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Jimb011 - Doctor Annihilate - PL10 Villain (NPC Tier 2)


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Player Name: Jimb011

Power Level : 10 (150/153pp)

Trade-Offs: +1 Defense/ -1 Toughness; +5 Attack / -5 DC

Unspent PP: 3

Name: Dr. Annihilate

Alter ID: : Thommas Hazard

Height: : 6'1"

weight: 205lbs

Hair Color: Black

Eye color: Green

Description:

Dr.gif?t=1253212466

Dr. Annihilate has the stature and dress of a turn of the century scientist.(see Picture)

Examples of Dr. Annihilates Mannerisms:

Link 1

Link 2

History :

Thomas Hazard was born in another dimension where the level of education is inferior compared to Freedom city's universe. In collegem Hazard felt that He was above the standards set by the Educational system. He was always questioning this form of education and sought to undermine his peers so as to gain access to greater standards in education for himself. His actions caused the Intellectual to see him as an outcast. He had to repeat several grades and classes over again in order to graduate. As fate would have it, An interdimensional rift caused by a partical excelerator experiement gone horribly wrong, pulled Hazard into Freedom city's dimension. While in the swirling vortex his DNA was altered dramatically by cosmic rays giving him immense intellect. Arriving in Freedom cit,y his thirst for knowledge ever increasing, he held the scholars and teachers responsible for the accident and swore revenge. His mad schemes of vengence would begin in Freedom city. The day he was thrown through the vortex was The day Thomas Hazard died and was reborn as: Dr. Annihilate!

Personality, Motives:

Thomas Hazard has a megalomanic complex focused on a thirst for Knowledge and to do whatever he wants. He swears revenge on peddlers of knowledge and is driven to steal, spy and coerce sources of knowledge for his own gain.He sees a criminal empire through Freedom city as a use toward this end. Since he is new and unfamiliar with freedom city he seeks power and weatlh to gain an advantage

Powers: None

Tactics: Dr. Annihilate prefers his mind to destroy his opponents and conduct his schemes rather then direct combat. Chaos and misdirection are the main parts of his strategy in defeating opponents. If direct combat is necessary he prefers to end fights quickly while creating diversions to weaken his opponents resolve while setting up for the next fight. He prefers to fight close up and personal to weaker opponents to create a barrier in melee combat for stronger and ranged attack opponents.

Complications:

Dramatic: Dr. Annihilate likes to present his image and name...a lot...in a overdramatized manner.

Stats: 10+10+10+18+0+4 = 52pp

Str: 20 (+5)

Dex: 20 (+5)

Con: 20 (+5)

Int: 28 (+9)

Wis: 10 (+0)

Cha: 14 (+2)

Combat: 24+20 = 44pp

Attack: +12 (+15 Melee)

Grapple: +20

Defense: +11 (+5 flat-footed)

Knockback: -4 -2FF

Initiative: +9

Saves: 5+8+6 = 19pp

Toughness: +9/ +8 flatfooted/+6 without costume / +5 without costume flatfooted

Fortitude: +10 (+5 Con, +5)

Reflex: +13 (+5 Dex, +8)

Will: +6 (+0 Wis, +6)

Skills: 64r = 16pp

Acrobatics 5 (+10)

Bluff 8 (+10)

Computers 5 (+14)

Craft (chemical) 5 (+14),

Craft (electronics) 5 (+14),

Craft (mechanical) 5 (+14),

Disable Device 5 (+14),

Knowledge (earth sciences) 4 (+13),

Knowledge (life sciences) 4 (+13),

Knowledge (physical sciences) 4 (+13),

Knowledge (technology) 5 (+14),

Notice 5 (+5),

Perform (Oratory) 4(+6)

Feats: 20pp

Accurate Attack

Assessment

attack focus melee 3

Defensive Attack

Defensive roll 1

Dodge focus 1

Elusive Target

Equipment 1

Improved Initiative

Improvised Tools

Instant Up

Inventor

Jack of All Trades

Luck1

Power Attack

Redirect

Takedown Attack

Uncanny Dodge (hearing)

Possessions:

Thomas Hazrard was throwin into a wormhole leaving all his possessions in his science class of another dimension leaving him the cloths he wears on his back. He shall have to improvise for his evil deeds and survival.

