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Tank - Starsign - PL 10 Hero


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Characters Name: Tank

Power Level: 10 (150/150 PP)

Trade-Offs: -5 Defense/+5 Toughness, -5 Attack/+5 Save DC

Unspent PP: 0

Alternate Identity: Jyad'Arun

Age: 58

Gender: Male

Height: 6'8''

Weight: 287 lb, (7175lb w/Density)

Eyes: Green (Dark Blue Pupil)

Hair: None

Description: If one we're to compare the differences between Jyad's race, the Elderri, and a normal human, they would have greenish skin, notably thinner and taller, almost pure black eyes, very short black hair that can't grow more than 2 inches long, a slightly rounder head, fangs from their upper teeth, long elven-like ears, two 3 & 1/2-inch horns from their heads, and a more notable regeneration. Jyad is like the other members of his race, except due to his condition, he has no hair, his eyes have a blueish tint, and he has tighter muscles, though still very thin unless he is using his powers, then he his muscles grow to a massive size, making him look much more bulkier, solid and sturdy.

When he's moonlighting as Tank, he usually wears brown cloth wear, and a cloth mask that covers his head except the bottom half with matching color. Though since he's the only member of his race on Earth, People have little to no trouble figuring out that Jayd is Tank. He knows this, but still prefers having a superhero identity for the spirit of being one.

History: (Thanks to Cyroa for collaborating with me!)

The Elderri are a species of beings that live in a solar system beyond the reaches of Earth's solar system. The Elderri's solar system contains 7 planets, many of which are barren, but one was occupied by the Elderri. The planet Jayd was raised on, Gehlanna, was a lush planet filled with a type of mineral called crystalt. The Elderri were not far into technology. Much of their homes were constructed with stone, wood and crystalt, they had not heard of "Machinery" or knew about "Other Planets" at the time.

The Elderri run as a democracy/senate of sorts. They are separated in three groups, using their group as their last name (going from highest to lowest, Brun, Crun, and Drun) with most of the rules coming from the Brun and the Crun having responsibility over the Drun. Think of it as Brun=Kings, Crun=Nobles/Police, Drun=Civilians. They we're calm and very weak (physically) people, while being a little cunning and able to understand others (to a point) through the looks and actions of others. All this changed however when an invasion began...

Gehlanna was the second-most planet away from it's sun, it's sister was the furthest, and occupied by the Grue. One day the Grue came, attacked, and enslaved the Elderri of Gehlanna, forcing them to mine crystalt used for fuel or to make them into weapons, armor and other uses, while making them learn the Grue language while forfeiting the use of their own.

This lasted for a long time until one day, a freak incident happened. The Grue we're creating a type of small organism to infect the Elderri so the Grue can use them at their whim, like a parasite. However something went wrong, the parasite went amok and started infecting the Grue, devouring them from the inside by crushing them through increase of mass. It eventually got to the point where staying on Gehlanna would cause genocide to the Grue there, so they left, leaving the Elderri behind, thinking that the parasite would devour them too. It didn't.

Rather, the parasite fit comfortably into the Elderri, letting them use the powers of the parasite to their will. They believe that the parasite is their savior and everlasting guardian, and that it gave them freedom from the Grue and the Elderri are to use the powers of the parasite to preserve the freedom they have. The current host of the parasite is Jyad'Arun (Arun is a new rank for those who wield the parasite. It is the true highest rank, followed by Brun, Crun, and Drun. Arun is to be the watcher and guardian of the entire race, more like a respected authority figure than a prince), who wears an armor of crystalt for protection.

Now the Elderri we're smarter. They learned during their slavery from the Grue about other planets and space, as well as technology and machinery. With leftover stuff the Grue left behind, they learned how to use metal to construct new homes and create more useful weapons using technology and their crafting skills with crystalt, though they are still lack the advanced technology that humans (who the Elderri don't know at the time) and Grue have. Because of the invasion, the Elderri was very percautious about other races and may defend themselves in fear at a provoke.

One eventful day another being came from space, a being of blackness who called himself Dark Star. The Elderri, who have never seen a being as powerful as him before, took great fear of him and, because of his great power, questioned him to be a god, as they knew they we're no match for such a being.

After some misconceptions, the Elderri learned a little about the energy being, and Jayd, being the highest rank of his race, had time to discuss alone with Dark Star, who helped Jayd learn a bit about Earth and it's language, as Jayd told Dark Star about his own race and history. Through this Jayd and the Elderri felt a little more comferable about other races now, and mellowed a bit. After the grateful visit, the Elderri prayed that Dark Star would one day return to Gehlanna, and he did.

