Intermediate Star (Star 4): HD 4d8+8; HP 29; Init +1; Spd 30 ft. (20 ft. in armor); Defense 18, touch 18, flatfooted 13 (+1 Dex, +4 Cha, +3 Class); BAB +2; Atk +3 melee (1d6+3, Metal Baton), or +4 ranged (2d6+6, M-16/203); SQ Friends in High Places; AL none; SV Fort +6, Ref +6, Will +6, Rec +3; Rep +12; Str 12, Dex 13, Con 14, Int 10, Wis 8, Cha 16.
Occupation: Actor: Perks (Professional Reputation; Professional Salary; Leadership- Group Cohesion; Leadership- Inspire Courage)
Skills: Acrobatics 7 (+8), Firearms 7 (+8), Influence 7 (+10), Leadership 7 (+10), Legal 4 (+4), Perception 7 (+6), Streetwise 7 (+6), Weapons 4 (+5)
Feats: Armor Training, Attack Focus (M-16), Banter, Endorsement Deal, Lucky, Renown, Teamwork
Access/Contacts/Followers: Top Secret Access; 2nd Level Followers (2); Skill Contact: Medicine 15 ranks
Possessions: Metal Baton, M-16/203 (over-under assault rifle-grenade launcher), 6 Fragmentation Grenades, 6 Smoke Grenades, Special Response Vest (7 DR/Ballistic)
Well, the Star continues to kick some major ass in the playtest, and it *continues* to surprise the players that he continues to kick ass.
The players thought they were ready for the Star after the first round, but his appearance in round 2 with a grenade launcher/assault rifle combo, grenades, and two 2nd followers who were identically equipped was something of a shock.
This once again was more an advantage in 1-1 combats than it probably would be for a regular adventurer.
Star won round two of the "mental melee", but was taken out in the "intramurals" by the Speedfreak, who, in his new improved Sniper mode, was very tough for anyone to find (his Stealth is a little on the crazy side).