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Avorez

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Everything posted by Avorez

  1. Titan is going to make a laughable Search check: 8
  2. If I can get Huntsman up and running, I'd be up for it.
  3. It's what's listed in the Corebook.
  4. Avorez

    Quicksand OOC

    Gather Information Roll: 10
  5. Newer Stat Block: Abilities: 4 + 6 + 2 + 8 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +0 Attack: +5 Base, +6 Ranged, +7 Crossbows Grapple: +4 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 3 + 1 + 2 = 6PP Toughness: +7 (+1 Con, +6) Fortitude: +4 (+1 Con, +3) Reflex: +4 (+3 Dex, +1) Will: +4 (+2 Wis, +2) Skills: 72R = 18PP Acrobatics 5 (+8) Craft (Mechanical) 8 (+12) Craft (Electrical) 8 (+12) Climb 3 (+4) Escape Artist 4 (+7) Gather Information 3 (+5) Intimidate 6 (+8) Investigate 3 (+7) Knowledge (Physical Sciences) 6 (+10) Knowledge (Technology) 6 (+10) Notice 4 (+6) Search 4 (+8) Sleight of Hand 4 (+7) Stealth 8 (+11) Feats: 21PP Acrobatic Bluff Assessment Attack Specialization (Crossbows) Attack Focus (Ranged) Defensive Roll 3 Dodge Focus 3 Elusive Target Equipment 5 (20 EP) Improved Aim Improved Pin Inventor Precise Shot 1 Ranged Pin Equipment: 5PP = 25EP Headquarters (Isolated Cabin, The Huntsman's Lodge) Toughness: +5 (0 EP) Size: Small (0 EP) Features: Computer, Garage, Infirmary, Isolated, Library, Living Space, Power System (Geothermal), Security System, Workshop (9 EP) Vehicle (Motorcycle, 0 EP) Sap (Strike 2, 3 EP) Huntsman's Mask (Night Vision Goggles (Darkvision, -2 to Search and Notice in Dark), Flash Goggles Sensory Shield (Visual), 2 EP) Utility Belt (14 EP) Bolos (Snare 4, 8 EP) Cutting Torch (Blast 1, Drain Toughness 1, 1 EP) Multi-Tool (1 EP) Pepper Spray (Dazzle + Stun 5, 1 EP) Power Knuckles (Strike 4 (Mighty), 1 EP) Smoke Pellets (Obscure (Visual), 1 EP) Throwing Blades (Blast 2, 1 EP) Powers: 12PP = 12PP Device 4 (20 PP Container, Crossbow, Flaws: Easy-to-Lose, 12 PP) Specialty Bolts (15 PP, Power Feats: Alternate Power 5)Base Power: Blast 5 (Basic Bolts, 10 PP) Alternate Power: Dazzle 3 (Flash Bang Bolts, Effects: Visual, Hearing, 9 PP) Alternate Power: Super-Movement 3 (Line Bolts, Swinging, Wall-Crawling, Slow-fall, 6 PP) Alternate Power: Snare 5 (Net Bolts, 10 PP) Alternate Power: Stun 4 (Knockout Poison Bolt, Power Feats: Sedation, Extras: Sleep 9 PP) Alternate Power: Obscure 5 (Smoke Bolts, Effects: Visual, Independent 10 PP) Super-Senses 5 (Scope, Low-Light Vision, Extended 2, Distance Sense, 5 PP) Totals: Abilities (30) + Combat (18) + Saving Throws (6) + Skills (18) + Feats (21) + Powers (12) - Drawbacks (0) = 105/105 Power Points
  6. New Stablock: Abilities: 4 + 6 + 2 + 8 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Base, +5 Ranged, +7 Crossbows Grapple: +4 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 3 + 1 + 2 = 6PP Toughness: +7 (+1 Con, +6) Fortitude: +4 (+1 Con, +3) Reflex: +4 (+3 Dex, +1) Will: +4 (+2 Wis, +2) Skills: 88R = 22PP Acrobatics 7 (+10) Craft (Mechanical) 8 (+12) Craft (Electrical) 8 (+12) Concentration 4 (+6) Climb 7 (+8) Escape Artist 4 (+7) Gather Information 3 (+5) Intimidate 8 (+10) Investigate 3 (+7) Knowledge (Physical Sciences) 8 (+12) Knowledge (Technology) 8 (+12) Notice 4 (+6) Search 4 (+8) Sleight of Hand 4 (+7) Stealth 8 (+11) Feats: 19PP Inventor Quick Change Elusive Target Ranged Pin Improved Aim Improved Pin Assessment Acrobatic Bluff Attack Specialization (Crossbows) Attack Focus (Ranged) Defensive Roll 3 Precise Shot 1 Dodge Focus 3 Quick Draw 2 Powers: 12PP = 12PP Device 4 (20 PP Container, Crossbow, Flaws: Easy-to-Lose, 12 PP) Specialty Bolts (15 PP, Power Feats: Alternate Power 5) Base Power: Blast 5 (Basic Bolts, 10 PP) Alternate Power: Dazzle 3 (Flash Bang Bolts, Effects: Visual, Hearing, 9 PP) Alternate Power: Super-Movement 3 (Line Bolts, Swinging, Wall-Crawling, Slow-fall, 6 PP) Alternate Power: Snare 5 (Net Bolts, 10 PP) Alternate Power: Strike 4 (Crossbow Stock, Power Feats: Mighty, 5 PP) Alternate Power: Obscure 5 (Smoke Bolts, Effects: Visual, 10 PP) Super-Senses 5 (Scope, Low-Light Vision, Extended 2, Distance Sense, 5 PP) Totals: Abilities (30) + Combat (16) + Saving Throws (6) + Skills (22) + Feats (19) + Powers (12) - Drawbacks (0) = 105/105 Power Points
