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Horrorshow (PL 10) -- Dr Archeville


Dr Archeville

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Horrorshow

Power Level: 10 (238/244PP)

Unspent Power Points: 6PP

Trade-Offs: None

 

In Brief: Clayface, AS A HERO!  Or Kamala Khan, as a Ukrainian-American boy.

 

Image result for lon chaney sr

 

Identity: Secret

Alternate Identity: Davyd “Dayv” Ocheret Palahniuk (pau-lah-nik)

Birthplace: Freedom City, USA

Legal Status: American citizen (minor) with no criminal record

Base of Operations: Claremont Academy

Residence: Claremont Academy Dorms, or his parent’s apartment (in Riverside)

Occupation: High School Student

Affiliations: Claremont Academy

Family: Father (Vyacheslav), mother (Kateryna), grandmother (mother's mother, Oksana, aka babusya Ana), uncle (father's brother, Aleksandr, aka Uncle Sasha), all in Freedom City.  Father's parents, did Yuriy & bahb Larysa, live in Ukraine.

 

Age: 19 (Date of Birth: July 26th, 2002)

Gender: Male

Species: Human Mutate

Height: 5 ft 9 in. (1.75m)

Weight: 225 lbs. (102kg)

Skin: Caucasian (variable)

Hair: Dark Blonde/Light Brown (variable)

Eyes: Gray (variable)

 

When not actively using his metamorphic powers, Davyd appears as an unassuming young Eastern European/Russian male, with short dark blonde/light brown hair and gray eyes, usually in fairly simple but sturdy clothing.  Thanks to his powers, he can look like anyone (or anything), though he has little experience in mimicry or infiltration. In combat, and if out of the public eyes -- that is, in someplace where he can terrify criminals without worrying about scaring civilians -- he adopts a more terrifying "War Form," which is about a foot taller, covered in sleek dark green insectoid carapace, with a lashing alligator tail, raptor’s claws on the hands and feet, and piranha fangs.  When he alters his form, he can have the shift go smoothly (like Martian Manhunter in Justice League/Justice League Unlimited and or Miss Martian in Young Justice, or Mystique in the various X-Men cartoons and films), or do it in a more disturbing manner, with shredding flesh and audibly popping bones (like the Things in John Carpenter’s The Thing and the 2011 prequel).

 

Image result for xenomorph

 

HISTORY

Davyd Palahniuk had a fairly uneventful early life, the son of immigrants who had been moved to the States from the Ukraine in 1986, shortly after the Chernobyl disaster.  Clever and imaginative but painfully shy, and able to effortlessly blend into crowds (actually an early subtle manifestation of his mutant powers), he preferred the company of books and movies -- especially horror and science fiction -- to that of other people.  He had an unassuming time in school, with plans to become a secluded hermit of a writer, until he enrolled in Franklin D. Roosevelt High School’s theatre arts class (mainly because the girl he had a crush on was in there), which helped him come out of his shell and learn to appreciate being around people.  He still preferred working behind the scenes, though, and his love of weird things translated into a knack with makeup effects and costume work. He had plans to study makeup effects, but couldn’t decide between Freedom City University (where some of his friends had already gone or were planning to go) or the Freedom School for the Arts (which offered a more intense program).

 

One night, while on FCU campus, he heard screams coming from one of the biomedical engineering labs.  He was on campus visiting friends and attending a late night monster movie marathon, and, still pumped from having seen normal human campers fighting off machete-wielding maniacs and oozing blob-monsters, Davyd rushed into the building, towards the screams.  He found Fear-Master, terrorizing a group of grad students who had been working late on a project. His sudden appearance provided a distraction for the students, who tried to run, but Fear-Master recovered and leaped upon them. Frantic to get away, some of the students started hurling beakers and flasks at the fearmonger, but he managed to deflect most of them, and many instead hit Davyd.  Through the cuts and scrapes caused by the shattering glassware (and one near-miss from a knife Fear-Master had hurled), over a dozen different serums -- experiments with stem cells and extracellular matrices, human and animal, intended to fix bone, regrow skin, and repair muscle -- entered his bloodstream, and rapidly spread to every cell in his body. Davyd’s body began to melt, and swell, distending into an amorphous horror that scared the students more than Fear-Master had, and captured the crazed musician’s perverse fascination, who wondered if he’d be able to get this new monster to work with him.

