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KID KONG - PL 6 - H4H


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"----------Character Details---------

Player Name: H4H

Character Name: Kirby Jackson

Character Alias: Kid Kong

GM's Name: varies

Age: 12

Height: 5'3""

Weight: 130

Hair: Black

Eyes: Green

Power Level: 6

Power Points: 90

Appearance:

KidKong.jpg

--------------------------------------

----------Background---------

If someone told Mr and Mrs Jackson that thier lovely new three bedroom, two bath ranch was built on a dimensional weak spot they may have passed on thier dream home. Alas they had no way of knowing that thier son would be concieved and raised amidst weird extra-dimensional exposure to the Terminus. Whose exotic entropic energies somehow allowed young Kirby to be able to "De-evolve" himself into a Simian-like form.

Kirby soon adopted the Moniker "Kid Kong" after his favorite movie and makes nightly "expeditions" into the wild jungle that is Freedom City.

If only his parents knew...He would be so Grounded!

--------------------------------------

----------Ability Scores---------

Strength: 22/6 (+6/-2)

Dexterity: 22/12 (+6/+1)

Constitution: 22/10 (+6/0)

Intelligence: 10 (0)

Wisdom: 10 (0)

Charisma: 8 (-1)

--------------------------------------

----------Saves---------

Toughness: +6

Fortitude: +6

Reflex: +6

Willpower: +0

--------------------------------------

----------Combat---------

Attack Bonus: +6 (melee), +3 (ranged)

Damage Bonus: Unarmed +6

Grapple: +12

Defense Bonus: +6 (+2 flat footed)

Initiative: +6

--------------------------------------

----------Lifting Capacity---------

Light Load: 173 lbs

Medium Load: 346 lbs

Heavy Load: 520 lbs

Max Load: 1040 lbs

Push/Drag: 1.3 tons

--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 80 ft / 40 ft / 20 ft

Speed: 250 ft/r

--------------------------------------

----------Skills---------

  • [*:ddaj3e72]Acrobatics - 9 (+15)
    [*:ddaj3e72]Bluff - 0 (--1)
    [*:ddaj3e72]Climb - 9 (+15)
    [*:ddaj3e72]Diplomacy - 0 (--1)
    [*:ddaj3e72]Disguise - 0 (--1)
    [*:ddaj3e72]Escape Artist - 4 (+10)
    [*:ddaj3e72]Gather Info - 0 (--1)
    [*:ddaj3e72]Handle Animal - 11 (+10)
    [*:ddaj3e72]Intimidate - 11 (+10)
    [*:ddaj3e72]Notice - 10 (+10)
    [*:ddaj3e72]Sleight of Hand - 4 (+10)
    [*:ddaj3e72]Stealth - 4 (+10)
    [*:ddaj3e72]Survival - 10 (+10)
    [*:ddaj3e72]Swim - 0 (+6)

--------------------------------------

----------Feats---------

  • [*:ddaj3e72]Acrobatic Bluff: Feint and trick using Acrobatics rather than Bluff
    [*:ddaj3e72]Ambidexterity: Eliminate off-hand penalties
    [*:ddaj3e72]Animal Empathy: Use Handle Animal to affect the attitudes of animals
    [*:ddaj3e72]Attack Focus (Melee) (3): +3 bonus to melee attack rolls
    [*:ddaj3e72]Dodge Focus (3): +3 dodge bonus
    [*:ddaj3e72]Evasion (2): Suffer no damage from attacks allowing a Reflex save
    [*:ddaj3e72]Fearless: Immunity to fear effects
    [*:ddaj3e72]Improved Grab: Grapple as a free action after a successful attack
    [*:ddaj3e72]Improved Pin: -4 penalty on grappling checks against you
    [*:ddaj3e72]Move-by Action: Move both before and after a standard action
    [*:ddaj3e72]Takedown Attack (1): Gain addtl melee attack when you drop an opponent
    [*:ddaj3e72]Track: Use Survival to follow tracks
    [*:ddaj3e72]Uncanny Dodge (Scent): Retain your dodge bonus while flat-footed

--------------------------------------

----------Powers---------

Enhanced Strength {Simian Strength} - Power Rank 16 - Cost 16 (1 * 16)

Enhanced Dexterity {Apelike Agility} - Power Rank 10 - Cost 10 (1 * 10)