  7. Player Name: Avorez Character Name: The Huntsman Power Level: 7 (105/105PP) Trade-Offs: +2 Attack /-2 Damage, +3 Defense / -3 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: British archer-hero come to America. Alternate Identity: Jonathan Ulster Identity: Secret Birthplace: Liverpool, England Occupation: Mechanical Engineer Affiliations: ASTRO Labs Family: Eric Ulster (Father, Deceased), Theodora Ulster (Mother, Alive), Henry Ulster (Older Brother, Alive), Jeanette Ulster (Younger Sister, Alive) Residence: Jonathan lives in an apartment out in the North End. Base of Operations: Southside/Lincoln Catchphrase: “The Hunt has begun!†Description: Age: 28 (April 15th, 1986) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5’10 Weight: 157 lbs. Eyes: Green Hair: Black Jonathan is a quite lean, tall man, being quite lithe from years of acrobatics back home. He is light-skinned and sports a dashing goatee, his face and arms are pockmarked with scars due to the consistent trial and error process of crossbow work, as well as fighting crime. His black hair is short, staying above the ears, though it does have quite the thickness. In costume, he resembles the picture of a highway man, wearing a brown padded leather coat. Strapped around his torso is the quiver for his crossbow bolts as well as his general utility belt. Finally, he wears leather hunting boots and a domino mask, until he can…upgrade. Power Descriptions: Lacking really any powers of his own, Jonathan has had to sort of improvise, creating the persona of The Huntsman. As opposed to really any overt display of any real power, he utilizes a custom designed crossbow and specialty bolts to fight crime in the Greater Freedom City area. History: Born on April 15th, 1986 in Liverpool, the son of a lawyer and a nurse. He grew up practically living on the coast of the Liverpool Bay and the Waterfront area of the city. Jonathan had a relatively normal childhood, attending public primary and secondary schools, having the typical upper-middle class idea of life, vacationing in the cold winter months, travelling etc. Life was relatively easy, though; he did have some issues with authority, and had a few spats with other kids…the occasional fight here and there. As they typically do, stories tend to have some degree of tragedy in them. If they didn’t, no one would put on costumes and fight crime as a normal human being. Thusly, the cliché became a reality and Jonathan’s father died in a mugging during Jonathan’s second year at university in Birmingham. Being an industrious engineering student, Jonathan decided to get to work. His father had always loved the long-gone archers of days gone by. Of course, archery took a degree of training that Jonathan just didn’t have so, he did the next best thing: He built a crossbow. That first year was a bit…difficult, to say the least. He was a guy without much training, fighting crime with a crossbow and little else. The first year, and a good portion of the second year, was mostly trial and error, working on reflexes and on the continued development of his crossbow, of course, he did take some hits; the occasional baseball bat hit, brass knuckles, broken bones and bruises. It was fun, if more than a little bit difficult. Also, it was quite gratifying. Since those days, Jonathan has moved to America, going from Birmingham to Freedom City, and now he works for