Related image

 

But Davyd’s mind was still intact, so he picked up Fear-Master and slammed him about like a ragdoll.  He then slithered out after the fleeing students, calling out to them that he was okay, that he meant them no harm, that he was a good guy -- but in his panic (and rearranging brain matter) he’d switched from English to Russian.  "Ya khorosho" ("I'm good") sounds very much like "yeah, horrorshow" in English, and that’s the name the campus security used when the students reached them. After things were sorted out (and they realized Fear-Master had bolted), researchers were able to stabilize Davyd and give him some control over his form.  Remembering the lessons from his parents who grew up in Soviet-dominated Ukraine -- the interdependence of humanity, and how those who possess much have a responsibility to give to those without -- he realized he could do much to help people, especially against the real monsters that plagued the world. Monsters like Fear-Master, who is still very interested in forcing Horrorshow to work with (or for) him, and SHADOW, who would very much like to study him and replicate his powers for their agents.

 

Headmistress Summers soon approached Davyd, and offered him a place at Claremont Academy.


 

PERSONALITY & MOTIVATION

Davyd Palahniuk loves being a superhero, almost as much as he loves having superhuman powers.  He rarely angsts over whether or not there’s more he could be doing, as he knows there are many other heroes out there who are also fighting the good fight.  It does upset him that so many people who become gifted with powers seem to turn to villainy, showing the same selfishness that ruined his parent’s home country and caused it to be seen as so corrupt for so long.  But he just keeps trying to do the best he can, stopping what criminals he can catch, saving whatever innocent he can reach, and (if able) taking time to entertain children with his powers. Since his powers make him so adaptable, he’s willing to take on any challenge, no matter how dangerous, if it means he can be of some help.

 

Since gaining his powers and stopping a few criminals, his self-esteem has received a considerable boost.  While still not interested in taking the spotlight, or sticking around afterwards to take credit or be interviewed, his confidence has grown.  He’s also become an advocate for those bullied or oppressed for the way they look or for other body issues, including the transgender community.  His experiences with them, as well as in taking on so many other forms, male and female, has also caused him to begin examining and questioning his own sexuality and gender identity.  He has no particular romantic interests at the moment, though, focusing on his heroic work… and his school work.


 

POWERS & TACTICS

Were it not for the accident, Horrorshow’s mutant powers -- caused by his parent’s exposure to radiation from the Chernobyl disaster -- would have fully manifested in a year or two, and he’d be able to assume the appearance of any humanoid form, though not quite down to the genetic level.  The accident supercharged these abilities, giving him almost total control over his shape and substance. He can’t assume energy or gaseous forms, or any form that involves moving parts or chemical reactions (he could become something that looked like a motorcycle, but it would have no moving parts), and he cannot greatly alter his density or opacity, but beyond that his form is limited largely by his imagination and personal preferences.  He prefers sticking with purely organic forms, mixing and matching parts from anything in the animal kingdom, and forms inspired by all manner of horror movies and sci-fi television shows he’s seen. The one major drawback to his powers is that sometimes his body is too adaptable: effects that transform or otherwise involuntarily change his body are especially effective against him.  He'd like to learn more subtler tricks like pheromones, adrenal alterations, or toxin secretions, but he's not (yet) knowledgeable enough to do that, which he intends to fix by enrolling in some biology and zoology courses.

 

In combat, Horrorshow prefers to open with something spectacular, following his initial attack with an intimidating pose to terrify criminals into submission.  (Or even opening with a Fearsome Presence or Startle, if able to catch them off-guard.) If straightforward attacks don’t cut it, he’ll go for more subtle tactics, trying to keep foes off-balance until he can work out a weakness.  He's started taking some self-defense courses, and is working on adapting their lessons to create his own personal style of shapeshifter combat, which looks something like a cross between Aikido and professional wrestling.

 

His powers are very similar to those of a Grue metamorph, something that the ArcheTech scientists noticed when they were called in to help stabilize him.  In fact, they found that part of Davyd’s genetic structure has had Grue genetic material grated to it, though this has not yet been shared with him. They theorize that at least one of the researchers at that FCU laboratory had gotten hold of some Grue biological material (perhaps taken from Roswell) for use in their regeneration experiments, which may be why Dayv got powers instead of a messy death.

 

 

CAMPAIGN USE/ROLE

Horrorshow is an all-purpose shapechanger, a solid jack-of-all-trade "backup" character able to fill most roles but nowhere near as good as a dedicated character.  He can be a Brick, a Martial Artist, a Speedster, an infiltrator, a 'face,' and more, but he's there to support, not overshadow. (He could hypothetically be an ersatz Mentalist, with behavior-altering pheromones or touch-range Mental powers -- meshing his nervous system with another's -- but he’s avoiding the latter out of fear of damage to his own mind and also because it’s gross.)  He still prefers to work off-stage rather than center stage, so is more than willing to let others take the limelight (as long as his contributions don’t go unacknowledged -- he does have some pride).

