Raveled Posted August 22, 2014 Posted August 22, 2014 CoronaPower Level: 10 [12] (168/182PP)Trade-Offs: +2 Tou/-2 DefUnspent Power Points: 14 In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to work alongside ancient aliens and proven allies. Alternate Identity: Aya K'zanIdentity: PublicBirthplace: Firstdown, HalaOccupation: Agent of ALIENSAffiliations: Lor Republic, Allied Liaison/Intelligence Extra-National Service, the PraetoriansFamily: Genus K'zan (father, deceased), Mar'as K'zan (mother, deceased). DescriptionAge: 32Gender: FemaleEthnicity: Lor, appears HispanicHeight: 5' 4"Weight: 135 lbs.Eyes: Brown/GoldHair: Black Aya K'zan is a woman of average height but with a stocky, muscular frame. Her skin is brown and smooth, her dark hair is styled up in a faux hawk, and her eyes are deep and liquid. She moves with a confident, almost angry gait, and her round face is usually fixed in a scowl at whatever her latest problem is. She prefers to wear anonymous, sturdy clothes, usually a jumpsuit or trousers and a blouse. In a formal setting, she may instead wear rank-free set of Lor Navy dress blues. When acting as an official agent of the Lor Republic or when she expects a situation to be dangerous, she wears a Lor combat spacesuit. The suit is all hard angles and reinforced sections, painted a bright gold with a crimson starburst on her chest. The suit's paint is usually chipped, though, showing a neutral cream base. Power Descriptions: Corona can manifest a golden-tinged cosmic energy, which she can put to any number of applications. She naturally projects a forcefield micrometers above her skin, which offers better protection than any mortal suit of armor. She can use the energy to supercharge her muscles or focus it into a damaging ray of energy. She can even blast that energy behind herself to fly. Even her biology has been affected by these cosmic energies, as she longer has to breath or eat to sustain herself. She still possess a Lor-designed combat spacesuit, designed to withstand the rigors of combat while keeping one safe from the dangers of hard vacuum. It can preserve her life in any number of hostile environments, and after receiving modifications from Miss Americana it can safely channel Aya's cosmic energies. History: Aya K'zan was born on Hala, an old world of the Lor Republic, near the center of their galactic expanse. Her father was one of the Republic's top scientists and so she was raised as part of the upper class of the Republic, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Science Academy she joined the Republic Naval Academy. Her grades drew attention from higher-ups and upon graduation she was invited to join the Republic Investigative Patrol. The RIP is an investigation and enforcement group with extensive powers within the boundaries of the Republic. As an agent, Aya traveled to the outskirts of the Republic and the spires of powers, searching out corruption and treason. She took her job seriously, perhaps too much so; no matter was too small for her attention, and she pushed her authority to the limit pursuing her ideals of justice without regard to rank or connection. It was only a matter of time before she came up against someone powerful. It was a missing persons case -- a case of missing children, disappearing off the streets of a planetary capital. Aya took charge of the investigation and tracked the disappearances down to a particular corporate lab; she lead local law enforcement in raiding the structure. Inside were the children and other people, missing vagrants and adolescents written off as runaways. And there were mercenaries. Aya lead from the front, freeing the civilians and driving the hired guns back. Her zeal caused her to push too far ahead, and her group was ambushed; the local law enforcement agents with her were killed, but she survived. She found her way to the heart of the complex, where she discovered a Senator, hastily destroying the evidence of his involvement! Aya tried to arrest him, but the Senator hit her with a blast of weird cosmic energy from a laboratory projector. She came to in a hospital. There was no evidence