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Pioneer PL10


Raveled

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Posted (edited)

Player Name: Raveled

Character Name: Pioneer

Power Level: 10 (150/150 PP)

Trade-Offs: None

Unspent PP: 0

In Brief: Lor explorer comes to Earth for the ultimate adventure.

Alternate Identities: Gordon Alex McKenzie, Aleksion Kenni

Identity: Secret

Birthplace: Tellus (Lor border world)

Occupation: Geologist, explorer

Affiliations: Danger International

Family: Mother, father, the goddess Heshem

Description

Age: 30

Gender: Male

Ethnicity: Lor

Height:

Weight:

Eyes:

Hair: Copper-red

Alekison Kinni has a tall, rawboned and rangy frame, with very little meat on his bones and a pronounced bone structure on his sharp face. His fingers are long and calloused, and he always seems to have dirt ingrained underneath his nails. His flyaway hair is the same shade as copper wire; it’s short when he pays attention to it, and grows long the rest of the time. His favors clothes that are simple and rugged; his style tends towards the middle part of the 20th Century. His skin has a burned-in tan and it contrasts sharply with his wide, toothy smile.

Alekison doesn't have a 'standard' outfit he wears when fighting crime. The clothes he wears most often, however, includes a down-lined, leather bomber jacket, a similarly padded pilot's cap with darkened goggles, and a long, white scarf, with leather breeches and dark riding boots completing the look.

Power Descriptions: Alekison Kinni has had a thousand and one adventures in the stars. His skills are diverse, but mainly he’s good at talking to people. He’s always preferred to end situations with a discussion and not violence. When violence does break out, he has access to a highly experimental battlesuit capable of manipulating gravity. The suit also has its own on-board targeting system and is capable of sealing and having its own personal atmosphere.

When he needs to get around, Alek also has a standard two-person exploration vehicle, better known to the galactic community as a flybike. It’s capable of out-pacing any natural predator and traveling high in the sky to pass over or around natural barriers. When long-range travel is needed, he has access to a stealth spaceship that he privately calls Dawn. It can hop from planet to planet and even cross the vast, interstellar distances. The ship is the size of a passenger jet liner, normally with a wide-swept gull-wing shape though it is able to shift moderately to achieve the most aerodynamic shape for planetary flight. The most striking feature is that the craft is bright orange-yellow.

History: Aleksion Kinni was born on far-away Tellus, a sleepy Lor world on the border of the Imperium. Far more people passed through the planet’s spaceport than stayed and raised family; Alek’s parents were bureaucrats at the spaceport and so he grew up on snatchs of stories from far-off, exotic places, and he spent his childhood dreaming of visiting all those places and having amazing adventures. He studied hard and went off-world for university, getting a degree in geology and joining a company that focused on surveying unexplored worlds, identifying natural resources, and selling the exploitation rights to other companies. Of course that dry explanation can’t compare to the reality; days spent sleeping under alien skies, fleeing from predators unnamed by science, and discovering vistas that no other sophont had ever seen.

Alek helped with the survey of five planets, occasionally brushing up against Grue or Khanate fleets looking for the same resources, once even negotiating with pirates between blaster shots. What he discovered about himself was that he loved the moments of danger even more than the exploration. He took a furlough and vacationed at a space-port for a week, eventually sitting down at a casino with the last of his ready cash. He rode a lucky streak through several days, ending up at a VIP table. He was having a good time, when someone pulled a knife and tried to stab one of the other players. He saved her and they escaped, leaving a fortune on the table. It turned out she was a princess, and her life was threatened by a succession crisis; after a week of harrowing adventure the pretender uncle was in custody, and Alek had the gratitude, and other things, of a princess.

That pretty much set the path for the rest of his life. The princess gifted him with a stealth ship so he could investigate an uncommunicative planet on the edge of her holdings. He discovered it had been overtaken by a Khanate warlord and formulated a rebellion against him. Angered at how casually the warlord played with the lives of so many, he used the royal ship (which was technically only loaned to him) to press deeper into the Khanate. One thing lead to another and sooner than he thought possible he was fleeing a research facility staffed by rogue Lor scientists, wearing an experimental gravity-manipulation suit. More adventures came and went, and Alek grew in fame if not in personal power. He serialized his adventures and spent more time flying from party to party than saving people who needed saving.

Before long Alek heard stories of a planet called Earth, where people turned back Medusa and reformed the Curator with strange, mysterious, unique powers and abilities. He traveled there (still in the princess’ ship) and watched this planet. What he saw amazed and astonished and enthralled him -- it was a world full of adventures, like the galaxy seemed to be when he was younger. He was determined, and by cashing in a few favors he managed to get an identity on the planet, and on his own personality he landed a job with Danger International. Which gives him the chance to have adventures in every corner on this weird, wonderful planet.

Personality & Motivation: Alekison is a gregarious, extroverted man, always happy to meet new people and try new experiences. He’s not always the most talkative individual, especially when meeting someone for the first time; he prefers to let them talk about themselves and watch them, learn about them. He’s the happiest when he’s talking with someone and learning their story. Even when he’s supposed to be fighting against someone, he prefers to talk and figure the situation out peacefully.