Equipment:

Costume (See Avatar)

+Protection 3 (3EP)

+Subtle (1EP)

Flash Goggles (1EP)

Drawbacks: 1+0+0 = 1pp

Vulnerable: Bluff checks (make him gloat) 1pp

DC Block:

Costs: Abilities (52) + Combat (44) + Saves (19) + Skills (16) + Feats (20) + Powers (00) - Drawbacks (01) = 150pp / 153pp

Link to comment

Welcome to the boards. You'll need to flush out all the fluffy bits before you get an approval, but let's see if I can't work with what you have mechanics wise here.

Stats add up, but these numbers: "8+10+6+0+5+0 = 48pp" seem to be a hold over from an earlier version of the character or template you used. Please update this.

Combat, I'm getting 52 Points. Attack 14 = 28 points, Defense +12 = 24 Points. 28+24 = 52.

Saves are 19 points: 5+8+6 = 19

Also, if you took 2 points out of Fortitude save and 2 points out of Defensive roll, you could buy your Constitution up to 20, for no net point change. But you keep more of your Toughness while flat footed, have a better bonus on recovery checks and seem more well rounded. But this choice is entirely up to you. If you want to keep it as is, I certainly won't stop you.

Skills, I'm counting 60 ranks for 15 points. I might suggest some ranks in Sense Motive, but again, your prerogative.

Feats, good. But unless you have Equipment, please get rid of the little quote boxes.

In total, I'm counting 152 points spent.

For point shaving, I suggest dropping Defensive roll for Equipment, specifically armor/costume of some kind which grants protection. Also, if you don't have any ranged attacks, you could lower your attack some and replace it with ranks in Attack Focus Melee. And as always, there are drawbacks.

Link to comment

Firstly, when you update your character, you should just edit the original post, they way the refs don't have look through the thread to find the "proper" version.

Secondly, there are a few errors I see on the new sheet.

:arrow: Stats: 10+10+6+18+0+4 = 52pp You didn't update the numbers here, only the new point value. it should instead read:

Stats: 10+10+10+18+0+4 = 52pp

:arrow: You're combat section should be as follows:

Combat: 24+20 = 44pp

Attack: +12, +15 Melee

Grapple: +20

Defense: +11 (+5 flat-footed) [base Defense +10]

Knockback: -4 -3FF

Initiative: +9

:arrow: Saves should be as follows:

Toughness: +8/ +7 Flat footed/ +6 without costume/ +5 without costume & flat footed

Fortitude: +10 (+5 Con, +5)

Reflex: +13 (+5 Dex, +8)

Will: +6 (+0 Wis, +6)

:arrow: Feats should be alphabatized

Finally, I am getting 148 points spent in total. Also, you do not hit your defensive caps right now. It is recommended, but not necessary that you do so. To hit your defensive caps, increase either your Toughness by 1 point, or your Defense by 1 point.

Link to comment

Stats, good.

Combat: A few errors here.

Attack and Defense each cost 2 points per rank. 12 ranks in attack costs 24 points, 10 ranks in Defense costs 20 point. 24+20 = 44. With 10 ranks in Defense and 1 rank in Dodge Focus, you currently have a total Defense score of +11. 1/2 of your Defense value, derived soley from the Defense attribute is retained while flat-footed. Meaning in this case, you have a +5 bonus while flat footed.

Saves: You only have 1 rank in Defensive roll, and therefore only lose 1 point of Toughness while flat-footed. You have a +5 bonus on toughness saves from your Constitution score, which you will always have. Your costume grants you a +2 bonus to Toughness, which you will have so long as you are wearing the costume.

In addition, your total bonus on your toughness save is +10.

Skills, good.

Feats, good.

As it currently stands you have spent 148/150 power points.

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