fur, is also blue in color. As a side-effect of the electromagnetic energies his body generates, stores, and channels, it is warm to the touch, and when exposed to air, it glows softly. He wears a bright red belted loincloth, and nothing else. When his personal protective magnetic field is active, his body is surrounded by waves of multi-colored light similar to the Aurora Borealis of Earth. When he uses his magnetic power to control metal, globes of heat shimmer and refracted light in every color of the spectrum appear around his hands, and bolts of electricity arc up and down his arms. A similar aura may appear around the metal object he is manipulating. When he hurls bolts of lightning, they are twin bolts which spiral forth in a double-helix pattern. HISTORY The Fryxus were a race of fascist humanoid sheep who lived on Ku'unum, the fourth planet in the Harsaf star system, in the independent border territory between the Lor Republic and the Stellar Khanate. Several of the planets orbiting Harsaf were home to other sentient races, most of whom had progressed technologically to the level of routine interplanetary travel, but not yet interstellar travel. The Fryxus had evolved the ability to generate and control powerful electromagnetic fields, which gave them a significant military edge over their neighbors. They used this edge to repeatedly attack, plunder, and enslave those neighbors. After the Star-Khan's disastrous 1987 defeat at the hands of Daedalus and the Lor Republic, he spent years rebuilding his armies and his empire. By the early 2000s, he started to pick lopsided fights against inferior enemies, to regain the momentum of interstellar conquest. In 2003, he set his sights on the Harsaf system. He sent emissaries to Kuunum, offering to help them conquer the other planets in their system once and for all in exchange for submitting to the rule of the Khan. The Fryxus sent back a short reply, "Come and make us," punctuated with the heads of the emissaries. Furious, the Khan ordered Iyato, one of his greatest generals, to "Make an example of them." Within the year, she did. With their electromagnetic powers, a frontal assault on the Fryxus would have been extremely difficult, even for a technologically superior navy. The Fryxians could literally pull the Khan's battleships out of orbit and crash them into the ground, or into each other. Iyato found another way to break them. Through precise calculation and manipulation of celestial phenomena, she triggered a gamma ray burst from a black hole which scoured Kuunum of all atmosphere, oceans, and life, killing most of the Fryxus in one rotation of their planet, which was now a giant lump of charcoal. Iyato's fleet followed up with sustained orbital bombardment, and finally, she landed troops and siege equipment onto the planet surface. They obliterated every structure that was still standing, reversed every instance of civil engineering down to filling in the smallest irrigation ditches, and wiped away every sign that civilization had ever existed on Ku'unum. A minority of Fryxians were scattered about the other worlds of the Harsaf system, maintaining colonies they had established at gunpoint. But the people those guns were pointed at resented the Fryxus more than they did the Khanate. The other races of the Harsaf system accepted the Khan's rule and rose up against the Fryxian survivors. Fryxian culture was its own worst enemy when faced with a ruthlessly pragmatic enemy like Iyato. She exploited their tendency to value honor and glory over victory or survival, luring them into disadvantageous battles which quickly became massacres. Obsessed with their own supposed racial superiority, the Fryxus had kept detailed genealogical records, which Iyato's spies had obtained in the year leading up to her assault, and in his hands, those records became a most wanted list. Lucrative bounties were placed on all the Fryxus. Iyato's plan took a year to set up, but once executed, she reduced the Fryxian population from billions to fewer than a hundred in a matter of weeks. The few dozen who remained were far too few for a stable or sustainable breeding pool. The Fryxus were genetically incompatible with any other known species, a fact which they had taken pride in but which now assured their extinction. Most of the refugees, Fryxian and otherwise, who tried to flee the Harsaf system were intercepted by Iyato's blockade. Kanemu was only 8 years old when the Khan wiped out his people. His nursemaid, Ghojma, was not a Fryxian. She was a slave, like 90% of the population of Kuunum. Kanemu only survived because Ghojma looked at him and saw a child instead of her oppressors. She was one of many refugees who fled the Harsaf system, and one of the few who succeeded, smuggling Kanemu with her. Khanate ships eventually detected them and gave pursuit, and would have caught and destroyed their ship, had a certain Lor admiral with a renegade streak not violated her orders