Enhanced Constitution {Orangutan Endurance} - Power Rank 12 - Cost 12 (1 * 12)

Additional Limbs {Monkey Toes/Prehensile Feet} - Power Rank 2 - Cost 2 (1 * 2)

Power Feats: Split Attack

Drawbacks: Power Loss (Wearing Footwear, move action to remove; -1pp)

Speed {Run-On-All-Fours} - Power Rank 2 - Cost 2 (1 * 2)

AP: Leaping - Power Rank 2 - Cost 1 (0 * 2 + 1)

Super-Movement (Wall-Crawling) {Spider-Monkey Skills} - Power Rank 2 - Cost 2 (1 * 2)

Flaws: Still Requires Climb Roll As Normal

AP: Super-Movement (Swinging) - Power Rank 1 - Cost 1 (0 * 1 + 1)

Super-Senses (Low Light Vision, Scent) {Animalistic Awareness} - Power Rank 2 - Cost 2 (1 * 2)

Comprehend Animals {Gorilla Gab} - Power Rank 2 - Cost 2 (1 * 2)

Flaws: Non-Human Primates Only

--------------------------------------

----------Drawbacks---------

Normal Identity - Points -4

Description: - Full Round to Transform.

--------------------------------------

----------Cost Summary---------

Abilities: -4

Combat: 12

Saves: 0

Skills: 18

Feats: 18

Powers: 50

Drawbacks: -4

Total Cost: 90

--------------------------------------"

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"----------Character Details---------

Player Name: H4H

Character Name: Kirby Jackson

Character Alias: Kid Kong

GM's Name: varies

Age: 12

Height: 5'3""

Weight: 130

Hair: Black

Eyes: Green

Power Level: 6

Power Points: 90

Appearance:

KidKong.jpg

--------------------------------------

----------Background---------

If someone told Mr and Mrs Jackson that thier lovely new three bedroom, two bath ranch was built on a dimensional weak spot they may have passed on thier dream home. Alas they had no way of knowing that thier son would be concieved and raised amidst weird extra-dimensional exposure to the Terminus. Whose exotic entropic energies somehow allowed young Kirby to be able to "De-evolve" himself into a Simian-like form.

Kirby soon adopted the Moniker "Kid Kong" after his favorite movie and makes nightly "expeditions" into the wild jungle that is Freedom City.

If only his parents knew...He would be so Grounded!

--------------------------------------

----------Ability Scores---------

Strength: 22/6 (+6/-2)

Dexterity: 22/12 (+6/+1)

Constitution: 22/10 (+6/0)

Intelligence: 10 (0)

Wisdom: 10 (0)

Charisma: 8 (-1)

--------------------------------------

----------Saves---------

Toughness: +6

Fortitude: +6

Reflex: +6

Willpower: +0

--------------------------------------

----------Combat---------

Attack Bonus: +6 (melee), +3 (ranged)

Damage Bonus: Unarmed +6

Grapple: +12

Defense Bonus: +6 (+2 flat footed)

Initiative: +6

--------------------------------------

----------Lifting Capacity---------

Light Load: 173 lbs

Medium Load: 346 lbs

Heavy Load: 520 lbs

Max Load: 1040 lbs

Push/Drag: 1.3 tons

--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 80 ft / 40 ft / 20 ft

Speed: 250 ft/r

--------------------------------------

----------Skills---------

  • [*:ddaj3e72]Acrobatics - 9 (+15)
    [*:ddaj3e72]Bluff - 0 (--1)
    [*:ddaj3e72]Climb - 9 (+15)
    [*:ddaj3e72]Diplomacy - 0 (--1)
    [*:ddaj3e72]Disguise - 0 (--1)
    [*:ddaj3e72]Escape Artist - 4 (+10)
    [*:ddaj3e72]Gather Info - 0 (--1)
    [*:ddaj3e72]Handle Animal - 11 (+10)
    [*:ddaj3e72]Intimidate - 11 (+10)
    [*:ddaj3e72]Notice - 10 (+10)
    [*:ddaj3e72]Sleight of Hand - 4 (+10)
    [*:ddaj3e72]Stealth - 4 (+10)
    [*:ddaj3e72]Survival - 10 (+10)
    [*:ddaj3e72]Swim - 0 (+6)