ASTRO Labs, being one of their researchers. With the well-paying job, and the access to oodles of free time, Jonathan takes to the streets of Freedom as The Huntsman once more, fighting crime the only way he knows how: With a crossbow. Personality & Motivation: Jonathan is a highly analytical individual, maintaining a relatively isolated personal bubble. He has issues with others, probably stemming from the fact that both of his parents were in jobs that really forced them to not be around as much. His general way of coping was to absorb himself in books and such. He does put on a pretty good front, now and again, though. Jonathan fights because he feels some degree of obligation to his father, seeing as how he wasn’t around when he died. Though, now that his father’s death is little more than a bitter memory, he merely continues to do his vigilante because it just feels right. Powers & Tactics: Given how he isn’t exactly the most powerful of the superhero scene, Jonathan has to compensate in battle utilizing his crossbow and trying to maintain the tactical advantage. Jonathan prefers to set up ambushes from a vantage point, however, it’s not like he exactly has the ability to predict the ebb and flow of combat, and so as a last resort he utilizes melee combat.(In-character descriptions of how they do what they do) When it comes to melee combat, Jonathan utilizes his crossbow in a manner not too dissimilarly to a mace, though he utilizes his quickness and agility to avoid being wounded in combat. Complications: Secret: Identity A Human amongst Gods: Jonathan is merely a man. He has no special powers or abilities outside of his ingenuity and crossbow. Family First: Jonathan, though unpowered, will come after anyone who threatens people that he views as family. Unresolved Daddy Issues: Jonathan and his dad always had problems with one another, and they never really had the chance to work things out before he died. Abilities: 4 + 6 + 2 + 8 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Melee, +4 Ranged Grapple: +4 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 3 + 1 + 2 = 6PP Toughness: +4 (+1 Con, +3) Fortitude: +4 (+1 Con, +3) Reflex: +4 (+3 Dex, +1) Will: +4 (+2 Wis, +2) Skills: 88R = 22PP Acrobatics 7 (+10) Craft (Mechanical) 8 (+12) Craft (Electrical) 8 (+12) Concentration 4 (+6) Climb 7 (+8) Escape Artist 4 (+7) Gather Information 3 (+5) Intimidate 8 (+10) Investigate 3 (+7) Knowledge (Physical Sciences) 8 (+12) Knowledge (Technology) 8 (+12) Notice 4 (+6) Search 4 (+8) Sleight of Hand 4 (+7) Stealth 8 (+11) Feats: 19PP Inventor Quick Change Elusive Target Ranged Pin Improved Aim Improved Pin Assessment Acrobatic Bluff Attack Specialization 2 (Crossbows) Defensive Roll 3 Precise Shot 1 Dodge Focus 3 Quick Draw 2 Powers: 12PP = 12PP Device 4 (20 PP Container, Crossbow, Flaws: Easy-to-Lose, 12 PP) Specialty Bolts (15 PP, Power Feats: Alternate Power 5) Base Power: Blast 5 (Basic Bolts, 10 PP) Alternate Power: Dazzle 3 (Flash Bang Bolts, Effects: Visual, Hearing, 9 PP) Alternate Power: Super-Movement 3 (Line Bolts, Swinging, Wall-Crawling, Slow-fall, 6 PP) Alternate Power: Snare 5 (Net Bolts, 10 PP) Alternate Power: Strike 4 (Crossbow Stock, Power Feats: Mighty, 5 PP) Alternate Power: Obscure 5 (Smoke Bolts, Effects: Visual, 10 PP) Super-Senses 5 (Scope, Low-Light Vision, Extended 2, Distance Sense, 5 PP) Totals: Abilities (30) + Combat (16) + Saving Throws (6) + Skills (22) + Feats (19) + Powers (12) - Drawbacks (0) = 105/105 Power Points
