Cross-Posting: The good ship Ferkel of the Galactic Patrol

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CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 3:42 pm

I compulsively make M&M 3e characters. And spend a lot of time formatting my character sheets to look really nice. My main repository is over at Ronin Army, but I thought I'd post some of the builds I like best here and see if they can get some more comments or at least appreciative views.

I grew up on the kids' book series about "Rod Allbright" and his adventures with the good ship Ferkel of the Galactic Patrol and its iconic crew: Aliens Ate My Homework, I Left My Sneakers in Dimension X, The Search for Snout, and Aliens Stole My Body. So I used M&M to stat up the Galactic Patrol flagship and its crew. It works pretty well, better than some dedicated Sci-Fi RPG systems.

The Good Ship Ferkel of the Galactic Patrol:
Last edited by CaptainKaulu on Mon Aug 06, 2018 4:27 pm, edited 9 times in total.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 3:48 pm

Captain Grakker
Image
Character by Bruce Coville, PC-ready
Power Level 8 (120 ppt)

ABILITIES [40 ppt]
Strength 4 (+4) • Stamina 5 (+5) • Agility 2 (+2) • Dexterity 0 (+0) •
Fighting 4 (+4) • Intellect 1 (+1) • Awareness 2 (+2) • Presence 2 (+2) •
Load limit 800 lb.

POWERS [17 ppt]
Martial Arts:1 ppt
Training Power

Enhanced Strength 11 ppt
Flaw: Limited to dealing damage
Mind Modules, Device (Removable):11 / 14 ppt
Cybernetic Technological Power

Variable 2 (specific modules) • 14 ppt
Extras: Increased Duration (continuous), Flaw: Slow.
These are chips that insert into a subtle cybernetic port at the back of the base of Grakker's skull. His library of modules includes at least the following:
  • Battle Module:
    • Enhanced Fortitude 2
      Linked: Enhanced Advantages 7 [All-Out Attack, Close Attack 2, Improved Critical (Rayguns) 1, Improved Critical (Unarmed) 3]
      Linked: Enhanced Close Combat: Unarmed 2
  • Berserk Module:
    • Enhanced Strength 2
      Linked: Enhanced Stamina 2
      Flaw: Permanent
      Linked: Enhanced Fighting -2
      Flaw: Permanent
      Linked: Enhanced Intellect -4
      Flaw: Permanent
      Linked: Enhanced Presence -4
      Flaw: Permanent
      Linked: Enhanced Dodge -2
      Flaw: Permanent
      Linked: Enhanced Advantages 9 [All-Out Attack, Daze (Intimidation), Fearless, Improvised Weapon 3, Second Chance (mind control), Skill Mastery (Intimidation), Ultimate Effort (Toughness)]
      Flaw: Permanent
      Linked: Enhanced Close Combat: Unarmed 2
      Flaw: Permanent
      Linked: Enhanced Intimidation 12
      Flaw: Permanent
      Linked: Impervious Will 3
      Linked: Immunity 5 (fatigue effects)
      Load limit 3200 lb.
  • Commando Module:
    • Enhanced Fortitude 2
      Linked: Enhanced Advantages 5 [All-Out Attack, Improved Aim, Improved Critical (Rayguns) 1, Improved Initiative 1, Ultimate Effort (Aim)]
      Linked: Enhanced Stealth 4
      Linked: Enhanced Technology 2
  • Diplomatic Module:
    • Enhanced Presence 1
      Linked: Enhanced Will 2
      Linked: Enhanced Insight 6
      Linked: Enhanced Persuasion 6
  • Docility Module (3/10 ppt):
    • Enhanced Fortitude 2
      Linked: Enhanced Advantage 1 [Trance]
  • General-Purpose Module:
    • Enhanced Intellect 1
      Linked: Enhanced Awareness 1
      Linked: Enhanced Presence 1
      Linked: Enhanced Fortitude 1
      Linked: Enhanced Advantage 1 [Improved Critical (Rayguns) 1]
      Linked: Enhanced Athletics 1
      Linked: Enhanced Investigation 1
      Linked: Enhanced Stealth 1
      Linked: Enhanced Vehicles 1
  • Judicial Module:
    • Enhanced Will 2
      Linked: Enhanced Insight 3
      Linked: Enhanced Expertise: Law 5
      Linked: Enhanced Advantage 1 [Skill Mastery (Expertise: Law)]
      Linked: Impervious Will 3
      Extra: Sustained
  • Leadership Module:
    • Enhanced Intellect 1
      Linked: Enhanced Presence 1
      Linked: Enhanced Fortitude 1
      Linked: Enhanced Will 1
      Linked: Enhanced Advantage 4 [Inspire 4]
  • Mechanical Module:
    • Enhanced Intellect 1
      Linked: Enhanced Fortitude 1
      Linked: Enhanced Advantages 2 [Skill Mastery (Vehicles), Ultimate Effort (Vehicles)]
      Linked: Enhanced Technology 4
      Linked: Enhanced Vehicles 6
  • Open Mind Module (6/10 ppt):
    • Enhanced Fortitude 1
      Linked: Enhanced Will 1
      Linked: Enhanced Persuasion 4
      Linked: Enhanced Perception 4
  • Patience Module (7/10 ppt):
    • Enhanced Dexterity 1
      Linked: Enhanced Intellect 1
      Linked: Enhanced Awareness 1
      Linked: Enhanced Will 1
Standard Galactic Size:5 ppt
Alien Power

Shrinking 25 ppt
Extras: Increased Duration (continuous), Innate, Flaw: Permanent
Intimidation -1, Stealth +2, Dodge +1, Parry +1
ADVANTAGES [27 ppt]

