Search the Community
Showing results for tags 'villain'.
Found 4 results
Tier: II (Ask before using.) Character Name: Trevor Ash IV Power Level: 12 (180PP) Trade-Offs: +4 Attack, -4 DC Unspent Power Points: 0pp In Brief: Fear Inducing Mob Boss Alternate Identity: The Tremor Identity: Secret Birthplace: Freedom City Occupation: Independently Wealthy Affiliations: Metus Family - Wife (36) "Naome Ash" - Daughter (16) "Cheri Ash" Description Age: 39 Apparent Age: Middle Aged Gender: Male Ethnicity: Caucasian Height: 6'9" Weight: 245 lbs Eyes: Green Hair: Black Appearance - Power Descriptions Invisible, and almost untraceable. The Tremor's fear is often regarded as merely his presence, with very few being aware of his mutation. History - Personality & Motivation - Powers Tactics The Tremor does not partake in much combat himself, instead he utilizes his minions to handle such things for him. When he is forced to get his hands dirty, his fear aura will typically break the will of any who approach him. On touch this effect is amplified to even greater degrees, eventually sapping the very will from his victims. When facing particularly heroic obstacles, he partakes in monologues to break apart team work and strike where he can see weakness. Complications Truly Secret The Tremor does not engage heroes directly. He has no desire to, and when forced to he will often move to make his retreat. Keeping his true identity hidden is paramount above all else. Unfeeling Despite his own ability to invoke fear, the Tremor does not understand people all that well. His sway in the underworld is extremely impressive, but he is far too apathetic to connect with any but the most dedicated. Parental Protectiveness With his child being a fledgling hero, the Tremor has no desire for her to get herself killed before he can make her into an asset. Abilities:: 10 + 10 + 10 + 10 + 10 + 10 = 60pp STR 20 (+5) DEX 20 (+5) CON 20 (+5) INT 20 (+5) WIS 20 (+5) CHA 20 (+5) Initiative: +5 (+5 Dex) Combat; 12 + 8 = 20pp Attack: +6 (+6 Base Attack) -Ranged: +6 -Melee: +16 (+10 Attack Focus: Melee) Defense: +12 (+4 Base Defense, +8 Dodge Focus) -Flat footed: +2 Grapple: +17 (+5 Strength +12 Melee Attack) Saves: 4 + 4 + 7 = 15pp Tough: +12 (+5 Con, +7 Protection) Fortitude: +10 (+5 Con, +4) Reflex: +10 (+5 Dex, +4) Will: +12 (+5 Wis +7) Skills: 12pp = 48 Ranks Acrobatics 4 (+9), Bluff 4 (+9), Diplomacy 4 (+9),, Gather Information 4 (+9), Intimidate 8 (+13), Notice 4 (+9), Search 4 (+9), Sense Motive 8 (+12), Stealth 8 (+13), Feats: 36pp Attack Focus (Melee) 10 Dodge Focus 8 Benefit 3 (Filthy Rich) Connected Contacts Master Plan Minions 12 (Five PL10 Minions) Equipment: 11pp = 55ep Unspent EP: 0 Sword (+3 Melee | Crit: 19-20) [5ep] Headquarters Vehicles  Geigercrash (90 PP) Miss Veil (90 PP) Powers: 8 + 5 + 13 = 26pp Security Suit 2 [Device, Hard to Lose; Technology] [8 pp] Protection 7 (Impervious 3) [10 pp] Immunity to Emotion [5pp] Emotion Control 12 (Aura of Fear [1/rank], Area: Burst, Touch Range, Fear Only; Continuous, Subtle) [13pp] (Mutation, Emotion) Totals: Abilities 60 + Skills 12 (48 ranks) + Feats 36 + Equipment 11 + Powers 26 + Combat 15 + Saves 20 + Drawbacks 0 = 180 DC Block Name Range Effect Save Unarmed Touch Damage DC 20 Toughness (Staged) Sword Touch Damage DC 23 Toughness (Staged) Aura of Fear 60' Radius Emotion Control DC 22 Will (Staged)
@EviscerusNox A villain sprung up out of talk for Spitfire and Vitalus team up thread. Things discussed: - Will be a credible threat first appearance. Jobber afterwards. - Powers were never really decided on. Takes tattoos off people? Empowers himself off of others tattoos? Forces control on inked persons? - Tone of the villain will be a silver interpretation of an iron age villain. He's rude and angry and doesn't like anyone! These are subject to change. If the peanut gallery wants to chime in/get on this, speak up
In Brief: Thomas Eichhorst meets The Purple Man. Character: The Butcher Power Level: 10 Tradeoffs: None Power Points: 253 Residence: At least a dozen in Bedlam City alone. Base of Operations: Bedlam City at present, although he can relocate to anywhere in the world with minimal difficulty. Alternate Identities: Jurgen Liebniz (Birth Name), Johann Morgenstern (Current Alias) Identity: Secret. Jurgen Liebniz is legally deceased, and would be wanted for war crimes if he were known to be "alive." The general public is not aware that "Johann Morgenstern" is The Butcher. Birthplace: Vienna, Austria Occupation: Vampire Affiliations: Nazi Germany Family: All Deceased Description Age: 110 (DoB: 1906) Apparent Age: 35 Gender: Male Ethnicity: Caucasian (German) Height: 6ft 4in Weight: 190 lbs. Eyes: Blue Hair: Blond Jurgen is the Aryan ideal made flesh. He