--------------------------------------

----------Feats---------

  • [*:ddaj3e72]Acrobatic Bluff: Feint and trick using Acrobatics rather than Bluff
    [*:ddaj3e72]Ambidexterity: Eliminate off-hand penalties
    [*:ddaj3e72]Animal Empathy: Use Handle Animal to affect the attitudes of animals
    [*:ddaj3e72]Attack Focus (Melee) (3): +3 bonus to melee attack rolls
    [*:ddaj3e72]Dodge Focus (3): +3 dodge bonus
    [*:ddaj3e72]Evasion (2): Suffer no damage from attacks allowing a Reflex save
    [*:ddaj3e72]Fearless: Immunity to fear effects
    [*:ddaj3e72]Improved Grab: Grapple as a free action after a successful attack
    [*:ddaj3e72]Improved Pin: -4 penalty on grappling checks against you
    [*:ddaj3e72]Move-by Action: Move both before and after a standard action
    [*:ddaj3e72]Takedown Attack (1): Gain addtl melee attack when you drop an opponent
    [*:ddaj3e72]Track: Use Survival to follow tracks
    [*:ddaj3e72]Uncanny Dodge (Scent): Retain your dodge bonus while flat-footed

--------------------------------------

----------Powers---------

Enhanced Strength {Simian Strength} - Power Rank 16 - Cost 16 (1 * 16)

Enhanced Dexterity {Apelike Agility} - Power Rank 10 - Cost 10 (1 * 10)

Enhanced Constitution {Orangutan Endurance} - Power Rank 12 - Cost 12 (1 * 12)

Additional Limbs {Monkey Toes/Prehensile Feet} - Power Rank 2 - Cost 2 (1 * 2)

Power Feats: Split Attack

Drawbacks: Power Loss (Wearing Footwear, move action to remove; -1pp)

Speed {Run-On-All-Fours} - Power Rank 2 - Cost 2 (1 * 2)

AP: Leaping - Power Rank 2 - Cost 1 (0 * 2 + 1)

Super-Movement (Wall-Crawling) {Spider-Monkey Skills} - Power Rank 2 - Cost 2 (1 * 2)

Flaws: Still Requires Climb Roll As Normal

AP: Super-Movement (Swinging) - Power Rank 1 - Cost 1 (0 * 1 + 1)

Super-Senses (Low Light Vision, Scent) {Animalistic Awareness} - Power Rank 2 - Cost 2 (1 * 2)

Comprehend Animals {Gorilla Gab} - Power Rank 2 - Cost 2 (1 * 2)

Flaws: Non-Human Primates Only

--------------------------------------

----------Drawbacks---------

Normal Identity - Points -4

Description: - Full Round to Transform.

--------------------------------------

----------Cost Summary---------

Abilities: -4

Combat: 12

Saves: 0

Skills: 18

Feats: 18

Powers: 50

Drawbacks: -4

Total Cost: 90

--------------------------------------"

Link to comment

"----------Character Details---------

Player Name: H4H

Character Name: Kirby Jackson

Character Alias: Kid Kong

GM's Name: varies

Age: 12

Height: 5'3""

Weight: 130

Hair: Black

Eyes: Green

Power Level: 6

Power Points: 90

Appearance:

KidKong.jpg

--------------------------------------

----------Background---------

If someone told Mr and Mrs Jackson that thier lovely new three bedroom, two bath ranch was built on a dimensional weak spot they may have passed on thier dream home. Alas they had no way of knowing that thier son would be concieved and raised amidst weird extra-dimensional exposure to the Terminus. Whose exotic entropic energies somehow allowed young Kirby to be able to "De-evolve" himself into a Simian-like form.

Kirby soon adopted the Moniker "Kid Kong" after his favorite movie and makes nightly "expeditions" into the wild jungle that is Freedom City.

If only his parents knew...He would be so Grounded!

