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Vendetta (PL10) - souffle_girl


souffle_girl

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Posted (edited)

Character Name: Melody Maxwell / Princess Tasha Roewaal II

Codename: Vendetta

Power Level: 10

Tradeoffs: +2 Def /-2 Tou

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: Galactic soldier of fortune with a huge score to settle.

Quote: "I've spent years and traveled for parsecs looking for my lost home, only to find out I'm the queen of a mass graveyard. Someone is going to pay for that."

Identity: Public

Birthplace: Radiant City, Rabia

Occupation: Space adventurer

Affiliations: Memorial, the Farstrider

Description:

Age: 25 - DoB unknown due to a long time spent in suspended animation as a baby

Gender: Female

Ethnicity: An exotic human variation from space (Rabian)

Height: 5' 8"

Weight: 130 lbs

Eyes: Purple

Hair: Purple

090524_kaelyssa1.jpg

Looks inspired by Kaelyssa from the game Warmachine

Power Descriptions:

-Infiltrator Suit: Batteries allow for short term invisibility, it also features a compact forearm mounted shield.

-Skarr Carbine MkV "Retribution": A compact, reliable and powerful weapon favored by scoundrels and gunslingers, the Retribution is a 5-rounds, large caliber revolver with a long barrel for increased range.

-Specialized Ammo: an array of specialized magic ammunition for her carbine

History:

The planet of Rabia was a place of wonder. When the first human mages from Earth found their way through space and time to this jewel of the cosmos, they marveled at how bountiful the planet looked: lush forests, fertile lands and plenty of space to practice their magic.

Over time, their descendants grew wealthy and refined. Yes, there were wars and calamities of course, but in the end the greatest sages of the various nations decided it would have been best to unite under a single government.

So the Unified Rabian Kingdom was born.

It was an age of prosperity, and technology and arcane arts both flourished, and the kingdom's techno-mages blended the two in a single, powerful art. The power and wealth of Rabia grew even more when they made contact with their Belran neighbours, joining them into a single growing empire.

When the aliens struck, they hit Rabia hard and fast. Their first assault was brutal and vicious, and hit all the critical weaknesses in Rabian military, leaving the kingdom's armies in total disarray. Rabians sent a distress call for their Belran allies, but nobody answered.

Rabians fough a long, bitter war of attrition and guerrilla, but the Communion was relentless in their assault and the kingdom quickly realized they had no way to win - they could only slow their inevitable defeat.

But the precious time bought by the military was well spent. Weapons were mothballed and hidden away under the planet's surface, together with the most treasured works of Rabian art and culture, and at the heart of a fortified bunker a techno-magical construct was built to house the history of their people and coordinate the army that laid dormant in their caves, awaiting for an avenger to rise and bring justice to the Rabians.

The last city to fall was Radiant City itself, the kingdom's capital city and home to the royal throne. The war for the capital was bitter, and the Communion resorted to weapons of immense destructive power to raze entire blocks to the ground. As the invaders were closing in on the Royal Palace the king was taking another crucial step to ensure his people's survival. His own daughter, baby Princess Tasha, was placed in suspended animation in a stasis pod and launched into deep space, in the hope that some day she would be rescued. As long as she lived on, so would the Rabians.

-----------------------

1989, terran calendar, the Lor spaceship Farstrider, on an exploration mission at the edge of known space, intercepted an escape pod of unknown origin and manufacture. In it was found a baby girl in suspended animation, and the pod's guidance system was too badly damaged to trace its route. The event was documented and noted and, lacking the means to identify the orphan, the girl was adopted by the crew member Terence Maxwell, who named her Melody, like his dead wife.

Better known as "Stormrider", Maxwell was a mutant of questionable reputation that had fled Earth and went adventuring around the galaxy as the Farstrider's crew bodyguard.

Melody grew up as a bright girl and a true heir to her father's ways, and at little more than twelve she was already helping out around the spaceship, learning to pilot and to fight. Naturally curious, she never stopped looking for her lost homeworld, and clue after clue she was finally contacted by a woman calling herself Memorial, who claimed to have information on her past...