is classically handsome, with a strong jaw, piercing eyes, and a relaxed smirk. He radiates confidence, and he moves with the grace of a ballet dancer. He usually dresses in tailored three-piece suits, the kind with five-digit price tags. He looks like a fashion model or a movie star. Power Description Jurgen is a vampire, an undead monster wearing human skin. His body is infused with the entropic essence of the Schattenwelt, the dimension of pure hungry darkness. Drinking blood sustains his immortal existence and fuels his supernatural powers. He doesn't need to eat food or breathe air. He is unnaturally strong, fast, and durable. He can jump over buildings, outrun a car, punch through brick walls, and tear steel with his bare hands. He can regenerate from almost any wound. His skin and bones are like kevlar stretched over carbon fiber. He can control the mind of anyone who looks into his eyes. He can read thoughts and see echoes of past events by tasting blood. History Jurgen Liebniz grew up in post Great War Austria as the spoiled son of wealthy aristocrats. He was handsome and charming, but not particularly smart, driven, or exceptional in any other way. Nazi ideology seduced him early on, and he was a proud, enthusiastic member of the Third Reich. Eventually he rose to a command position at the Majdanek concentration camp in Poland, which his cruelty was legendary even by the standards of the Holocaust, earning him the unofficial title "The Butcher of Majdanek." After World War 2, he was captured by the Allies and charged for his many, many war crimes. But he didn't survive long enough to be tried. One day, he collapsed in his cell, and was transferred to a hospital, where he lay bedridden, weak and half-delirious. Three days later, he was dead. Three days after that, he dug out of his grave and began stalking the night, drinking the blood of the living. He never truly "met" the vampire who decided that the world deserved to be plagued by Jurgen Liebniz for all eternity, so he had to figure out his abilities through instinct and trial-and-error. He spent the next few decades using his mind-control powers to make his unlife comfortable and indulge his desires. Sometimes that means brainwashing whatever government employees he needs to create a new identity. Sometimes it just means murdering innocent people because of the color of their skin, drinking their blood, and carving swastikas and triangles into their flesh. Personality "Evil." Not just evil, but the most banal, lazy form of evil. He has the power to do great things, but he lacks the ambition to do anything beyond sating his most base personal appetites. He was born handsome and wealthy, and he joined up with a movement where his random win in a genetic lottery counted for as much as actual ability. He's never had to work hard for anything in his life, and he isn't about to start now. Jurgen is a sadistic psychopath who genuinely enjoys hurting people. Sometimes he delays or even forgoes killing someone, if he's enjoying their suffering enough. He's egotistical, petty, and extremely thin-skinned. He cannot bring himself to ignore a sleight or let it go unpunished. He still wholeheartedly buys in to Nazi ideology. He truly despises the disabled, Jews, and anyone of non-Caucasian ethnicity, non-hetero sexual orientation, and/or non-cis gender identity, seeing them only as prey and/or playthings. He views cis-gendered women as worthless for anything but breeding more of the Master Race, and serving and titillating him personally. He doesn't hate any of those people for anything they ever did to him. He just hates them because it's easy to hate them. It's easy to identify and to scapegoat them, and he doesn't have to derive pride from accomplishing anything of value when he can just be proud of being a white man. His one virtue might be his patience. After a few decades without aging, he has come to feel like he has all the time in the world. But even this can be a weakness that his enemies can exploit, since it makes him overconfident. Powers & Tactics Jurgen had some military training in life, but he hasn't used it in decades, so he's forgotten most of it. He was never an elite soldier, just a bully who knew where to brown his nose. He's an unskilled, undisciplined brawler who relies on his superhuman durability, strength, agility, and speed to win the day. He'll usually let his opponent get the first couple of hits, just to show off his invulnerability, scare them, and toy with them. He barely has to fight at all to get his way most of the time, thanks to his mind-control powers. He's definitely not used to fighting anyone who can fight back in any significant way. That's a situation he'd find intriguing