  8. Henry sort of floated about the library at least, as well as a metallic giant can float about a library, and looked outside, spotting a beat down old Ford pick-up truck. “Looks like the parade is ending.†He said, moving over to Dawson’s desk, rummaging through it for a moment before finding the greatest prize of all: A history book! Henry raised an eyebrow and opened the book, “Huh. Copyright McDougal-Littell, 2000…†Henry skimmed through the book, looking a little bit bored as he did so, until he finally came to the World War II section. Henry’s eyes widened, and he began to read aloud, “In 1942, the monstrous Soviet Atomic Mutant Dimitri Peshkov overthrew dictator Joseph Stalin, installing himself as the absolute dictator of the Soviet Union. Following this, Peshkov and other Atomic Mutants overran large tracts of Europe and Africa in 1943. The Americans responded with a nuclear bombardment, eliminating Smolensk, Volgograd, and Vladivostok as well as several locations along the African and European fronts.†Henry continued on through the book, coming upon the Cold War, “Since the end of World War II, several conflicts have waged around the world, the Korean Extermination of 1952, the Cuban Engagement of 1962, the Columbo-Venezuelan War, and the Austrailian Pacification, to name a few…†The book clamped shut quickly as Henry looked around, “I…Don’t know what to say. Peshkov sounds familiar, but…from what I’ve seen there are no American heroes. Just a fascist government and an endless war.â€
  9. Player Name: Avorez Character Name: The Huntsman Power Level: 7 (105/105PP) Trade-Offs: +2 Attack /-2 Damage, -2 Defense / +2 Toughness (or "None") Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: British archer-hero come to America. Alternate Identity: Jonathan Ulster Identity: Secret Birthplace: Liverpool, England Occupation: Mechanical Engineer Affiliations: ASTRO Labs Family: Eric Ulster (Father, Deceased), Theodora Ulster (Mother, Alive), Henry Ulster (Older Brother, Alive), Jeanette Ulster (Younger Sister, Alive) Residence: Jonathan lives in an apartment out in the North End. Base of Operations: Southside/Lincoln Catchphrase: “The Hunt has begun!†Description: Age: 28 (April 15th, 1986) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5’10 Weight: 157 lbs. Eyes: Green Hair: Black Jonathan is a quite lean, tall man, being quite lithe from years of acrobatics back home. He is light-skinned and sports a dashing goatee, his face and arms are pockmarked with scars due to the consistent trial and error process of crossbow work, as well as fighting crime. His black hair is short, staying above the ears, though it does have quite the thickness. In costume, he resembles the picture of a highway man, wearing a brown padded leather coat. Strapped around his torso is the quiver for his crossbow bolts as well as his general utility belt. Finally, he wears leather hunting boots and a domino mask, until he can…upgrade. Power Descriptions: Lacking really any powers of his own, Jonathan has had to sort of improvise, creating the persona of The Huntsman. As opposed to really any overt display of any real power, he utilizes a custom designed crossbow and specialty bolts to fight crime in the Greater Freedom City area. History: Born on April 15th, 1986 in Liverpool, the son of a lawyer and a nurse. He grew up practically living on the coast of the Liverpool Bay and the Waterfront area of the city. Jonathan had a relatively normal childhood, attending public primary and secondary schools, having the typical upper-middle class idea of life, vacationing in the cold winter months, travelling etc. Life was relatively easy, though; he did have some issues with authority, and had a few spats with other kids…the occasional fight here and there. As they typically do, stories tend to have some degree of tragedy in them. If they didn’t, no one would put on costumes and fight crime as a normal human being. Thusly, the cliché became a reality and Jonathan’s father died in a mugging during Jonathan’s second year at university in Birmingham. Being an industrious engineering student, Jonathan decided to get to work. His father had always loved the long-gone archers