• Benefit 1 (Galactic Authority) • Defensive Roll 2 • Equipment 14 • Improved Critical (Rayguns) 1 • Improved Initiative 1 • Interpose • Leadership • Power Attack • Ranged Attack 4 • Startle •
EQUIPMENT [69 ep]
  • Commlink1 ep
  • Smartwatch2 ep
  • Uniform: Protection 33 ep
  • Flying Belt: Flight 47 ep
    Flaw: Vehicles Check Required 1
    30 mph, 500 ft/round; Vehicles DC 11 (1 rank of Flight per Vehicles result in excess of 10)
  • Raygun: Damage 515 ep
    Extras: Increased Range 1 (ranged), Multiattack
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) • 6 ep
  • Nullifier Handcuffs: Affliction 1 (Fortitude; Impaired/Disabled/Transformed) • 4 ep
    Extras: Continuous, Progressive, Flaw: Instant Recovery
►The Good Ship Ferkel :31 / 155 ep
Vehicle: Size G, Strength 13, Defense 12 (+2) (base 4), Toughness +14.
Flight: Flight 9, Extra: Aquatic.
1000 mph, 2 mi/round
Space/Dimension Hopping: Movement 6 (Dimensional Travel 3, Space Travel 3).
Shields: Enhanced Defense 8.
Plating: Impervious Toughness 5.
Radar: Senses 9 (Accurate Extended 6 Radio).
Perception -1 per 10 million ft
Cargo Arm: Extra Limbs 1.
Synthesizer: Create 2 (4 cft), Extra: Variable Descriptor 2 (any composition in database), Flaw: Reduced Range (Close).
Healing Beds: Healing 1, Extras: Persistent, Restorative, Stabilize, Flaw: Limited to patients in Infirmary.
Shrink Ray: Shrinking 16, Extras: Also Affects Others, Increased Range 1 (Ranged), Increased Duration (Continuous), Flaws: Permanent, Diminished Range 2.
  • ALT - Shrink Ray Attack: Shrinking 14, Extras: Attack (Fortitude), Increased Range 1 (Ranged), Also Affects Objects, Increased Duration (Continuous), Flaws: Permanent, Diminished Range 2.
  • ALT - Growth Ray: Growth 16, Extras: Also Affects Others, Increased Range 1 (Ranged), Increased Duration (Continuous), Flaws: Permanent, Diminished Range 2, Quirk 3 (subjects grown beyond their normal size must make Fortitude checks as if against environmental intense heat/cold).
  • ALT - Rayguns: Damage 8, Extras: Increased Range 1, Multiattack, Extended Range 25.
  • ALT - Tractor Beam: Ranged Move Object 14, Extra: Extended Range 7, Flaw: Limited Direction (towards self).
Features: Alarm 2 (DC 25) • Autopilot 2 (Vehicles +8) • Communications • Computer • Fire Prevention System • Nav System • Remote Control • Room: Chapel • Room: Habitat • Room: Infirmary • Room: Living Space • Room: Holding Cells 2 (Toughness +21, Sleeper) • Room: Workshop • Security System 3 (DC 30) • Variable Environment •
Suspended Animation Pods: Close Affliction 8 (Will; Dazed/Stunned/Asleep), Extra: Cumulative.
LANGUAGES
• native: Vekkivi •
Grakker can speak, understand, and read other languages through his Universal Language Implant
SKILLS [25 ppt]
Acrobatics 1 (+3) • Athletics 6 (+10) • Close Combat: Unarmed 3 (+7) • Expertise: Current Events 1 (+2) • Expertise: Galactic Geography 2 (+3) • Expertise: History 1 (+2) • Expertise: Law Enforcement 5 (+6) • Expertise (PRE): Leadership 1 (+3) • Expertise: Military 1 (+2) • Intimidation 9 (+10) • Perception 3 (+5) • Ranged Combat: Rayguns 7 (+11) • Ranged Combat: Misc. 0 (+4) • Stealth 0 (+4) • Technology 1 (+2) • Vehicles 9 (+9) •

DEFENSES [11 ppt]
Dodge 3 (+6) • Parry 1 (+6) •
Fortitude 2 (+7) • Toughness (+10/+8*) • Will 5 (+7) •
*without Defensive Roll

OFFENSE
Initiative +6
  • Unarmed: +7 • Close Damage DC 20 (Strength-based), bludgeoning.
  • Unarmed (Battle Module): +11 • Close Damage DC 20 (Strength-based), bludgeoning, crit 17-20.
  • Unarmed (Berserk Module): +7 • Close Damage DC 22 (Strength-based), bludgeoning.
  • Improvised Weapon (Berserk Module): +7 • Close Damage DC 24 (Strength-based), descriptor varies.
  • Raygun: +11 • Ranged (125/250/500 ft) Damage DC 20, energy, crit 19-20 • Multiattack.
COMPLICATIONS
Motivation - Responsibility: Grakker is an officer of the Galactic Patrol, and takes his leadership responsibilities very seriously, including being a moral compass for his crew.

Demeanor: Grakker is pretty often grumpy. He tends to short-circuit and burn through his Patience modules.

Relationship: Grakker is personally intimately close to Snout.

Enemy: Grakker and his crew are tasked with dealing with BKR, the most wanted galactic criminal. Grakker also has a personal history (former friendship) with BKR.

Slimy Tastes: Grakker grew up as a swamp farmer, and his climatic and culinary tastes gross some other creatures out.

What Might Have Been: Grakker didn't originally want to join the Galactic Patrol; he was drafted.

Module Limitations: Grakker's personality is influenced by his current module. For example, in Berserk Module he is wild and feral (and it probably won't occur to him to use his raygun, preferring more brutish combat methods). In Docility Module, he is pretty unmotivated to do anything.
ABILITIES [ 40 ] + SKILLS [ 25 ] + ADVANTAGES [ 27 ] + POWERS [ 17 ] + DEFENSES [ 11 ]
120 PPT TOTAL


BIO
A worm farmer by upbringing, Grakker is one of the elite officers of the Galactic Patrol of the civilized galaxy of Dimension Q. He looks like a green gorilla with horns.

NOTES

I made up the name of his native language, along with those of the other characters in this thread. The books don't actually have this information.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 3:53 pm

Madam Pong
Image
Character by Bruce Coville, PC-ready
Power Level 8 (120 ppt)

ABILITIES [38 ppt]
Strength 0 (+0) • Stamina 3 (+3) • Agility 2 (+2) • Dexterity 1 (+1) •
Fighting 2 (+2) • Intellect 3 (+3) • Awareness 4 (+4) • Presence 4 (+4) •
Load limit 50 lb.

