Ricochet
(Jaq Vortlin)
PL 8 (120 pp)
Abilities: Str 14, Dex 12, Con
18, Int 12, Wis 14, Cha 10
[20 pp]
Attack: Melee +4, +8 with overrun or slam attacks, Ranged
+4 [8 pp]
Defense: +6 (+2 flat-footed) [8 pp]
Initiative: +5
Damage: +3 hand to hand, +5 to +8 with ‘pinball’ attack,
+10 Trip
Saves: Toughness +10 (+6 flat-footed), +15 vs. Bludgeoning
damage (+11 vs Bludgeoning when flat-footed, +5
Impervious vs. Bludgeoning), Fort +4, Ref +6, Will +2 [5 pp]
Skills: Acrobatics 8 (+9), Bluff 2 (+2), Climb 4 (+6),
Computers 0 (+0), Concentration 0 (+0), Craft (structural) 4 (+5), Diplomacy 0
(+0), Disable Device 2 (+3), Disguise 0 (+0), Drive 2 (+3), Escape Artist 2
(+3), Gather Information 0 (+0), Handle Animal 2 (+2), Intimidate 4 (+4),
Investigate 2 (+3), Knowledge (earth sciences) 2 (+3), Language (Teraxian, native), Language (Galstandard),
Notice 4 (+6), Pilot 1 (+2), Profession (miner) 2 (+4), Profession (meepsball player) 4 (+6), Search 0 (+1), Sense Motive 2
(+4), Stealth 0 (+1), Survival 0 (+2), Swim 0 (+2)
[12 pp, 48 ranks in skills]
Feats: Attack Specialization (collisions (overrun or slam
attacks)) 2, Diehard, Defensive Roll 4, Dodge Focus 2, Evasion 1, Fast Overrun,
Improved Initiative 1, Improved Overrun, Improved Trip, Improved Throw, Instant
Up, Interpose, Move-by Action
[16 pp]
Powers:
Racial ‘alien powers’ container 3 [Protection 2,
Speed 1 (AP: Burrowing 1), Strike 1 (thick digging claws and
retractable horns and ‘spines’, Extra: Duration 2 (sustained), Aura, Flaw:
Limited (to impacts only, not just ‘touches’), Power Feat: Mighty), Super-Senses
5 (tremorsense, accurate (hearing)), Immunity
1 (suffocation, Flaw: Limited (half effect, treat as +10 Con modifier for
holding breath)), Power Feat: Innate, Drawback: See below*] [15]
Bouncing 5 (50x as a full-round action, 25x as a
movement action, subtract up to +10 rank falling or collision damage effects,
Extra: Impervious Protection 5 vs. all Bludgeoning damage, Power Feats: Pinball
5, Ricochet,
Alternate Power – Trip 10 (Extra: Knockback, Flaw: Range 1 (touch), Power Feat: Accurate 2)
[27]
Enhanced Strength 6 (Flaw: Limited (only for
leaping, Slam attacks, collision damage, Trip attempts and / or Overrun
attempts, does not apply to regular damage, skill checks, grapple checks or
carrying capacity)) [3]
Immovability 3 (+12 to resist attempts to push,
rush, trip or throw you, +3 to knockback modifier, -3
to Slam damage taken, +3 damage to reduce the Immovable ranks of a foe Slammed
(cannot bring them below 0 ranks), Extra: Unstoppable) [6]
[51 pp]
*[Drawback: Power Loss (water softens his carapace, he
loses 1 rank of Protection and 1 rank of Strike after a minute in water, even
if just a heavy rainfall!, and his second rank of Protection in another four
minutes. It takes 20 minutes to ‘dry out’ and regain the first rank of
Protection, and another 40 minutes before the second rank of Protection and the
rank of Strike return. While his armor is ‘soggy’ he cannot use any of the
features of his Strike Aura. His Tremorsense doesn’t
work underwater at all, and he does not gain the +10 to checks to hold his
breathe.) -2]
Abilities 18 + Atk/Def 16 +
Saves 5 + Skills 12 + Feats 18 + Powers 51 = 120 pp
Leaping chart
Running long jump: move action - 125’, full-round action -
250’
Standing broad jump: move action - 62’, full-round action
- 125’
High jump: move action – 31’, full-round action - 62’
Attack options
Trip power – standard action (ends all Leaping for the
turn), Attack: +8, Contest of his power check (Trip 10 +4 for Improved Trip)
versus lower of foes Str or Dex. Automatic Knockback 10 effect if Trip succeeds. No Strike Aura damage
here as this is not considered an ‘impact.’