of the Senator's involvement, but she reported it anyway and insisted on pressing the case. There was a brief trial, one word against another, and the Senator walked off a free man. Aya, having burned the last of her favors, was kicked out of RIP. After the destruction of Lor-Van and the battle against the Communion, Aya was tapped to form part of a new branch of the Lor government. The Allied Liaison/Intelligence Extra-National Service was designed to work with all militarily-significant, non-Republican forces in the galaxy, and in recognition of the service the Praetorians were assigned one of the first agents. Personality & Motivation: Aya K'zan is a direct, even forceful woman. She dislikes lies or even elaborate plans, preferring to live her life as a straight line between two point. Some people would claim that she's as graceless as a mad bull, but she prefers to think of herself as cutting through superfluous nonsense. She tends to come off as rather rough and she's not inclined to take less than 100%, but she can be surprisingly gentle to people who are genuinely out of her depth. Aya's greatest concern is justice, the simple notion that the rules apply to everyone and that everyone will get what they deserve. Trying to shirk your responsibilities or a just punishment is about the worst thing she can imagine. Powers & Tactics: Aya can talk about escalation backwards and forwards, and she follows it to a tee. She'll start by playing nice, then trying to scare opponents into surrendering, and only if that fails will she start fighting. Against baseline enemies she'll stick with grapples and Nauseate to get them to stand down, but against superpowered enemies she'll use every power she has. Once combat starts, though, she focuses on protecting civilians over and above everything else. Complications:For Great Justice! Whether it's the rule of the law, karma, or comeuppance, Aya has always been focused on balancing the scales.Responsibilities Aya is first and foremost an agent of the Lor Republic. It will take something extraordinary to get her to abandon her duty.Superior Lor Et Cetera Aya is loyal to the Republic through and through, and tends to trust Lor technology and Lor opinions above anything else.Like Pulling Teeth As a RIP agent Aya clashed several times with the Maw, a nasty group of smugglers and mercenaries without a moral between them. If they ran into her, it would inevitably descend into combat.Like a Shining Star Corona's powers all involve her glowing like a flashlight. Whenever she's actively using her powers, stealth is all but impossible for her.Prejudice Aya has worked for the Lor Republic all her life, and is extremely loyal to it. She will have a very negative reaction to any of the traditional enemies of the Lor, such as the Grue or members of the Khanate.Hatred Corona will go out of her way to fight, denigrate, or inconvenience the Communion any way she can.Neuvo Bureaucrats ALIENS is a new branch of the Lor government, and formed during a time of great uncertainty in the Republic. That means the exact extent of their responsibilities are unclear. That can be a boon and a burden Abilities: 8 + 6 + 8 + 2 + 0 + 6 = 30PP Strength: 30/18 (+10/+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 16 = 28PP Initiative: +7 Attack: +6 Melee, +6 Ranged, +10 Unarmed, +10 Blast Grapple: +10/+21 Defense: +8 (+8 Base), +4 Flat-Footed Knockback: -6/-24 Saving Throws: 4 + 5 + 8 = 17PP Toughness: +12 (+4 Con, +8 Protection, 0/10 Impervious) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+0 Wis, +8) Skills: 108R = 27PP Diplomacy 7 (+10) Gather Information 7 (+10) Intimidate 11 (+14) Investigate 11 (+13) Knowledge (Civics) 9 (+10) Knowledge (Galactic Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Physical Sciences) 4 (+5) Knowledge (Streetwise) 9 (+10) Knowledge (Technology) 4 (+5) Language 4 (English, Galstandard, Grue, Lor [N], Mandarin) Notice 11 (+11) Pilot 7 (+10) Sense Motive 11 (+11) Feats: 7PP Accurate Attack Attack Specialization (Unarmed) Benefit (Native [Lor Space]) Improved Initiative Interpose Power Attack Startle Powers: 2 + 26 + 9 + 14 + 8 = 