Alekison is an optimistic person, even relentlessly cheerful despite the dangers that might be around him. He’s been on a lot of adventures and seen a lot of danger and, rather obviously, survived it all. He doesn’t believe himself to be invincible, but he does believe that being negative or despairing doesn’t help someone to survive.

Powers & Tactics: Alek doesn’t like physical confrontations. He much prefers to talk to people, to try and come to an understanding and end things non-violently. When he must fight, he will use his gravity-manipulating suit to end things with as little force as possible: levitating targets into the air and locking them down with contained singularities are his preferred tactics. He only uses his light-speed charge when there’s no other option.


Fame On Earth, Alex McKenzie is a mild-mannered geoscientist. In space, Alek Kinnison is a renowned adventurer, toppler of regimes, and revealer of evils. This means he has plenty of enemies who would like to take a swing at him if they could. They might even attack him on Earth.

Adrenaline Junkie Even before he was known as an adventurer, Alek had the sort of personality to run towards explosions and disasters. If given the choice, he will always choose the more exciting -- and usually less sensible -- option.

In the Lady's Service Alek has long worked in the service of Heshem, the Hooded One. He still owes her, and it's near-impossible to hide from a goddess whose entire purpose is to seek out what is hidden.

A Torch to the Darkness Alek is the anointed servant to Hesehm, the Hooded One, Triformous, She Who Stands Between.

Abilities: 4 + 6 + 4 + 2 + 0 + 8 = 24PP

Strength: 14 (+2)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)

Combat: 8 + 12 = 20PP

Initiative: +3

Attack: +4, +8 Unarmed, +10 Magics of Heshem

Grapple: +6, +20 w/ Hands of Heshem

Defense: +10/+6 (+6 Base, +4 Enhanced Defense), +5/+3 Flat-Footed

Knockback: -5/-4/-2/-1

Saving Throws: 7 + 6 + 6 = 19PP

Toughness: +10/+6/+6/+2 (+2 Con, +4 Defensive Roll, +4 Protection)

Fortitude: +9 (+2 Con, +7)

Reflex: +9 (+3 Dex, +6)

Will: +6 (+0 Wis, +6)

Skills: 112R = 28PP

Bluff 9 (+13, +17Attractive)Skill Mastery

Climb 3 (+5)

Concentration 11 (+11)

Diplomacy 11 (+15, +19Attractive)Skill Mastery

Gather Information 11 (+15)Skill Mastery

Knowledge (Arcane) 4 (+5)

Knowledge (Earth Sciences) 9 (+10)Skill Mastery

Knowledge (Galactic Lore) 4 (+5)

Language 5 (English, French, Grue, Latin, Lor [Native], Mandarin)

Notice 10 (+10)

Pilot 7 (+10)

Sense Motive 15 (+15)

Swim 3 (+5)

Survival 10 (+10)

Feats: 11PP

Attack Specialization (Unarmed) 2

Attractive

Benefit (Native [Lor Space])

Defensive Roll

Equipment 15Bronze Reward

Fascinate (Diplomacy)

Luck 2

Move-by Action

Skill Mastery (Bluff, Diplomacy, Gather Information, Knowledge [Earth Sciences])

Taunt

Lor stealth ship

Dawn

Size: Colossal [4EP]

  • Str: 60 [0EP]
  • Toughness: 11 [0EP]
  • Defense: 6 [0EP]
Features [67EP]
  • Alarm [1EP]
  • Navigation System 2 [2EP]
  • Remote Control [1EP]
  • Communications [1EP]
  • Fire Prevention System [1EP]
  • Infirmary [1EP]
  • Library [1EP]
  • Living Space [1EP]
  • Power [58EP]
Concealment 6 (All Radio, ESP, Mental, Feat: Close Range) [12EP]

Flight 10 (10,000 MPH) [20EP]

Super-Movement 1 (Space Travel 1) [2EP]

Super-Senses (Radar, Accurate, Acute, Analytical, Radius, Extended 3 [x10,000 increment]) [8EP]

Super-Senses (Visual, Analytical, Extended [x100 increment], Thermovision, Ultravision) [5EP]

Immunity 9 (Life Support) [9EP]

Fly-bike

4 + 0 + 0 + 0 + 67 = 71 EP

Size: Medium [0EP]

  • Str: 20 [2EP]
  • Toughness: 5 [0EP]
  • Defense: 10 [0EP]
Features [23EP]
  • Alarm [1EP]
  • Remote Control [1EP]
  • Communications [1EP]
  • Power [20EP]
Flight 3 (50 MPH) [20EP]

Powers: 28 + 12 + 3 + 5 = 48PP

Magics of Heshem 10 (20PP, Feats: Accurate 3, Alternate Power 5) [28PP]

BE: Obscure 10 (1 Mile, Mental, Visual, Extra: Independent, Flaw: Range/Touch) (Cloak of Heshem)

AP: Snare 10 (Hooks of Heshem)

AP: Ward 10 (Darkness, Extra: Damaging, Flaws: Action/Full, Side-Effect [Damage]) (Heshem's Hearth)

