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Space Ranger III (PL10/12) - RocketLord


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SPACE RANGER III

Power Level: 12

Effective Power Level: 10

Power Points: 180/205PP
Unspent Power Points: 25pp
Trade-Offs: DEF+1/TOU-1

 

In Brief: The grandson of the original Space Ranger and Illyra, caught in a teleport loop between Earth and space!

Theme: Cosmic Castaway - Electrasy / Commander Shepard - Miracle of Sound

 

Alternate Identity: J'onn "John" Shepard
Birthplace: Houston, Korus

Residence: Houston, Korus

Base of Operations: Intergalactic
Occupation: Intergalactic Adventurer, Protector of Korus, Galactic Defender

Affiliations: Space Ranger I, Space Ranger II, Korus

Family: Allura 'Allie' Shepard (Mother, Space Ranger II, Missing in Action), Tavarann Hag-Shepard (Father, Councillor), Charles 'Chuck' Shepard (Maternal grandfather, Space ranger I, Retired), Illyra Vey-Shepard (Maternal grandmother), Arran Vey (Maternal great-grandfather)

 

DESCRIPTION

Age: (DoB: August 2001)

Apparant age: Early 20'es
Gender: Male
Ethnicity: 1/4 Terran, 3/4 Koruan

Height: 6’
Weight: 185 lbs.
Eyes: Blue
Hair: Black

 

J'onn looks like a Caucasian Terran male, with blue eyes and short black hair. Aside from his eyes being a slightly lighter style of blue and a different hair style, he is the spitting image of his grandfather, Chuck Shepard, when he was in his prime. 

 

J'onn will usually wear his Space Ranger uniform. The uniform is primarily blue from the front, though the back, and the side of his arms and thighs are white. The white parts of the suit covers J'onn's neck, with thick black lines running up the front and an upside down back triangle shape at the front with the center of J'onn's neck being black. A black line runs from the point of the triangle and to his white belt, where he wears a dark grey buckle with a small control panel that controls the suit. All white line on the suit is divided from the blue with thick black lines. A six pointed star intersects the upside down triangle on the right side of J'onn's chest. He wears slightly flared black boots and gloves. When activated, the suit creates a white helmet with a see-through orange-yellow glass-like faceplate over his face. 

 

J'onn's ray guns are cast in a dark grey metal, with black grips. Five red lines run along the back of each, along with one at the very end of the barrel. He uses a white jetpack that seems to attach directly to his suit, with two light blue square exhaust ports. 

 

J'onn will often add jackets or other accesories on top of the uniform, depending on personal preferences at the moment.

 

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HISTORY

Charles 'Chuck' Shepard is hero. There's no doubt about that. A daring Earthborn astronaut found himself lost in outer space on the planet Korus during the late 1960'es. Once home to an advanced civilization, Korus had been all but destroyed in a war hundreds of years before. On Korus, Chuck became known as the Space Ranger, and with the aid with a group of Koruan survivors, including the warrior Illya, her father Arran Vey and the shapeshifting Groob, Chuck was eventually able to aid the Koruans in rebuilding their civilization. Though given the chance to return home, the Space Ranger decided to remain as Korus' hero and a cosmic champion. Chuck would eventually marry Illyra, who would give birth to their daughter Allura 'Allie' Shepard.

 

While never a major cosmic hero, Chuck was nonetheless a respected hero known by most cosmic powers, though more for his efforts to restore Korus than for any large scale cosmic heroics. He worked together with the Star Knights and other cosmic heroes through the years, building a solid legacy as the Space Ranger. While Korus would never become a major cosmic power, and they were just fine with that, the ancient artificats, including the Spatial Gates, wold ensure that they remained somewhat independent of the major cosmic empires.

