Herculan

From RPGnet
Jump to: navigation, search

Herculan

When inter-stellar battles don't go your way, sometimes you are forced to escape to survive. This is what happened to the being to be known as Herculan.

When his Dazeur warship encountered the Zite cruiser battle was the only thing that either could think about. The Dazeur ship was much larger so they even sent over boarding parties. It was onboard the aliens ship the he made a surprising discovery, it was a trap.

As the rest of the Zites fleet arrived and began to pound on his ship he could not risk crossing the distance between the ships as the large cannons of the two ships would make quick work of the assault shuttle.

It was while on the Zite ship that he saw his ship destroyed. Maybe he could pretend to be part of the Zite fleet and escape? It was not to be. The small Zite ship had been boarded and it was now not fit to serve the fleet anymore, as the fleet turned their guns on their own ship, he was force into, what was it, plan C or maybe D?

He ran for the escape pod. The Zites didn't put much money into the construction of there ships, and the acceleration compensators for the escape pods did not get much priority at all. As he pressed the launch button, the acceleration knocked him out. He would not awaken for several weeks.

He had come to on a backwater planet the locals called Earth, they were not advanced enough to supply repair parts for the pod. He would have to do his best to make the parts that he needed from local equipment, it was going to take some time

Herculan PL 13 (195PP)

Init +7; 50ft (Run); Defense 24/17 (7 Base, 3 Dex, 4 Powers); BAB +7; +11 Melee (8S+ Punch), +10 Ranged (10S Energy Blast); SV Dmg +5 (10 Protection), Fort +5, Ref +7, Will +3; Str 18, Dex 16, Con 16, Int 20, Wis 16, Cha 10 (Total 71PP)

Skills: Pilot 3/+10, Spot 1/+4, Search 2/+7, Survival 1/+4 (Total 7PP)

Feats: Toughness, Great Fortitude, Power Attack (Total 6PP)

Powers:

  • Super Strength +4 (Source: Alien; Extras: Running, Super Dexterity) (Cost 6 / Total 24PP)
  • Fassai Armor (Protection) +10 (Source: Technology; Extras: Mental Protection, Impervious, Immunity [Pressure, Suffocation, Radiation]) (Cost 4 / Total 33PP)
  • Strength Transfer +9 (Source: Technology; Extras: Range up to Normal, Slow Recovery; Power Stunt: Dexterity Transfer; Flaw: One Attribute) (Cost 4 / Total 36+2PP)
  • Energy Blast +10 (Source: Technology) (Cost 2 / Total 20PP)
  • Incorporeal +3 (Source: Technology) (Cost 2 / Total 6PP)

Weakness: Unlucky