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Ruby Voxx (PL 10/11) - Darksider42


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Posted (edited)

Ruby Voxx

 

Power Level: 10/11 (163/170 PP)
Trade-Offs: Ranged: +2 Attack / -2 Damage
Unspent Power Points: 7

ThemeIron Maiden - The Final Frontier 

In Brief: Abducted girl from earth who became one of the best Bounty Hunters in the Galaxy
 

Residence: Star cruiser Voidrunner
Base of Operations: Mobile

Alternate Identity: Ruby Hawkins
Identity: Public
Birthplace:Birmingham, England, Earth/Terra
Occupation: Adventurer / Mercenary / Bounty Hunter
Affiliations: Zorla's Hunters (Formally) Voidrunners
Family: Adam and Teri Hawkins (Parents) Zorla Voxx (Adopted Mother)

Description:
Age: 24 (May 12th, 1990)
Apparent Age: Early 20s
Gender: Female
Ethnicity: Caucasian Terran
Height: 5'7
Weight: 154 lbs
Eyes: Blue
Hair: Red

Ruby is fairly attractive woman with short red hair and ice blue eyes. Extended periods of time on spaceships since she was a child have left her with exceptionally pale skin.
 
While working Ruby wears her Modified combat armor, which appears to be form fitting black and gold armored suit with a collapsible helm that provides life support and visual augmentations. The armor plates do seems scratched and battle-scared however. Outside of that she wears a old, battered bomber jacket over a pilots flight suit.


Power Descriptions:
Other than a cybernetic translator augmentation, Rubys natural abilities are in line with a extremely fit human being and someone with a lot of heavy ordanance.
 

History:
On Earth, the disappearance of Ruby Hawkins remains a mystery to this day. Reports found that she seemingly vanished from her house in Birmingham without a trace. Although police searched for the girl, it was eventually called off. Her parents left devastated and the files to her case were eventually buried under others, left to be forgotten and presumed to be dead.
 
What actually happened was far stranger.
 
The little girl found herself teleported from her bedroom onboard a strange alien ship. It was not long before she was taken by the ships inhabitants into a cell and kept there. She found herself victim of notorious alien slave trader Tragrosh. Whether she would be sold off to left to rot in the cells, Young Ruby's fate was for a time left uncertain. It was not until a raid on the ship by mercenaries did things turn around. Lead by famed Bounty Hunter Zorla Voxx, they laid seige to the ship and eventually captured the slaver and his crew.
 
They started working on the long process of helping the slaves relocated back to there native planets. Things hit a snag when it was time to send Ruby back home. The computer holding her information was damaged and Ruby was too young to actually identify her planet by name. She was left Stranded and alone in the universe. Taking pity on the her and not liking the alternatives put before her, Zorla elected to take the child with her. In time, she would start to care for Ruby and decided to teach her the ways of the hunt.
 
From learning how to fight and protect herself by Zorla to Ship care and piloting from the engineers to gun use by the mercs, Ruby learned much from them. Life since that point was never dull for Ruby. As she grew older, she began taking part in jobs with the rest of them, from helping bring down dangerous gangs and criminals across star systems to exploring dead planets on the hunt for lost preserver technology. Eventually however she felt like she had to move on and make a name for herself. She parted from Zorlas company. Gifted with a sword, a gun and a spaceship to get her started, Ruby set forth to make a name for herself. With various jobs under her belt, she eventually settled for bounty hunting.
 
Things took an interesting turn when she began the hunt for the bounty of notorious con man and gambler Stahnze Turk. The amount of collateral damage and chaos he caused made her hunt for him much more challenging and more fun. It also lead to the (likely unintentional) side effect of leading her to other high profile bounties which only added to her reputation and her bank account.
 
This continued on and off for some time before finally catching him along with his latest associate Bliss, a disgraced gladiator. Unfortunately that involved crash landing on a backwater planet by the name of Slogth. A misunderstanding involving the mention of her ship the Voidrunner and a case of mistaken identity later she found herself fighting off Nebula crime syndicate alongside the same people she was suppose to capture.
 