at first, but the novelty would quickly give way to anger. His go-to move when fighting superheroes is to distract them by mind-controlling as many innocent bystanders as he can to either fight on his behalf or put themselves in harms way. Complications Note: As an NPC, Jurgen does not receive Hero Points, and since he is not bound by any power point allotment, he doesn't "need" Drawbacks. This is a list of his weaknesses and quirks for narrative and reference purposes. Glamour Failure: There are several physical signs of Jurgen's supernatural nature. Some are immediately obvious, while others could require a Notice or Sense Motive check to consciously perceive His flesh is unnaturally pale. His flesh is cold to the touch. His body is the same temperature as his surroundings, or colder. He is invisible to Infra-Vision. He does not breathe. When he sleeps, or when he is Disabled, there are no signs of life; he appears to be a corpse, albeit a well-preserved one. Since the area around him is often unnaturally cold, he is often the only one in the room without visible breath. His heart does not beat. He has no pulse. He cannot eat food. His teeth can break it up, and he can identify different foods by taste as he could in life, but they no longer taste like “food” to him. Mortal food feels like licking a rock or chewing paper. If he forces himself to swallow it, then he will vomit it back up, along with a great deal of blood. His footsteps do not make a sound, or leave tracks, even in mud or snow. He does not cast a shadow. Both the irises and pupils of his eyes are completely black, and when he feeds or uses his powers, the rest of his eyes turn black as well. He rarely blinks. If he cries, the tears are blood. He does not sweat. His veins do not show through his skin unless he is feeding, fueling his powers, or forcing blood to the surface in order to feed it to another. When his veins do show through his skin, they appear to be black. He does not bleed when cut or impaled, unless the injury was to his heart, head, or neck. When he does bleed, his blood appears to be either black or the darkest possible shade of red, depending on the angle at which the light hits it. When he is about to feed, his appearance changes from “unsettling” to “monstrous.” His eyes turn completely black, all four of his canine teeth enlarge and extend to triple their normal size, his tongue extends to double its normal length, and his cheeks split open at the corners of his mouth like a “Glasgow Grin,” effectively doubling the size of his mouth. The Mirror Shows Your True Self: Jurgen’s very existence is unnatural, and the world seems to refuse to acknowledge it. His footsteps do not leave tracks, not even in mud or snow (per his Super-Movement [Trackless] power). Machines do not register his presence (per his Concealment [Limited to Machines, Permanent] power). He does not have a reflection in mirrors. He is invisible to cameras, still or video. His voice cannot be heard through a telephone, radio, or video camera. He cannot measure his weight on a bathroom scale. Even automatic doors do not open for him. He can, however, use a keyboard, mouse, or touchscreen to enter data into a computer or smartphone, and he can operate machines by pushing buttons and pulling levers; there seems to be enough of a gap between the input and the machine for it to register the existence of the information. Walking Wasteland: Jurgen’s existence is not only unnatural, but actively harmful, both to life and to all which sustains it. The area immediately around him is often uncomfortably cold, regardless of the actual weather in the area. Windows may frost over, and puddles may freeze. Plants near him will often wither, and sometimes even die and crumble into ash. Small animals like insects and rodents may suddenly drop dead in his wake. His passage through an area sometimes has an effect similar to salting the earth, preventing any plants from growing there for months or years, if ever again. (Garlic, Wolf’s Bane, and Roses are immune to these effects, although the color of rose petals may change in his wake, to red, white, or black.) In his presence, milk may spoil, bread and cheese can mold, and sometimes even metal rusts. Pregnant animals (including humans) may suddenly miscarry. These effects are involuntary and inconsistent (per his Uncontrolled, Unreliable Corrosion and Environment Control [Cold] powers). Enemy To All Living Things: Jurgen’s presence triggers an intense and immediate fight-or-flight response in all normal animals. He automatically fails any Handle Animal skill checks. Larger animals will either attack him or flee, making a great deal of noise in the process. Smaller animals, such as rodents