--------------------------------------

----------Ability Scores---------

Strength: 22/6 (+6/-2)

Dexterity: 22/12 (+6/+1)

Constitution: 22/10 (+6/0)

Intelligence: 10 (0)

Wisdom: 10 (0)

Charisma: 8 (-1)

--------------------------------------

----------Saves---------

Toughness: +6

Fortitude: +6

Reflex: +6

Willpower: +0

--------------------------------------

----------Combat---------

Attack Bonus: +6 (melee), +3 (ranged)

Damage Bonus: Unarmed +6

Grapple: +12

Defense Bonus: +6 (+2 flat footed)

Initiative: +6

--------------------------------------

----------Lifting Capacity---------

Light Load: 173 lbs

Medium Load: 346 lbs

Heavy Load: 520 lbs

Max Load: 1040 lbs

Push/Drag: 1.3 tons

--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r

Leap: 80 ft / 40 ft / 20 ft

Speed: 250 ft/r

--------------------------------------

----------Skills---------

  • [*:ddaj3e72]Acrobatics - 9 (+15)
    [*:ddaj3e72]Bluff - 0 (--1)
    [*:ddaj3e72]Climb - 9 (+15)
    [*:ddaj3e72]Diplomacy - 0 (--1)
    [*:ddaj3e72]Disguise - 0 (--1)
    [*:ddaj3e72]Escape Artist - 4 (+10)
    [*:ddaj3e72]Gather Info - 0 (--1)
    [*:ddaj3e72]Handle Animal - 11 (+10)
    [*:ddaj3e72]Intimidate - 11 (+10)
    [*:ddaj3e72]Notice - 10 (+10)
    [*:ddaj3e72]Sleight of Hand - 4 (+10)
    [*:ddaj3e72]Stealth - 4 (+10)
    [*:ddaj3e72]Survival - 10 (+10)
    [*:ddaj3e72]Swim - 0 (+6)

--------------------------------------

----------Feats---------

  • [*:ddaj3e72]Acrobatic Bluff: Feint and trick using Acrobatics rather than Bluff
    [*:ddaj3e72]Ambidexterity: Eliminate off-hand penalties
    [*:ddaj3e72]Animal Empathy: Use Handle Animal to affect the attitudes of animals
    [*:ddaj3e72]Attack Focus (Melee) (3): +3 bonus to melee attack rolls
    [*:ddaj3e72]Dodge Focus (3): +3 dodge bonus
    [*:ddaj3e72]Evasion (2): Suffer no damage from attacks allowing a Reflex save
    [*:ddaj3e72]Fearless: Immunity to fear effects
    [*:ddaj3e72]Improved Grab: Grapple as a free action after a successful attack
    [*:ddaj3e72]Improved Pin: -4 penalty on grappling checks against you
    [*:ddaj3e72]Move-by Action: Move both before and after a standard action
    [*:ddaj3e72]Takedown Attack (1): Gain addtl melee attack when you drop an opponent
    [*:ddaj3e72]Track: Use Survival to follow tracks
    [*:ddaj3e72]Uncanny Dodge (Scent): Retain your dodge bonus while flat-footed

--------------------------------------

----------Powers---------

Enhanced Strength {Simian Strength} - Power Rank 16 - Cost 16 (1 * 16)

Enhanced Dexterity {Apelike Agility} - Power Rank 10 - Cost 10 (1 * 10)

Enhanced Constitution {Orangutan Endurance} - Power Rank 12 - Cost 12 (1 * 12)

Additional Limbs {Monkey Toes/Prehensile Feet} - Power Rank 2 - Cost 2 (1 * 2)

Power Feats: Split Attack

Drawbacks: Power Loss (Wearing Footwear, move action to remove; -1pp)

Speed {Run-On-All-Fours} - Power Rank 2 - Cost 2 (1 * 2)

AP: Leaping - Power Rank 2 - Cost 1 (0 * 2 + 1)

Super-Movement (Wall-Crawling) {Spider-Monkey Skills} - Power Rank 2 - Cost 2 (1 * 2)

Flaws: Still Requires Climb Roll As Normal

AP: Super-Movement (Swinging) - Power Rank 1 - Cost 1 (0 * 1 + 1)

Super-Senses (Low Light Vision, Scent) {Animalistic Awareness} - Power Rank 2 - Cost 2 (1 * 2)

Comprehend Animals {Gorilla Gab} - Power Rank 2 - Cost 2 (1 * 2)

Flaws: Non-Human Primates Only

--------------------------------------

----------Drawbacks---------

Normal Identity - Points -4

Description: - Full Round to Transform.

--------------------------------------

----------Cost Summary---------

Abilities: -4

Combat: 12

Saves: 0

Skills: 18

Feats: 18

Powers: 50

Drawbacks: -4

Total Cost: 90

--------------------------------------"

Link to comment

Most everything looks ok to me as well. The changes/clarifications I'm asking for:

Please put Kid Kong's normal ability scores next to his powered form's score, separated by slashes. It helps when figuring out his stats in normal form, and for increases from PP later on.

