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Starshot PL 8 (177/183)


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Posted (edited)

Starshot

_allery_563_3.dd72f580e39cef96234a6825e2Power Level: 8 (177/191)
Unspent Power Points: 14

Trade-Offs: +2 Attack, -2 Damage, +2 Defence, -2 Toughness

 

In Brief: Intergalactic Safari Hunter

Alternate Identity: Oskar Otto
Birthplace: Berlin, Germany

Residence: The Starship Xeno

Occupation: Big Game Hunter (in Space)
Affiliations: None
Family: Distant Relatives Only

 

Description:
Age: 102
Apparent Age: 30
Gender: Male
Ethnicity: Caucasian
Height: 6’
Weight: 95 Kgs
Eyes: Blue
Hair: Blonde

 

Starshot usually wears a battered military jacket, carries a big gun, and wears a helmet that can extend over his whole face. His left hand is clearly cybernetic, black metal and green lights. If he shows his face, he is handsome man with piercing light blue eyes and a scar down his left side. He is in excellent shape (partially due to cybernetic implants). Under his jacket and clothes he also has a considerable amount of scar tissue on his left arm and left side of his torso.  

 

History:

 

As a capable young man, Starshot served in the German Army in World War 2, although horrified by the experience. He ended up on a suicide mission in the Alps with his no-hoper squad. Ambushed by British commandoes, the firefight was brought to a close by Zaul Zeno. The alien was a galactic collector, expert in biology and cybernetics. Firing into the battle, he killed most of the combatants but for Oskar, whom he collected as a prize.

 

The next several decades, Oskar (rebuilt by Zeno) served on his ship as a big game hunter. Whilst Zeno was not a cruel man (just greedy and amoral), Oskar would have escaped if it was not for the explosives wired to his heart.

 

Then Zaul disappeared. Left with money, a Starship, and a profession, Starshot took over as captain, removed the explosives in his heart (he hopes), and set off… 

 

Personality & Motivation:

 

Oskar is a complex man, who enjoys his profession but is still scarred (physically and emotionally) by WW2. He had a grey and shadowy existence as Zaul Zeno’s right hand man.

 

Oskar enjoys drink, gambling, and risk, but can also become grim and maudlin at times, lost in recollections.

 

He partially travels for adventure and interest, but always has an eye out to undo the wrongs he had done, and is, at heart, a man of people.  

 

Powers & Tactics:
Due to genetic modification and cybernetics, Starshot is in peak physical condition and is immune to many harsh environments. His left hand is detachable and is equipped with inbuilt tools which can be used as weapons (like drills, clubs, or blades) as well as having exceptional grip.

 

Starshot has a high tech helmet that has a range of sensory enhancements.

 

Starshot uses his gun “Trigger”, which has a rudimentary and somewhat stupid AI system. Zaul’s little joke. Whilst Starshot finds his weapon irritating, it is also very powerful.

 

Starshot is a skilled marksman and hunter. He tends to fight as such, sneaking around and sniping his targets.

 

 

Power Descriptions:
Trigger fires phased plasma, which passes through barriers until reaching its correct distance. This is bright and loud, a burning yellow colour. It also fires a charged “Net” that ensnares the target (loaded under the main rifle).

 

 

 

Complications:
War Trauma: Starshot reacts very negatively to war, and particular Nazi memorabilia. He will have flashbacks, becoming frozen, or violent.

 

Dummy Gun: Trigger, his rifle, has a stupid AI and can speak out inappropriately (This can be played by the GM). It’s a glitch, irritating AI.

 

Bad: In many corners of the galaxy, Starshot has a bad reputation, having worked for Zaul Zeno for so many years.

 

Captain: Any guest on his ship is under his protection.

 

Allergy: Starshots genetic alteration have made him allergic to several medicines, including penicillin.

 

 

 




Abilities: 10 + 10 + 10 + 4 + 4 + 4 = 42
Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: 20 (+5)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 14 (+2)

Combat: 20 + 20 = 40
Initiative: +5
Attack: +10
Defense: +10, +5 Flat-Footed

Grapple: +15 (+17 with cybernetic hand)
Knockback: -3 (-2 without Jacket)

Saving Throws 4 + 3 + 5 = 12

Toughness: +6 (+5 Con, +1 Jacket)
Fortitude: +9 (+5 Con, +4)
Reflex: +8 (+5 Dex, +3)
Will: +7 (+2 Wis, +5)

Skills: 88R = 22 PP
Climb 4 (+9)

Drive 4 (+9)

Handle Animal 8 (+10)

Intimidate 8 (+10)

Knowledge (Galactic) 4 (+6)

Knowledge (Life Sciences) 4 (+6)

Knowledge (Tactics) 4 (+6)

Language 4 (English, French, Galstandard, German [Native], Lor)

Medicine 4 (+6)

Notice 8 (+10)

Pilot 4 (+9)

Sense Motive 4 (+6)

Stealth 8 (+13)

Survival 12 (+14)

Swim 4 (+9)

 



Feats: 46PP
All-Out Attack

Ambidexterity

Animal Empathy

Attractive

Benefit (Wealth 1)

Equipment 30 (Free from rewards)

Improved Aim

Jack of All Trades

Leadership

Power Attack

Precise Shot 2

Prone Fighting

Second Chance (Toughness save vs Tooth and Claw)

Skill Mastery (Medicine, Survival, Drive, Pilot)

Startle

Track

 