Trip attack – standard action, Attack: +4, Contest of his Str (24 for Trip purposes) versus lower of foes Str or Dex. Damage: +3 from Strike Aura if desired.
Damaging strike – standard action, Attack: +4, Damage: +3
Pinball attack – standard action, Attack: +4, Damage: +5
(+8 with Strike Aura), hits all selected targets in a 25’ radius
‘bull’ Rush – standard action, must move adjacent to
target, both make opposed Str checks (he has Str 20 for this purpose, 21 if
‘running’, 25 if Leaping) adjusted by size modifiers, stability and / or
Immovable ranks over 5, for every point he beats the check, he pushes the foe
back a number of feat shown on the Time and Value Progression table, up to his
remaining movement. Can make a +3 Damage attack as well via
Strike Aura, if desired.
Slam – full-round action, -2 Defense, Attack: +4, Damage:
+3 from Strike Aura (if desired), +2 for a normal move, +4 for an all-out move,
+1 if ‘running’ into a target, +5 if Leaping into a target, so long as you have
sufficient room to make use full-movement (62’ for a standing broad jump into
someone, for instance, 100’ to ‘run’ into someone)
Overrun – standard action, must move 10’ towards foe,
Attack: +4, Damage: +3 from Strike Aura (if desired) plus Trip attempt (Str 20,
+4 for Overrun, +5 if Leaping, +1 if ‘running’), opponent cannot attempt to
avoid, can keep trying, so long as he moves 10’ between Overrun attempts, until
he misses one. If he charges, he gets +2 Attack and -2
Defense for the Overrun attempts.
Jaq
has gone by the names Leapfrog, Pinball, Rebound, Recoil
and, most recently, Ricochet. S/he’s already thinking of changing to Billiard. Hir species changes gender, and personality, every season,
based on ambient humidity (they become functionally hermaphroditic during the
bi-annual, and brief, rainy seasons on their arid homeworld,
but on Earth, rainy seasons and ambient humidity cause unpredictable ‘mood
swings’), and s/he zigzags from energetic and upbeat to argumentative and
sullen depending on the time of year, and hir
teammates have gotten used to Jaq being two distinct
individuals, depending on the weather and time of year, with radically
different interests, personalities and outlooks on life.
Originally rejected from the Freedom Legion tryouts when hir species vulnerability to extreme moisture conflicted
badly with fellow potential Water Witch, resulting in hir
bouncing out of control in a near-panic, Jaq has
since overcome hir horror of large volumes of open
water, and Water Witch has become hir good friend, carefully
avoiding large area effects that would threaten her teammate.
Jaq
resembles a 5’ anthropomorphic armadillo, squat and almost as wide as s/he is
tall, covered with green and black mottled overlapping plates of thick chitin,
and equipped with powerful stubby black claws for burrowing. S/he has thin
fingers that extend from the underside of these claws and can be used for fine
manipulation, and the armored plates can tilt upwards to present sharp edged
ridges of a horn-like substance that causes even a casual impact with hir fast-moving body to hit like a morning star. By angling
them back down, s/he can strike ‘softly’ as well, and a casual contact against
her hide will not cause damage, only a sudden impact, such as a rush or overrun
attempt. S/he has a long prehensile tongue, like that of an anteater, and can
curl up into a ball and roll at high speed, her races equivalent of ‘running.’
This racial ability is greatly superceded by hir superhuman movement abilities, however.
Jaq,
like most of hir race, was a miner as a youth, but
moved on to the fast-paced world of meepsball, a
local sport that involved a dozen of hir kind rolling
around the combat, smashing into each other like some bizarre game of
billiards, attempting to slam a member of the opposing team into a center area
to score a ‘goal.’ Jaq didn’t exactly burn up the
field, until the manifestation of hir superhuman
ability to transfer and manipulate the forces of momentum within hirself, allowing her to send a rival player flying with
the lightest contact, or bounce incredible distances. Immediately disqualified,
Jaq left hir homeworld in a funk (it being the rainy season didn’t help hir mood, since no one wanted to swap genetic material with
a ‘cheating freak’).
As a result, Jaq, despite hir see-sawing emotional states, is quite content to
associate with her new alien teammates, as s/he still harbors a grudge against hir people and their rejection. Ironically, s/he is now
widely admired on hir homeworld,
a 'local done good' in the bigger 'verse (hir people
tend to be extremely insular, and have a bit of a racial inferiority complex
regarding the other races of the Confederation), but s/he doesn't seem to
regard this as anything but 'too little, too late.'