Bo'ab

Description:

Combat Summary

Base OCV: 5 Base DCV: 5 ECV: 3
Levels:
DEX: 14 SPD: 4 Phases: 3, 6, 9, 12
5/17 PD (0/12 rPD) 4/16 ED (0/12 rED) MD: 0/9
END: 40 STUN: 43 BODY: 20

Val Char

25 STR

15 DEX

20 CON

20 BODY

15 INT

10 EGO

20 PRE

18 COM

5 PD 4 ED

4 SPD

9 REC

40 END

43 STUN

Base OCV: 5 Base DCV: 5 ECV: 3

16 Detect Water A Single Thing 12- (Smell/Taste Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic: +3, Tracking (25 Active Points); Extra Time (Full Phase, Only to Activate, Nonpersistent

28 Killing Attack – Hand-To-Hand 2 1/2d6 (4d6 w/STR), +1 Increased STUN Multiplier (+1/4) (50 Active Points); Required Hands One-And-A-Half-Handed, Reduced Penetration, Real Weapon 5 end

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, 5d6 Strike; Target Falls

1 Weapon Element: Polearms and Spears

3 Acrobatics 12-

8 Survival (Desert) 15-

3 Gambling 12-

2 Navigation (Land) 12-

3 Paramedics 12-

3 Seduction 13-

3 Shadowing 12-

3 Stealth 12-

3 Concealment 12-

3 Tactics 12-

3 Teamwork 12-

3 Tracking 12-

50 Variable Power Pool, 45 base + 5 control cost, (67 Active Points); all slots Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4)

Energy Spear: This spear uses a lightsaber type blade, and is therefore authorized for shipboard use. The energy emitters in the haft that generate the blade are of a prototype design created by Sir Korbou Tao that can vary their output, allowing them to discharge there energy as a focused energy beam as well as generate the blade. They can also re-modulate their standard energy format in order to allow them to produce a radio stun beam. The downside to this weapon is that it is rather large, requiring two hands to wield, and has a significantly increased heft due to the larger, heavier power source built into it. As a result, this weapon is only recommended for use by individuals who have maintained good conditioning and endurance.
  • 8 Multipower, 45-point reserve, (45 Active Points); all slots Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), Real Weapon (-1/4), Two Handed Weapon (-1/2)
    • 1u – Energy Blade: Killing Attack – Hand-To-Hand 1d6, +1 Increased STUN Multiplier (+1/4), Limited Range (2”; +1/4), Attack Versus Limited Defense (Reflective or same color as beam covering; +1 1/2) (45 Active Points); Independent (-2), OAF Fragile (-1 1/4), No STR Bonus (-1/2), Gestures (-1/4), Real Weapon (-1/4), Two Handed Weapon (-1/2) [4 END]
    • 1u – Blue-Green Laser: (Total: 43 Active Cost, 9 Real Cost)Killing Attack – Ranged 1d6, +1 Increased STUN Multiplier (+1/4), Attack Versus Limited Defense (Reflective or same color as beam; +1 1/2) (41 Active Points); Beam (-1/4), Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), Real Weapon (-1/4), Two Handed Weapon (-1/2) (Real Cost: 7) plus +2 OCV (2 Active Points); (Real Cost: 1) [4 END]
    • 1u – “Radio” Stun Blast: Energy Blast 9d6, STUN Only (+0) (45 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), Real Weapon (-1/4), Two Handed Weapon (-1/2) [4 END]
  • Total Variable power Point Pool Cost: 11
Vibro-Spear: A hard-edged blade on a pole. The blade portion of the weapon vibrates at high intensity, causing it to act like a high-grade saw on contact. This greatly enhances its slicing capacity, allowing it to cut through many forms of armor. When used as a stabbing weapon, the vibration causes it to batter against its target giving it the penetrating properties of a drill. The blade can also be used as an emitter for high intensity sonic bursts that hit with the force of a concussion blast. Due to its potential to damage the hull, this weapon is not approved for shipboard use.
  • 8 Multipower, 45-point reserve, (45 Active Points); all slots Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), Real Weapon (-1/4), Two Handed Weapon (-1/2)
    • 1u – Slashing Attack: Killing Attack – Hand-To-Hand 1d6+1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Reduced Endurance (1/2 END; +1/4), Limited Range (2”; +1/4) (45 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), Real Weapon (-1/4), Two Handed Weapon (-1/2) [2 END]
    • 1u – Stabbing Attack: Killing Attack – Hand-To-Hand 1d6+1, +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2), Reduced Endurance (1/2 END; +1/4), Limited Range (2”; +1/4) (45 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), Real Weapon (-1/4), Two Handed Weapon (-1/2) [2 END]
    • 1u – Sonic Wave Pulse: Killing Attack – Ranged 2d6, +1 Increased STUN Multiplier (+1/4), Reduced Endurance (1/2 END; +1/4) (44 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), Real Weapon (-1/4), Two Handed Weapon (-1/2) [2 END]
    • 1u – Concussion Blast: Energy Blast 7d6, STUN Only (+0), Reduced Endurance (1/2 END; +1/4) (44 Active Points); Independent (-2), OAF Fragile (-1 1/4), Gestures (-1/4), Real Weapon (-1/4), Two Handed Weapon (-1/2) [2 END]
  • Total Variable power Point Pool Cost: 12
Typical aboard ship “on duty” load out:
  • Charged Vacuum Suit, Non-Us Version (18 Points)
  • Psy-Dampener (1 Point)
  • Energy Spear (11 Points)
  • Total: 30 Points
Typical boarding/anti-boarding combat load out:
  • Medium Vacuum Battle Armor, Non-Us ersion (27 Points)
  • Psy-Dampener (1 Point)
  • Lightsaber Defense System (1 Point)
  • Energy Spear (11 Points)
  • Total: 40 Points
Typical ground escort/combat load out:
  • Medum Battle Armor (18 Points)
  • Psy-Dampener (1 Point)
  • Vibro-Spear (12 Points)
  • PPD-16 (Portable Protection Device) (10 Points)
  • Total: 41
Bio:

Currently serving as a marine aboard The HMSS Iris.

Bo'ab

The Sun Eaters Florimel