School
Xerub Plook
Cost Characteristic Value Roll Notes
3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1]
24 DEX 18 13- OCV: 6  DCV: 6
30 CON 25 14-
20 BODY 20 13-
13 INT 23 14- PER Roll: 14-
8 EGO 14 12- ECV: 5; Mental Defense: 0
8 PRE 18 13- PRE Attack: 3 1/2d6
0 COM 10 11-
2 PD 5/40   Total: 5/40 PD (0/35 rPD)
0 ED 5/40   Total: 5/40 ED (0/35 rED)
32 SPD 6   Phases: 2, 4, 6, 8, 10, 12
0 REC 8   Running: 6" / 12"
5 END 60   Swimming: 2" / 4"
0 STUN 40   Flight: 15" / 120"
 
School | Summary
Real Name: Xerub Plook Hair Color: none
Concept: Powered Armor/Metamorph Eye Color: Black
Affiliation: Solo Villain Height & Weight: 6' 3" (1.91 m) / 353 lbs (160.00 kg)
Played By: NPC Date of Birth: unknown
Created By: Neil M Place of Birth: Farside Bay, Aquon 4
Cost Powers END
68 Disembarked: Multiform (339 Character Points in the most expensive form)
43 Hive Mind Starship Powers I: Multipower, 75-point reserve, all slots Draws END from END Reserve (+0), Recovery of Charges Requires END Expenditure at 2X END (+0) (75 Active Points); all slots Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
4u 1) Anti-Matter Ray: Killing Attack - Ranged 5d6 (75 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), 6 Recoverable Charges (-1/4)
3u 2) Fighter Squadron: Energy Blast 5d6, 4 Recoverable Continuing Charges lasting 1 Turn each (+0), Indirect ( Same origin, any direction; +1/2), Line Of Sight (+1/2), Continuous (+1) (75 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), Reduced Penetration (-1/4), Physical Manifestation (-1/4)
4u 3) Gravity Beam: Telekinesis (50 STR), 4 Recoverable Continuing Charges lasting 1 Turn each (+0) (75 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
4u 4) Nuclear Destabilization Blasters: Energy Blast 15d6, 8 Recoverable Charges (+0) (75 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
3u 5) Repulsor Field: Hand-To-Hand Attack +15d6 (75 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), Hand-To-Hand Attack (-1/2), 4 Recoverable Charges (-1/2)
3u 6) Scout Shuttlecraft: (Total: 70 Active Cost, 28 Real Cost) Clairsentience (Sight Group, Normal Hearing, Normal Smell, Electromagnetic Sensor And Gravity Field Sensor) (40 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), Physical Manifestation (-1/4), 6 Recoverable Charges (-1/4) (Real Cost: 13) plus Aid OCV 3d6 (30 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), Self Only (-1/2), Limited Power Only with Successful Clairsentience PER Roll (-1/2), 6 Recoverable Charges (-1/4) (Real Cost: 8)
3u 7) Stasis Torpedoes: Entangle 4d6, 4 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (70 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), Cannot Form Barriers (-1/4), 6 Recoverable Charges (-1/4)
4u 8) Warp Hyperfusion Torpedoes: Energy Blast 10d6, Penetrating (+1/2) (75 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), 6 Recoverable Charges (-1/4)
11 Hive Mind Starship Powers II: Elemental Control, 40-point powers, (20 Active Points); all slots Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
14 1) Life Support Systems: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (45 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
21 2) Malleable Configuration Hull: Shape Shift (Sight and Touch Groups, any shape), Draws END from END Reserve (+0), Costs END Only To Change Shape (+1/4) (41 Active Points) 3
50 3) Subspace Engines: Flight 15", x8 Noncombat, Draws END from END Reserve (+0), Usable Underwater (+1/4), Variable Advantage (+1/4 Advantages; Limited Group of Advantages; Megascale, Reduced END Cost, Invisible Power; +1/2) (70 Active Points) 7
20 4) Warp Deflector Shields: Force Field (20 PD/20 ED), Draws END from END Reserve (+0) (40 Active Points) 4
Sensor Array, all slots Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
7 1) Chemical Analyzers: Detect Chemicals 14- (Smell/Taste Group), Discriminatory, Tracking (15 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), Sense Affected As More Than One Sense Sight (-1/2)
14 2) Electromagnetic Spectrum Sensor: Detect Chemicals 34- (Hearing Group), Increased Arc Of Perception (360 Degrees), Targeting (40 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), Sense Affected As More Than One Sense Sight (-1/2), Costs Endurance (-1/2) 4
21 3) Gravity Field Sensor: Detect A Class Of Things 44- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting (57 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4), Costs Endurance (-1/2), Sense Affected As More Than One Sense Sight (-1/2) 6
41 Targeting Computers: (Total: 41 Active Cost, 41 Real Cost) +5 with Multipower (Real Cost: 25) plus Penalty Skill Levels: +8 vs. Range Modifier with Multipower (16 Active Points) (Real Cost: 16)
2 Distance Computation: Absolute Range Sense (3 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
3 Computer Memory: Eidetic Memory (5 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
23 Finite Black Hole Power Plant: Endurance Reserve (200 END, 20 REC) (40 Active Points); IIF Expendable (Very Difficult to obtain new Focus; -3/4)
2 Galactic Clock: Absolute Time Sense (3 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
5 Gills: Life Support (Expanded Breathing)
20 Interstellar Warping: Faster-Than-Light Travel (22 Light Years/day) (36 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
11 Translator: Universal Translator 14- (20 Active Points); Battlesuit, Components Are Extremely Difficult To Repair or Replace (-3/4)
30 Xeronium Hull Plating: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2)
Cost Skills
20 +2 Overall
3 Analyze: Technology 14-
3 Combat Piloting 13-
3 Computer Programming 14-
3 Electronics 14-
Everyman Skills
AK: Aquon 4
Acting 8-
Climbing 8-
Computer Programming 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Aquonian (idiomatic) (4 Active Points)
PS: Starship Crew
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Custom Adder, Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 KS: The Union of Civilized Worlds 14-
5 KS: Aquonian Society 16-
5 Mechanics 15-
4 Navigation (Air, Marine, Space) 14-
3 Persuasion 13-
Scientist
SS: Engineering 14- (3 Active Points)
SS: Geophysics 14- (3 Active Points)
SS: Interstellar Physics 14- (3 Active Points)
SS: Marine Biology 14- (3 Active Points)
SS: Oceanography 14- (3 Active Points)
SS: Starship Engineering 16- (5 Active Points)
SS: Xenophysiology 14- (3 Active Points)
2 Survival (Marine) 14-
3 Systems Operation 14-
2 TF: Science Fiction & Space Vehicles
1 WF: Vehicle Weapons (Aquonian Battlecruiser)
350+ Disadvantages
10 Distinctive Features: School of Fish in a Battlesuit/Starship (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Hunted: S.A.G.E. 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Union of Civilized Worlds 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Alien Physiology, Requires Special Medical Care (Frequently, Greatly Impairing)
20 Physical Limitation: Environmental Requirements (Aquatic) (Frequently, Fully Impairing)
20 Psychological Limitation: Megalomania (Common, Total)
20 Psychological Limitation: Treats Normal Humans as Pawns/Cattle (Common, Total)
20 Social Limitation: Sentient Animal (Very Frequently, Major)
School | Points Summary
Characteristics Cost: 145 Base Points: 350
Powers Cost: 434 Disadvantages: 145
Talents Cost: 0 Total Experience: 163
Perks Cost: 0 Spent Experience: 163
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 79 Total Points: 658
Background