59PP Flight 1 (10 MPH) (Self-Propelled Flight) (Cosmic, Radiation) [2PP] Cosmic Empowerment Array 11.5 (23PP, Feats: Accurate, Alternate Power 2) (Cosmic) [26PP] BE: Immovable 13 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [23/23PP] AP: Blast 10 (Feats: Accurate, Affects Insubstantial 2 [DAM 10]) (Cosmic Blast) (Cosmic, Radiation) [23/23PP] AP: Enhanced Strength 12 (Extra: Linked [+0] [Super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength], Thunderclap) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [23/23PP] Immunity 9 (Life Support) (Cosmic Genetics) (Cosmic, Mutation) [9PP] Lor Combat Spacesuit 3 (15PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [14PP] Enhanced Feat 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero-Gee]) (Blood Flow Regulators) [3PP] Enhanced Feat 2 (Alternate Power 2 [On Cosmic Empowerment Array]) (Archetech Modifications) [2PP] AP: Damage 10 (Extra: Area/Cone [General], Extras: Progression 2 [Area] [50 ft per rank]) (Flat-Hand Blast) [22/22PP] AP: Flight 9 (Stacks with Flight 1 for Flight 10 (25 000 MPH), Extra: Linked [+0] [Super-Movement]) + Super-Movement 2 (Space Travel 2 [Interstellar],Extra: Linked [+0] [Flight]) (Cosmic Thrusters) [22/22PP] Communication 6 (Radio, 20 miles, Feat: Subtle) (Suit Comms) [7PP] Super-Senses 2 (Radio) (Radio Receiver) [2PP] Protection 8 (Skin-tight Forcefield) (Cosmic, Mutation, Radiation) [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage (Physical) Strength of the Cosmos Touch DC DC25 Toughness (Staged) Damage Physical)/(Cosmic, Mutation) Cosmic Blast Ranged DC 25 Toughness (Staged) Damage (Cosmic, Radiation) Thunderclap Touch/Cone DC 20 Reflex/DC 20 Fort Deafened (Cosmic, Mutation) Flat-Hand Blast Touch/Cone DC 20 Reflex/DC 25 Toughness Damage (Cosmic, Mutation) Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (27) + Feats (7) + Powers (59) - Drawbacks (0) = 168/182 Power Points
Thevshi Posted August 25, 2014 Posted August 25, 2014 Okay Rav, a few things I see. Minor fluff: you description of the hardsuit up in Power Descriptions says it has a beacon for the spaceships teleporter, but both those things have been removed. Under skills, Pilot should be 8 (+11) For the Spaceship: Concealment 6 with a power feat would be 13 EP, not 12. For the Alarm, you should list that it is DC 25. Should probably note the Navigation System gives +10 on navigation related skill checks. The Communications is not compliant with our rules on Communications and would need to be purchased in line with those rules. For Powers: Base power in Cosmic Array, how does a PL 10 character have 12 Impervious? For Blast, should list that the Affects Insubstantial is only 50% (ie a +5 damage blast)
Thevshi Posted August 25, 2014 Posted August 25, 2014 PS: Actually, hold a moment on the Communications for the spaceship, have brought up the question in the ref cave so the ref team can decide how we want to address this.
Raveled Posted August 25, 2014 Author Posted August 25, 2014 Okay Rav, a few things I see.Minor fluff: you description of the hardsuit up in Power Descriptions says it has a beacon for the spaceships teleporter, but both those things have been removed. Under skills, Pilot should be 8 (+11)Fixed those, noted the suit's connection to her ship. For the Spaceship:Concealment 6 with a power feat would be 13 EP, not 12.For the Alarm, you should list that it is DC 25.Should probably note the Navigation System gives +10 on navigation related skill checks.The Communications is not compliant with our rules on Communications and would need to be purchased in line with those rules. I added the notes and brought Alarm down to 1 rank to pay for Concealment. For Powers:Base power in Cosmic Array, how does a PL 10 character have 12 Impervious?For Blast, should list that the Affects Insubstantial is only 50% (ie a +5 damage blast)I originally just bought enough Impervious to equal her Toughness, without considering the house rules. I added the note to Blast.
Raveled Posted August 31, 2014 Author Posted August 31, 2014 After some discussion in chat re: space languages, I rebalanced her Skills to include Galstandard.