AP: Nullify 10 (All Magic) (

AP: Move Object 10 (Hand of Heshem)

AP: Damage 8 (Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Improved Reach [10ft], Mighty, Power Attack, Extra: Penetrating 5) (Claws of Heshem)

Protection 4 (Extra: Linked [+0] [Enhanced Defense]) + Enhanced Defense 4 (Heshem's Shielding) [12PP]

Super-Senses 3 (Detect Magic [Visual]) [3PP]

Super-Senses 5 (Counter Obscure [Visual]) [5PP]

Drawbacks: (-0) + (-0) = -0PP

DC Block:

 

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC15 Toughness (Staged) Damage (Physical)
NOTE: The easiest way to get your DC Block to line up is to write it out in a word processor in a Courier font, then just copy/paste it into your post.

Abilities (24) + Combat (20) + Saving Throws (19) + Skills (28) + Feats (11) + Powers (48) - Drawbacks (0) = 150/150 Power Points

Edited by Raveled
Posted

Well Rav, I see a few things.

First, how do you get a Grapple of +8? +2 Str and +4 BAB would be +6.

Concentration is based on Wis, not Int, so it would stay at +9.

In the Gravity Suit’s array, can you explain the two different Move Object slots? Is the first one moving things up and down and the second moving things towards the center of the burst area? The refs recently looked at a character that had a flaw on a power and then had an alternate slot with the same power but a different flaw (thus allowing him to work around the flaw on the first slot). We were not very receptive to that sort of use of alternate powers.

Also for your last alternate power, you list Flight 15, but all the other powers are linked to Leaping. Also 15 ranks of flight would take the entire amount of active points in the array.

Also, the drawback on the Super-Movement is not appropriate. Permeate allows you to move through solid objects as if they were not there, thus it does work unless you are moving by the very description of the power (unlike wall walking or water walking, where you can stop, unless you buy the only while moving flaw).

Posted

First, how do you get a Grapple of +8? +2 Str and +4 BAB would be +6.

Concentration is based on Wis, not Int, so it would stay at +9.

Fixed!

In the Gravity Suit’s array, can you explain the two different Move Object slots? Is the first one moving things up and down and the second moving things towards the center of the burst area? The refs recently looked at a character that had a flaw on a power and then had an alternate slot with the same power but a different flaw (thus allowing him to work around the flaw on the first slot). We were not very receptive to that sort of use of alternate powers.

Neither of them is working around the flaw of the first, I think. MO is usually used to move things around at will; Gravity Off only makes folks float in midair. Gravity Sucks moves everyone towards a common point. Neither gives you a lot of fine control over where object is going to go.

Also for your last alternate power, you list Flight 15, but all the other powers are linked to Leaping. Also 15 ranks of flight would take the entire amount of active points in the array.

Also, the drawback on the Super-Movement is not appropriate. Permeate allows you to move through solid objects as if they were not there, thus it does work unless you are moving by the very description of the power (unlike wall walking or water walking, where you can stop, unless you buy the only while moving flaw).

It was originally Leaping, and changed to Flight when I was still messing with numbers. Fixed that.

Permeate says nothing about needing to keep moving. It says that the power doesn't let you breath or see inside a solid object, it doesn't say that you have to keep moving by default. So this character wouldn't be able to stop their charge inside a solid object.

Posted

Actually Rav, the two Move Object alt powers do have a similar problem to the other character I mentioned. By having a second alternate slot that allows you to do something different than the first, limited slot, you have made that limitation far less of a limitation. The other player had done this with Emotion Control, limiting one slot to one emotion, and then having a second slot that limited it to another emotion. The ref team looked at that and decided we were not going to allow it (at least not receiving a full flaw on each slot).

I suppose that is true regarding Permeate, but another question I have is given his power set (controlling gravity), how does he pass through solid objects?

Also, Flight 8 is 2,500 MPH, not 50,000.

Posted

Okay, different idea this time around. No gravity suit, instead it's magic belonging to Heshem. She's a deity in Book of Magic, who focuses on bringing light to dark place and protecting the universe against dimensional incursions. I'm guessing she'd want her champion on Earth!

Posted

Rav, for the new magical array, what is the Ward power?  Is this some sort of obscure?  Need to understand what it is to know if the Damaging extra is appropriate.

 

Also, you need to define what triggers the side effect.

Posted

Ward is a power construction from Ultimate Power. It's something like Mind Control x (Extra: Area/Burst, duration [sustained], Linked [+0] [Damage], Flaw: Range/Touch, Limit [One Command, "Get Out"] Limit [One type of Creature, Darkness creatures]) + Damage x (Extra: Area/Burst, Alternate Save [Will], Linked [+0] [Damage] Flaw: Limited [One type of Creature])

That is nowhere near 2PP/rank (And Damaging is +3!) so I dunno, there's probably some stuff I'm missing there.

Posted

Ah right, I failed to look further in the UP for that power.  It does seem a little off in how it is built, but I would need to parse it a bit more carefully.  But, as it is listed at 1 pp per rank, and damaging is listed as +3, what you have seems to be right.

But again, you need to define what triggers the side effect.

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