A pencil thin ray of negative energy appeared for an instance, instantaneously drawing a line from the cone-shaped spacecraft silhouetted by the shadow of Aquon 4. The anti-matter ray itself was difficult to detect in space under normal sensors, but it had a trace of counter-gravity which showed up on the sensors.

(That was a warning shot,) thought the subschool at the sensor station.

(And we'd best heed the warning,) thought the subschool at the damage control station, (we can't take on two Pursuit Carriers, four Battlecruisers, and two Destroyer Squadrons.)

(Aye,) added in the subschool at the propulsions station, (the course is plotted and locked in).

To outsiders, such communications would have seemed to not even occur for it was very fast. Not as rapid as the speed of light, electrons traveling in a copper wire, or even a neural reflex arc. But it was still very fast. After all, all the subschools were part of the Xerub Plook school. And agreement happened rather than having to go through the lengthy process of a vote. The subschool at the propulsions station, punched the buttons within less than a second of the self-conversation and reported, (the journey will take three months, but we have the fuel and there is a 97% probability that the Second Fleet cannot track us.)

Nearly instaneously, the subschool at the astrophysics station added, (and we are going to the third planet of a yellow sun's system - a world with warm rich waters...)

As the space warp field distorted the view of the universe, the entire school joined in the thought, (to spawn then to return and exact revenge upon those who do not see that Aquon can take its rightful place as masters of the galaxy. And for Xerub Plook to lead them to this destiny.)

Personality

The Aquon school known as Xerub Plook has diverged substantially from the nearly utopian community of Aquon. It has found in Earth a world of great oceans of warm rich waters - a perfect place to spawn and expand. It's goal is to return to Aquon to conquer the Federation's worlds then go on to conquer the universe. But this goal cannot be achieved by Xerub Plook unless it has help. While it knows about intersteller exploration and combat, it knows little of manufacturing. And so, it has taken on the identity of The School so that it can recruit greedy and power-hungry humans to help in its endeavors.

Quote

"Work with me and I will give you a kingdom."

Quote About School

"We're dealing not only with an alien hive mind, but an insane alien hive mind." - Dr. Gupta, Alien Expert, S.A.G.E.

Powers

The School is comprised of the hive mind Aquonian Xerub Plook school within its Aquonian battlecruiser. The malleable configuration of the starship allows it to assume nearly any shape including one that appears to be a humanoid robot or a human being within a powered armor suit. As with most starships, the Aquonian battlecruiser comes equipped with an array of weaponry, defenses, and sensors that make it powerful enough to defeat most individual Earth superhumans and even a few superhuman teams. The individual fish within the school have lifespans of roughly a few weeks to a few years depending on how harsh the conditions are, but generally, births equal deaths. It is possible for the individual fish to go into a spawning mode which could double the population every month to two years depending on the richness of the waters and the safety from predators. However, Xerub Plook can do little else when in a spawning mode.

Appearance

The Aquonian battlecruiser manned by The School is colored primary very light gray with the usual lines and running lights (albeit very small) that one might expect to see on a starship. There are windows, but they are tiny and serve as viewports for the individual fish of The School hive mind. When the Aquonian battlecruiser is configured to look like a humanoid, it is faceless and still shows lines and running lights about it. It is possible for it to be configured with a generic, but indistinct 'face', but such configurations are rarely used. At times, The School has disembarked from the battlecruiser and traveled Earth's oceans appearing as nothing more than a school of purple and green striped guppy-sized fish.

Illustration by Ben Langdon.