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Possible Space Hero


Supercape

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Posted

"Something good, something bad, a bit of both..."
 
Opinions on this mish mash of Star Lord, Rogue Trooper, and a Space Safari Hunter...
 

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Player Name: Supercape
Character Name: Star Shot 
Power Level: 8 (150/150PP)
Trade-Offs: +2 Attack/-2 Damage, +2 Defence/-2 Toughness
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Genetically altered Space Hunter, with some dumb-ass devices.


Residence: Space
Base of Operations: The Starship Xeno


Alternate Identity: Oskar Otto
Birthplace: Berlin
Occupation: Big Game Hunter (In Space)
Affiliations: None
Family: Distant Relatives only

Description:
Age: 99
Apparent Age: 25
Gender: Male
Ethnicity: Caucasian
Height: 6’
Weight: 95 Kgs
Eyes: Blue
Hair: Blonde

Oskar looks like a very handsome man with deep rich blue eyes. His body is in exceptional condition, tanned, muscular and broad, like a snake on steroids. He has a deep scar down his left temple, and on the left side of his chest.

 
He normally wears an old army coat from his military days, now very faded and repaired a thousand times.
 
His left hand is artificial, a grey black metal with green lights.
 
He has a “fold away†helmet that is full of equipment and also green lights. It can cover his entire head, or fold back to a removable helmet. 
 
His gun looks like a slightly antiquated but still effective rifle, which he slings over his back. The rifle has a few glowing green lights too.
 
Overall, Star Shot looks like a big lithe, lean muscular man with a mixture of high tech and antiquated devices.

Power Descriptions:
Star Shots powers are limited to his genetic alterations, which allow him to survive in hostile environments and give him peak human physical capabilities. His left hand is clearly artificial, and can detach from him, leaving a cybernetic stump.

History:
As a young man, Oskar Otto was a capable man with handsome looks who got caught up in world war II in Germany. He was pressed into the Nazi Army, and promoted to Captain for his “Superior geneticsâ€. His resistance to the more reprehensible activities of the army lead to him being assigned a number of “defective†soldiers, with a file sheet of stupidity, cowardliness, and insubordination.

 
The squad of no hopers were sent to the Swiss Alps on some bogus mission. There, they got involved in a firefight with a British squad. The battle was short and cold. And ended by a UFO.
 
Zaul Zeno was a bloated cyborg of unknown (and probably mixed) alien heritage. He dealt in the capture and sale of life forms, both sentient and non-sentient. He was a good salesman, but bad hunter.
 
Zaul was determined to capture some primitive humans, some warriors, and opened fire clumsily. The entire squad was dead or dying. Zaul had not counted on the primitive fleshy vulnerability of humans.
 
Oskar was captured, and this one, Zaul saved. Surprised that Oskar was not a simple monkey-ape, Zaul decided that Oskar would be his slave, doing his hunting for him, whilst Zaul could concentrate on the smuggling of live animals business.
 
Oskar pleaded that his dying squad be saved. Zaul did, after a fashion. The cyborg could not save their bodies, but he downloaded their minds into a gun, a helm, and a hand, that would serve Oskar. It was a cruel joke, typical of Zaul.
 
For fifty years Zaul and his soldiers (as pale imitations of themselves) hunted for Zaul, who was not so much sadistic as uncaring and callous.
 
Then, Zaul disappeared.
 
Oskar kept up the business, sort of, hunting non sentient big game for collectors, or acting as pest control for Lor colonies, or even chaperoning rich galactic elite on “the experience of a lifetimeâ€.

Personality & Motivation:
Oskar is a complex man, full of  difficult feelings about his role as a German Army Officer and as Zaus' servant. He enjoys a hunt, a drink, a laugh, and a job well done, and the thrill of adventure. He is no stranger to alien affection of the female type, either. He considers anyone in his ship as under his protection. 
 
Starshot has a particular skill set he now wishes to use for good, although he also needs to make a living. He will hunt criminals now. He still keeps a side line of helping out capturing or even killing dangerous animals. 

