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Starshot PL 11/15


Supercape

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Posted (edited)

Starshot

Starshot.jpg

 

Power Level: 11/15 (250/250) [253]
Unspent Power Points: 0

Trade-Offs: +3 Attack, -3 Damage; +1 Defense/-1 Toughness

In Brief: Intergalactic Safari Hunter

Theme Tune: Ride of the Valkyries

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. His body is in virtually perfect physical form. There are a few traces of cybernetics over his body (such as his spine).

 

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 commandos, the firefight was brought to a close by a galactic slaver and hunter called Zaul Zeno, an 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 cruel (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 has superhuman strength and endurance, and is immune to many harsh environments. His left hand is detachable and is equipped with inbuilt tools, microjets (for flight), as well as having exceptionally strong crushing grip.

 

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

 

Starshot still uses his old WWII rifle. Or at least, it looks like that. In actually fact, internally, it is a high tech plasma rifle which can also fire “Plasma web” shells to capture his prey.

 

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

 

 

Power Descriptions:


Starshots Plasma rifle shoots “Phased plasma”, that has the appearance of bright shimmering energy from purple to red in hue.

 

 

Complications:

 

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

 

Bad Reputation: 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.

 

Primal Challenge: Whilst Starshot is no fool, he has an honourable respect for tough prey. Unless it is quite suicidal to do so, he may choose to forgo weapons and equipment in order to “go primitive” and hunt / fight a noble prey.

 

Restock and Recharge: Starshots helmet only has 2 hours worth of oxygen supply, and its power supply for other functions is limited. Similarly, his gun only has so much power (it is particularly drained by “overburn”) and five “Web” shells. Of course, he has plenty of spare ammunition, power, and oxygen in his ship, and to a lesser extent in his ATV.

 

 

Abilities: 16 + 12 + 16 + 4 + 4 + 6 = 58
Strength: 26 (+8)

Dexterity: 22 (+6)

Constitution: 26 (+8)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 16 (+3)

 


Combat: 24 + 24 = 48
Initiative: +10
Attack: +12, +14 Ranged
Defense: +12, +6 Flat-Footed

Grapple: +18 (+20 with Cybernetic Hand)
Knockback: -4 ( -5 with Jacket)

 


Saving Throws 4 + 4 + 6 = 14

Toughness: +10 (+8 Con, +2 Jacket)
Fortitude: +12 (+8 Con, +4)
Reflex: +10 (+6 Dex, +4)
Will: +8 (+2 Wis, +6)

 


Skills: 108R = 27 PP
Climb 8 (+16)

Drive 4 (+10) Skill Mastery

Handle Animal 12 (+15)

Intimidate 12 (+15)

Knowledge (Earth Sciences) 4 (+6)

Knowledge (Life Sciences) 4 (+6)

Knowledge (Tactics) 4 (+6)

Language 6 (English, French, Galstandard, German [Native], Lor, Khanate, Galactic Tradespeak)

Medicine 4 (+6) Skill Mastery

Notice 8 (+10)

Pilot 4 (+10) Skill Mastery
Sense Motive 4 (+6)

Stealth 10 (+16)

Survival 16 (+18) Skill Mastery

Swim 8 (+16)



Feats: 59 PP
Accurate Attack
All-Out Attack

Attack Focus: Ranged 2

Ambidexterity

Animal Empathy

Benefit 2 (Wealth 2)

Critical Strike

Equipment 34 + 5  (Free From rewards)

Favoured Opponent (Apex Predators)

Fearless

Improved Aim

Improved Critical 1 (Energy Rifles)

Improved Initiative

Jack of All Trades

Minion 8, Progression 2 (Free From rewards)

Power Attack

Precise Shot 2

Prone Fighting

Second Chance (Toughness save vs Tooth and Claw)

Skill Mastery (Medicine, Survival, Drive, Pilot)

Startle

Track

Ultimate Aim

Uncanny Dodge (Auditory)

 

Equipment 39PP = 195 EP

 

Old Reinforced Military Jacket (Protection 2) [2EP]

 