 

How the FCU researcher got their hands on Grue biological samples -- and if there are more such samples in other laboratories -- could be an interesting mystery (and source for more superhumans!).


 

COMPLICATIONS

 

Bad Powers, Good People / Lovecraftian Superpower: Davyd has a good and kind heart, and would never dream of harming anyone who didn’t thoroughly deserve it.  He loves using his powers to entertain and thrill people as much as he does using them to spook criminals. But given what Freedom City had gone through with shapeshifters -- both from the Grue and things like ArchEvil -- some people may react in an extremely negative way to him when they see him using his abilities.  The GM may give him a Hero Point if someone reacts negatively upon witnessing his transformation, such as fleeing from him, trying to drive him off, and/or attacking him.

 

Enemy (Fear-Master): Melvin Blume still hasn't forgotten the boy who spurned him.  He feels Horrorshow would be a perfect accomplice, or, failing that, an unwitting pawn.  The GM can give him a Hero Point in exchange for Fear-Master or his minions attacking or otherwise disrupting him at the worst possible times.

 

Involuntary Shapeshifting: While Davyd is capable of transforming in a controlled fashion, and usually turns into what he intends to, his powers also occasionally activate without his conscious input.  If talking or hanging out with someone for an extended period, his appearance may subtly shift to become more like theirs. If interacting with someone he really likes, his body may shift to become more like what he believes they would find most attractive.  When his attention wanders, one eye might start roaming around his head. When hungry, one of his limbs may sprout a serpentine head and stretch out looking for something to eat. A concentration skill check can usually get these mainfestations under control, once he’s made aware of them, though not always right away.  The GM can give him a Hero Point if his involuntary shifting causes a severe breach of etiquette or otherwise makes others uncomfortable, which could result in a penalty to (or automatically failing) certain interaction skill checks.

 

Obligations (Family): If Davyd’s family calls for his help, he'll drop everything and run to their aid.  The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times.

 

Secret (Identity): Davyd has a loving local family, and any adversaries who learned about his double life could threaten or harm them.


-----------------------
 

ABILITIES: 4 + 8 + 8 + 2 + 8 + 8 = 38PP

Strength: 26/20/14 (+8/+5/+2); Lifting STR 41 as "Chitinous Horror"

Dexterity: 18 (+4)

Constitution: 26/18 (+8/+4)

Intelligence: 12 (+1)

Wisdom: 18 (+4)

Charisma: 28/18 (+9/+4)


 

COMBAT: 8 + 8 = 16PP

Initiative: +3

Attack: +10 Melee, +4 Ranged (+4 Base, Attack Focus [Melee] +6)

Grapple: +21 if "Chitinous" or "Amorphous", +15 if Morphed

Defense: +10 (+4 Base, +6/+2 Dodge Focus), +2 Flat-Footed

Knockback: -9 vs. Physical & -5 vs. Energy in “Chitinous Horror” form (-8 / -4 if flat-footed); -7 vs. Physical & -5 vs. Energy if Morphed or in "Amorphous Horror" form ( -6 / -4 if flat-footed)

 

ATTACK

RANGE

SAVING THROW

EFFECT

Unarmed

Touch

DC 20 Toughness (Staged)

Damage (Physical)

Unarmed, Chitinous Horror

Touch

DC 23 Toughness (Staged)

Damage (Physical)

Strikes (crit 18-20)

Touch

DC 25 Toughness (Staged)

Damage (Physical)

Mind Reading

Touch

DC 20 Will

Mind Read

 


SAVING THROWS: 0 + 0 + 0 = 0PP

Toughness: +10 (+10/+6 Con; Impervious 10 vs. Physical in "Chitinous Horror" form)

Fortitude: +10 (+10/+6 Con, +0)

Reflex: +8 (+4 Dex, +0, +4 Enhanced Save)

Will: +8 (+3 Wis, +0, +4 Enhanced Save)


 

SKILLS: 156R = 39PP

Acrobatics 11 (+15) SM

Bluff 11 (+15, +20 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) SM [D,F,T]

Concentration 11 (+15) 2nd Chance

Diplomacy 11 (+15, +20 w/ Enhanced CHA) SM [Fascinate]