Personality & Motivation:

Melody used to love adventure for adventure's sake. She's cheerful and friendly; free-minded and at odd with authority. However, faced with the huge responsibility of avenging a genocide and the death of her parents, she turned much more bitter and determined.

Powers & Tactics:

Mel is a jack-of-all-trades; you don't grow up to become a space explorer without picking up a little of this and a little of that. She's also a good shot, and managed to get hold of a few interesting devices of alien origin.

If she can't talk her way out of a situation, she can usually fight or sneak away; when in a fight she prefers stealth and subtlety, usually sneaking into a good sniping position and shooting at her enemies from an unexpected angle. The array of ammunition her Skarr Carbine can chamber allows her much tactical flexibility.

Complications:

Big Mouth Melody has the habit to always try looking confident, powerful and in control, even if this isn't always true. At times, particularly big exaggerations came back to bite her.

Sins of the Fathers Melody's adoptive father made dangerous enemies, and was forced to run away from Earth with a bounty on his head. Some of these enemies would love to have a chance to get their hands on Mel, for one reason or another.

Limited Stealth Vendetta's Infiltrator Suit has a stealth system that, when online, makes her invisible to sight. However, the system can stay active only for roughly a minute before needing to recharge over the course of four more minutes. If less time is used, recharge time is reduced accordingly.

Struggling Melody doesn't have a job. Whatever she has in her pockets, along with the Farstrider, is everything she owns, right now.

Abilities: 2 + 10 + 4 + 8 + 4 + 6 = 34PP

Strength: 12 (+1)

Dexterity: 20 (+5)

Constitution: 14 (+2)

Intelligence: 18 (+4)

Wisdom: 14 (+2)

Charisma: 16 (+3)

Combat: 12 + 8 = 20PP

Initiative: +5 (+5 Dex)

Attack: +6 Base; +6 Melee, +10 Ranged (+6 Base, +4 Attack Focus)

Grapple: +7

Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed

Knockback: -1

Saving Throws: 8 + 5 + 8 = 21PP

Toughness: +8 (+2 Con, +6 Defensive Roll)

Fortitude: +10 (+2 Con, +8)

Reflex: +10 (+5 Dex, +5)

Will: +10 (+2 Wis, +8)

Skills: 80R = 20PP

Galactic Lore 11 (+15)

Bluff 12 (+15)

Diplomacy 12 (+15)

Stealth 10 (+15)

Pilot 10 (+15)

Gather Information 9 (+12)

Notice 8 (+10)

Sense Motive 8 (+10)

Feats: 32PP

Attack Focus (Ranged) 4

Dodge Focus 8

Defensive Roll 3

Fast Draw 1

Luck 2

Jack of All Trades

Environmental Adaptation (Zero Gravity)

Improved Critical (Skarr Carbine) 2

Equipment 10

Equipment: 10PP = 50EP

Binoculars 1 EP

Mini-Tracer 1 EP

PDA 1 EP

Video Camera 2 EP

Multi-Tool 1 EP

Night Vision Goggles 1 EP

Laptop 1 EP

Combat Knife 3 EP

Holdout Pistol 4 EP

Vehicle: The Farstrider

Space Shuttle

STR +30, Size Colossal

Def: -8, Toughness +13

Features: Navigation System 1 [1EP]

Powers:

Teleport 10 (Extra: Accurate, Affects Others; Flaws: Limited [only others], Long Range) [20EP]

Space Travel 2 [4EP]

Flight 2 (Limited: Space Only) [2EP]

Abilities (4) + Combat (4) + Features (1) + Powers (26) = 35EP

Powers: 15+8 = 23PP

Device 5 (Skarr Carbine; easy to lose; gives 25 PP) [15PP]

Targeting Scope (Enhanced Feats: Improved Aim, Precise Shot; Technological, Alien) [2PP]