10 Masterwork Space Suits [10 EP Base, Progression 3] [13 EP]

 

Ultrasonic Whistle (Communication 2 [100’], Extras: Omni Directional, Flaws: One Way, Limited to Whistle) [1 EP]

 

Machete (Strike 2, Feats: Mighty, Improved Critical 1, Thrown) [5 EP]

 

Vehicle: Safari Ship Xeno Size: Awesome [5 EP], STR 100 [8 EP], Toughness 20 [5 EP]

Features: Alarm 1, Computer, Garage, Gym, Infirmary, Masterwork Vehicle, Masterwork Living Quarters [2], Remote Control, Safari Cells 3 [As reinforced holding cells plus can change environment], Workshop [13 EP]

Powers: Flight 16 (1,000,000mph) [32 EP], Communication 16 (Radio, nearby star systems, Flaws: Limited [One Way], Feats: Subtle) [9 EP], Super Senses 26 (Analytical Radio Senses [2], Accurate Radio Senses [4], Detect Life [Radio] [3], Detect EM Energy [Radio] [3], Detect Atmosphere [Radio] [2], Radar Sense [1], Extended Radio Senses 5 [-1 per 20 miles] [10], Radio) [26 EP], Super-Movement 3 [Intergalactic, 6 EP])

Total Cost [104 EP]

 

 

 


Staryacht.jpg
 

 

 

Vehicle: ATV Size: Huge [2 EP], STR 50 [4 EP], Toughness 12 / Impervious 6 [9EP]

Features: Masterwork, Navigation 2, Remote Control, Safari Cell 3 [7 EP]

Powers: Communication 8 (Radio, 2000 miles, Flaws: Limited [One Way], Feats: Subtle) [5 EP], Speed 5 (250mph, Alt Power: Swimming 5, 50mph) [6 EP], Super Senses 7 (Accurate Radar, Radar Sense, Radio, Extended 1 Radar) [7 EP], Supermovement 2 [Surefooted 2, 50% penalty reduction) [4 EP],

Total Cost [44 EP]

 

Utility Belt [21 PP Array, Feats: Alt Power 6) [27 EP]

BP: Blast 3 (Extras: Penetrating, Secondary Effect) Linked with Environmental Control 3 (Normal Heat, 25' Radius, Extras: Total Fade, Independent, Feats: Slow Fade 3 [1 hour total]) {12+6 = 18/21} “Thermal Pellet”

AP: Environmental Control 5 (Bright Light, 100' Radius, Extras: Independent, Total Fade, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) {18/21} “Flare Gun”

AP: Nauseate 5 (Extras: Area [cloud], Range) {20/21} “Gas grenade”

AP: Obscure 5 (Visual and Olfactory, Extras: Total Fade, Feats: Slow Fade 1) {21/21} “Smoke grenade”

AP: Paralyse 5 (Extras: Alt Save [Fort], Poison, Ranged, Feats: Subtle) {21/21} "Blowpipe"

AP: Fatigue 5 (Extras: Sleep [+0], Poison, Feats: Improved Critical 2) {17/21} "Sedative Injector"

 

 

Powers: 7 + 15 + 16 + 5 + 1 + 1 + 1 = 46 PP

 

Cybernetic Hand (Linked Powers) [7 PP]

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

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

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

Enhanced Trait 1 (Improvised Tools) [1 PP] “Inbuilt tools”

 

Device 5 (25 DP, Flaws: Easy to lose) [15 PP] “Plasma Gun”

Plasma Array (22 PP Array, Feats: Alt Power 3) [25 DP]

BPBlast 8 (Feats: Affects Insubstantial 1, Improved Critical 1, Improved Range 2, Progression [Range] 2[21/21PP] "Plasma Bolt"

APDazzle 11 (Visual Senses, Extras: Area [Cone], Flaws: Range [Touch]) [22/22 PP] "Plasma Flare"

AP: Damage 11 (Feats: Affects Insubstantial 1, Extras: Area [Line], Flaws: Full Power) [22/22PP] “Plasma Overburn”