Disguise 11 (+15, +20 w/ Enhanced CHA; +30 more w/ Morph, +10 more w/ Shapeshifting)

Gather Information 11 (+15, +20 w/ Enhanced CHA) SM, Well-Informed

Intimidate 11 (+15, +20 w/ Enhanced CHA) SM, Startle

Knowledge (Current Events) 9 (+10)

Knowledge (Life Science) 9 (+10)

Knowledge (Popular Culture) 9 (+10)

Language 3 (English, GalStandard, Russian, Ukrainian [native])

Notice 11 (+15) SM

Perform (Acting) 5 (+9, +14 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged)

Sense Motive 11 (+15) SM

Stealth 11 (+15) HiPS, SM

Survival 11 (+15)


 

FEATS: 33PP

Accurate Attack
All-Out Attack

Ambidextrous

Attack Focus (Melee) 6

Benefit (Danger News Network Access) 

Connected

Defensive Attack

Defensive Roll

Dodge Focus 2

Hide in Plain Sight

Improved Grab

Improved Grapple

Improved Pin

Improved Throw

Interpose

Jack-of-All-Trades

Move-By Action
Power Attack

Second Chance (Concentration)

Set-Up

Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Gather Information, Intimidate, Notice, Sense Motive, Stealth)

Startle

Teamwork 3

Well-Informed

 

Enhanced Feats
Challenge (Bluff/Taunt as a Move action)  (from "Shapechanger")
Distract (Bluff)  (from "Shapechanger")
Dodge Focus 4 (to 6 total)  (from "Fluid Fighter")
Fascinate 2 (Bluff, Diplomacy)  (from "Shapechanger")
Taunt  (from "Shapechanger")

Uncanny dodge (Mental)  (fro "Psychic Peril Perception")

 

 

POWERS: 2 + 10 + 8 + 4 + 8 + 6 + 2 + 9 + 12 + 2 + 28 + 2 + 20 + 2 = 115PP

(Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting)

 

Comprehend 1 (languages [speak any one at a time]) [2PP]

 

Enhanced Charisma 10 ("Grue-some Presence"; to 28/+9) [10PP]

 

Enhanced Constitution 8 ("Grue-some resilience"; to 30/+10) [8PP]

 

Enhanced Feats 4 ("fluid fighter"; Dodge Focus 4[4PP]

 

Enhanced Saves 8 (“Grue-some Resilience”; Reflex +4, Will +4) [8PP]

 

Enhanced Strength 6 ("Grue-some strrngth"; to 18/+4) [6PP]

 

Features 2 (Audiovisual Recording Implant [cybernetic], Internal Compartment [light load at Str 20 = 133 lbs.]) [2PP]

 

Grue-some Awareness 4 (8 points; PF: Alternate Power)  [9PP]

  • BE: Comprehend 4 (animals 2, languages 2 [to languages 3: speak all at once, understand all]) {8/8}
  • AP: Mind Reading 10 (Extra: Sensory Link; Flaws: Range 2 [Touch]; PFs: Insidious, Subtle) {7/8}

 

Immunity 12 ("adaptive physiology"; Critical Hits, Life Support, Starvation & Thirst) [12PP]

 

Impervious Toughness 4 ("Grue-some Resilience"; Flaw: Limited [Only vs. Physical]) [2PP]

 

Metamorph 13 (26 points; PFs: Alternate Power 2) [28PP]

  • BE: Enhanced Feats 5 (Challenge [Bluff/Taunt as a Move Action], Distract [Bluff], Fascinate [Bluff], Fascinate [Diplomacy], Taunt) {5} + Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {5+1+20=26/26} (“Shapechanger”)
  • AP: Enhanced Strength 6 (to 24/+7) {6} + Impervious Toughness 4 (Flaw: Limited [Only vs. Physical]) {2} + Leaping 1 (x2; running long jump 36 ft., standing long jump 18 ft., high/vertical jump 9 ft.) {1} + Speed 2 (25 mph/250 feet per round) {2} + Strike 2 (claws & fangs & tail; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {6} + Super-STR 3 (+15; effective STR 39) {6}  {6+2+1+2+6+6=23/26} (“Chitinous Horror form”)
  • AP: Additional Limbs 3 (+5 limbs) {3} + Elongation 3 (25 feet) {3} + Insubstantial 1 (liquid) {5} + Strike 5 (lashing tentacles; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {9} + Super-Movement 2 (slithering, wall-crawling) {4} + Super-Senses 2 (radius for all vision) {2}  {3+3+5+9+4+2=26/26} (“Amorphous Horror form”)