 

During the 1990'es, Chuck decided to retire and passed the Space Ranger mantle to his daughter. Allie served both Korus and known space with distinction for years, eventually falling in love with the Koruan politician Tavarann Hag. Allie gave birth to her son J'onn in 2001, and she would marry Tavarann soon after. Following the birth of J'onn, Allie continued to serve as the Space Ranger while Tavarann would eventually rise to the rank of councillor in the Koruan parliament. J'onn grew up to be a cocky young man, always seeking the thrill of adventure that he was sure his mother and grandfather felt. 

 

Tragedy struck when Allie defended Korus from the Communion forces during the Incursion. While her ultimate fate remains unknown, the second Space Ranger disappeared during the cosmic crisis. 

 

As far as the people of Korus were concerned, they needed a Space Ranger. Urged by his father and trained by his grandparents, J'onn 'John' Shepard rose to the occassion. Unfortunately, his first trip through a Koruan Spatial Gate to visit the Earth went very wrong, and J'onn was bombarded with spatial energies. The energy infused his body, causing J'onn to randomly teleport between Earth and his previous location in space, often at the worst time possible.

 

J'onn Shepard travels the stars and Earth to find a way to undo the accident, doing what good he can along the way, sometimes by accident, sometimes on purpose. The scion of a proud tradition, the third Space Ranger will have to learn what it takes to live up to his family's legacy. 

 

 

PERSONALITY & MOTIVATION

J'onn is an inexperienced rookie. He has received plenty of training, but he has little actual experience, which he generally hides by pretending he knows more about the current situation than he actually does. He is a thrillseeker, longing for adventure among the stars, journeys into the great unknown and everything he might meet there. If he happens to do some good along the way, that's a definite bonus, but that is not what defines him.

 

Despite J'onn's usual cocky demeanor, he is gravely aware of the pressure of being the third Space Ranger. The people of Korus judges just about anything he does as their champion, and some times, this pressure will just be too much to bear. Does he do the thing he wants to do or the thing he should do? Only time will tell.

 

 

POWERS & TACTICS

Face first into the fray, J'onn is rarely a subtle fighter. He can use tactics, but he prefers the simple solutions: Blasting his enemies with his Ray Guns while flying around them on his jetpack, staying mobile and out of reach if at all possible.

 

 

POWER DESCRIPTIONS

While J'onn's hybrid Terran and Koruan physiology is slighty enhanced compared to a normal human, the majority of his abilities are honed skills or technology.

 

Like his predecessors he wears a space suit that can be sealed to provide life support and comes equipped with a personal force field. The suit can quickly be hidden away in his belt, appearing or disappearing almost instantly. He also wears a jetpack, much like his grandfather did. He travels through space in the Star Lance, a custom built spaceship.

 

The most impressive part of J'onn's arsenal are his Ray Guns, a pair of advanced pistols from the pre-war Korus. The weapons were found by the original Space Ranger and eventually passed on to J'onn. Through both voice activation or a small dial, the Ray Guns are able to shoot a number of rays with a wide variety of effects, from laser rays that burn the target to X-Rays, Proton Rays, Zero-Point Rays, Freeze Rays, Shock Rays and much more. Owing to J'onn's skills with the weapons, he is able to perform impossible shots, ricocheting rays around an area, almost making it seem like the blasts originate from somewhere other than the muzzle of the Ray Guns.

 

J'onn has a Translator Implant embedded in his body that allows him to understand, read and speak any language.

 

 

COMPLICATIONS

Commander Shepard: J'onn has a lot to live up to. His mother and grandfather are fabled heroes of space, protectors of Korus and defenders of the universe. It's not always easy to be compared to his predecessors, either being expected to be able to do anything they could or simply being underestimated for being the newest Space Ranger. 

A GM can award J'onn a Hero Point if his legacy makes a situation more complicated, for instance by having other underestimate or overestimate what he knows and can do.

 

Cosmic Castaway: J'onn was exposed to cosmic energies from a failing Koruan Spatial Gateway, which causes him to teleport between Earth and outer space at semi-random intervals. J'onn will randomly appear or disappear from a scene, often at the worst times, such as disappearing while he is helping allies or appearing in the middle of a firefight.