and flown her command carrier into neutral space to intercept and rescue them. The admiral in question was later demoted to captain, but also given commendations. The few surviving Harsaf refugees were given asylum and settled in Lor space. Ghojma continued to raise Kanemu as her own child. She married a Lor man and had children with him as well. Her new husband owned and operated a ranch, which created instant and lasting friction between him and Kanemu, since slaughtering livestock and eating meat were both taboo among the Fryxus, practices they had started wars to suppress among other races. When Ghojma and her new husband had children of their own, Kanemu felt even more out of place and in the way, despite Ghojma's best efforts. The quiet, peaceful life she created with her new family just didn't feel like home to Kanemu. For all he knew, he was the last of the Fryxus. He felt a duty to preserve their memory, and he couldn't do that on a farm. He started calling himself "Dirge," a mission statement as much as a name, and he left Ghojma behind to wander the galaxy in search of glory for his people. PERSONALITY & MOTIVATION Kanemu has accepted that his race is doomed to extinction, that he may already be the last of his kind. He has decided that, since they will not live on biologically, he must make them live on in song. Dying in battle was the highest honor any Fryxian could aspire to. Kanemu's goal is to die in the most glorious and heroic manner possible, so that tales of his death will endure in the myths and legends of other races after his has finally passed on. Having lived in exile since he was a child, he has as child's understanding of his people, seeing them only as brave heroes who fell against a more powerful foe. He lives by a personal code of honor which is adapted from a half-remembered, idealized version they never actually lived up to. He values courage, honesty, and strength. He keeps his word, pays his debts, and takes a straightforward approach to life. He revels in battle, and in battle, he seeks out the most powerful, "worthy" foes. Like the rest of his people, he does nothing half-way. He doesn't speak when he could shout. He doesn't open a door when he could kick it off its hinges. He relies on brute force, and if it doesn't work, then he assumes that he just wasn't using enough of it. The Fryxus were descended from herd animals, and their society was organized into "herds," analogous to "clans" in human cultures. While they fought for dominance among themselves as much as they fought with outsiders, their social bonds meant a great deal to them. Fryxians exchanged a great deal of physical affection to reinforce their social bonds. When they weren't head-butting each other, they were petting, licking, and cuddling. Kanemu feels starved for touch, and a great inner sorrow at his lack of a herd. But as much as he craves a new herd, he will be slow and cautious to accept one. POWERS & TACTICS Like all of his people, Dirge can perceive, generate, and control electricity and magnetic fields. He has a specially adapted lobe in his brain, and specialized glands and organs in his body, similar to those of Earth's electric eel, platypus, or cockroach, only many orders of magnitude more sensitive and powerful. This allows him to hurl bolts of lightning, and manipulate metal at a distance. He can lift, throw, rend or crush metal from a great distance as if he held it in his hands, and as if he had the strength of a god. He is not limited to ferrous metals; as a living electromagnet, he can use an electrical charge to magnetize even non-ferrous metals. He can use these powers to attack foes from unexpected directions, by sending metal projectiles flying at them from odd angles, conducting electricity through floors, walls, or ceilings before making it erupt into the air, or causing either metal projectiles or bolts of lightning to ricochet before hitting his foe. He can generate a magnetic field around his body powerful enough to repel even non-metal projectiles and energy blasts. He often gains enhanced mobility by standing upon a piece of metal and then using his power to hurl it through the air, carrying himself along for the ride. He can stick to metal structures, or buildings with metal frames, as if he were a spider, and he can change the matter state of a metal barrier from solid to liquid, allowing him to pass through it. There are countless other applications of his electromagnetic control, but Dirge, like his people, lacks the imagination to use them to their full potential. His belt buckle contains a generator which creates an environmental force field around him, specialized for operating in the vacuum of space (though it may also allow him to operate on certain hostile planets). When possible, he prefers to fly out into space and fight directly instead of from inside a ship. If Dirge is deprived of his electromagnetic powers, or the materials with which to use them, then