Raveled Posted September 1, 2014 Author Posted September 1, 2014 (edited) Alright. Changed this to my new PL 10 slot, added some heavy-duty comms gear to the ship. Clarified that first Complication. Should be good to go. Edited September 1, 2014 by Raveled
Thevshi Posted September 1, 2014 Posted September 1, 2014 Rav, I fixed one typo in the spacecraft (you had said you were spending 800 EP on Features, not 80) But, I found some problems in your powers. Your Protection and supersense only cost 8 and 1, but you list them as 9 and 2 at the top). Also, why do you describe it as a forcefield, but it never turns off. But more seriously, your Hardsuit costs 14 pp, but you only cost it as 4 at the top, making your total powers bought lower than it should be! (with the above, you have 8 PP more powers than you total, making you 8 PP over budget)
Raveled Posted September 1, 2014 Author Posted September 1, 2014 Your Protection and supersense only cost 8 and 1, but you list them as 9 and 2 at the top). Also, why do you describe it as a forcefield, but it never turns off.Fixed the costs, but ended up removing the S-Sense.The description for the Protection is a common one for characters like Superman. It basically means that she can get his by hard attacks, but her clothes won't get shredded. Her suit conceivably could, but her clothes won't be.But more seriously, your Hardsuit costs 14 pp, but you only cost it as 4 at the top, making your total powers bought lower than it should be! (with the above, you have 8 PP more powers than you total, making you 8 PP over budget)Brought the hardsuit down to 2 ranks and dropped a couple of feats.
Thevshi Posted September 1, 2014 Posted September 1, 2014 Okay, was not a major concern, just curious. And APPROVED
Fox Posted September 4, 2014 Posted September 4, 2014 CombatSomething's gone funky with your max Grapple bonus - I count it as [+6 (melee bonus) +10 (modified STR) +3 (super-strength)] for a total of +18, not +32. I could be missing a bonus here or there, but....SavesI would note your protection as "+0/+10 Impervious", rather than just "+10 Impervious", so that your GM doesn't misread it. Not too many people put Impervious into an array!EquipmentVehicles receive a toughness bonus based on size category; a Colossal-size ship with 5ep in toughness has a total toughness of +18, not +10.For clarification, what is the 'MW' in 'MW Infirmary'?You appear to be overpaying for the Radar super-sense; Radio (the base sense for your radar) is already +Acute, +Radius, and +Ranged by default; you're just left paying for the sense (1), Accurate (2), Analytical (1), and Extended 3 (3), for seven ranks, rather than 8...unless you were applying Accurate and Analytical to the entire Radio sense type, in which case you're underpaying by 2.PowersCost is off on the Enhanced Strength setting of your cosmic array; Enhanced Str 12 [12pp] + Super-Strength 3 [6pp] = 18pp, not 22pp. You're still within budget but you have some room to flesh this out a bit, if you want (and care to brave the updating of grapple bonuses, etc).
Raveled Posted September 4, 2014 Author Posted September 4, 2014 CombatSomething's gone funky with your max Grapple bonus - I count it as [+6 (melee bonus) +10 (modified STR) +3 (super-strength)] for a total of +18, not +32. I could be missing a bonus here or there, but....Only thing I can say to that is it must've been calculated using the original S-Str. SavesI would note your protection as "+0/+10 Impervious", rather than just "+10 Impervious", so that your GM doesn't misread it. Not too many people put Impervious into an array!Done. EquipmentVehicles receive a toughness bonus based on size category; a Colossal-size ship with 5ep in toughness has a total toughness of +18, not +10.For clarification, what is the 'MW' in 'MW Infirmary'?You appear to be overpaying for the Radar super-sense; Radio (the base sense for your radar) is already +Acute, +Radius, and +Ranged by default; you're just left paying for the sense (1), Accurate (2), Analytical (1), and Extended 3 (3), for seven ranks, rather than 8...unless you were applying Accurate and Analytical to the entire Radio sense type, in which case you're underpaying by 2.Done, dropped the Toughness to its default and used that to drop a rank of Equipment from the ship. The MW is a Masterwork Infirmary; basically state-of-the-art, so it provides +2 to Medicine checks using it.I always mess up Radar. Spent those EP boosting the Alarm and Nav systems. PowersCost is off on the Enhanced Strength setting of your cosmic array; Enhanced Str 12 [12pp] + Super-Strength 3 [6pp] = 18pp, not 22pp. You're still within budget but you have some room to flesh this out a bit, if you want (and care to brave the updating of grapple bonuses, etc).MOAR SUPER-STRENGTH!!
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