POWERS [7 ppt]
Casual Conversation:2 ppt
Training Power

Enhanced Investigation 62 ppt
Flaw: Limited to gathering information
Standard Galactic Size:5 ppt
Alien Power

Shrinking 25 ppt
Extras: Increased Duration (continuous), Innate, Flaw: Permanent
Intimidation -1, Stealth +2, Dodge +1, Parry +1
ADVANTAGES [29 ppt]

• Benefit 2 (Diplomatic Immunity, Galactic Authority) • Connected • Defensive Roll 3 • Disarming 1 • Equipment 13 • Fascinate (Persuasion) • Languages 2 • Redirect • Skill Mastery 2 (Deception, Insight) • Teamwork • Ultimate Effort (Persuasion) • Well-Informed •
Disarming DC 12
EQUIPMENT [64 ep]
  • Commlink1 ep
  • Smartwatch2 ep
  • Handcuffs1 ep
  • Robe: Protection 11 ep
  • Flying Belt: Flight 47 ep
    Flaw: Vehicles Check Required 1
    30 mph, 500 ft/round; Vehicles DC 11 (1 rank of Flight per Vehicles result in excess of 10)
  • Raygun: Damage 515 ep
    Extras: Increased Range 1 (ranged), Multiattack
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) • 6 ep
  • Shared Vehicle: The Good Ship Ferkel (detailed under Captain Grakker)31 ep
LANGUAGES
• native: Lenywlin • Vekarri • Ekha'grow •
Madam Pong can speak, understand, and read other languages through her Universal Language Implant
SKILLS [33 ppt]
Acrobatics 1 (+3) • Athletics 2 (+2) • Close Combat: Unarmed 1 (+3) • Deception 7 (+11) • Expertise: Current Events 1 (+4) • Expertise: Galactic Geography 5 (+8) • Expertise: History 2 (+5) • Expertise: Law Enforcement 1 (+4) • Insight 8 (+12) • Intimidation 3 (+6) • Investigation 0 (+9, gathering information only) • Persuasion 10 (+14) • Ranged Combat: Rayguns 4 (+5) • Ranged Combat: Vehicle Weapons 2 (+3) • Sleight of Hand 1 (+2) • Stealth 1 (+5) • Technology 7 (+10) • Treatment 2 (+5) • Vehicles 8 (+9) •

DEFENSES [13 ppt]
Dodge 3 (+6) • Parry 1 (+4) •
Fortitude 3 (+6) • Toughness (+7/+4*) • Will 6 (+10) •
*without Defensive Roll

OFFENSE
Initiative +2
  • Unarmed: +3 • Close Damage DC 15 (Strength-based), bludgeoning.
  • Raygun: +5 • Ranged (125/250/500 ft) Damage DC 20, energy • Multiattack.
COMPLICATIONS
Motivation - Order: Madam Pong wants to promote the ideals of the civilized galaxy and help everyone get along together.

Enemy: Like all of the crew of the Ferkel, Madam Pong has drawn the ire of BKR.
ABILITIES [ 38 ] + SKILLS [ 33 ] + ADVANTAGES [ 29 ] + POWERS [ 7 ] + DEFENSES [ 13 ]
120 PPT TOTAL


BIO

Little is known of the personal life of Madam Pong. She is very professional and dedicated to her station as Diplomatic Officer aboard the Ferkel.

NOTES

A skill monkey, which means of course that she was tight on points (thank you M&M 3e).

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 3:56 pm

Tar Gibbons
Image
Character by Bruce Coville, PC-ready
Power Level 8 (120 ppt)

ABILITIES [50 ppt]
Strength 1 (+1) • Stamina 5 (+5) • Agility 5 (+5) • Dexterity -1 (-1) •
Fighting 6 (+6) • Intellect 1 (+1) • Awareness 9 (+9) • Presence -1 (-1) •
Load limit 100 lb.

POWERS [12 ppt]
Martial Arts:4 ppt
Training Power

Enhanced Strength 44 ppt
Flaw: Limited to dealing damage
Big Glowing Eyes:3 ppt
Alien Power

Environment 1 (light) • 1 ppt
30-ft radius, only in cone shape

Senses 2 (Danger Sense: visual, Low-Light Vision) • 2 ppt
Standard Galactic Size:5 ppt
Alien Power

Shrinking 25 ppt
Extras: Increased Duration (continuous), Innate, Flaw: Permanent
Intimidation -1, Stealth +2, Dodge +1, Parry +1
ADVANTAGES [32 ppt]

• Agile Feint • Assessment • Benefit 1 (Galactic Authority) • Defensive Roll 3 • Equipment 13 • Improved Critical (Unarmed) 4 • Improved Trip • Interpose • Ranged Attack 2 • Seize Initiative • Skill Mastery (Athletics) • Takedown 2 • Trance •
EQUIPMENT [64 ep]
  • Commlink1 ep
  • Smartwatch2 ep
  • Handcuffs1 ep
  • Uniform: Protection 11 ep
  • Flying Belt: Flight 47 ep
    Flaw: Vehicles Check Required 1
    30 mph, 500 ft/round; Vehicles DC 11 (1 rank of Flight per Vehicles result in excess of 10)
  • Raygun: Damage 515 ep
    Extra: Increased Range 1 (ranged), Multiattack
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) • 6 ep
  • Shared Vehicle: The Good Ship Ferkel (detailed under Captain Grakker)31 ep
LANGUAGES
• native: Gurbblenan •
Tar Gibbons can speak, understand, and read other languages through its Universal Language Implant
SKILLS [23 ppt]
Acrobatics 5 (+10) • Athletics 10 (+11) • Close Combat: Unarmed 5 (+11) • Intimidation 0 (-2) • Perception 2 (+11) • Persuasion 4 (+3) • Ranged Combat: Rayguns 8 (+9) • Ranged Combat: Misc. 0 (+1) • Stealth 0 (+7) • Technology 1 (+2) • Treatment 1 (+2) • Vehicles 10 (+9) •

DEFENSES [3 ppt]
Dodge 1 (+7) • Parry 0 (+7) •
Fortitude 2 (+7) • Toughness (+9/+6*) • Will 0 (+9) •
*without Defensive Roll

OFFENSE
Initiative +5
  • Unarmed: +11 • Close Damage DC 20 (Strength-based), bludgeoning, crit 16-20.
  • Raygun: +9 • Ranged (125/250/500 ft) Damage DC 20, energy • Multiattack.
COMPLICATIONS
Motivation - Duty: Tar Gibbons is loyal to its position in the Galactic Patrol.