Dark Star came back one day to find Gehlanna in destruction and ruin, barren and nearly uninhabitable. He found Jyad as (presumably) the only survivor, with his crystalt armor destroyed. Jyad who remembers the Grue attacking again, this time in attempt to wipe out the entire race from the skies, and by looks of the result, they had mostly succeeded. Dark Star, knowing that he couldn't leave Jyad here, decided to take him to Earth, only to find it being attacked by Grue as well. Wishing not for a repeat of what had Gehlanna suffered, Jayd leaped into action against Dark Star's advice, and together with the other heroes, managed to save Freedom City.

After the invasion, Jayd decided to assist with fixing the city using his powers, taking a job as a builder in the meantime. He had noticed other people dressed in costumes that seemed out of place, who we're protecting others. Seeing as this was just what Jayd wanted to do now, he made himself an outfit of dark, cloth clothing and his armor to become the hero known as Tank, a name that he took after the humans kept calling/comparing him to one. Other, "underground" people (like mobsters, crime organizations, some vampires) have been nicknaming him "The Space Troll" due to his looks, origin's and lack of fondness to fire, though it hasn't really caught on as a name as much as "Tank" has.

Personality & Motivation: Understandably, Jayd is rather heartbroken by the destruction of his planet. He still tries to put on a smile and stay positive, but deep down he doesn't let the past free from his mind. His time on Earth has made him a little more positive than before, but he will mellow into angst if anyone mentions or asks him about his time before Earth. He looks up to Dark Star as an idol and someone who he wants to be like. Jayd shows caution around others since he is rather curious of humans, though since his first meeting with Dark Star, he's been more open than before.

As Tank, he will often try to put up an intimidating posture to try to scare his enemies. He has tried the quiet, scary cowl persona, but he feels that it doesn't suit him. Rather, Tank will be helping in day and night, acting almost like a fearless idiot (when he's actually not), while trying to be a caring individual for those he protects, never willing to back down or give up, right up to the bitter end if called for. His motivation comes from his experience of his past and wishes for it not to be repeated to humans, who he finds fascinating and rather unpredictable, but with a good heart in most of them.

Powers & Tactics:Tank has a parasite in his body. Normally it would devour the specimen from the inside by taking control of the body and increasing the host's mass until he/she is crushed under it's own weight. However the Elderri's bodies seem to make the parasite become dormant, making it act more like a symbiotic and allowing the host to use it's powers at will, with some precautions.

The parasite allows Jayd to increase his mass and density at will, making him hard to even get him to flinch, less to actually damage. However he is careful with how much he increases it by since he can still be crushed by overdoing it. He is also given enhanced abilities, he can never get tired unless he pushes himself beyond his normal standards. The parasite also covers the inner part of his body to further increase the protection and mass of Tank.

He also has a greatly overcharged regeneration, allowing him to come back even beyond death. However regenerating a large portion of lost substance like limbs can be incredibly painful, and what Tank doesn't know is that regenerating will take off time on his lifespan. Since a Elderri can live for long periods of time (the longest life lived by one was 860 years) this isn't as bad as it could be for other races, but it can still take off much of his life if he get's careless. As another side-effect, the parasite has a negative effect on fire, and will hibernate into a near-indestructible form to prevent melting. This will cause Tank to lose some of the powers the parasite gives.

Tank is not much familiar with tactics and strategies. Unless he is told otherwise, he usually will make a spearlong dash toward his opponents, striking them down while having little care of his injuries (he'll usually just regenerate). However Tank values others life other his own, and will go to defend them before charging to take down the enemy. If finding a rampaging enemy he may try grappling them and pin them helpless, or even attempt to beat them at their own game by charging them, though this may not always work.

Complications:

Fire: This substance forces the parasite into hibernation injuring it's abilities and usefulness. Getting scratched by this will have Tank's confidence lowered and he may rethink his strategies. If he's ON fire, Tank may resort to a blind suicide charge.

Reckless: Tank often will charge headfirst, regardless of the situation. This can result in needless injuries for him that could have been easily avoided.

Idolism: Tank idolizes Dark Star as his savior, an idol, and a friend. Tank will often go out of his way to assist Dark Star, whether he needs the assistance or not.