 

Thomas Turek was the Squads machine gunner, who loves big artillery and shooting, and shouting. He is now embedded (in an echo) as "Trigger". Trigger likes to scream and shout when firing, and gets very excited at the chance to shoot things. 

 

Fritz "Fingers" Fick was a short, small, petty thief who got drafted into the Squad and loved helping himself to others belongings and pilfering from the dead. He is now embedded into "Hand". Hand loves to acquire things, and gets a kick from thrills. He has a sarcastic, snide attitude, making crude and lewd derogatory comments, and a love of taking risks and gambling. 

 

Helmut Hoffman was an anxious cowardly man who lead from the rear as the squads driver. He was always paranoid and never took his helmet off as a precaution. Embedded in "Mask", he continues to be nervous, seeing danger around every corner, and frank paranoia. He can accuse others of carrying weapons or plotting. 
 

Powers & Tactics:
Starshot is a man in peak human condition due to genetic enhancements. He is also an expert marksman and able in all forms of combat. Tactically, he fights as a marksman and a hunter, sneaking up on prey for a perfect shot. 

 

"Trigger" his Rifle,is a highly advanced plasma weapon. A particular trick is to fire "Phased Plasma", which is incorporeal and only becomes active at a certain distance. This allows Starshot to fire "Through" barriers or cover. The weapon can also "Ignite" the plasma as it leaves the barrel, giving a flamethrower like effect. The weapon also houses some cartridges of nanofibre - when ejected these are also powered with plasma and form a glowing "Net" around the target. The Nanofibre net will "power" or flare, causing (non lethal) damage whenever the trapped creature moves, effectively subduing it quickly. 

 

Complications:
 
Don’t Mention the War: Even after all these years, WW II horrors still haunt Oskar. Strong reminders of the events, such as Nazi memorabilia will make him shake with fear and be paralysed.
 
Dummy Bullets: His German squad mates were not the smartest to begin with, and now downloaded into his devices, they are even more stupid. They can tend to blurt out stupid things, offensive things, or loud things. Which may become a problem. Of course, Starshot can deactivate this grotesque comedies, but that leaves him without there device abilities (and in the Case of his hand, an effectively prosthetic immobile hand).

 

Enemy (Zaul Zeno):His former master is a callous man, but master of all forms of genetic engineering and cybernetics. Zaul could deactivate all of Starshots devices, or even paralyse him via secret implants, or take over the Safari Ship.

 

Hostile Takeover: Apart  from Zaul, Hand, Helm and Gun could be potentially taken over, disabled, or even turned against Starshot by virtue of their sentient AI. 

 

Ich Speaked the good England: Starshot was pretty fluent in English and German ninety years ago. Since then, he has had his mind filled with Zauls madness and the Lor Language. His English and German are functional but with odd syntax. It is instantly recognisable as odd, and may (rarely) cause misunderstandings. 

 

(Bad) Man of the Galaxy: Starshot has spent decades as the unwilling lackey of Zaul Zeno, and, whilst is now a free man, some of the Galaxies more shady customers might consider him less than favourably due to dealings in the Galactic Underworld.
 
Never leave a Man Behind: Starshot never abandons anyone under his protection. This even extends to helm, hand, and gun. They may just be primitive AI, but they do contain at least a hint of the Soldiers under his command. 

Abilities: 10 + 10 + 10 + 4 + 4 + 2 
= 40PP

Strength: 20 (+5)
Dexterity: 20 (+5)
Constitution: 20 (+5)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 12 (+1)

Combat: 20 + 20 = 40PP
Initiative: +5
Attack: +10
Grapple: +15
Defense: +10, +5 Flat-Footed
Knockback: -3 (-2 without Jacket)

Saving Throws: 1 + 3 + 4 = 8PP
Toughness: +6 (+5 Con, +1 Jacket)
Fortitude: +6 (+5 Con, +1)
Reflex: +8 (+5 Dex, +3)
Will: +6 (+2 Wis, +4)


Skills: 72R = 18PP

Bluff 4 (+5)
Climb 2 (+7

Handle Animal 4 (+5)
Intimidate 8 (+9)
Knowledge (Earth Sciences) 2 (+4)
Knowledge (Galactic) 4 (+6)
Knowledge (Life Sciences) 4 (+6)
Knowledge (Tactics) 4 (+6)
Languages 2 (English, German [Native], Lor) (See complications)