Enemy: Like all of the crew of the Ferkel, Tar Gibbons has drawn the ire of BKR.

Responsibility: As a deadly warrior, Tar Gibbons has the responsibility to be a moral leader and never to use its martial arts for ill.

Relationship: Tar Gibbons has taken on Deputy Rod Allbright as its krevlik, and so bears the responsibility of training him.
ABILITIES [ 50 ] + SKILLS [ 23 ] + ADVANTAGES [ 32 ] + POWERS [ 12 ] + DEFENSES [ 3 ]
120 PPT TOTAL


BIO

Tar is a title that roughly translates as "wise and beloved warrior who could kill me with its little finger if it should so desire." Tar Gibbons is the Master of the Martial Arts aboard the ship Ferkel of the Galactic Patrol. It is farfel, a gender that is very different from male or female. It prefers to live on a small island and snack on flying vermin.

NOTES

Points were surprisingly tight on this build. You can see some compromises I ended up taking.

Gibbons has six limbs, but since four of them are feet (not much good for fine manipulation), and because he was tight on points, I didn't give him the Extra Limbs 2 power.

I could decide to just not care about the points budget for these characters, or boost their PL. But in spite of being tight on points, I quite like how they turn out with 120 ppt.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 4:01 pm

Phil
Phillogenus esk Piemondum
Image
Character by Bruce Coville, PC-ready
Power Level 8 (120 ppt)

ABILITIES [20 ppt]
Strength 0 (+0) • Stamina 3 (+3) • Agility -3 (-3) • Dexterity 4 (+4) •
Fighting 1 (+1) • Intellect 4 (+4) • Awareness 1 (+1) • Presence 0 (+0) •
Load limit 50 lb.

POWERS [32 ppt]
Non-Mobile Agility:3 ppt
Training Power

Enhanced Stealth 22 ppt
Extra: Innate, Flaw: Permanent

Enhanced Advantage 1 [Speed of Thought] • 1 ppt
Flaw: Permanent
Stomata Respiration:1 ppt
Alien Power

Immunity 1 (suffocation: strangulation) • 1 ppt
Rocket Pot, Device (Removable):14 / 18 ppt + 1 ppt for Alternate Effect
Technological Power

Flight 49 ppt
Extra: Continuous [Partial 1]
30 mph, 500 ft/round

Enhanced Dodge 55 ppt

Enhanced Acrobatics 42 ppt

Enhanced Advantage 1 [Defensive Roll 1] • 1 ppt

Immunity 1 (starvation & thirst) • 1 ppt

ALT - Collapsible:7 ppt
Alien Power

Insubstantial 15 ppt

Enhanced Stealth 42 ppt
Tendrils:2 ppt
Alien Power

Extra Limbs 22 ppt
Symbiotic Link:6 ppt
Alien Power

Enhanced Advantage 5 [Minion 5] • 5 ppt

Senses 1 (Communication Link [auditory/olfactory]: Plink) • 1 ppt
Flaw: Reduced Range 1 (ranged)
100-ft limit
Standard Galactic Size:5 ppt
Alien Power

Shrinking 25 ppt
Extras: Increased Duration (continuous), Innate, Flaw: Permanent
Intimidation -1, Stealth +2, Dodge +1, Parry +1
ADVANTAGES [18 ppt]

• Accurate Attack • Benefit 1 (Galactic Authority) • Defensive Roll 1 • Defensive Roll 3 • Equipment 8 • Fast Grab • Grabbing Finesse • Improved Aim • Improved GrabMinion 5 • Power Attack • Skill Mastery (Technology) • Speed of Thought
Improved Grab comes from having Extra Limbs (as per the power's description)
EQUIPMENT [40 ep]
  • Commlink1 ep
  • Multi-Tool1 ep
  • Computing Padd1 ep
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) • 6 ep
  • Shared Vehicle: The Good Ship Ferkel (detailed under Captain Grakker)31 ep
LANGUAGES
• native: Phiipaalus •
Phil can speak, understand, and read other languages through his Universal Language Implant
SKILLS [33 ppt]
Acrobatics 1 (+2, or -2 without Rocket Pot) • Athletics 2 (+2) • Close Combat: Unarmed 7 (+8) • Close Combat: Vehicle Weapons 1 (+2) • Expertise: Dimensions 6 (+10) • Expertise: Galactic Geography 3 (+7) • Expertise: Science 11 (+15) • Intimidation 0 (-1) • Investigation 3 (+7) • Perception 4 (+5) • Ranged Combat: Vehicle Weapons 4 (+8) • Sleight of Hand 2 (+6) • Stealth 0 (+1, or +5 without Rocket Pot) • Technology 8 (+12) • Treatment 4 (+8) • Vehicles 10 (+14) •

DEFENSES [17 ppt]
Dodge 3 (+6) • Parry 3 (+5) •
Fortitude 4 (+7) • Toughness (+7/+3*) • Will 7 (+8) •

Without Rocket Pot:
Dodge (+1) • Toughness (+5/+3*) •
*without Defensive Roll

OFFENSE
Initiative +4
  • Unarmed: +8 • Close Damage DC 15 (Strength-based), slashing.
    Allows Grab attempt as a free action
  • Grab: +3 • Close • DC 14-16 depending on number of limbs used to Grab.
  • Ferkel Raygun: +8 • Ranged (457000/914000/1828000 mi) Damage DC 23, energy • Multiattack.
  • Ferkel Shrink Ray: +2 • Ranged (70/140/350 ft) Shrinking Attack (Fortitude) DC 24, energy • Affects Objects.
  • Ferkel Tractor Beam: +2 • Ranged (8.5/17/34 mi) Move Object DC 24, gravitic force • Limited Direction (towards the Ferkel).
  • Ferkel Slam: +2 • Charging Close Damage DC 29, bludgeoning • Ferkel takes Damage DC 22 effect.
    Damage DC increases to 30 at the end of a full charge
COMPLICATIONS
Motivation - Duty: Phil enjoys engineering and piloting, but at the end of the day his motivation comes down to his duty to the Galactic Patrol.