Variable Ammunition Array 10 (20 PP, PFs: Alternate Powers 3) [23PP]

BE: Blast 10 (Standard Shot: Ballistic, Alien) [20/20PP]

AP: Blast 10 (Plasma Shot: Heat, Fire, Alien) [20/20PP]

AP: Nullify (magic) 5 (Antimagic Round: Ballistic, Magic, Alien. Extra: Effortless) [20/20PP]

AP: Snare 10 (Glue Round: Ballistic, Alien) [20/20PP]

Device 2 (Infiltrator Suit, hard to lose, 10 PP) [8PP]

Concealment 5 (all visual senses, normal hearing: stealth systems, Flaws: Blending Alien, Technological) [5PP]

Super movement 2 (Wall crawling, Alien, Technological) [4PP]

Feature: Teleport Beacon (Allows a teleporter to lock on Vendetta) [1PP]

DC Block

ATTACK RANGE SAVE EFFECT

Unarmed Touch DC16 Toughness (Staged) Damage (Physical)

Combat Knife Touch DC 17 Toughness (Staged) Damage (Physical)

Skarr Carbine (Standard Shot) Ranged DC 25 Toughness (Staged) Damage (Physical)

Skarr Carbine (Plasma Shot) Ranged DC 25 Toughness (Staged) Damage (Fire)

Skarr Carbine (Glue Shot) Ranged DC 25 Reflex (Staged) Snare

Totals: Abilities (34) + Combat (20) + Saving Throws (21) + Skills (20) + Feats (32) + Powers (23) - Drawbacks (0) = 150/150 Power Points

Edited by souffle_girl
Posted

All right, first things first. It says you have 30 points slotted into Combat, when in reality, it's 20. That means you have 10 PP unspent.

Also, Magic has the Very Common power descriptor, which means ranks of Nullify that affect Magic are 3 PP, not 2 PP. With the Effortless Extra, that would put the cost of the Anti-Magic Bullet at 24 PP, not 18.

Posted (edited)

I want to give Vendetta's spaceship a teleporter as a convenient mean to get on a planet from orbit, and back. I guess it's a Teleport effect with long range and accurate to get from ship to planet, and a Teleport with long range and Anchor to get from planet to ship.

 

Technically, though, the first effect belongs to the ship's teleporter, the second to the remote teleporter control Vendetta has with her. Since the two are actually part of the same device, is there a way to array them? Or do I have to buy them separately?

Edited by souffle_girl
Posted

Actually, you don't need the two different ones.  You just buy Teleport (Extra: Effects Others; Limited: Only Others) for the spaceship, then spend 1pp on Vendette (probably in her suit) for a homing beacon, which allows the teleporter to beam her back u.

Posted (edited)

Thanks! That also removes the need for atmospheric flight, something I really don't see her spaceship doing. And no flight also means a bunch of spare EPs.

She's ready, just tell me if I need to change the spaceship's format.

Edited by souffle_girl
Posted

Thanks! That also removes the need for atmospheric flight, something I really don't see her spaceship doing. And no flight also means a bunch of spare EPs.

She's ready, just tell me if I need to change the spaceship's format.

 

Well, there is a bit of an issue with this.  Super-movement: Space Travel is not really meant to act as tactical movement.  Also, limiting yourself from being able to enter the atmosphere of a planet can be rather restrictive in terms of repair facilities for the space ship itself, requiring orbital facilities.  For a character that is a bit more of a rogueish type, those might be even more rare.

Posted

I don't know, I don't really see the Farsight as being able to land on a planet, and orbital docks shouldn't be that uncommon around the galaxy. It's much worse, for a rogueish character, to have to land somewhere, with registration and all that stuff. Not to mention Earth is technically off limits. Finding a ship in orbit, on the other hand, is much harder unless you're actively looking for it.

 

Of course, the option of another character pooling resources to improve the ship is still there. Just because Vendetta and the other one are a pair, it doesn't mean they must always be together.

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