Overprotective: Tank doesn't want a repeat of what happened to his planet, and he believes that he can help prevent that by saving others. He may try to save people who are in danger rather than go after villains or thugs.

Painful Regeneration: Having to regenerate lost limbs (or his entire body if required) is severely painful for Tank, DC10 save if needs to regenerate large amounts of lost substance. If failed, he cannot act during the round.

In Brief: Parasite-wielding alien from ruined planet

Stats: -2+0+6+0+2+0 = 6pp

Str: 8/32 (-1, +3 Rage, +11 Density, +15 Rage and Density)

Dex: 10 (+0)

Con: 16/20 (+3, (Enhanced: +2, Removed w/fire))

Int: 10 (+0)

Wis: 12 (+1)

Cha: 10 (+0)

Combat: 8+8 = 16pp

Attack: +4 (+5 Melee)

Grapple: +4 (+8 Rage, +19 Density, +23 Density & Rage)

Defense: +4 (+2 flat-footed, -2 Rage)

Knockback: -9, -7 w/fire, -23 w/Density in fire, -24 w/Density,

Initiative: 0

Saves: 2+1+7 = 10pp

Toughness: +15 (+3 Con, (Enhanced: +2, Removed w/fire), (Density: +10, Impervious))

Fortitude: +14 (+2, +3 Con, +4 Rage, (Enhanced: +3, +2 Con, Removed w/fire))

Reflex: +4 (+1. +3 Enhanced)

Will: +14 (+7, +4 Rage, (Enhanced: +3, Removed w/fire))

Skills: 56r = 14pp

Concentration 12 (+13)

Intimidate 14 (+14)

Language 2 (English; Grue; Elderrian is native)

Profession (builder) 4 (+5)

Sense Motive 12 (+13)

Survival 12 (+13)

Feats: 22pp

All-Out Attack

Attack Focus (melee)

Distract (Intimidate)

Fast Overrun

Fearless

Improved Critical 2 (Unarmed Attack)

Improved Grab

Improved Grapple

Improved Overrun

Interpose

Luck 3

Rage 4 (+8 Str, +4 Fort and Will saves, -2 Defense for 10 rounds)

Skill Mastery (Builder, Sense Motive, Intimidate, Survival)

Startle

Track

Powers: 28+16+8+1+6+8+12+3 = 81pp

Density 12 (+24 STR, Weight Multiplier x25; Flaws: Distracting) [24+4pp]

Immovable 4 (Extras: Unstoppable) [4pp]

Protection 6 (Impervious)

Super-Strength 4 (Effective Lift Strength: 52, 60 w/Rage, Heavy Load: 16.64 tons, w/Rage 50 tons)

Linked (to Density) Immovable 8 (Inner Parasite Armor; Extras: Unstoppable) [16pp]

Linked (to Density) Protection 4 (Inner Parasite Armor; Extras: Impervious) [8pp]

Enhanced Constitution 4 (Drawbacks: Power Loss (fire)) [1pp]

Enhanced Trait 9 (Fortitude +3, Reflex +3, Will +3; Drawbacks: Power Loss (fire)) [6pp]

Immunity 8 (Fatigue Effects, Sleep, Grue (Uncommon Descriptor) [8pp]

Regeneration 11 (Parasite Renewal Feats: Regrowth; Recovery Bonus +4, Bruised 3/no action, Injured 1/20 minutes, Resurrection 2/1 day) [12pp]

Enhanced Regeneration 5 (Parasite Renewal Feats: Persistent; Drawbacks: Power Loss: (fire); Injured 2 [to 3/1 minute], Staggered 3/1 minute) [3pp]

Drawbacks: 0pp

DC Block:

Unarmed Attack --- DC 14/18/26/30 Toughness --- Bruised, Staged; Crit 18-20

Costs: Abilities (6) + Combat (16) + Saves (10) + Skills (14) + Feats (22) + Powers (82) - Drawbacks (00) = 150pp

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Fluff is okay, but I'd like more, especially about his people and their world. What's their culture like? Their level of technology? Their views on other alien races?

Stats: -2-2+0+-2+0+0 = -6pp

Str: 8/32 (+24 Density, -1)

Dex: 8 (-1)

Con: 10/20 (+10 Enhanced)

Int: 8 (-1)

Wis: 10 (+0)

Cha: 10 (+0)

You don't need to list how much is from Enhanced [Traits], but you do need to list the total modifier. Thus:

Str 8, 32 w/ Density (-1/+11)

Con 10, 16 w/ powers (and fire), 20 w/ powers (no fire) (+0/+3/+5)

(yes, that's a bit awkward. It's what you get for having two versions of the same Enhanced Attribute ;) )

Also, Int of 8 is slow, suitable only for unskilled work. Is he supposed to be that limited?