AP: Snare 8 (Feats: Affects Insubstantial 1, Blocks Radio Sense, Tether, Reversible) [20/22 PP] “Charged Web”

 

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 5 (Aging, Cold, Disease, Heat, Poison) [5PP] “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 23 Tough    Damage (Physical) 

Phased Plasma      Ranged     DC 23 Tough    Damage (Energy)

Plasma Flare       Touch/Cone DC 25 Reflex   Dazzle (Visual)

Plasma Overburn    Touch/Line DC 25 Tough    Damage (Energy)

Plasma Web         Ranged     DC 23 Reflex   Snare

 

 

Totals: Abilities (58) + Combat (48) + Saving Throws (14) + Skills (27) + Feats (59) + Powers (46) - Drawbacks (-2) = 250/250 Power Points

Edited by Fox
+1pp for March 2024
Posted (edited)

Repair BotsRepair Bots.jpg

 

Power Level: 5 (120/120)
Unspent Power Points: 0

Trade-Offs: None

In Brief: Robots of the Xeno Ship

Catchphrase: Beep beep. Beepity-beep beep. 

 

Description:
Height: 3’ Diameter Sphere
Weight: 40Kgs

Color: Titanium

 

The Xeno’s Customised Repair Bots are floating metal spheres, with four short mechanical arms projecting from a front panel, each equipped with a variety of inbuilt tools.

 

Each bot is given a code name from A-E

 

Axel, Backfire, Clockface, Driveshaft, Echo

 

Personality & Motivation

 

The Repair bots are here to serve.

 

They have some self awareness and personality however-and in a manner similar to, say, a protocol droid in a galaxy far far away, are not fanatical or fearless.  

 

Powers & Tactics:
The Bots are programmed for maintenance and repair, as well as being able to do various chores and ships – steward tasks. They will obey any guest onboard the ship (although the Captain, i.e. Starshot, can override this).

 

They will not seek combat. If pushed, they could use some of their tools as makeshift weapons, but they are not programmed to fight, and will seek to self preserve / flee in a fight unless they are cornered or the “foe” is something relatively insignificant such as a small animal or petty thief.



Abilities: 2 + 6 -10 + 4 + 2 + 0 = 4
Strength: 8 (-4 From Shrinking, +2)
Dexterity: 16 (+3)
Constitution: -
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 10

Combat: 8 + 8 = 16

Initiative: +3
Attack: +5 (+4, +1 From Size)
Defence: +5, +3 Flat Footed (+4, +1 From Size)

Grapple: -1
Knockback: -1

Saving Throws: 3 + 3 = 6

Fort Immune

Reflex +6 (+3, +3 Dex)

Will +4 (+3, +1 Wis)

Tough +5 (+6 Protection, -1 Size)


Skills: 12PP = 48 Ranks

Computers 4 (+6)

Craft (Electronic) 8 (+10)

Craft (Mechanical) 8 (+10)

Disable Device 4 (+6)

Handle Animal 4 (+6)

Knowledge [Technology] 4 (+6)

Medicine 4 (+5)

Notice 4 +5)

Profession [Ships’ Steward] 4 (+5)

Search 4 (+6)

 


Feats: 6 PP

Ambidexterity

Environmental Adaptation [Zero Gravity]

Jack of All Trades

Teamwork 3

 


Powers: 3 + 3 + 6 + 2 + 6 + 30 + 6 + 1 + 5 + 13 + 7 = 82

 

Additional Limbs 2 (2 Extra Servo-arms, Feats: Improvised Tools) [3 PP]

 

Communication 4 (1 Mile, Radio, Feats: Subtle, Flaws: Limited [One way]) [3 PP]

 

Comprehend 3 (Read all, Speak all, Understand all) [6 PP]

 

Features: Internal computer, Internal compartment [2 PP]

 

Flight 2 (Speed 25 mph, Feats: Instant up, Subtle) [6 PP]

 

Immunity (Fortitude Saves-Construct) [30 PP)

 

Protection 6 [6 PP]

 

Quickness 1 (x2 Speed) [1 PP]

 