 

Regeneration 1 (reassembly; Disabled 1 [5 hours]; PF: Regrowth) [2PP]

 

Shapeshift 2 (Free action, Continuous duration, physical traits, 10 points; Extras: Action [Free]. Duration [Continuous]) [20PP]

Quote

Sample Shifts

  • Animal Senses: Super-Senses 10 (infravision, low-light vision, scent, sonar, tremorsense, ultra-hearing, ultravision)  {10/10}

  • Chameleon Camouflage: Concealment 4 (All Visual; Flaw: Blending) {4/10}

  • Diminutive Form: Shrinking 12 (Diminutive; -12 STR, -4 Toughness, +4 Attack/Defense, -12 Grapple, -6 Intimidation, +12 Stealth, 6-12 inches tall, 0.25-1 lbs., 1 ft. space, 0 ft. reach, carrying capacity 1/4 normal) {12} plus Enhanced Reflex Save 8 {8} plus Reduced Dexterity 8 {-8} plus Reduced Fortitude Save 4 {-4}  {12+8-8-4=8/10}

    • Melee Damage +4/-1, Melee Attack +14, Effective STR 29/8 x1/4; Toughness +6, Defense +14, Fort +6, Ref +14, Will +10

  • Gargantuan Form: Growth 12 (Gargantuan: +24 STR, +12 CON,  -4 Combat, +12 Grapple, -12 Stealth, +6 Intimidation, 32 ft. tall, 141,000 lbs., 20 ft. space, 15 ft. reach, +15 Carrying Str) {36} plus Reduced Constitution 4 {-4} and Reduced Dexterity 8 {-8} and Reduced Strength 16 {-16} and Reduced Will Save 4 {-4} and Super-STR 3 (+15 STR) {6}  {36-4-8-16-4+6=10/10pp}

    • Melee Damage +14/+9, Melee Attack +6, Effective STR 79/58; Toughness +14, Defense +6, Fort +14, Ref +6, Will +6

  • Grue-some Appearance: Enhanced Feats 10 (Fearsome Presence 10)  {10/10}

  • Huge Form: Growth 8 (Huge: +16 STR, +8 CON,  -2 Combat, +8 Grapple, -8 Stealth, +4 Intimidation, 16 ft. tall, 18,000 lbs., 15 ft. space, 10 ft. reach. +10 Carrying Str) {24} plus Reduced Constitution 4 {-4} and Reduced Strength 12 {-12} Reduced Reflex Save 2 {-2} and Reduced Will Save 2 {-2} and Super-STR 2 (+10 STR) {4}  {24-4-12-2-2+4=8/10pp}

    • Melee Damage +12/+7, Melee Attack +8, Effective STR 65/44; Toughness +12, Defense +8, Fort +12, Ref +8, Will +8

  • Large Form: Growth 4 (Large: +8 STR, +4 CON, -1 Combat, +4 Grapple, -4 Stealth, +2 Intimidation, 8 ft. tall, 2,250 lbs., 10 ft. space, 10 ft. reach, +5 Carrying Str) {12} plus Reduced Constitution 2 {-2} and Reduced Strength 6 {-6} and Reduced Reflex Save 1 {-1} and Reduced Will Save 1 {-1} and Super-STR 1 (+5 STR) {2}  {12-2-6-1-1+2=4/10}

    • Melee Damage +11/+6, Melee Attack +9, Carrying STR 53/32; Toughness +11, Defense +9, Fort +11, Ref +9, Will +9

  • Living Glider/Parachute: Flight 4 (100 mph; Flaw: Gliding) {4/10}

  • Nowhere Man: Concealment 4 (All Visual; Flaw: Limited [Only Works In Crowds]) {4/10}

  • Piscine Sleekness: Swimming 3 (10 mph) {3/10}

  • Pseudopods: Additional Limbs 5 (up to 25) {5/10}

  • Small Form: Shrinking 4 (-4 STR, -1 Toughness, +1 Attack/Defense, -4 Grapple, -2 Intimidation, +4 Stealth, 2-4 ft. tall, 8-60 lbs., 5 ft. space, 5 ft. reach, carrying capacity ¾ normal) {4} plus Enhanced Reflex Save 1 {1} and Enhanced Strength 2 {2} and Reduced Fortitude Save 1 {-1}  {4+1+2-1=6/10pp}