and insects, will either flee, or just drop dead. Revive Kills Zombie: Since he is a creature of death and unlife, any Healing power effect which works on living creatures will instead inflict Damage of equal rank upon him. Horror Hunger: Despite being Immune to Fortitude effects, Jurgen requires the normal amount of sleep for a human, and he must consume blood for sustenance the same way that humans require food and water. He cannot achieve restful sleep unless he sleeps on or in soil from his homeland, which has not been blessed or consecrated, and he cannot achieve restful sleep while exposed to sunlight. The most nourishing and flavorful blood is fresh from a living human’s vein, while that human is experiencing intense emotion (positive or negative). The further his feeding deviates from those ideal circumstances, the less nourishing and satisfying the blood becomes, the more preoccupied he will be with his thirst in general, and the more blood he needs, both to sustain his existence and to fuel his powers. If he goes without blood and/or restful sleep for extended periods, he will suffer Fatigued and Exhausted conditions, his appearance will deteriorate (first he will appear sick, then aged, and finally dead and decaying), and a GM can arbitrarily reduce the rank of one or more of his powers. If he goes too long without blood or restful sleep, he cannot recover from damage, and he loses access to most of his powers entirely, as reflected with his flaws and drawbacks. Unstoppable Rage: If Jurgen goes too long without blood, or subsists on blood of low quality for too long, or if he has consumed too much blood through the use of his powers, then there is a chance that he will enter a feeding frenzy, attacking and draining a human at the first opportunity. The GM can force him to make a Will save of varying difficulty to restrain himself when he is thirsty and an opportunity to feed presents itself. Depending on how thirsty he is, his victim may or may not survive the experience. Supernatural Repellant: Jurgen suffers an instinctual aversion to many items with "cleansing," antiviral, antibacterial, and/or antimicrobial properties, and/or items with spiritual significance, including the following: Fire Garlic Jade Mirrors Roses and Rose Petals Salt Silver Wolf's Bane Any symbols or objects which are sacred to, or have been blessed by, any entity or religion generally associated with “Good,” “Life,” “Light,” or “The Sun,” such as Crosses, Holy Water, or Communion Wafers. It takes an act of will on his part to approach any of these things. Examples include entering or leaving a circle of salt, garlic buds, or rose petals, entering a building or room with a cross or a garlic flower mounted above the door, or opening a box, chest, or coffin (whether he is on the inside or outside) with a silver necklace or a rose resting upon it. The GM can require him to make a Will save of varying difficulty to approach any of these things, and he may suffer Damage (or another attack effect) even if he succeeds. If he is attempting to approach an inanimate object, then the saving throw should have a static difficulty. If the object is being brandished by another character, then the GM can require an opposed check, such as his Will save, or his Intimidation or Sense Motive skill, against his opponent’s Charisma, or Bluff, Intimidation, or Perform skill. Neither he nor his opponent needs to have any faith in the religion associated with the object for it to be effective, but if his opponent does have such faith, then they may receive a bonus to the opposed check. If he succeeds on his check, then the offending object may crack, bend, break, corrode, melt, or burst into flame. If such objects actually touch him, or if their shadow falls upon him, then they will automatically inflict Damage (or another attack effect) with an effective power rank chosen by the GM. His touch may also inflict Damage upon the offending object. He must similarly strain and injure himself to break bonds made from an offending substance. Consuming the offending object will cause him to choke and vomit up blood at the very least, and he can suffer internal Damage (or another attack effect) as well, since he will effectively have been poisoned. Attacks made with any of the following types of Damage ignore his Impervious Toughness (as reflected with the Limited flaw on that power), and may also inflict extra damage as if he had the Vulnerability drawback. Acid Blessed/Celestial/Holy/Sacred powers and weapons Cursed/Demonic/Hellfire/Infernal/Unholy powers and weapons Fire Jade weapons Natural Weapons (Claws, Fangs, etc.) of Supernatural Creatures (Vampires, Werewolves, Dragons, etc.) Salt-based weapons, such as