Bonus Edition of Dubious Canonicity
Back at the end of Hallandar's write up, I mentioned that the Lasters were planning on sending a group of their younger members to Earth to study the planet's superhuman populace and learn from them. This was intended as a plot hook for a group of PCs, so I wasn't ever planning on writing up that group. And then I had an idea. Green Ronin's "StarRaiders" team covered most of the archetypes that I'd use for such a group, and could be easily adjusted to fit the setting. So I sat down and banged the following character sheets out. They will probably not be referenced again except in the most general terms.
Captain Cutlass -- PL 9
Abilities:
STR 1 |
STA 2 |
AGL 2 |
DEX 4 |
FGT 6 |
INT 0 |
AWE 2 |
PRE 4
Powers:
Gravity Boots: Movement 3 (environmental adaptation--zero-g, wall-crawling 2); Removable (-1 point) - 5 points
Laser Sword: Damage 4, Penetrating 4; Easily Removable - 6 points
Omni-Blasters: Ranged Damage 8, Split Attack, Variable Descriptor 2 (technological); Easily Removable (-8 points) - 11 points
ORACLE Eyepatch: Senses 5 (analytical vision, darkvision, direction sense, distance sense); Removable (-1 point) - 4 points
Space Armor: Immunity 7 (cold, disease, heat, radiation, suffocation, vacuum); Protection 4; Removable (-2 points) - 6 points
Swashbuckling Style: Feature (can make a Laser Sword attack and a rank 4 Omni-Blaster attack against a separate targets as a single action) - 1 point
Advantages:
Beginner's Luck, Defensive Roll, Improved Disarm, Improved Initiative, Leadership, Luck, Move-by Action, Quick Draw, Redirect, Set-up, Taunt
Skills:
Acrobatics 9 (+11), Athletics 6 (+7), Close Combat: Swords 4 (+8), Deception 8 (+12), Expertise: Criminal 6 (+6), Expertise: Pop Culture 8 (+8), Perception 6 (+8), Persuasion 5 (+9), Ranged Combat: Blaster 6 (+10), Vehicles 8 (+12).
Offense:
Initiative +6
Unarmed +6 (Close Damage 1)
Laser Sword +10 (Close Damage 4)
Omni-Blaster +10 (Ranged Damage 8)
Defense:
Dodge 9, Parry 10, Fortitude 7, Toughness 8/6/4/2, Will 7
Totals:
Abilities 42 + Powers 28 + Advantages 11 + Skills 33 + Defenses 21 = 135 points
Complications:
Thrills--Motivation. Heart of Gold. Unfamiliar With Earth Culture (or rather with how much has changed in twenty years.)
Kate Curtiss is from Seattle, and she and her parents were abducted by the same slavers who took Logan Stormstrider. They were all sold to different owners, and Kate has no idea where her parents ended up. She was purchased by an Imperium noble who moonlighted as a pirate, but decided to flee the Imperium when things got a bit too hot for him thanks to a certain pirate hunter. Kate became a mascot for the ship, and then a member of the crew, and then, after they ended up in the middle of a battle between the Lasters and the Dark Side, the ship's new captain. Joining up with the Lasters seemed the best choice in the aftermath, and now she finds herself heading back to her home world after nearly two decades.
Ceph -- PL 9
Abilities:
STR 7 |
STA 8 |
AGL 2 |
DEX 1 |
FGT 2 |
INT 0 |
AWE 4 |
PRE 0
Powers:
Psychic Abilities: Array (18 points)
- Thought Probe: Mind Reading 9, Dynamic - 18 points
- Stunning Probe: Perception Ranged Concentration Affliction 6 (Resisted and Overcome by Will; Dazed, Stunned), Limited Degree, Dynamic - 2 points
- Mind Link: Mental Communication 3 - 2 points
- Psychokinesis: Perception Range Move Object 5, Precise - 2 points
- Psychic Healing: Energizing Healing 6 - 2 points
Tentacled Enigma: Elongation 2; Extra Limbs 3; Immunity 10 (life support); Movement 3 (environmental adaptation--zero-g, slithering, wall-crawling); Swimming 4 (8 MPH) - 29 points
Advantages:
Animal Empathy, Diehard, Hide in Plain Sight,
Improved Grab, Inspire.
Skills:
Close Combat: Unarmed 6 (+8), Insight 5 (+9), Persuasion 6 (+6), Stealth 5 (+7)
Offense:
Initiative +2
Unarmed +8 (Close [30 foot] Damage 7)
Stunning Thought -- (Perception Range Will 6)
Defense:
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 9
Totals:
Abilities 48 + Powers 55 + Advantages 4 + Skills 11 + Defense 17 = 135 points
Complications:
Family--Motivation. Obvious Alien. Unfamiliar with Earth Culture. Unusual Manner of Communication.
No one knows where Ceph came from; he showed up with Syd, and Syd has told several different stories about how they met. (The one about them being prisoners in a galactic museum of the strange has been repeated a few times.) Any similarity between Ceph and Kthulu is surely a coincidence. Surely.
Quarry -- PL 9
Abilities:
STR 10 |
STA 11 |
AGL 1 |
DEX -1 |
FGT 4 |
INT 2 |
AWE 0 |
PRE 1
Powers:
Crystalline Physiology: Immunity 12 (cold, electricity damage, heat, pressure, radiation, suffocation, vacuum); Impervious Toughness 9; Regeneration 2; Senses 3 (infravision, psychic awareness, ultravision) - 26 points
Psychic Focus: Variable 2 (psychic powers), Affects Others Only, Limited to Augmenting Existing Powers, Uncontrollable - 10 points
Advantages:
Accurate Attack, Diehard, Improved Grab, Improved Smash, Interpose, Power Attack, Weapon Break.