    • Melee Damage +9/+4, Melee Attack +11, Effective STR 39/18 x¾; Toughness +9, Defense +11, Fort +9, Ref +11, Will +10

  • Spiky Body: Strike 1 (Extra: Action 3 [Reaction]) {4/10}

  • Sticky Fingers: Super-Movement 1 (Wall-Crawling 1) {2/10}

  • Swinging Arms: Super-Movement 1 (Swinging) {2/10}

  • Tiny Form: Shrinking 8 (-8 STR, -2 Toughness, +2 Attack/Defense, -8 Grapple, -4 Intimidation, +8 Stealth, 1-2 ft. tall, 1-8 lbs., 2 ½ ft. space, 0 ft. reach, carrying capacity ½ normal) {8} plus Enhanced Reflex Save 2 {2} and Reduced Fortitude Save 2 {-2}  {8+2-2=8/10}

    • Melee Damage +6/+1, Melee Attack +12, Effective STR 35/14 x½; Toughness +8, Defense +12, Fort +8, Ref +12, Will +10

  • Wings: Flight 3 (50 mph; Drawback: Power Loss [if wings are restrained; -1]) {5/10}

 

Default Configuration

Leaping 2 (total Leaping 3 in Chitinous Horror form) [2]

Speed 3 (total Speed 5 in Chitinous Horror form) [3]

Super-Movement 1 (wall-crawling 1; total Wall-Crawling 2 in Amorphous Horror form) [2]

Super-Senses 3 (low-light vision, scent, ultra-hearing) [3]

 

Super-Senses 2 (“psychic peril perception”; danger sense [mental], uncanny dodge [mental]) [2PP]

 

 

DRAWBACKS: -3PP

 

Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP]


 

TOTALS

 

Abilities (38) + Combat (16) + Saving Throws (0) + Skills (39) + Feats (33) + Powers (115) - Drawbacks (3) = 238/244 Power Points 

 

Miscellaneous Notes

The name of DC’s first Clayface, Basil Karlo, is a reference to actors Philip St. John Basil Rathbone and Boris Karloff (who was born William Henry Pratt).  Horrorshow’s real name, Davyd Ocheret Palahniuk, references David Cronenberg, Lon Chaney Sr. and Jr. (“Chaney” derives from a word meaning “reed,” so does “Ocheret”), and Jack Palance (born Volodymyr Palahniuk).  It also works out to be a reference to Chuck Palahniuk, author of Fight Club.

 

Combat By Form

  • When using Chitinous Horror Form:

    Attack +10 melee, +4 ranged

    Strikes +10 (crit 18-20)

    Grapple +21

    Defense +10 (+2 flat-footed)

    Knockback -9 vs. physical, -5 vs. energy; -8 / -4 flat-footed

    Toughness +10 (+8 flat-footed; Imp 8 vs. Physical)

    Fort +8, Ref +8, Will +8

    Lifting STR 41 (light load 2,448 lbs. [1.224 tons], medium load 4,896 lbs. [2.448 tons], heavy load 7,360 lbs. [3.68 tons], maximum load 14,720 lbs. [7.36 tons], push/drag 36,800 lbs. [18.4 tons])

    [PL 10 offense, PL 10 defense]

  • When using Amorphous Horror Form:

    Attack +10 melee, +4 ranged

    Strikes +10

    Grapple +21

    Defense +10 (+2 flat-footed)

    Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed

    Toughness +10 (+8 flat-footed; Imp 4 vs. Physical)  

    Fort +8, Ref +8, Will +8

    Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton)

    [PL 10 offense, PL 10 defense]

  •  

    When Morphed:

    Attack +10 melee, +4 ranged 

    Grapple +15

    Unarmed Strike +5

    Defense +10 (+2 flat-footed)

    Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed

    Toughness +10 (+8 flat-footed; Imp 4 vs. Physical)

    Fort +8, Ref +8, Will +8

    Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton)

    [PL 7.5 offense, PL 10 defense]

  •  

    When Powerless:

    Attack +10 melee, +4 ranged

    Grapple +12

    Unarmed Strike +2

    Defense +6 (+2 flat-footed)

    Knockback -3, -2 flat-footed

    Toughness +6 (+4 flat-footed)

    Fort +4, Ref +4, Will +4

    Lifting STR 14 (light load 58 lbs., medium load 116 lbs., heavy load 175 lbs., maximum load 350 lbs., push/drag 875 lbs.).

    [PL 6 offense, PL 6 defense]

 

 

Edited by Thevshi
+3 PP for Jan 2024
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