A GM can award one of Space Ranger's allies a Hero Point if he is sent back to space or Earth at the wrong time, or his sudden appearance causes complications.

 

Space Ranger: The Space Rangers before J'onn have fought their share of cosmic villains and worse during their careers, protecting Korus and the greater universe along the way. Old enemies of his predecessors may come calling or react negatively to see a new Space Ranger taking up the mantle.

The GM can award J'onn a Hero Point if a situation is complicated by predecessors' old enemies, for instance if negations are made more difficult by old enemies reacting negatively to J'onn's presence or they arrive to join a battle against Space Ranger.

 

Spatial Gates Are A Scary Place: Travel by Koruan Spatial Gates are instant, bringing you from one gate to the next. You walk through the entry gate, you appear at your destination gate. J'onn has learned that isn't always the case. There's something hiding in the space between the gates, something that has seen J'onn. It's gaze follows him even into real space. 

Rarely, J'onn will feel the gaze of the being hiding in the space between the spatial gates, momentarily distracting him. This can make him miss a crucial shot, stumble over words or just make a mistake. If this happens, the GM can award J'onn a Hero Point.

 

Welcome To Earth: J'onn has spent around half his time on Earth and half his time in outer space since the accident with the Koruan Spatial Gateway. While he is at home on Korus and in space, he is very much a fish out of water on the Earth. All that he knows of the planet are the stories that his grandfather has told him, filtered through age and nostalgia. 

The GM can award J'onn a Hero Point if his lack of knowledge of the Earth causes complications.

 

 

ABILITIES

4 + 6 + 8 + 6 + 6 + 4 = 34PP

 

Strength: 14 (+2) 
Dexterity: 16 (+3) 
Constitution: 18 (+4) 
Intelligence: 16 (+3) 
Wisdom: 16 (+3) 
Charisma: 14 (+2) 

 

 

COMBAT

12 + 12  = 24PP


Initiative: +3 (+3 Dex)
Attack: +6 Base, +6 Melee, +10 Ranged, see Power attack bonuses in DC Block
Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed
Grapple: +8  (+6 Base Attack, +2 Strength) / +20 Proton Ray (+10 Ranged Attack, +10 Move Object)
Knockback: -4 (TOU/2)

 

 

SAVING THROWS

4 + 5 + 5 = 14PP

 

Toughness: +9 (+4 Con, +5 Protection)

Fortitude: +8 (+4 Con, +4)

Reflex: +8 (+3 Dex, +5)

Will: +8 (+3 Wis, +5)

 

 

SKILLS

80R = 20PP

 

Acrobatics 7 (+10)

Bluff 8 (+10)

Diplomacy 3 (+5)

Disable Device 2 (+5)

Drive 7 (+10)

Intimidate 3 (+5)

Knowledge [Cosmology] 2 (+5)

Knowledge [Galactic Lore] 7 (+10)

Knowledge [Technology] 7 (+10)

Language 2 [Native: English; Learned: Koruan, Lor]

Medicine 2 (+5)

Notice 7 (+10)

Pilot 7 (+10)

Search 2 (+5)

Sense Motive 7 (+10)

Stealth 7 (+10)

 

 

FEATS

32PP

 

Ambidexterity

Attack Focus [Ranged] 4

Dodge Focus 5

Equipment 15

Jack-of-All-Trades

Luck 3

Move-By Action

Precise Shot 2

 

Equipment: 15PP = 75EP

The Star Lance (Vehicle; Spacefighter) [75EP]

Spoiler

Size: Colossal [4EP]

Strength: 75 [5EP]

Defence: 2 [0EP]

Toughness: 13 [0EP] 

Features: [10EP]

- Communications

- Computer

- Defense System

- Fire Prevention System

- Holding Cells

- Infirmary

- Living Space

- Power System

- Security System

- Self-Repairing

Powers [56EP]

- Blast 10 [20EP] (Descriptors: Blaster Cannons, Technology)

