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The Human Tank II


Avorez

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Player Name: Avorez

Character Name: The Human Tank II

Power Level: 10 (150/150PP)

Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness

Unspent Power Points: 0

Progress To Bronze Status: 0/30

In Brief: A clone of the original Human Tank.

Alternate Identity: Henry Thompson

Identity: Secret

Birthplace: Fort Riley, Kansas

Occupation: US Army Captain, AEGIS liaison

Affiliations: AEGIS, US Army

Family: Through the Original Human Tank, Henry has two children, though he really has no connection to them, these two being Avril and Troy Griffin, who are supers in the United Kingdom. It is, however, unknown as to whether or not they have children of their own, but it is highly likely that there is another generation or two of Griffins living in the United Kingdom. Though, it is worth it to mention that the Original Human Tank’s children are in their sixties, if they are alive at all. He also has a deceased brother, Thomas Griffin, also known as the hero Gunner.

Description:

Age: May 17th, 2001

Apparent Age: 24

Gender: Male

Ethnicity: Caucasian

Height: 6’3

Weight: 187 lbs, 350 lbs. when transformed

Eyes: Grey, White with no pupils when transformed

Hair: Brown, Dark Silver when transformed

Henry is the poster-boy of a military man, tall, broad, and muscle-bound. His brown hair is usually kept in the ‘high-and-tight’ haircut, and he is usually dressed in his ACU when both on and off base, keeping himself to the Dress Regulation. It is rare to find him out of uniform, though on occasion he does go for an outing in ‘day clothes’ at the clubs Hot Licks and Fourth World.

 

When transformed, however, Henry does not really resemble himself, becoming slightly taller, and, well, a hell of a lot heavier. Henry resembles a chrome covered man when transformed, though he isn’t the kind of transformation as Bruce Banner. Henry’s transformations really only make him a little taller and add on weight.

Power Descriptions

Henry’s powers allow him to lift up to 44 tons of weight, as well as being virtually impervious to damage that the average street thug can throw around. He has low-levels of being practically immovable, and when transformed has a highly dense body structure. He also has a minor ability to sense radio frequencies when transformed, his metallic body resonating when near radio systems.

History:

Many know the story of the Human Tank, a war hero from the United States who was one of the first American superheroes to fight in the European Theater, marrying and having children with the British superhero Lady Celtic, prior to her death fighting Nacht-Krieger. He was later transferred to the Pacific Theater, where he, along with his brother Tommy, was killed by the first Crimson Katana, Asano Ranaga. This is where the story is said to have ended, among the rumors of Hank’s vengeful spirit still calling the Earth home. Of course, things are never that easy.

 

During the 1990s, cloning tech on a wide-scale wasn’t exactly an idea that passed through the mind of scientists in the US Army. In fact, it would be eleven years before the program showed any relevant progress. The idea was simple: Create a man who could bear the brunt of a full-on assault to clear the way for other soldiers. The next logical step to that was, why create when you can re-make? Thus, Project Rebirth was born, the rebirth of whom, you might ask. That man was, of course, the Human Tank. Burglarizing the tomb of Henry Griffin, bone samples were used to clone the Human Tank, his clone spending eleven years in a tank of his own before, in 2001, the eleven year old Henry Griffin II set foot on Earth for the first time.

 

Henry was raised in the military, being trained in the usage of his powers from a relatively young age, being 13 when he was able to transform at will. He was adopted by a military family when he was 14, spending the remainder of his teenage years with them, going through the US Military Academy, earning a commission at the age of 23. Following his commission, he was reassigned to be an AEGIS liaison, staying in Freedom City.

Personality & Motivation:

Henry is a relatively chilled-out man, though he does have a penchant for being a hard-nosed man at times. He has some sort of bleed-through due to the spirit of the original Henry still being around, causing him to have some strange habits, such as enjoying the music of the 1940s, or having a particular rage against the Neo-Nazi movement. That isn’t to say, however, that Henry doesn’t have his own personality. He is a staunch patriot, serving his country regardless of whether or not it is right or wrong, and one of the ways he does this is by fighting various forms of crime in Freedom City.

Powers & Tactics:

Henry utilizes his abilities in a very ‘hammer-and-anvil’-esque way, with Henry being the Anvil. He usually focuses on the idea of being the forefront of a melee assault, his super-strength and nigh-invulnerability to most street thug damage allowing him to move through most enemies with relative ease. He’s a lot like a sledgehammer, when he hits he hits hard. He fights more like a boxer, except without the idea of a well-rounded defense to balance out the offensive.

 

 

Complications:

A Life Unlived: Henry, due to being the clone of the Human Tank, has the occasional bleed through of memories the original Human Tank, particularly when he comes into contact with others that the old Human Tank had a connection to, examples being Comrade Frost or Crimson Katana.

 

Secret Identity: Henry has made it a point to keep his identity hidden, though that has caused issues in the past.

 

Serve Thy Country Before Thyself: Henry holds an obligation to the US government through his military service, for better or worse.

 

Clone: Henry does not know that he is a clone, nor does he know of the original Human Tank’s family. Odds are, they might not get along if they encountered one another.

Abilities: 8 + 4 + 8 + 2 + 4 + 2 = 28PP

Strength: 38/18 (+14/+4), 53/18 Lifting (Heavy Load: 19 tons 400 lbs. / 300 lbs.)