Enemy: Like all of the crew of the Ferkel, Phil has drawn the ire of BKR. For a while, BKR was unaware of him due to his behind-the-scenes role, but no more.

Disability: Phil has prehensile tendrils, but they may not be able to do everything that hands with opposable thumbs can do. Without the Rocket Pot, his Speed rank is only -2 (6 ft per round), as he pathetically crawls. He doesn't wear pockets, so may not be able to hold as many unequipped things as other characters.

Anatomy: Phil is a plant. He has different anatomy than most sapient creatures. No traditional head, no traditional eyes, a digestive system distributed throughout his entire body, the need for sunlight for photosynthesis, etc. This may be an advantage or a disadvantage. He speaks by "burping" through specialized pods.
ABILITIES [ 20 ] + SKILLS [ 33 ] + ADVANTAGES [ 18 ] + POWERS [ 32 ] + DEFENSES [ 17 ]
120 PPT TOTAL


BIO

Phil is a sapient potted plant, who acts as the Science Officer and pilot (and engineer) of the Ferkel. Little is known of his personal life. He uses his Rocket Pot for mobility, but also has a rodent-like minion who can play gopher (pun intended) for him. Phil is not much of a personal combatant, so he tends to contribute to conflicts by staying aboard the Ferkel, manning it and firing its weapons.

NOTES

This was an interesting challenge to build! I'm glad I thought of statting up the crew of the Ferkel. I thought Phil was going to be the tightest on points of all of the builds, with his Powers and skillmonkeying, but he actually ended up having somewhat plentiful points, so I was able to fill him out nicely.
Last edited by CaptainKaulu on Mon Aug 06, 2018 4:06 pm, edited 1 time in total.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 4:06 pm

Plink
Minion to Phil the Plant
Power Level 5 (75 ppt)

ABILITIES [4 ppt]
Strength 0 (-2) • Stamina 2 (+2) • Agility 1 (+1) • Dexterity 4 (+4) •
Fighting 0 (+0) • Intellect -3 (-3) • Awareness 1 (+1) • Presence -3 (-3) •
Load limit 12 lb.

POWERS [37 ppt]
Rodent Size:21 ppt
Alien Power

Shrinking 1021 ppt
Extras: Innate, Increased Duration (continuous), Flaw: Permanent
Little Teeth:1 ppt
Alien Power

Damage 1 (Strength-based) • 1 ppt
Beast Senses:3 ppt
Alien Power

Senses 3 (Acute smell, Low-Light Vision, Microscopic Vision 1: dust-sized) • 3 ppt
Alien Rodent Talents:6 ppt
Alien Power

Burrowing 33 ppt
0.5 mph, 6 ft/round

Speed 0 (base 1)1 ppt
2 mph, 30 ft/round

Extra Limbs 22 ppt
Curious Aptitude:5 ppt
Alien Power

Enhanced Technology 124 ppt
Flaw: Limited to mechanical work

Senses 1 (Mechanical Awareness: auditory) • 1 ppt
Symbiotic Link:1 ppt
Alien Power

Senses 1 (Communication Link [auditory/olfactory]: Phil the Plant) • 1 ppt
Flaw: Reduced Range 1 (ranged)
100-ft limit
ADVANTAGES [11 ppt]

• All-Out Attack • Animal Empathy • Benefit 2 (Ambidexterity, Athletics Based on Agility) • Defensive Roll 1 • Evasion 2 • Fast Grab • Grabbing Finesse • Improved Grab • Second Chance (mind control) • Ultimate Effort (Technology) •
Improved Grab comes from having Extra Limbs (as per the power's description).

SKILLS [15 ppt]
Athletics 3 (+4) • Close Combat: Unarmed 5 (+5) • Intimidation 0 (-8) • Perception 8 (+9) • Sleight of Hand 10 (+14) • Stealth 4 (+15) • Technology 0 (+9, mechanical work only) •

DEFENSES [8 ppt]
Dodge 1 (+7) • Parry 0 (+5) •
Fortitude 4 (+6) • Toughness (+3/+2*) • Will 3 (+4) •
*without Defensive Roll

OFFENSE
Initiative +1
  • Bite: +5 • Close Damage DC 14 (Strength-based), piercing.
    Allows Grab attempt as a free action
  • Grab: +0 • Close • DC 14-16 depending on number of limbs used to Grab.
COMPLICATIONS
Disability: Rodent; incapable of speech or understanding of sapient languages.

Rivalry: Plink and Edgar instinctually loathe each other.
ABILITIES [ 4 ] + SKILLS [ 15 ] + ADVANTAGES [ 11 ] + POWERS [ 37 ] + DEFENSES [ 8 ]
75 PPT TOTAL


BIO

A simple symbiote who lives in the rocket pot of Phil. Plink provides Phil extra mobility by running and fetching things, especially when Phil is working away at engineering projects.

NOTES

It was actually hard to come up with ways to spend 75 points on a simple little rodent creature. He ended up with some peculiar talents that I didn't originally intend, but that don't clash badly with the character concept.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 4:11 pm

Snout
Flinge Iblik
Image
Character by Bruce Coville, PC-ready
Power Level 8 (120 ppt)

ABILITIES [34 ppt]
Strength 0 (+0) • Stamina 3 (+3) • Agility 2 (+2) • Dexterity 0 (+0) •
Fighting 2 (+2) • Intellect 5 (+5) • Awareness 4 (+4) • Presence 1 (+1) •
Load limit 50 lb.