of days gone by. Of course, archery took a degree of training that Jonathan just didn’t have so, he did the next best thing: He built a crossbow. That first year was a bit…difficult, to say the least. He was a guy without much training, fighting crime with a crossbow and little else. The first year, and a good portion of the second year, was mostly trial and error, working on reflexes and on the continued development of his crossbow, of course, he did take some hits; the occasional baseball bat hit, brass knuckles, broken bones and bruises. It was fun, if more than a little bit difficult. Also, it was quite gratifying. Since those days, Jonathan has moved to America, going from Birmingham to Freedom City, and now he works for ASTRO Labs, being one of their researchers. With the well-paying job, and the access to oodles of free time, Jonathan takes to the streets of Freedom as The Huntsman once more, fighting crime the only way he knows how: With a crossbow. Personality & Motivation: Jonathan is a highly analytical individual, maintaining a relatively isolated personal bubble. He has issues with others, probably stemming from the fact that both of his parents were in jobs that really forced them to not be around as much. His general way of coping was to absorb himself in books and such. He does put on a pretty good front, now and again, though. Jonathan fights because he feels some degree of obligation to his father, seeing as how he wasn’t around when he died. Though, now that his father’s death is little more than a bitter memory, he merely continues to do his vigilante because it just feels right. Powers & Tactics: Given how he isn’t exactly the most powerful of the superhero scene, Jonathan has to compensate in battle utilizing his crossbow and trying to maintain the tactical advantage. Jonathan prefers to set up ambushes from a vantage point, however, it’s not like he exactly has the ability to predict the ebb and flow of combat, and so as a last resort he utilizes melee combat. When it comes to melee combat, Jonathan utilizes his crossbow in a manner not too dissimilarly to a mace, though he utilizes his quickness and agility to avoid being wounded in combat. Complications: Secret: Identity Family First: Jonathan, though unpowered, will come after anyone who threatens people that he views as family. Unresolved Daddy Issues: Jonathan and his dad always had problems with one another, and they never really had the chance to work things out before he died. Abilities: 4 + 6 + 2 + 8 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +3 Attack: +5 Base, +5 Ranged, +9 Crossbows Grapple: +7 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3 / -0 Flat-Footed Saving Throws: 3 + 1 + 2 = 6PP Toughness: +7 (+1 Con, +6) Fortitude: +4 (+1 Con, +3) Reflex: +4 (+3 Dex, +1) Will: +5 (+3 Wis, +2) Skills: 72R = 18PP Acrobatics 5 (+8) Craft (Mechanical) 8 (+12) Craft (Electrical) 8 (+12) Climb 3 (+5) Escape Artist 4 (+7) Gather Information 3 (+5) Intimidate 6 (+8) Investigate 3 (+7) Knowledge (Physical Sciences) 6 (+10) Knowledge (Technology) 6 (+10) Notice 4 (+7) Search 4 (+8) Sleight of Hand 4 (+7) Stealth 8 (+11) Feats: 21PP Acrobatic Bluff Assessment Attack Specialization (Crossbows) 2 Defensive Roll 3 Dodge Focus 3 Elusive Target Equipment 5 (25 EP) Improved Aim Improved Pin Inventor Precise Shot 1 Ranged Pin Equipment: 5PP = 25EP Headquarters (Isolated Cabin, The Huntsman's Lodge)Toughness: +5 (0 EP) Size: Small (0 EP) Features: Computer, Garage, Infirmary, Isolated, Library, Living Space, Power System (Geothermal), Security System, Workshop (9 EP) Vehicle [Motorcycle, 0 EP] Huntsman's Mask (Night Vision Goggles, Flash Goggles), [2 EP] Utility Belt (14 EP) Bolos (Snare 4) [8 EP]Torch (Damage 1 + Drain Tou 1) [1 EP] Multi-Tool [1 EP] Power Knuckles (Strike 4 + Mighty) [1 EP] Smoke Pellets (Obscure 