She was surprised by how much success they were having. Not many could stand up against such odds and win. Although at one point it seemed that her luck had finally ran out when she was trapped and nearly executed in an ambush, it was the Stahnze's timely intervention that saved her life. It was not long after that Ruby felt like she had to repay the man somehow.
 
After everything was said and done, she ultimately agreed to help Turk and Bliss settle some of the debts and outstanding bounties on their heads. However she quickly found out that even with the small fortune she had acquired over the years, settling his debts would quickly bankrupt her and would run the risk of leaving her stranded on some remote world completely broke. Seeing how well they worked together against the syndicate, she brought up the possibility of running with the Voidrunners name.
 
If she was gonna dig them out of their mess, she was gonna need their help.
 

Personality & Motivation:
Ruby is ultimately a bounty hunter for glory and excitement of the hunt, with making money from such a dangerous occupation being a close second. Whether its storming a pirate infested space station or navigating an asteroid field, very little can deter her once she had decided to hunt a target.

Despite this reckless attitude, Ruby maintains a enough of a professional attitude to see any job to the end. Unless she feels shes backing something truly reprehensible she will cross the universe to capture quarry. She respects bravery and skill, part of the reason she decided to form the Voidrunners despite any public misgivings she might have for some of its members.


Complications:
Ammunition: Blasters run dry and one can run out of ammunition unexpectedly.
Enemies: Ruby has made various enemies over the years, from two bit space gangs to infamous war criminals that would love nothing more than get revenge on the girl that locked them away.
No Disintegrations: Ruby prefers to bring her targets back alive no matter how difficult that would be. She is a Bounty Hunter, not an Assassin.
Reputation: High Profile Bounty Hunter raised and trained by Famed Mercenary Zorla Voxx


Abilities: 6 + 8 + 8 + 4 + 4 + 4 = 34PP
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 16 + 8 = 24PP
Attack: Base +8, Ranged +10, Melee +8, +12 Repeater Rifle
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Initiative: +4
Grapple: +12
Knockback: -8

Saving Throws: 4 + 6 + 8 = 18PP
Toughness: +10 (+4 CON, +6 Protection)
Fortitude: +8 (+4 CON, +4)
Reflex: +10 (+4 DEX, +6)
Will: +10 (+2 WIS, +8)

Skills: 84R = 21PP
Acrobatics 6 (+10)
Bluff 8 (+10)
Computers 3 (+5)

Craft: Electronics 3 (+5)
Disable Device 8 (+10)
Gather Information 8 (+10)
Intimidate 8 (+10)
Knowledge: Galactic Lore 4 (+6)
Knowledge: Technology 4 (+6)
Notice 8 (+10)
Pilot 11 (+15)
Sense Motive 8 (+10)
Survival 4 (+6)
Stealth 1 (+5)



Feats: 21PP
Accurate Attack
All-out Attack
Attack Focus: Ranged 2
Attack Specialization (Repeater Rifle)
Challenge: Fast Demoralize
Dodge Focus 6

Equipment 17 (15+2) (Bronze Award)
Evasion
Fearless
Luck
Power Attack

Uncanny Dodge (Auditory)
Well Informed

Equpiment: 3 + 79 =85/85EP

Mundane Equipment 
Masterwork Hand Cuffs (+2 to escape artist attempts to get out, +2 toughness) [1EP]
Multi-Tool [1EP]
Wrist Mounted Computer [1EP]

 

Clan Voxx Hunters Blade: Strike 2 (Extras: Mighty) [3EP]

The Voidrunner [87EP]
The Voidrunner is one of the oldest ships to be still flying across the galaxy. Years of repairs, modifications and the occasional rebuild have rendered the ship unrecognizable from its original form. Much of its history is lost and remains a mystery today...
Size: Colossal [4EP]
Strength 50 [0EP]
Toughness 15 [10EP]
Defense 5
Features: Alarm 1 (DC 20) , Communications, Computer, Holding Cells, Infirmary, Living Space, Navigation System 3 (+10 Nav), Remote Control, Workshop [11]
Powers: [63]
Blast 10 (Extras: Autofire) [30] Autogun Turrets
Enhanced Dodge 3 [6PP] Deflector Shields 
Flight 9 (5,000 MPH)  [18]
Super Movement 3 (Space Travel 3) [6]
Super Sense 4 (Accurate Extended Analytical Radar) Ship Scanners [5]