Shrinking 4 (-1 Size Category, Feats: Innate, Flaws: Permanent [+0]) [5 PP]

 

Super Senses 13 (Accurate Radar, Radar Sense, Direction Sense, Distance Sense, Infravision, Radio, Radius [All Visual], Analytical [All Visual], Ultra-hearing, Ultravision) [13 PP]

 

Tools Array (5 PP Array, Feats: Alternative Powers 2) [7 PP]

            BP: Blast 2 (Feats: Precise) [5/5 PP] “Laser Cutter”

            AP: Strike 3 (Feats: Improved Critical 1, Precise, Variable Descriptor [Tool]) [5/5 PP] “Drill/Saw”

            AP: Stun 2 (Feats: Extended Reach 1) [5/5 PP] “Electric Zap”

 

 

Drawbacks: -6

 

Disability (Common, Minor: No Legs) [2 PP]

 

Vulnerable (Electricity, Common, Major: x2 DC) [4 PP}
 

Abilities 4 + Saves 6 + Combat 16 + Skills 12 + Feats 6 + Powers 82 – Drawbacks 6 = 120 PP

Edited by Fox
Player-requested edits.
Posted

Starshot

Saves

While the final pp tally is right, the Saving Throws line currently adds 2+4+4 to make 10.

 

Feats

Your current reward tracker lists 30pp of equipment for Starshot, and this sheet lists a combined 45pp of equipment and minions. For the sake of updating your reward tracker, I'm assuming you're spending your last remaining veteran award on the remaining equipment/minions?

 

Equipment

As currently listed, you're 1ep over-budget at 181ep. However, I believe you're paying 1ep too much for the spaceship (which, incidentally, also notes the base feature set as 13ep instead of 31, and is missing the ep cost of the super-movement) - maybe give it another pass and double-check my math there?

 

Powers

Your pp total here notes an 8pp power that doesn't appear to exist, leaving you 8pp under-budget. It also disagrees with the final pp totals line (54 vs. 46 actual vs. 49 under Totals), so double-check that when revising.

 

 

Gunmonkey

Abilities

Double-check the math here - the totals line lists 18pp spent on constitution, instead of 8, and the total would be 33pp spent, not 37, so you're under-budget.

 

Combat

With a defense of +10, Gunmonkey's flat-footed defense would be +5, not +6.

 

Powers

Super Senses 3 costs 3pp, not 2; this is noted correctly in the powers tally line, but the final tally there would be 23pp, not 22pp.

Posted (edited)

Starshot

 

1. Corrected Save Annotation. 

2. Yes, using final reward. 

3. I actually make the Xeno still 96 EP despite rechecking. I think the features still add up to 13? [Alarm 1, Computer, Garage, Gym, Infirmary, Masterwork Vehicle, Masterwork Living Quarters, Remote Control, Safari Cells [3], and Workshop]. I have noted in the space travel cost (i.e. now annotated). I think the extra EP of 181 was actually the utility belt should be annotated as 4 Alt powers and 24 EP (Now corrected). Double checked and it makes 180 to my eye. 

4. Powers was a screw up by me. I have revised this to make 46 PP total. This left me with 3 spare PP which I have sunk into a) Making Base Attack +12 not +10, and b) Removing Ranged attack focus and adding prone fighting feat. 

 

I think that all adds up now. 

 

Gunmonkey

 

1. Corrected what I think is an annotation error. Strength - AFTER size reduction, should cost 9. Constitution should have been costed as 8, not 18, meaning a total score of 37. 

2. I think you are in error here. Gunmonkeys base defence is +9, meaning his dodge bonus is +4. This would give him a base defence of +9/+5. However, as he is small size this becomes +10/+6. I am pretty sure that size bonus is explicitly added after flat footing (there is ATT reference to this, and as explanation you retain your size bonus to defence even when helpless/defenceless). EDIT: Found reference https://roninarmy.com/att-forum-archive/viewtopic.php?f=19&t=24033

3. Corrected the annotation for Supersenses.

 

In addition his toughness, I think should be +3 (+4 from CON, -1 Size) so I have annotated that in. 

Edited by Supercape
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