rocksalt shotgun shells Silver weapons Wooden weapons (But only if targeting his heart, requiring a coup-de-grace, critical hit, or 5-point Power Attack) Bonds made from Silver, or from Blessed/Celestial/Holy/Sacred items, will suppress his powers and cause him pain. Weakened By The Light: Sunlight burns Jurgen, inflicting Damage (or even Corrosion) of variable rank, depending on how intense the light is and how direct the exposure is. Any amount sunlight is harmful; if there is light to see by, then it burns. He cannot avoid the damage simply by standing in a shadow or by wearing sunblock. His eyes are almost cripplingly sensitive to sunlight, and the rest of his senses are dulled or overwhelmed. His powers are suppressed by exposure to sunlight (per his power drawbacks). The GM can inflict penalties to any skill checks, attack checks, and/or saving throws he attempts while exposed to sunlight. His instinct is to sleep during the day. If he stays awake while the sun is up, he is lethargic at best, suffering a Fatigued condition at least. The Wooden Stake: An attacker can attempt to stake him through the heart with a weapon (including a bullet or an arrow) made of jade, silver, or wood, or with a Blessed/Celestial/Holy/Sacred weapon or a Cursed/Demonic/Hellfire/Infernal/Unholy weapon. If they succeed with a coup-de-grace, a critical hit, or a 5-point Power Attack, and if he fails his Toughness save, then he will be instantly Disabled. He will immediately fall limp and unconscious, the wound will bleed as if he were mortal, and he will appear to be dead. His body will begin to decay normally. He cannot recover from damage or regain consciousness until the stake has been removed, even if he has sufficient blood in his system. If his body is burnt (by fire or by sunlight), or dissolved (in acid or holy water), then his body will re-form at his nearest established resting place. If all of his resting places have been blessed/consecrated or destroyed, then he will die. However, if his ashes are mixed with blood and buried in his native soil, then his body will re-form and he will rise again. Off With His Head: An attacker can attempt to decapitate him with any type of Slashing Damage (super-strong attackers can also attempt to pull or tear his head off). If they succeed with a coup-de-grace, a critical hit, or a 5-point Power Attack, and if he fails his Toughness save, then the decapitation will succeed, and he will be instantly Disabled if he has not been already. He will immediately fall limp and unconscious, the wound will bleed as if he were mortal, and he will appear to be dead. He cannot regain consciousness or recover from damage while his head is separated from his body. His head and body will both begin to decay normally. If he has not been staked through the heart, and his head is brought back into contact with his body, then he will begin to recover, assuming he has enough blood in his system, or if he is provided with blood. If the head and body are burnt (by fire or by sunlight), or dissolved (in acid or in holy water), then his body will re-form at his nearest established resting place. If all of his resting places have been blessed/consecrated or destroyed, then he will die. However, if his ashes are mixed with blood and buried in his native soil, then his body will re-form and he will rise again. From A Single Cell: Permanently destroying him requires the following actions, at a minimum: Bless/consecrate or destroy all of his prepared resting places. Stake him through the heart. Cut off his head. Tear off his ears, gouge out his eyes, and tear off his nose. Stuff one or more of the following items into his mouth, eye sockets, ears, and nasal cavity: Silver (solid or molten), jade, garlic, wolfsbane, salt, rose petals, communion wafers, or other holy items. Burn (with fire or sunlight) or dissolve (with acid or holy water) his head and his body, separately from each other. Scatter his ashes beyond recovery. Abilities 4 + 4 + (-10) + 0 + 4 + 10 = 12PP Strength: 30/14 (+10/+2), 35/14 Lifting (Heavy Load: 1.5 tons / 175 lbs.) Dexterity: 30/14 (+10/+2) Constitution: - Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat 12 + 12 = 24PP Initiative: +10/+2 Attack: +10/+6, +8 Claws/Fangs Grapple: +21/+8 Defense: +10/+6, +5/+3 Flat-Footed Knockback Resistance: 10 ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical, Bludgeoning) Claws/Fangs Touch DC27 Toughness (Staged) Damage (Physical, Piercing and/or Slashing, Lethal) Mind Control Perception (Visual) DC20 Will (Staged) Dazed/Compelled/Controlled Nightmare Face Area (Perception, Visual) DC20 Reflex DC20 Will (Staged) Shaken/Frightened/Panicked Transform Perception (Visual) DC20 Will Memory Alteration A "Compelled" victim can only be forced to take a single standard or move action per round. The victim is using their other action to resist the mind control. Saving Throws 0 + 0 + 8 = 8PP Fortitude: - Reflex: +10/+2Evasion (+10/+2 Dex, +0PP) Will: +10 (+2 Wis, +8PP) Skills 100R = 25PP Bluff 10 (+15) Concentration 8 (+10) Diplomacy 5 (+10) Gather Information 5 (+10) Handle Animal - Intimidation 15 (+20) Knowledge (Arcane) 5 (+5) Knowledge (Behavioral Sciences) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Theology/Philosophy) 5 (+5) Languages 1 (English, German [Native]) Notice 8 (+10) Search 10 (+10) Sense Motive 8 (+10) Stealth 10 (+20/+12) Feats 17PP Benefit 3 (Alternate Identity, Wealth 2) Connected Elusive Target Evasion Hide In Plain Sight Improved Grapple Improved Pin Improved Sunder Move-By Action Startle Takedown Attack 2 Taunt Weapon Bind Weapon Break Powers 24 + 10 + 4 + 2 + 6 + 5 + 5 + 13 + 13 + 2 + 30 + 5 + 1 + 10 + 20 + 1 + 1 + 15 = 167PP Blood Magic 11 (22PP Array, Feats: Alternate Power 5, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [24PP] Base Power: [22PP] (Blood Drain) Damage 10 (Extras: Alternate Save [Fortitude], Vampiric, Flaws: Requires Grapple, Feats: Insidious, Subtle) [22PP] Alternate Power: [11PP] Damage 2 (Feats: Improved Critical 2, Incurable, Mighty, Variable Descriptor [Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal) [5PP] (Claws/Fangs) Mind Reading 10 (Extras: Action [Move/Standard], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Subtle) [4PP] (Blood Echoes, Telepathy) Super-Senses 4 (Postcognition, Flaws: Medium [Blood]) [2PP] (Blood Echoes, Telepathy) Alternate Power: [20PP] Emotion Control 10 (Extras: Area [Perception, Visual-Type Senses], Flaws: Limited [Fear]) [20PP] (Nightmare Face) Alternate Power: [17PP] (Mist Form) Flight 3 (50MPH / 500ft per Move Action, Feats: Subtle) [7PP] Insubstantial 2 (Gas) [10PP] Alternate Power: [21PP] Mind Control 10 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Sensory Link, Flaws: Distracting, Sense-Dependent [Visual-Type Senses], Staged [Dazed / Compelled / Controlled], Feats: Subtle) [21PP] Alternate Power: [21PP] (Mind Control) Transform 10 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual-Type Senses], Feats: Subtle) [21PP] Concealment 10 (All Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [10PP] (Humanoid Abomination) Concealment 2 (All Auditory-Type Senses, Extras: Duration [Continuous], Flaws: Limited [Not vs Machines]) [4PP] (Silence of The Grave) Concealment 2 (Infra-Vision, Extras: Duration [Continuous], Flaws: Limited [Not vs Machines], Permanent) [2PP] (Chill of The Grave) Corrosion 1 (Extras: Action 3 [Reaction], Area [General, Burst], Flaws: Limited [Inert Organic Matter, Plants, Small Animals], Uncontrolled, Unreliable [50%], Feats: Progression [Area] 1 [10ft/rank = 10ft radius]) [6PP] Enhanced Attack 4 (Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [5PP] (Super-Agility, Super-Speed) Enhanced Defense 4 (Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [5PP] (Super-Agility, Super-Speed) Enhanced Dexterity 16 (Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [13PP] Enhanced Strength 16 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [13PP] Super-Strength 1 (Heavy Load: 1.5 tons, Extras: Linked [Enhanced Strength]) [2PP] Environment Control 4 (50ft radius, Cold [Extreme], Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled, Unreliable [50%]) [2PP] Immunity 30 (Fortitude Effects) [30PP] Impervious Toughness 10 (Flaws: Limited [Not vs Acid Damage, Blessed/Celestial/Holy/Sacred Damage, Cursed/Demonic/Hellfire/Infernal/Unholy Damage, Fire Damage, Jade weapons, Natural Weapons of Supernatural Creatures, Salt, or Silver weapons]) [5PP] Leaping 4 (x25, Running Long Jump: 500ft, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [1PP] Protection 10 [10PP] Regeneration 22 (Recovery 14 [+9], Recovery Rate: Injured 6 [1/round, No rest], Resurrection 2 [1/day], Feats: Regrowth, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [20PP] Speed 4 (100MPH / 1,000ft per Move Action, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [1PP] Super-Movement 2 (Trackless, Wall-Crawling, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [1PP] Super-Senses 18 (Blood Awareness [Descriptor Frequency: Very Common, Sense Type: Olfactory, Default Extras: Radius, Ranged, Extras: Acute, Analytical, Extended 2, Tracking 2], Danger Sense 2 [Sense Types: Auditory, Visual], Darkvision, Extended Hearing, Extended Vision, Microscopic Vision, Uncanny Dodge 2 [Sense Types: Auditory, Visual], Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [15PP] Abilities (12) + Combat (24) + Saving Throws (8) + Skills (25) + Feats (17) + Powers (167) = 253 Power Points