POWERS [40 ppt]
Mental Awareness:2 ppt
Psionic Power

Senses 2 (Radius Mental Awareness: mental) • 2 ppt
Disciplined Calm:5 ppt
Training Power

Impervious Will 55 ppt
Extra: Sustained
Forced Hallucination:19 ppt + 6 ppt for Alternate Effects
Psionic Power

Illusion 6 (visual & auditory senses) • 19 ppt
Extras: Subtle 1, Selective, Flaw: Resistible (Will)
60-cft illusions; noticing Snout using this power requires an exotic sense such as Psionic Awareness

ALT - Dream Walking:19 ppt
Psionic Power

Remote Sensing 36 (visual & mental senses) • 19 ppt
Extras: No Conduit, Subtle 1, Flaws: Concentration, Limited to while sleeping, Medium (sapient minds), Unreliable
256 million mi; DC 56 to notice

ALT - Instant Training:18 ppt
Psionic Power

Instant Training: Variable 3 (Snout's own traits, including skill ranks gained through Beginner's Luck) • 18 ppt
Extras: Affects Only Others, Increased Duration (continuous), Flaws: Distracting, Slow

ALT - Mind-Reading:17 ppt
Psionic Power

Mind Reading 817 ppt
Extras: Cumulative, Sensory Link, Subtle 1, Flaws: Concentration, Feedback

ALT - Subtle Facilitator:14 ppt
Psionic Power

Cloaking: Concealment 10 (all senses) • 5 ppt
Flaws: Passive, Resistible (Will)

Deep Bond: Mental Communication 19 ppt
Extras: Also Affects Others, Rapid 3, Subtle 1
100-ft range

ALT - Temporal Molasses:19 ppt
Psionic Power

Speed 419 ppt
Linked: Enhanced Dodge 4
Linked: Enhanced Parry 4
Linked: Enhanced Advantages 14 [Agile Feint, Hide in Plain Sight, Improved Initiative 5, Interpose, Move-By Action, Precise Attack (Close Cover), Quick Draw, Takedown 1, Ultimate Effort (Dodge), Ultimate Effort (Parry)]
Linked: Extra: Multiattack 5
Extra: Variable Descriptor 2 (any kinetic attack).
Linked: Movement 1 (Water-Walking 1)
Flaw: Limited to while moving
Extra to whole Linked power: Affects Others, Flaws to whole Linked power: Distracting, Tiring
30 mph, 500 ft/round

ALT - Telepathy:15 ppt
Psionic Power

Telepathy: Mental Communication 215 ppt
Extras: Also Affects Others, Subtle 1, Area, Selective
1-mi range
Leftover Telepathic Bond:1 ppt
Psionic Power

Senses 1 (Communication Link [mental]: Deputy Rod Allbright) • 1 ppt
Flaw: Unreliable
Not Unreliable while Rod is in suspended animation
Lizard Sensitivity:1 ppt
Alien Power

Senses 1 (Acute smell) • 1 ppt
Cognitive Studies:1 ppt
Training Power

Enhanced Expertise: Science 31 ppt
Flaw: Limited to cognitive science
Standard Galactic Size:5 ppt
Alien Power

Shrinking 25 ppt
Extras: Increased Duration (continuous), Innate, Flaw: Permanent
Intimidation -1, Stealth +2, Dodge +1, Parry +1
ADVANTAGES [19 ppt]

• Beginner's Luck • Benefit 1 (Galactic Authority) • Defensive Roll 4 • Equipment 13 •
EQUIPMENT [65 ep]
  • Commlink1 ep
  • Smartwatch2 ep
  • Handcuffs1 ep
  • Robe & Cloak: Protection 22 ep
  • Flying Belt: Flight 47 ep
    Flaw: Vehicles Check Required 1
    30 mph, 500 ft/round; Vehicles DC 11 (1 rank of Flight per Vehicles result in excess of 10)
  • Raygun: Damage 515 ep
    Extras: Increased Range 1 (ranged), Multiattack
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) • 6 ep
  • Shared Vehicle: The Good Ship Ferkel (detailed under Captain Grakker)31 ep
LANGUAGES
• native: Gwashlo •
Snout can speak, understand, and read other languages through his Universal Language Implant
SKILLS [14 ppt]
Acrobatics 1 (+3) • Athletics 4 (+4) • Close Combat: Unarmed 1 (+3) • Expertise: Science 2 (+7, or +10 for cognitive science) • Intimidation 0 (+0) • Perception 1 (+5) • Persuasion 1 (+2) • Ranged Combat: Rayguns 8 (+8) • Stealth 0 (+4) • Technology 1 (+6) • Vehicles 9 (+9) •

DEFENSES [13 ppt]
Dodge 2 (+5) • Parry 2 (+5) •
Fortitude 3 (+6) • Toughness (+9/+5*) • Will 6 (+10) •
*without Defensive Roll

OFFENSE
Initiative +2
  • Unarmed: +3 • Close Damage DC 15 (Strength-based), bludgeoning.
  • Raygun: +8 • Ranged (125/250/500 ft) Damage DC 20, energy • Multiattack.
  • Mind Reading: Perception-Ranged +8.
COMPLICATIONS
Motivation - Doing Good: Flinge Iblik is less concerned with "duty" to the Galactic Patrol than his shipmates, but is proactive about using his mental talents to do good.

Enemy: Like all of the crew of the Ferkel, Flinge Iblik has drawn the ire of BKR. In fact, Flinge Iblik was the first person to suspect BKR of his psychopathic tendencies, and tried to get him caught before his criminal nature was well-known.

Relationship: Flinge Iblik is personally intimately close to Grakker.

Lighthearted: Flinge Iblik believes in staying calm in all situations, even when perhaps a more fervent demeanor would prove useful.

Telepathic Severing: Flinge Iblik and Rod Allbright are permanently mentally connected, due to a violent severing of a telepathic bond between them that resulted in atoms of each other's brains being left inside of them. This has been known to have unexpected effects.
ABILITIES [ 34 ] + SKILLS [ 14 ] + ADVANTAGES [ 19 ] + POWERS [ 40 ] + DEFENSES [ 13 ]
120 PPT TOTAL


BIO

Part of a large litter of egg-siblings, Snout is the Master of the Mental Arts for the good ship Ferkel. He left the Mentat to join the Galactic Patrol, much to the chagrin of most other masters of the mental arts. While at the Galactic Patrol academy, he suspected BKR of malevolence and started spying on him, eventually befriending and recruiting Grakker to join him in this endeavor.

NOTES

This build was quite challenging to fit within Power Level 8, although I suppose that's to be expected when joining a new member to this crew with a lot of Powers (where the rest of the crew has little in that area). He ended up sadly minimal in other areas, although I suppose there's enough there for him to prove a useful member of the party nonetheless.