Powers: 6 + 24 + 15 = 45PP

Comprehend 3 (Speak, read and understand Languages) [6PP] Translator Implant

Device 6 (Modified Combat Armor, Hard to Lose) 24PP

Thruster Systems Array (1 Alternate Power) [5PP]

Flight 2 (25MPH) [4PP] Jetpack
AP:
Leaping 4 (X25) [1PP]

Immunity 9 (Life Support) [9PP] Life support systems

Protection 6 (Extra: Impervious 6) [12PP] Armor Plating
Super-Sense 4 (Infravision, Radio, Extended (100ft) Analytical-Normal Vision) [4PP] Suit Sensors

 
Device 5 (Repeater Rifle, 25PP device; Flaw: Easy-to-Lose) [15PP]

Blast 8 (Extras: Autofire) [24PP]
AP: 
Snare 8 (Extras: Area (Burst)), [1PP] Cryo Rockets 

DC Block
ATTACK                         RANGE        SAVE                                            EFFECT
Unarmed                        Touch           DC18 Toughness (Staged)           Damage (Physical)

Repeated Blasts             Ranged         DC23 Toughness (Staged)           Damage (Physical)
Cryo Rockets                 Ranged         DC23 Reflexive                           Snared (Ice)


Totals: Abilities (34) + Combat (24) + Saving Throws (18) + Skills (21) + Feats (21) + Powers (45) = 163/170 Power Points

Edited by Fox
+1pp for March 2017
Posted

Looks fun. 

 

I make Knockback -8 (-6 from impervious protection, -2 from non impervious)

 

Features seems to count Navigation 2 twice. With only one navigation I count 10 features, not 11. 

 

An Extended, Analytical, Radar would cost 5 PP (1 for base sense, 2 for accurate, 1 for Analytical, 1 for Extended) As a radar it comes with acute ranged and radius by default. 

 

Your Supersense I presume (and you should probably clarify this on sheer) is 4 PP: Infravision, Radio, And Extended and Analytical applied to base vision only (not infravision). 

 

Nano Pistol should be annotated as a 17 PP array with Power Feat Accurate 3. 

 

On a positive note, as you have two weapons, you can buy this much more cheaply with our house custom rules on multiple weapons. In other words, you can have the the second device as an Alt Device (1 PP) of the first. However, the first device requires an extra PP expenditure - the "Multiple Weapon" Feat. Take a look at our house rules on this, some PCs have this. 

Posted

Fluff

Just a minor couple of typos here - "She was left straned and along in the universe."

Combat

You may want to note the +12 attack bonus with the nano-gun.

With a +4 Base defense, Ruby's flat-footed defense is +2, not +0.

With a Melee attack bonus of +10 and a Str bonus of +2, Ruby's Grapple bonus is +12, not +8.

Equipment

It's easy to miss, but vehicles designed for space or underwater travel provide life support at no cost (core book, page 144, bottom-left corner under Immunity). You don't have to buy it here, and it'll free up some ep for use elsewhere.

Powers

Math on the gun array is a bit odd; the rank is weird. It'd probably look more like this in practice:

Device 4 (Nano-gun, 20PP device; Flaw: Easy-to-Lose) [12PP]

Nano Pistol Array 8 (16PP array; Feats: Accurate 3, Alternate Power 1) [20DP]

Base Power: Blast 8 [16/16] (nano-forged rounds)

Alt. Power: Snare 8 [16/16] (cryo rounds)

DC Block

Toughness saves begin at DC15 (for a +0 damage bonus); with +2 base str, Ruby's unarmed attack would be DC17, not DC27.

Likewise, the Strike (with a combined +10 damage bonus) would be DC25, not DC30.

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