he is still a 7ft tall beast-man with a reinforced skull and a rack of horns that accounts for 10% of his total body weight. Like Earth's sheep, his people have evolved reinforced muscles and bones in their head, neck, and shoulders, which protects them from concussive trauma. His skill in both marksmanship and hand-to-hand combat, while far from world-class, would assure him a place among the elite special forces of any mundane army or police force he deigned to join. COMPLICATIONS Accident: Dirge has more raw power than he does control over it. He's prone to overkill. The GM can give him a Hero Point and declare that the use of his power has created a new hazard which he must drop everything to deal with. Alternately, he may cause some sort of accident which acts as a Complication for another hero. Alien Catnip: Dirge doesn't know it yet, since they don't grow on his home planet, but beets (specifically, the beet root) have an effect on Fryxian physiology similar to that of psilocybin mushrooms or lysergic acid diethylamede on humans. If he consumes beet root, he will experience hours of intense visual hallucination, distorted perception of time (impairing reaction time and hand-eye coordination), and euphoria. The GM can give him a Hero Point if he consumes beets unexpectedly and this has an adverse effect on his performance in combat or other stressful situations. The specific penalties or conditions he suffers while under the influence are up to the GM. Always Chaotic Evil: None of the other races who had the misfortune of sharing the Harsaf system with the Fryxus liked being conquered by the Star-Khan, but they still considered it an improvement over their previous circumstances. As far as they're concerned, the Fryxus were monsters, and they'll tell anyone who'll listen. 90% of the population on Kuunum when it was destroyed were non-Fryxian slaves, innocent bystanders whose deaths are blamed as much on the Fryxus as on the Khan. The GM can give Dirge a Hero Point if he meets someone familiar with his race's true history, and that knowledge (be it firsthand or otherwise) causes them to react to him in an inconvenient or hostile manner. Asskicking Equals Authority: Disputes among the Fryxus were usually settled with head butts. The GM can give Dirge a Hero Point to force him to interpret another character's conduct as an insult or a challenge, which can lead to penalized or failed interaction skill checks, nonviolent situations turning violent, or other inconvenient outcomes. The GM may force him to make a Will save to resist the urge to retaliate against the perceived slight, or may simply dictate that he does retaliate. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince Dirge that he misinterpreted the situation, or that he needs to suck it up and move on. Honor Before Reason: Dirge's honor, and the reputation of his people, means more to him than his life. A glorious death is his ultimate goal. The GM can give him a Hero Point to force him to take a course of action which would be courageous, honest, straightforward, and glorious, but also foolish, rash, or suicidal. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Jabba Table Manners: Like Earth's sheep, Fryxus are a ruminant species, which is a fancy way of saying that their digestion process involves eating their food, then vomiting it back up and eating it again. The GM can give Dirge a Hero Point when his biological needs run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Momma's Boy: Ghojma was his nursemaid throughout his childhood, and his surrogate mother after his people were wiped out. He only survived because she smuggled him out of Khanate space, at great personal risk. He would do just about anything for her. The GM can give Dirge a Hero Point and declare that Ghojma requires his aid at the worst possible time, or that her presence somehow makes a situation far less convenient than it would otherwise be. Motivated By Fear: A GM can give Dirge a Hero Point and suppress his Fearless feat if the fear effect in question plays on the one thing he does truly fear, failing to die a heroic enough death and leaving his people to fade into obscurity. Price On His Head: Dirge's very existence is illegal in the Stellar Khanate, and the Khan has a standing bounty on all remaining Fryxians. The GM can give him a Hero Point in exchange for bounty hunters showing up at the worst possible moment, or when his status as a fugitive makes travel through Khanate space difficult in some way. Straw Vegetarian: Eating meat is taboo in Dirge's culture. The GM can give him a Hero Point and force him to make an issue out of it when it would be more convenient not to, or at least force him to make a Will save to resist the urge. This can result in penalties to interaction skill checks, if not automatic failure, for himself and for others. It can also make situations turn violent when they would not have otherwise turned violent. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him to leave it alone. ABILITIES 8 + 0 + 14 + 0 + 0 + 2 = 24PP Strength: 22 (+6) (Heavy Load: 520 lbs.) Dexterity: 10 (+0) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) COMBAT 10 + 10 = 20PP Initiative: +0 (+0 Dex) Attack: +5 Grapple: +11 (+5 Melee Attack, +6 Str) Defense: +5, +3 Flat-Footed Knockback Resistance: 7/4 SAVING THROWS 0 + 5 + 8 = 13PP Toughness: +15/+8 (+8 Con, +7 Force Field) Fortitude: +8 (+8 Con, +0PP) Reflex: +5 (+0 Dex, +5PP) Will: +8 (+0 Wis, +8PP) SKILLS 28R = 7PP Climb 0 (+4) Concentration 5 (+5) Intimidation 4 (+5) Knowledge (Galactic Lore) 4 (+4) Knowledge (Physical Sciences) 4 (+4) Knowledge (Technology) 4 (+4) Languages 3 (Galstandard, Fryxian [Native], Lor, Zultasian) Perform (Oratory) 4 (+5) Swim 0 (+4) FEATS 5PP Fearless Interpose Luck 3 POWERS 91PP Device 3 (15PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity]; Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology) Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity]; Extras: Linked [Environment Control, Immunity]) [4PP] Immunity 9 (Life Support; Extras: Duration [Continuous], Linked [Environment Control, Features]; Flaws: Action [Move]) [9PP] Electromagnetic Control 20 (40PP Array; Feats: Alternate Power 4) [45PP] (Descriptors: Alien, Electromagnetism) Base Power: [40PP] (Additional Descriptors: Magnetokinesis) Move Object 15 (Lifting Strength: 75, Heavy Load: 400 tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Lightning Bolts, or Metal Projectiles and "Human Railgun") Blast 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Variable Descriptor [Energy and Electrical, or Physical and either Bludgeoning, Piercing, or Slashing]) [39PP] Alternate Power: [24 + 16 = 40PP] (Additional Descriptors: Electromagnetic Strike, Improvised Metal Weapons) Damage 9 (Extras: Linked [Trip]; Feats: Extended Reach [+5ft], Improved Critical 2 [18-20], Knockback 10 [Effective Damage 25], Mighty, Variable Descriptor [Energy and Electrical, or Magnetic Force-Propelled Metal Weapons and Bludgeoning, Piercing, and/or Slashing damage]) [24PP] Trip 15 (Extras: Knockback, Linked [Damage]; Flaws: Range [Touch]; Feats: Improved Throw) [16PP] Alternate Power: [40PP] (Additional Descriptors: Magnetokinesis, "Maximum Effort") Move Object 70 (Lifting Strength: 350, Heavy Load: 1.024 billion tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Magnetically-Reinforced Metal Bonds) Snare 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Reversible) [39PP] Alternate Power: [40PP] (Additional Descriptors: Shape Metal) Transform 10 (Metal; Mass: 1,000 lbs.; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Action [Full], Distracting) [40PP] Electromagnetic Movement 2.5 (5PP Array; Feats: Alternate Power) [6PP] (Descriptors: Alien, Electromagnetic Control) Base Power: [5PP] Flight 5 (250MPH, 2,500ft [1/2 mile] per Move Action; Flaws: Platform) [5PP] Alternate Power: [5PP] Super-Movement 5 (Permeate 3 [Full Speed]; Wall-Crawling 2 [Full Speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP] Force Field 7 (Extras: Linked [Immunity]) [7PP] (Descriptors: Alien, Electromagnetic Control, Personal Magnetic Energy Field) Immunity 10 (Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]; Flaws: Limited [1/2 Effect]) [5PP] Fryxian Biology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP] (Descriptors: Alien Biology) Damage 2 (Feats: Mighty) [3PP] (Additional Descriptors: Head Butt, Horns) Features 1 (Insulating Fur) [1PP] Growth 2 (+4 Strength, +2 Constitution; Extras: Duration [Continuous]; Flaws: Permanent) [6PP] Super-Senses 5 (Electromagnetic Awareness [Electricity, Magnetism, and Metal]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate) [5PP] (Descriptors: Alien, Electromagnetic Sense) ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC21 Toughness (Staged) Damage (Physical) Horns Touch DC23 Toughness (Staged) Damage (Physical) Blast (Lightning Bolt) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Energy*) Blast (Metal Projectiles) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Physical*) Magnetokinesis Perception Grapple vs +30 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object Throwing (Str 75) DC30 Toughness (Staged) Damage (Physical) Maximum Effort Perception Grapple vs +140 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object, Max Effort Throwing (Str 350) DC30 Toughness (Staged) Damage (Physical) Shape Metal Perception DC20 Fortitude Transformed Snare Ranged (3,750ft Max) DC25 Reflex (Staged) Entangled/Bound Strike (Lightning) Touch DC30 Toughness (Staged) Damage (Energy)* Str/Dex*** vs +15 Prone Strike (Metal) Touch DC30 Toughness (Staged) Damage (Physical)* Str/Dex*** vs +15 Prone *Variable Descriptor. **Only affects Metal targets. ***Lower of the two. Abilities (24) + Combat (20) + Saving Throws (13) + Skills (7) + Feats (5) + Powers (91) - Drawbacks (0) = 160/160 Power Points
- 4 replies
-
- fryxus
- space character
- (and 6 more)