I'm estimating the removal of shoes as a move action, assuming he has them on when he first changes. That's so that the Power Loss is meaningful.

Check Required isn't an appropriate flaw for the Super Movement, since you have no way of failing the check. You'll need another flaw - I'd suggest Limited [While Moving], which is suggested in UP.

Finally, common sense, but Comprehend (primates) only applies to non-human primates.

Once these things are fixed, you have my approval.

Link to comment

Most everything looks ok to me as well. The changes/clarifications I'm asking for:

Please put Kid Kong's normal ability scores next to his powered form's score, separated by slashes. It helps when figuring out his stats in normal form, and for increases from PP later on.

I'm estimating the removal of shoes as a move action, assuming he has them on when he first changes. That's so that the Power Loss is meaningful.

Check Required isn't an appropriate flaw for the Super Movement, since you have no way of failing the check. You'll need another flaw - I'd suggest Limited [While Moving], which is suggested in UP.

Finally, common sense, but Comprehend (primates) only applies to non-human primates.

Once these things are fixed, you have my approval.

Link to comment

Most everything looks ok to me as well. The changes/clarifications I'm asking for:

Please put Kid Kong's normal ability scores next to his powered form's score, separated by slashes. It helps when figuring out his stats in normal form, and for increases from PP later on.

I'm estimating the removal of shoes as a move action, assuming he has them on when he first changes. That's so that the Power Loss is meaningful.

Check Required isn't an appropriate flaw for the Super Movement, since you have no way of failing the check. You'll need another flaw - I'd suggest Limited [While Moving], which is suggested in UP.

Finally, common sense, but Comprehend (primates) only applies to non-human primates.

Once these things are fixed, you have my approval.

Link to comment

Most everything looks ok to me as well. The changes/clarifications I'm asking for:

Please put Kid Kong's normal ability scores next to his powered form's score, separated by slashes. It helps when figuring out his stats in normal form, and for increases from PP later on.

No problem

I'm estimating the removal of shoes as a move action, assuming he has them on when he first changes. That's so that the Power Loss is meaningful.

No problem

Check Required isn't an appropriate flaw for the Super Movement, since you have no way of failing the check. You'll need another flaw - I'd suggest Limited [While Moving], which is suggested in UP.

To clarify Kid Kong still needs to make Climb Checks as usual (he cant climb a a sheer wall of teflon) but he has increased speed and full defense due to the power. I will make this clearer.

Finally, common sense, but Comprehend (primates) only applies to non-human primates.

Exactly.

:D

Link to comment

Most everything looks ok to me as well. The changes/clarifications I'm asking for:

Please put Kid Kong's normal ability scores next to his powered form's score, separated by slashes. It helps when figuring out his stats in normal form, and for increases from PP later on.

No problem

I'm estimating the removal of shoes as a move action, assuming he has them on when he first changes. That's so that the Power Loss is meaningful.

No problem

Check Required isn't an appropriate flaw for the Super Movement, since you have no way of failing the check. You'll need another flaw - I'd suggest Limited [While Moving], which is suggested in UP.

To clarify Kid Kong still needs to make Climb Checks as usual (he cant climb a a sheer wall of teflon) but he has increased speed and full defense due to the power. I will make this clearer.

Finally, common sense, but Comprehend (primates) only applies to non-human primates.

Exactly.

:D

Link to comment

Most everything looks ok to me as well. The changes/clarifications I'm asking for:

Please put Kid Kong's normal ability scores next to his powered form's score, separated by slashes. It helps when figuring out his stats in normal form, and for increases from PP later on.

No problem

I'm estimating the removal of shoes as a move action, assuming he has them on when he first changes. That's so that the Power Loss is meaningful.

No problem

Check Required isn't an appropriate flaw for the Super Movement, since you have no way of failing the check. You'll need another flaw - I'd suggest Limited [While Moving], which is suggested in UP.

To clarify Kid Kong still needs to make Climb Checks as usual (he cant climb a a sheer wall of teflon) but he has increased speed and full defense due to the power. I will make this clearer.

Finally, common sense, but Comprehend (primates) only applies to non-human primates.

Exactly.

:D

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  • 2 months later...
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