Combat: 8+10 = 18pp

Attack: +4 (+5 Melee)

Grapple: +4 (+16/+20 Density)

Defense: +5 (+2 flat-footed)

Knockback: -19/-24

Initiative: -1

This is fine, though for efficiency you should go with an even number on Defense, and buy a rank of Dodge Focus for the odd number.

Saves: 1+2+2 = 5pp

Toughness: +5/+15 (+5 Enhanced Con, +10 Protection, 10 Impervious)

Fortitude: +6/+9 (+5 Enhanced Con, +2 Enhanced, +1)

Reflex: +1/+5 (-1 Dex, +4 Enhanced, +2)

Will: +2/+9 (+7 Enhanced, +2)

Numbers (specifically, what he has from Enhanced Saves) are a bit off. And due to the two Enhanced Cons, you'll need to expand the Toughness and Fort lines a bit.

Going by what's listed now (Enhanced Fort 2, Enhanced Ref 6, Enhanced Will 6):

Toughness: +15 (Imp 10); +13 (Imp 10; in fire); +5 (no armor); +3 (no armor, in fire); +0 (no armor, no powers)

Fortitude: +8, +6 (in fire), +1 (no powers)

Reflex: +8, +2 (no powers)

Will: +8, +2 (no powers)

Skills: 80r = 20pp

Concentration 12 (+12)

Handle Animal 12 (+12)

Intimidate 14 (+14)

Language 2 (English; Grue; Elderrian is native)

Notice 12 (+12)

Profession (builder) 4 (+4)

Sense Motive 12 (+12)

Survival 12 (+12)

Adds up. Why those skills, though?

Feats: 23pp

All-Out Attack

Animal Empathy

Attack Focus (melee)

Distract (Intimidate)

Fearless

Improved Critical 2 (Unarmed Attack)

Improved Grab

Improved Grapple

Improved Overrun

Interpose

Luck 3

Rage 3 (+5 Rounds)

Skill Mastery 2 (Sense Motive, Notice, Concentration, Intimidate, Handle Animal, Survival, Search, Diplomacy)

Startle

Track

I count 21 feats, not 23.

Since Rage affects his Str, Fort and Will saves, and Defense, those need to be noted, too.

Also, you have listed Rage 3 (+5 rounds). Does that mean he's got 2 ranks of Rage in the effect (for +6 Str, +3 Fort and Will saves, -2 Defense) and 1 rank for duration (10 rounds total)?

Please alphabetize the skills listed in Skill Mastery.

Powers: 8+14+9+6+1+11+26+10+4 = 92pp

Device 2 (Crystalt Armor; 10/10 pp Hard to Lose) [8pp]

Looks fine.

Immovable 7 (Extras: Unstoppable) [14pp]

Enhanced Constitution 6 [6pp]

Enhanced Constitution 4 (Drawbacks: Power Loss (fire)) [1pp]

Enhanced Trait 12 (Fortitude +2, Reflex +6, Will +6) [12pp]

2+6+6 = 14, not 12.

Immunity 11 (Entrapment, Fatigue Effects, Sleep) [12pp]

Immunity to Fatigue and Sleep I can see, general "super-human" enhancements. But why Immunity to Entrapment effects?

Also, be aware the Immunity to Fatigue effects won't protect you from the fatigue of Extra Effort, or his Rage.

Density 12 (+24 STR, Weight Multiplier x25; Flaws: Distracting; Drawbacks: Action 2 (Standard Action)) [26pp]

It looks like his Density should cost 22pp, not 26. 2/rank due to it being Distracting, -2 for the Drawback.

The Immovable granted by Density isn't Unstoppable, you'd have to pay extra for that.

The Protection from Density is Impervious, please note that.

Also, it's traditional to list his total effective Str next to Super-Str. For him, it looks like it would be... effective Str 52, or 58 when raging. Those are Heavy Loads of 16.64 tons and 38.4 tons, respectively.

Regeneration 10 (Parasite Renewal Feats: Regrowth; Recovery Bonus +4, Bruised 2/action, Injured 2/5 minutes, Staggered 1/20 minutes, Resurrection 2/1 day) [12pp]

Regeneration 6 (Parasite Renewal Feats: Persistent; Power Loss: fire; Bruised 1/1 round, Injured 1/20 minutes, Staggered 2/5 minutes) [2pp]

This is off in a few places, too.