 

 

Equipment 30PP=150 EP

 

Old Military Jacket (Protection 1) [1EP]

Whip [5EP]

5 Masterwork Space Suits [10 EP Base, Progression 2] [12 EP]

 

Vehicle: Safari Ship Xeno Size: Awesome [5], STR 100 [8], Toughness 18 [3], Features: Alarm 1, Garage, Infirmary, Masterwork Vehicle, Masterwork Living Quarters [2], Remote Control, Safari Cells 3 [As reinforced holding cells plus can change environment], Workshop. Powers: Flight 10 (10,000mph) [20 EP], Communication 16 (Radio, nearby star systems, Limited one way, Subtle) [9 EP], Super Senses (Accurate Radio senses [4], Detect Life [radio] [3], Detect EM energy [radio] [2], Radar sense [1], Extended Radio Senses 4 [-1 per 20 miles] [8], Radio) [19 EP], Supermovement 3 [Intergalactic]) Total Cost 81 EP

 

 

Spoiler

 

Staryacht.jpg

 

 

 

Vehicle: ATV Size: Huge [2], STR 50 [4], Toughness 12 [3EP], Features: Masterwork, Remote Control, Safari Cells 3, Powers: Communication 8 (Radio, 2000 miles, Limited one way, subtle) [5 EP], Speed 4 (100mph, Alt Power: Swimming 4, 25mpg) [5 EP], Supermovement 2 [Surefooted 2, 50% penalty reduction) [4 EP], Supersense: Radio [1 EP], Total cost = 29 EP

 

Utility Belt [20 PP Array, Alt Power 2) Total Cost = 22 EP

 

BP: Fatigue 5 (Extras: Area [cloud], Range, Sleep [+0]) 20 PP “Gas grenade”

 

AP: Environmental Control 5 (Bright Light, Extras: Independent, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) 13 PP “Flare Gun”

 

AP: Obscure 5 (Visual and Olfactory, Feats: Slow Fade 1) 16 PP “Smoke grenade”
 

 

Powers: 10 + 12 + 16 + 6 + 1 + 1 + 1 = 47 PP

 

Cybernetic Hand (Linked Powers) 10 PP

 

Anatomic Separation 1 (Left Hand) [2 PP] “Detaches!”

 

Flight 2 (25mph, Flaws: Limited to hand only) [2 PP] “Mini Jets”

 

Strike 1 (Feats: Mighty, Improvised Tools, Variable Descriptor 1 [tools]) [4PP] “Tooled up”

 

Super Strength 2 (+10 STR, Flaws: Limited to grip) [2PP]

 

Device 4 (20 DP, Flaws: Easy to lose) [12 PP] “Gun”

 

Plasma Array (17 PP Array, Feats: Alt Power 3) [20 DP]

 

BP: Blast 6 (Feats: Improved Range 2, Indirect 1, Progression [Range] 2) [17/17PP] "Phased Plasma"

 

AP: Dazzle 8 (Extras: Area [Cone], Flaws: Range [Touch]) [16/17 PP] "Plasma Flare"

 

AP: Strike 8 (Extras: Area [Line]) [16/17 PP] "Plasma Overburn"

 

AP: Snare 6 (Feats: Tether, Reversible) [14/17 PP] "Web shot"

 

Device 4 (20 DP) [16 PP] “Helmet”

 

Communication 6 (Radio, 20 miles, Flaws: Limited [One way], Feats: Subtle) [4 PP]

 

Immunity 4 (Visual Dazzles, Suffocation [All]) [4 PP]

 

Supersenses 13 (Direction Sense, Distance Sense, Extended [Visual] 1, Infravision, Microscopic Vision 2 [Cellular], Radio, Ultravision, X-Ray Vision, Drawback: Power loss [Lead for X Ray Vision]) [12 PP]

 

Immunity 6 (Aging, Cold, Disease, Heat, Radiation, Poison) [6PP] “Cybernetic life support”

 

Leaping 1 (x2, Running 30’, Standing 15’, High 7’) [1 PP] “Enhanced physique”

 

Speed 1 (x2, 10 mph, 88’/rnd) [1 PP] “Enhanced Physique

 

Swimming 1 (x2, 2.5mph, 22’/rnd) [1 PP] “Enhanced Physique”

 


Drawbacks: -2

 

Vulnerability (Electricity, Common, Minor [+1]) [-2 PP] “Residual Cybernetics”


DC Block

 

ATTACK             RANGE      SAVE           EFFECT

 

Unarmed            Touch      DC 20 Tough    Damage (Physical)

 

Strike             Touch      DC 21 Tough    Damage (Physical)

 

Phased Plasma      Ranged     DC 21 Tough    Damage (Energy)

 

Plasma Flare       Touch/Cone DC 23 Reflex   Dazzle (Visual)

 

Plasma Overburn    Touch/Line DC 23 Tough    Damage (Energy)

 

Plasma Web         Ranged     DC 21 Reflex   Snare

 

 

Totals: Abilities (42) + Combat (40) + Saving Throws (12) + Skills (88) + Feats (16) + Powers (47) - Drawbacks (-2) = 177/191

Edited by Fox
+5pp for June 2016
Posted

Added in stuff I missed: ATV has toughness 12, and also (as per house rules), Equipment: Masterwork Space Suit [10 EP], Progression 5 (5 Suits) EP 2. This actually all adds up, I just noticed I forgot to notate them. 

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