- Concealment 10 (All senses; Flaws: Blending, Passive) [10EP] (Descriptors: Stealth Field, Technology)

- Flight 10 (10,000 MPH/rnd, 100,000 ft./rnd) [20EP] (Descriptors: Rocket Engine, Technology)

- Super Movement: Space Flight 3 [Intergalactic] [6 EP] (Descriptors: Rocket Engine, Technology)

 

 

POWERS

6 + 25 + 8 + 12 + 5 = 56

 

Comprehend 3 (Read All, Speak All [1 at a time], Understand All) [6PP] (Descriptors: Translator Implant, Technology)

 

Device 8 (40DP Container; Flaws: Easy-to-lose; Feats: Multiple Weapons 1) [25PP] (Descriptors: Ray Guns, Technology)

Ray Array 17.5 (35PP Array; Feats: Alternate Power 5) [40PP] (Descriptors: Cosmic)

BPBlast 10 (Extras: Autofire; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Laser Ray, Heat, Laser)

APDrain Toughness 10 (Extras: Affects Objects, Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: X-Ray, Radiation)

APMove Object 10 (Extras: Damaging; Feats: Affects Insubstantial 2, Indirect 3) (Heavy load: 12.8 tons) {35/35} (Descriptors: Proton Ray, Dimensional, Electromagnetic Energy)

APParalyze 10 (Extras: Alternate Save [Reflex] (+0), Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Zero-Point Ray, Quantum Energy)

APSnare 10 (Extras: Regenerating; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Freeze Ray, Ice, Cold)

APStun 10 (Extras: Range [Ranged]; Feats: Improved Critical 2, Indirect 3) {35/35} (Descriptors: Shock Ray, Electricity)

 

Device 2 (10DP Container; Flaws: Hard-to-lose) [8PP] (Descriptors: Jetpack, Technology)

Flight 5 (250 MPH, 2500 ft./rnd) [10DP] (Descriptors: Jetpack Flight)

 

Device 3 (15DP Container; Flaws: Hard-to-lose) [12PP] (Descriptors: Space Suit, Technology)

Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Smart Suit)

Immunity 9 (Life Support) [9DP] (Descriptors: Life Support System)

Protection 5 (Extras: Force Field (+0)) [5DP] (Descriptors: Force Field)

 

Hybrid Physiology 0.8 (4PP Container; Feats: Innate) [5PP] (DescriptorsHybrid Physiology, Alien, Human)

Leaping 1 (Distance x2; Running jump 24 ft.) [1PP]

Speed 3 (50 MPH, 500 ft./rnd) [3PP]

 

DRAWBACKS

-0PP

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC17 Tou (staged)

Damage

+6

Freeze Ray

100 ft.

DC20 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

+10, Crit 18-20, Indirect 3

Laser Ray

100 ft.

DC25 Tou (staged)

Damage

+10, Crit 18-20, Indirect 3, AUtofire

Proton Ray

100 ft.

DC25 Tou (staged)

Damage, +Grapple +20

+10, Crit 18-20, Indirect 3

Shock Ray

100 ft.

DC20 Fort (staged)

Fail: Dazed
>5: Stunned

>10: Unconscious

+10, Crit 18-20, Indirect 3

X-Ray

100 ft.

DC20 Fort (staged)

Toughness Drain

+10, Crit 18-20, Indirect 3

Zero-Point Ray

100 ft.

DC20 Ref (staged)

Fail: Slowed 1 round
>5: Paralyzed

+10, Crit 18-20, Indirect 3

 

 

Totals:

Abilities (34) + Combat (24) + Saving Throws (14) + Skills (20) + Feats (32) + Powers (56) - Drawbacks (0) = 180/205 Power Points

 

Edited by Thevshi
+1 PP for Aug 2024
Posted

Minor typo: You've noted "Dex 16 (+6)" up in the ability scores. I don't think this had any down-stream impact.

 

I count only 29pp of feats, not 32.

 

 

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