Power Feats and Drawbacks typically go at the end, not the beginning.

For the first Regen, you have 11 ranks (4+2+2+1+2), not 10.

For the second, please list the total effective ranks, as well as the time. So, assuming all the rank numbers are staying the same, something like

Regeneration 11 (Parasite Renewal; Recovery Bonus +4 [+9 total, +7 in fire], Bruised 2/standard action, Injured 2/5 minutes, Staggered 1/20 minutes, Resurrection 2/1 day; PF: Regrowth) [12pp]

Enhanced Regeneration 4 (Parasite Renewal; Bruised 1 [to 3/no action], Injured 1 [to 3/1 minute], Staggered 2 [to 3/1 minute]; PF: Persistent; Drawback: Power Loss [fire, -3pp]) [2pp]

Unless you mean the second Regen to be the 'base,' and the first to be the 'add on'.

Drawbacks: 0pp

DC Block:

Unarmed Attack --- 14/26/29 Toughness --- Bruised, Staged

Costs: Abilities (-6) + Combat (16) + Saves (06) + Skills (20) + Feats (23) + Powers (92) - Drawbacks (00) = 150pp

I'm holding off on checking the totals until the other stuff is sorted out.

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Oh yikes. I better do alot of changing then...

(PS: I'm trying to design him as an expy of Juggernaut, which may, or may not explain some things. If anyone has any ideas for making Panzer more like Juggernaut power-wise, please note or PM me)

EDIT: overhauled Panzer a bit, if you see any more issues, please let me know. I was planning to put everything about the Elderri at the Freedom News section when Panzer was accepted, but I can PM the info if you would like (it's quite a bit to type).

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On the subject of changes made:

- Changed attributes to 10 for all except Strength (now 6)

- Defense is now even 4 (yes, this is undercapped. Defense isn't important for Panzer)

- Added all save possibilities (may be inaccurate)

- Changed or removed skills

- Couple feat swaps

- Small power changes (mostly with Regen and Density)

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And the fluff parts I'd asked for? Info on his alien race, what they're like, their culture and so on? Very advanced, compared to Earth? Less advanced? Tribes, monarchy, republic, theocracy, anarcho-syndicalist commune? These will all be part of his upbringing, his history, and thus shape his personality and outlook. I'm not asking for a dissertation, just a paragraph or so on what his world was like before the Grue rolled in.

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History is better.

Ability modifiers for Str, Con and Wis are off.

Rage is still off. You have Rage 4 (+5 rounds), but list +10 Str and +8 to saves from it. The bonus to saves from Rage only goe up to +5, and that's with 5 ranks in it. Rage 4, with one of those ranks given to prolong the duration, would look like this

Rage 4 (3 rounds effect, 1 round duration; +8 Str, +4 Fort and Will saves, -2 Defense for 10 rounds)

Remember that the max on Fort/Ref/Will saves is (PL + 5). Your PL 10 char can't have a Fort save of +18.

Immunity (Grue)? What's that?

Remember to add the ranks of your Regen together, like I showed earlier.

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I made the changes, sorry to make this more difficult than it should. :cry:

The "Immunity (Grue)" is an Uncommon Descriptor that renders Panzer immune to anything that would have a Grue descriptor (like a certain attack from a Grue, a mental Grue attack/mind trick, etc.). I did talk to about it with Shaen and he approved that Panzer can have it on.

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Still discussing the Immunity (Grue) with Shaen, but I can go over other parts now.

Stats: -2+0+6+0+2+0 = 6pp

Str: 8/30 (-1, +12 Density, +4 Rage, +17 Rage and Density)

Dex: 10 (+0)

Con: 16/20 (+4 Enhanced (Removed w/fire)

Int: 10 (+0)

Wis: 12 (+1)

Cha: 10 (+0)

Better, but still not quite there.

Str: 8, 16 w/ Rage, 32 w/ Density, 40 w/ Density & Rage (-1/+3/+11/+15)

Con: 16, 20 enhanced (not in fire) (+3/+5)

Combat: 8+8 = 16pp

Attack: +4 (+5 Melee)

Grapple: +4 (+15/+29 Density)

Defense: +4 (+2 flat-footed, -2 Rage)

Knockback: -20/-25

Initiative: 0

Grapple and Knockback need a bit more work.