2 (Visual)) [1 EP] Throwing Blades (Blast 2) [1 EP] Concealable Microphone [1 EP] Powers: 12PP = 12PP Device 4 (20 PP Container, Crossbow, Flaws: Easy-to-Lose, 12 PP) Specialty Bolts (10 PP Array, Power Feats: Alternate Power 5) [15 DP] Base Power: Blast 5 [10/10PP] "Basic Bolts"Alternate Power: Dazzle 3 (Visual, Hearing) [9/10 PP] "Flash Bang Bolts" Alternate Power: Super-Movement 3 (Swinging, Wall-Crawling, Slow-fall) [6/10 PP] "Line Bolts" Alternate Power: Snare 5 [10/10PP] "Net Bolts" Alternate Power: Stun 4 (Extras: Sleep (+0), Feats: Sedation) [9/10 PP] "Knockout Poison Bolts" Alternate Power: Obscure 5 (100' Radius, Visual, Extras: Independent [+0]) [10/10PP] Super-Senses 5 (Scope; Low-Light Vision, Extended 2, Distance Sense, Ultravision 5 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Basic Bolt Ranged DC20 Toughness (Staged) Damage (Physical) Dazzle Ranged DC13 Reflex Blind, Deaf DC13 Fortitude Recover Power Knuckles Touch DC21 Toughness (Staged) Damage (Physical) Snare (Bolo) Ranged DC14 Reflex (Staged) Entangled/Bound Snare (Bolt) Ranged DC15 Reflex (Staged) Entangled/Bound Stun Touch DC14 Fortitude (Staged) Dazed/Stunned/Unconscious DC14 Fortitude Recover Throwing Blades Ranged DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (18) + Saving Throws (6) + Skills (18) + Feats (21) + Powers (12) - Drawbacks (0) = 105/105 Power Points
  10. Titan (2) >And Crackerjacks (2)
  11. Henry screamed in pain, the effects rippling through his body as he felt the energy from the mysterious machine ripple through him. He couldn’t see the others, though he wasn’t particularly concerned about that. He suffered through the pain, not sure as to why or how he was in so much pain, feeling like he was being ripped apart and remade continuously. He saw his life flash before him and…well; he didn’t really know what to make of it. Memories of a different life, kinda like watching television, but with the faces rubbed out and the volume on mute without the closed captioning. Then, just like that, it was over. Henry stopped with the screaming once the pain stopped, though he looked more than a bit different. His clothes were singed, and there were parts of his metal skin that looked like they had been burned too, shiny orange-black marks running along him, as well as several parts of his skin being warped, some of the bands of metal looking as though they were melded together. Henry felt some of these spots, the warping feeling more than a bit unnatural. He looked around the greater area and saw something that looked like it was straight out of the 1970s. He saw the others, and groaned, stretching once more, “So…any ideas as to where we are?†Then he looked to the man asleep on the couch, “And who the hell that is?â€
  12. Henry cursed rather audibly, seeing the circle of energy engulf the four of them and then, bam! They were somewhere else. He felt his forehead throb, his metallic skin scrunching into an awkward assortment of shiny ripples and valleys. “Ugh. Why are they always so melodramatic? Can’t they just give up? Now I’ve got a headache and a want to smash that house.†Henry watched the slippery little rat scurry away towards the house; he looked around, taking in his surroundings as his headache subsided. “This is…odd.†He said, looking around the strangely suburban setting. “I hate the suburbs. They have a way of making people go crazy.†Henry stretched, his joints making a nice sharp metallic ping as they got limber. Thus, he looked to the house and sighed, pinching the bridge of his nose, “Well, while we’re at it we might as well check things out…†He looked to the giant robot and the comically dressed man with a guitar, “Like I said earlier, the name’s Titan. Pleasure t’meet ya.†He turned and extended his hands, one to Cobalt Templar, the other to Riff, in some sort of folks-y gesture.