After much deliberation, I've decided to make a minor house rule that Communication can add the Affects Others extra in spite of not being a Personal-range power, because telepaths really should be able to receive mental communication from other non-telepaths without having to Mind Reading them.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 4:16 pm

Deputy Rod Allbright
Character by Bruce Coville, PC-ready
Power Level 4 (60 ppt)

ABILITIES [10 ppt]
Strength 0 (+0) • Stamina 1 (+1) • Agility -1 (-1) • Dexterity 0 (+0) •
Fighting 2 (+2) • Intellect 2 (+2) • Awareness 1 (+1) • Presence 0 (+0) •
Load limit 50 lb.

POWERS [6 ppt]
Martial Arts:3 ppt
Training Power

Enhanced Strength 33 ppt
Flaw: Limited to dealing damage
Leftover Telepathic Bond:1 ppt
Psionic Power

Senses 1 (Communication Link [mental]: Snout) • 1 ppt
Flaw: Unreliable
Not Unreliable while Rod is in suspended animation
Chibling Bond:1 ppt
Alien Power

Senses 1 (Communication Link [mental]: Seymour) • 1 ppt
"Stay Calm":1 ppt
Training Power

Impervious Will 11 ppt
Extra: Sustained
ADVANTAGES [21 ppt]

• Defensive Roll 2 • Equipment 4 • Improved Critical (Unarmed) 1 • Improved Initiative 1 • Interpose • Minion 3Sidekick 9
EQUIPMENT [18 ep]
  • Commlink1 ep
  • Smartwatch2 ep
  • Uniform: Protection 22 ep
  • Flying Belt: Flight 47 ep
    Flaw: Vehicles Check Required 1
    30 mph, 500 ft/round; Vehicles DC 11 (1 rank of Flight per Vehicles result in excess of 10)
  • Universal Language Implant: Comprehend 3 (Languages: understand, speak, read) • 6 ep
LANGUAGES
• native: English •
Rod can speak, understand, and read other languages through his Universal Language Implant
SKILLS [13 ppt]
Acrobatics 1 (+0) • Athletics 6 (+6) • Close Combat: Unarmed 3 (+5) • Expertise: Local (Earth) 2 (+4) • Perception 3 (+4) • Persuasion 1 (+1) • Technology 3 (+5) • Vehicles 7 (+7) •

DEFENSES [10 ppt]
Dodge 3 (+2) • Parry 1 (+3) •
Fortitude 3 (+4) • Toughness (+5/+3*) • Will 3 (+4) •
*without Defensive Roll

OFFENSE
Initiative +3
  • Unarmed: +5 • Close Damage DC 18 (Strength-based), bludgeoning, crit 19-20.
COMPLICATIONS
Motivation - Daddy Issues: After being conscripted as a local Deputy of the Galactic Patrol initially, Rod has continued his space-faring adventures not only because the galaxy and its technology are super cool, but because it is his chance to find and re-connect with his missing father.

Relationships: Rod's relationships govern a lot of what he does. He is close to his mother, his twin siblings Linda and Eric, and (begrudgingly) his annoying maternal cousin, Elspeth. He has formed relationships with the crew of the Ferkel, including accepting apprenticeship as the krevlik of Tar Gibbons. Finally, he finds himself the sapient host of Seymour/Edgar, the alien chibling.

Self-Esteem Issues: Until recently, Rod saw himself as a relatively ordinary, somewhat clumsy and pudgy eleven-year-old. Being an adventurer and part of the Galactic Patrol, and his father having left for extraordinary reasons, are new concepts to him.

I Cannot Tell A Lie: Rod only recently learned to lie (after a traumatic incident involving a chocolate cookie in his childhood wiped out his ability to do so), and he's still terrible at it.

Easy Victim: Before joining the Galactic Patrol and training with Snout and Tar Gibbons, Rod was a frequent target of bullying.

Enemy: As if his father's existence and their history together in junior high school wasn't enough, Rod's participation in the Ferkel's law enforcement activities have cemented his status as an enemy to BKR. Not only that, but BKR now strives to hunt him down to obtain obscure temporal metaphysics data that was stored in Rod's brain.
ABILITIES [ 10 ] + SKILLS [ 13 ] + ADVANTAGES [ 21 ] + POWERS [ 6 ] + DEFENSES [ 10 ]
60 PPT TOTAL


BIO

Eleven-year-old Rod is the son of the ancient "Ferkada," Ah-rit Alber Ite, one of the founders of the Galactic Mentat, a 35000-year-old spacefaring human from Atlantis. In spite of that, Rod lived a relatively normal American youth until recently. His father's activities attracted BKR, inter-galactic criminal mastermind, to their small town, and that in turn meant that one day the miniaturized Ferkel came crashing through his window, with an alien crew ready to literally feast upon his paper-mâché homework project. They shot his ear through with a raygun, deputized him as a junior member of the Galactic Patrol, recruited his help, and left. A year or so later, he and his cousin Elspeth were kidnapped by BKR's ally, the giant Smorkus Flinders of Dimension X. In Dimension X, he accidentally bonded a chibling and became its sapient host. Now he journeys with the Ferkel once more in search of the missing Snout, as well as his father.

NOTES

This character was pretty hard to build, as Rod is supposed to have blended in as an ordinary tween until his adventures began. That should mean a PL0 or PL1 character with a bunch of -1 Abilities. On the other hand, he is the son of one of the galaxy's greatest geniuses, and has been training with two of the galaxy's finest agents in the short course of his adventures. I settled on making him a PL4 character, with reasonable offense and defense for PL4.

As evidenced by the Bio section, this is Rod sometime during The Search for Snout, after he has received significant training (and alien equipment), but before his extra-body escapades.
Last edited by CaptainKaulu on Mon Aug 06, 2018 4:26 pm, edited 2 times in total.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 4:19 pm

Seymour
Image
Sidekick to Deputy Rod Allbright
Power Level 4 (45 ppt)

ABILITIES [8 ppt]
Strength 0 (-1) • Stamina 2 (+2) • Agility 0 (+0) • Dexterity -2 (-2) •
Fighting 0 (+0) • Intellect 2 (+2) • Awareness 2 (+2) • Presence 0 (+0) •
Load limit 25 lb.