Dexterity: 14 (+2)

Constitution: 30/18 (+10/+4)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 10 + 14 = 24PP

Initiative: +2

Attack: +4/+5 Ranged, +6/+7 Melee, +6/+7 Improvised Thrown Weapons

Grapple: +26/+11

Defense: +6/+7, +3 Flat-Footed

Knockback: 16/2, 18/2 at normal speed (Immovable 2)

Saving Throws: 0 + 0 + 4 + 8 = 12PP

Toughness: +14/+4 (Impervious 10/0)

Fortitude: +10/+4 [0PP]

Reflex: +6 [4PP]

Will: +10 [8PP]

Skills: 40R = 10PP

Climb 0 (+4)

Drive 3 (+5)

Intimidate 15 (+16, +18 Growth)

Knowledge (Tactics) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Languages 1 (English [Native], Spanish)

Notice 5 (+7)

Profession (Soldier) 3 (+5)

Sense Motive 5 (+7)

Stealth 0 (+2, -2 Growth)

Swim 0 (+4, N/A Density)

Feats: 10PP

Accurate Attack

Attack Focus (Melee) 2

Attack Specialization (Improvised Thrown Weapons)

Benefit 2 (Security Clearance, Status)

Interpose

Power Attack

Startle

Takedown Attack

Powers: 66PP

Metal Form 11 (55PP Container [Active, Free Action, Sustained Duration], Extras: Duration [Continuous]) [66PP]

 

Density 6 (Mass x5, Extras: Duration [Continuous], Flaws: Permanent) [18PP]

Strength +12

Immovable 2

Protection 3 (Extras: Impervious)

Super-Strength 2

Enhanced Constitution 12 [12PP]

Growth 4 (Large, Extras: Duration [Continuous], Flaws: Permanent) [12PP]

Constitution +4

Strength +8

Grapple +4

Knockback Resist +4

Lifting STR +5

Attack -1

Defense -1

Intimidate +2

Stealth -4

Immunity 9 (Life Support) [9PP]

Protection 1 (4, Extras: Impervious 7 [10]) [8PP]

Super-Senses 1 (Radio) [1PP]

Vulnerability (Electricity Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP]

Vulnerability (Magnetism Effects, Frequency: Uncommon, Intensity: Moderate [+50%]) [-2PP]

Drawbacks: -0PP

None

Abilities (28) + Combat (24) + Saving Throws (12) + Skills (10) + Feats (10) + Powers (66) - Drawbacks (0) = 150/150 Power Points

Edited by Avorez
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Here's my suggested build:

Power Level: 10

Tradeoffs: -4 Attack / +4 Damage, -4 Defense / +4 Toughness

Abilities: 8 + 4 + 8 + 2 + 4 + 2 = 28PP

Strength: 38/18 (+14/+4), 53/18 Lifting (Heavy Load: 19 tons 400 lbs. / 300 lbs.)

Dexterity: 14 (+2)

Constitution: 30/18 (+10/+4)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 12 (+1)

Combat: 10 + 14 = 24PP

Initiative: +2

Attack: +4/+5 Ranged, +6/+7 Melee, +6/+7 Improvised Thrown Weapons

Grapple: +26/+11

Defense: +6/+7, +3 Flat-Footed

Knockback: 16/2, 18/2 at normal speed (Immovable 2)

Saving Throws: 0 + 0 + 4 + 8 = 12PP

Toughness: +14/+4 (Impervious 10/0)

Fortitude: +10/+4 [0PP]

Reflex: +6 [4PP]

Will: +10 [8PP]

Skills: 40R = 10PP

Climb 0 (+4)

Drive 3 (+5)

Intimidate 15 (+16, +18 Growth)

Knowledge (Tactics) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Languages 1 (English [Native], Spanish)

Notice 5 (+7)

Profession (Soldier) 3 (+5)

Sense Motive 5 (+7)

Stealth 0 (+2, -2 Growth)

Swim 0 (+4, N/A Density)

Feats: 10PP

Accurate Attack

Attack Focus (Melee) 2

Attack Specialization (Improvised Thrown Weapons)

Benefit 2 (Security Clearance, Status)

Interpose

Power Attack

Startle

Takedown Attack

Powers: 66PP

Metal Form 11 (55PP Container [Active, Free Action, Sustained Duration], Extras: Duration [Continuous]) [66PP]

Density 6 (Mass x5, Extras: Duration [Continuous], Flaws: Permanent) [18PP]

Strength +12

Immovable 2

Protection 3 (Extras: Impervious)

Super-Strength 2

Enhanced Constitution 12 [12PP]

Growth 4 (Large, Extras: Duration [Continuous], Flaws: Permanent) [12PP]

Constitution +4

Strength +8

Grapple +4

Knockback Resist +4

Lifting STR +5

Attack -1

Defense -1

Intimidate +2

Stealth -4

Immunity 9 (Life Support) [9PP]

Protection 1 (4, Extras: Impervious 7 [10]) [8PP]

Super-Senses 1 (Radio) [1PP]

Vulnerability (Electricity Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP]

Vulnerability (Magnetism Effects, Frequency: Uncommon, Intensity: Moderate [+50%]) [-2PP]

Drawbacks: -0PP

None

Abilities (28) + Combat (24) + Saving Throws (12) + Skills (10) + Feats (10) + Powers (66) - Drawbacks (0) = 150/150 Power Points

With Continuous on the alternate form, it will stay up even if he's knocked out. With the Immunity, he doesn't have to worry about drowning if he gets dropped into the water (he's too dense to swim), and Endurance is redundant.

Deflect 1 is useless. It's not a great power at any rank.

Fearsome Presence is useless at 1 rank. I'd take 5-10 ranks, or not at all.

Rage is complicated, and ultimately sub-optimal, so I left it out.

Edited by ShaenTheBrain
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