  13. I thought I had already posted? If not, I can make a quick edit.
  14. Henry grumbled as he strolled into the parking lot kicking around some of the pebbles of chipped away asphault from the parking lot as he meandered about, noticing that there were a couple other large men that he hadn't quite noticed before...then again, he was more than a little surprised that he hadn't before. Both of these guys were massive! One of them was only a little smaller than he was, and he other was, well, to put it politely, a damned sight larger than he was. He lost himself in a train of thought, wondering how in the hell he had missed these guys beforehand until, of course, the screaming started. Henry snapped to attention and saw the man shouting with, surprise surprise, a bomb strapped to his chest. Henry ducked behind a nearby mini-van, groaning as he felt his muscles and bones come to life, stretching and contorting, as his skin turned to metal, the eight foot tall metal giant with oily black hair and blank eyes towering over the vehicle. "You know..." Henry began, "For someone who is screaming about this being a monument to imperialist war, and us being enemies of peace, it would seem that you are the only one becoming violent here." Henry snarled, stretching as he made himself limber in his metal form, "The name's Titan. Nice to meet you." Henry mulled his options for a moment, hopping over the shoddily made foreign mini-van leaving his hand prints deeply imprinted on the roof. He took a boxer's stance, fists up and readied, hunched over and ready to swing, eyes narrowed and zeroed in on the bomber. "What'cha gotta say lumberjack? You even think of pressing that button, and you will know what war is."
  15. Henry yawned, watching the game from a nice shady spot next to the bleachers. He had never really seen the appeal in baseball, or softball for that matter, he had always found them boring sports, preferring the gridiron as opposed to the diamond, but he had to admit, HIT could put on a show. He appreciated their display on the anniversary of the end of the Korean War and, well, it got him out of the base. "Come on, Myrmidons!" He shouted as he went back to his opining, spotting a few people from the base, as well as some old-timers that had recently retired. Henry spied around the bleachers, making out several faces of colleagues and old associates from the base, before sighing and taking a sip from his Coke, soaking in the warm, breezy day, watching the game. Today was a good day, all things considered. Henry sighed, and sat down on a nearby park bench, his large frame looking comical in the seat. Of course, there were times when he was a little larger than normal...but he was content with being where he was at the moment. And who knew? He might not have to ruin his nice pair of jeans becoming a metallic monstrosity.
  16. Psions you say? Interesting...
  17. Titan Power Level: 10 (150/155PP) Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness Unspent Power Points: 5 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, 8' when transformed Weight: 187 lbs, 2500 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 Thompson 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:+5 Base, +7 Melee/+7 Improvised Thrown Weapons, +4 (+6 Melee/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: 44R = 11PP Climb 2 (+6) Drive 3 (+5) Intimidate 10 (+11, +13 Growth) Knowledge (Tactics) 4 (+5) Knowledge (Streetwise) 4 (+5) Languages 1 (English [Native], Spanish) Notice 5 (+7) Sense Motive 5 (+7) Stealth 4 (+8, -2 Growth) Swim 4 (+8, N/A Density) Feats: 9PP Accurate Attack Attack Focus (Melee) 2 Attack Specialization (Improvised Thrown Weapons) Benefit (Security Clearance) 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 (11) + Feats (9) + Powers (66) - Drawbacks (0) = 150/155 Power Points
  18. 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
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