POWERS [21 ppt]
Small Size:13 ppt
Alien Power

Shrinking 613 ppt
Extras: Innate, Increased Duration (continuous), Flaw: Permanent
Chibling Bonds:2 ppt
Alien Power

Senses 2 (Communication Link [mental]: Rod Allbright, Communication Link [mental]: Edgar) • 2 ppt
Giant Eyeball:2 ppt
Alien Power

Senses 2 (Extended 1 sight, Low-Light Vision) • 2 ppt
Prehensile Tail:1 ppt
Alien Power

Extra Limbs 11 ppt
Minor Radiation Tolerance:1 ppt
Alien Power

Immunity 1 (environmental condition: radiation) • 1 ppt
Mooching Off Rod's Implant:2 ppt
Alien Power

Comprehend 1 (Languages: understand) • 2 ppt
ADVANTAGES [4 ppt]

• Defensive Roll 1 • Evasion 1 • Improved Grab • Second Chance (mind control) • Ultimate Effort (Perception) •
Improved Grab comes from having Extra Limbs (as per the power's description).
LANGUAGES
• English •
Seymour can understand other languages through Rod's Universal Language Implant
SKILLS [4 ppt]
Athletics 3 (+2) • Intimidation 0 (-3) • Perception 5 (+7) • Stealth 0 (+6) •

DEFENSES [8 ppt]
Dodge 2 (+5) • Parry 2 (+5) •
Fortitude 2 (+4) • Toughness (+3/+2*) • Will 2 (+4) •
*without Defensive Roll

OFFENSE
Initiative +0
  • Unarmed: +0 • Close Damage DC 14 (Strength-based), bludgeoning.
  • Grab: +0 • Close • DC 9-10 depending on number of limbs used to Grab.
COMPLICATIONS
Disability: Seymour is incapable of normal speech or other functions that require a mouth.

Chibling Bond: Seymour is absolutely dependent upon his bonds with both Rod and Edgar. Without Rod, his intelligence and emotional health would wither away until he miserably died. Without Edgar, he could not receive caloric energy.

Power Loss: Seymour understands all languages because he is bonded to Rod, who understands all languages through a Universal Language Implant. If the implant failed, Seymour would be left with an understanding only of Rod's native English.
ABILITIES [ 8 ] + SKILLS [ 4 ] + ADVANTAGES [ 4 ] + POWERS [ 21 ] + DEFENSES [ 8 ]
45 PPT TOTAL


BIO

The mature chibling (alien) is a two-bodied creature. Seymour, whose name is a self-inflicted pun reflecting the eyeball that makes up his entire head, is the sapient half of the organism. (His abdomen is filled with a central nervous system. Instead of eating, he absorbs radiation into his eyeball directed at him by his other half, Edgar.)

NOTES

Thematically it would actually be more appropriate for Edgar to be a Minion (or Sidekick) of Seymour's, rather than a Minion of Rod's. But since giving Sidekicks ranks of Minion is notoriously cheat-ish, I refrained.

This build has basically no offense, as Seymour is a noncombatant in the story.

CaptainKaulu
Posts: 37
Joined: Wed Aug 01, 2018 3:03 pm

Re: Cross-Posting: The good ship Ferkel of the Galactic Patrol

Post by CaptainKaulu » Mon Aug 06, 2018 4:24 pm

Edgar
Minion to Deputy Rod Allbright
Power Level 4 (45 ppt)

ABILITIES [-4 ppt]
Strength 1 (-2) • Stamina 1 (+1) • Agility 0 (+0) • Dexterity -1 (-1) •
Fighting 0 (+0) • Intellect -3 (-3) • Awareness 2 (+2) • Presence -2 (-2) •
Load limit 12 lb.

POWERS [31 ppt]
Tiny Size:25 ppt
Alien Power

Shrinking 1225 ppt
Extras: Innate, Increased Duration (continuous), Flaw: Permanent
Chibling Bond:1 ppt
Alien Power

Senses 1 (Communication Link [mental]: Seymour) • 1 ppt
Little Teeth:1 ppt
Alien Power

Damage 1 (Strength-based) • 1 ppt
Beast Senses:3 ppt
Alien Power

Senses 3 (Acute smell, Low-Light Vision, Ultra-Hearing) • 3 ppt
Quick Feet:1 ppt
Alien Power

Speed 0 (base 1)1 ppt
2 mph, 30 ft/round
ADVANTAGES [7 ppt]

• Animal Empathy • Benefit 1 (Athletics Based on Agility) • Defensive Roll 1 • Evasion 2 • Improved Initiative 1 • Second Chance (mind control) •

SKILLS [6 ppt]
Athletics 4 (+4) • Close Combat: Unarmed 3 (+3) • Intimidation 0 (-8) • Perception 4 (+6) • Stealth 1 (+13) •

DEFENSES [5 ppt]
Dodge 0 (+6) • Parry 0 (+6) •
Fortitude 3 (+4) • Toughness (+2/+1*) • Will 2 (+4) •
*without Defensive Roll

OFFENSE
Initiative +4
  • Bite: +3 • Close Damage DC 14 (Strength-based), piercing.
COMPLICATIONS
Disability: Incapable of speech or understanding of sapient languages; has no prehensile limbs.

Chibling Bond: Edgar is dependent upon his bonds with both Rod and Seymour. Without Rod, his emotional health would wither away until he miserably died. Without Seymour, he is a simple beast with only instincts to guide his actions.

Rivalry: Edgar and Plink instinctually loathe each other.
ABILITIES [ -4 ] + SKILLS [ 6 ] + ADVANTAGES [ 7 ] + POWERS [ 31 ] + DEFENSES [ 5 ]
45 PPT TOTAL


BIO

A little purple ball of fuzz, like a purple tribble, complete with eep noises. The animalistic, nutrition-gathering half of Seymour. His name isn't a pun; Seymour just liked it.

NOTES

The last of the crew of the Ferkel, unless I decide to make Elspeth. Who would be a pretty boring low-PL human.

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