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.'