Skills:
Acrobatics 6 (+7), Close Combat: Unarmed 4 (+8), Intimidation 8 (+9), Expertise: Pop Culture 6 (+8), Ranged Combat: Throwing 8 (+7), Treatment 8 (+10).
Offense:
Initiative +1
Unarmed +8 (Close Damage 10)
Defense:
Dodge 5, Parry 7, Fortitude 11, Toughness 11, Will 7
Totals:
Abilities 58 + Powers 36 + Advantages 7 + Skills 20 + Defenses 14 = 135 points
Complications:
Discovery--Motivation. Obviously Alien. Unfamiliar with Earth Culture. Valuable Properties.
His home world was taken over by a cult from the Technate which views psychic powers as gifts of the star gods, who were then massacred by the Dark Side, with Quarry and Zok-Ten getting away by the skin of Zok-Ten's teeth. While he wants to explore the universe, and is the most excited about their current mission, he also wants to liberate the planet where he originated.
Syd -- PL 9
Abilities:
STR 0 |
STA 6 |
AGL 4 |
DEX 4 |
FGT 6 |
INT 0 |
AWE 2 |
PRE 1
Powers:
Arsenal: Array (25 points)
- Railgun: Ranged Multiattack Damage 8, Accurate - 25 points
- Singularity Launcher: Ranged Burst Area Damage 8 - 1 point
- "Tommy": Ranged Damage 12 - 1 point
Gun Bunny: Enhanced Skill 4 (Technology 8), Limited to weapons and explosives - 2 points
Platypus: Feature 1 (waterproof fur); Immunity 1 (drowning); Senses 7 (accurate ranged detect electromagnetic fields, danger sense, direction sense, distance sense); Permanent Shrinking 4 (-1 Strength, +2 Dodge, +2 Parry, +4 Stealth, -2 Intimidation), Innate; Swimming 4 (8 MPH) - 18 points
Venomous Spurs: Cumulative Affliction 4 (Resisted and Overcome by Fortitude; Hindered, Immobile, Paralyzed), Secondary Effect - 12 points
Advantages:
Defensive Roll, Evasion, Fearless, Improved Initiative, Quick Draw, Takedown, Uncanny Dodge.
Skills:
Close Combat: Unarmed 2 (+8), Expertise: Streetwise 7 (+7), Ranged Combat 2 (+6), Stealth 0 (+8) Technology 2 (+10/+2), Vehicles 5 (+9)
Offense:
Initiative +8
Unarmed +8 (Close Damage 0)
Venomous Spurs +8 (Close Fortitude 4)
Railgun +8 (Ranged Multiattack Damage 8)
Singularity Launcher -- (Ranged Burst Area Damage 8)
"Tommy" +6 (Ranged Damage 12)
Defense:
Dodge 8, Parry 10, Fortitude 7, Toughness 8/6, Will 7
Totals:
Abilities 48 + Powers 59 + Advantages 7 + Skills 9 + Defenses 12 = 135 points
Complications:
Greed--Motivation. Cute Little Animal! Hatred (being viewed as a cute little animal.)
Unfamiliar With Earth Culture.
See under Ceph. He has a dozen different stories about his own origins, too.
Zok-Ten -- PL 9
Abilities:
STR 0 |
STA 2 |
AGL 3 |
DEX 0 |
FGT 0 |
INT 5 |
AWE 6 |
PRE 2
Powers:
Electrokinesis: Array (27 points)
- Sensor Hack: Remote Sensing 9 (auditory & visual), Medium (electronic sensors), Simultaneous - 27 points
- Sensor Override: Illusion 5 (all senses), Affects Objects Only - 1 point
- Shock Web: Cumulative Ranged Affliction 8 (Resisted by Fortitude; Dazed, Stunned Paralyzed), Affects Insubstantial 2 - 1 point
- Shutdown: Perception-Ranged Nullify Technology 9, Broad - 1 point
Technopath: Radio Communication 2; Comprehend Machines 2; Enhanced Advantage 1 (Technomancer), Senses 5 (Acute Analytical Technology Awareness, Radio) - 19 points
Advantages:
Defensive Roll, Eidetic Memory, Equipment, Precise Attack (ranged, cover), Skill Mastery (Technology), Speed of Thought,
Technomancer, Well-Informed
Equipment:
Body Armor (Protection 3), Computer, Toolkit
Skills:
Expertise: Science 6 (+11), Insight 6 (+12), Investigation 6 (+11), Ranged Combat: Shockweb 10 (+10), Technology 8 (+13).
Offense:
Initiative +5
Unarmed +0 (Close Damage 0)
Shock Web +10 (Ranged Damage 8)
Defense:
Dodge 9, Parry 8, Fortitude 6, Toughness 7/5/4/2, Will 12
Totals:
Abilities 36 + Powers 50 + Advantages 7 + Skills 18 + Defenses 24 = 135
Complications:
Freedom--Motivation. Obvious Alien. Overconfidence (in his intelligence.)
Unfamiliar With Earth Culture.
He was basically enslaved by the Luminescent Mind Way, and his big secret is that, after exposure to a strange device on Quarry's planet, he's become able to engage in technomancy without needing a computer. This would be a much bigger deal in a Technate-based campaign than an Earth-based one.
"I'm sorry. I love you. I'm not sorry I love you."