Medicine 4 (+6)

Notice 8 (+10)
Pilot 4 (+9)

Stealth 12 (+17)

Survival 8 (+10)
Swim 2 (+7)
 
Feats: 11PP
Ambidexterity
Attractive

Equipment 3 (+ 6 Free from Platinum Reward)

Improved Aim

Jack of All Trades
Power Attack

Precise Shot 2
Track

 

Equipment 9PP = 45EP
 

Old Military Jacket (Protection 1) [1 EP]

 

Vehicle “Safari Ship Xeno†Size: Awesome [5 EP], Toughness +16 [1 EP], Defence -12, Str 70 [2 EP], Features: Infirmary, Masterwork Living Quarters, Safari Cells 2 [Act as holding cages but can also simulate any environment to transport living species], Powers: Communication 16 (Radio, Nearby Star Systems, Feats: Subtle 1 [Encoded], Flaws: One Way), Space Travel 3, Flight 7 [1000mph], Super Senses 1 [Radio]) = 5 + 0 + 0 + 4 + 10 + 6 + 14 + 1 = 44 EP

 

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The Safari Ship "Xeno" is an unarmed Yacht class vessel, designed for speed and luxury. Its major feature is two adapted Cargo holds - which function as cages for live captures. These Safari Cells" are reinforced (Toughness +24), and are also able to mimic the temperature, gravity, and atmosphere of most planets, thus allowing captured animals to survive in the ship. The two Safari Cells have are observable from the main lounge of the ship through maxi-glass, allowing the crew to relax and observe their successes in comfort.

 

The Masterwork Living quarters represent state of the art, spacious and beautiful quarters for five crewmembers (although they could comfortably double up), with a luxury lounge area featuring bar, top range media facilities, and stuffed animal heads along the walls. There is also a Maxi-glass screen thatviews into space. 

 

Powers: 8 + 9 + 12 + 6 = 35PP
 
Cybernetic Hand Container (8 PP) [8PP]

Anatomic Separation 1 [2 PP]
Strike 1 (Feats: Mighty, Improved Critical 2, Variable Descriptor [Any technological]) [6 PP]

 
Device 3 (15 PP Device, Easy to Lose) [9PP] “Triggerâ€
Firearm Array (13 PP Array, Feats: Alternative Power 2) [15 DP]
Base PowerBlast 6 (Feats: indirect) “Phased Plasma†[13/13PP]
Alternate PowerSnare 6 (Feats: Reversible) “Plasma Web†[13/13 PP]
Alternate Power Damage 6 (Extras: Area [Line], Feats: Increase Area 1 [150'-300’ Line]) "Plasma Ignition†[13/13 PP]

 
Device 3 (15 PP Device) [12 PP] “Maskâ€
Immunity 4 (Suffocation [All], Visual Dazzle Effects) [4 PP]
Super Senses 12 (Direction Sense, Distance Sense, Extended 1 [All visual Senses x10], Infravision, Microscopic Vision 2, Ultravision, X Ray Vision [Penetrates concealment], Drawbacks: Power Loss [Lead etc for X Ray Vision]) [11 PP]


Immunity 6 (Aging, Disease, Heat, Cold, Poison, Radiation) [6 PP] "Genetic, Cybernetic Enhancements"
 



Drawbacks
Vulnerability (Electricity, +1 DC) “Residual Cyberneticsâ€



DC Block
 

ATTACK         RANGE         SAVE            EFFECT
Unarmed        Touch         DC20 Toughness  Damage (Physical)

Phase Bolt     Ranged        DC21 Toughness  Damage (Energy)

Nanofibre Web  Ranged        DC21 Reflex     Snared

Plasma Grenade Ranged/Burst  DC19 Toughness  Damage (Energy)

Strike         Touch         DC21 Toughness  Damage (Varies)
 
 

 
Totals: Abilities (40) + Combat (40) + Saving Throws (8) + Skills (18) + Feats (11) + Powers (35) - Drawbacks (2) = 150/150 Power Points

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