Grapple: +4, +8 w/ Rage, +20 w/ Density, +24 w/ Density & Rage

Knockback: -25 w/ Density & Armor, -20 w/ just Density, -15 w/ just Armor, -10 without Armor or Density; -24 w/ Armor & Density wen in fire, -19 w/ just Density in fire, -14 w/ just Armor in fire, -9 without Armor or Density and in fire

Saves: 2+2+7 = 11pp

Toughness: 0/+3/+5/+13/+15 (+5 Enhanced Con (+3 w/fire), +10 Protection (Armor), 10 Impervious)

Fortitude: +2/+7/+10/+14 (+2, +5 Enhanced Con (+3 w/fire), +3 Enhanced (Removed w/fire), +4 Rage)

Reflex: +2/+5 (+2. +3 Enhanced,)

Will: +7/+10/+14 (+7, +3 Enhanced (Removed w/fire), +4 Rage)

I think we can tidy this up a bit, too. Well, not "tidy," since there are so many conditionals here...

Toughness: +15 (Imp 10) w/ Density & Armor; +11 (Imp 6) w/ just Density, +9 (Imp 4) w/ just Armor, +5 without Armor or Density; +13 (Imp 10) w/ Density & Armor in fire, +9 (Imp 6) w/ just Density in fire; +7 (Imp 4) w/ just Armor in fire; +3 without armor or density and in fire

(+3 Con; +Prot 6 [imp 6] w/ Density; +Prot 4 [imp 4] w/Armor; +2 more Con [not in fire])

Fort: +10, +14 raging; +5, +9 raging when in fire

(+3 Con, +2; +4 Rage; +2 more Con & +3 Enhanced [not in fire])

Ref: +5; +2 when in fire

(+0 Dex, +2; +3 Enhanced [not in fire])

Will: +11, +15 raging; +8, +12 raging when in fire

(+1 Wis, +7; +4 Rage; +3 Enhanced [not in fire])

Skills: 56r = 14pp

Concentration 12 (+13)

Intimidate 14 (+14)

Language 2 (English; Grue; Elderrian is native)

Profession (builder) 4 (+5)

Sense Motive 12 (+13)

Survival 12 (+13)

Looks fine.

Feats: 22pp

All-Out Attack

Attack Focus (melee)

Distract (Intimidate)

Fast Overrun

Fearless

Improved Critical 2 (Unarmed Attack)

Improved Grab

Improved Grapple

Improved Overrun

Interpose

Luck 3

Rage 4 (+8 Str, +4 Fort and Will saves, -2 Defense for 10 rounds)

Skill Mastery 2 (Concentration, Sense Motive, Intimidate, Survival)

Startle

Track

Looks fine.

Powers: 28+8+1+6+16+8+12+3 = 81pp

That's 82, not 81.

Density 12 (+24 STR, Weight Multiplier x25; Flaws: Distracting) [24+4pp]

Please note Impervious next to the Protection.

We usually list total effective Str next to any Super-Str. In his case, it'd be

Super-Strength 4 (effective Str 52, 60 w/ Rage; Hvy Load 16.64 tons, 50 tons w/ Rage)

Device 2 (Crystalt Armor; 10/10 pp Hard to Lose) [8pp]

Enhanced Constitution 4 (Drawbacks: Power Loss (fire)) [1pp]

Enhanced Trait 9 (Fortitude +3, Reflex +3, Will +3; Power Loss (fire)) [6pp]

Immovable 8 (Extras: Unstoppable) [16pp]

Immunity 8 (Fatigue Effects, Sleep, Grue (Uncommon Descriptor) [8pp]

Regeneration 11 (Parasite Renewal Feats: Regrowth; Recovery Bonus +4, Bruised 3/no action, Injured 1/20 minutes, Resurrection 2/1 day) [12pp]

Enhanced Regeneration 5 (Parasite Renewal Feats: Persistent; Power Loss: (fire); Injured 2 [to 3/1 minute], Staggered 3/1 minute) [3pp]

Why that separate amount of Immovable, the one outside the Armor and the Density?

Please note Drawback next to the Power Loss on his Enhanced Saves and Regeneration (like you've already got it on his Enhanced Con).

Drawbacks: 0pp

DC Block:

Unarmed Attack --- 13/25/30 Toughness --- Bruised, Staged

Unarmed Attack -- DC 14/18/26/30 Toughness -- Bruised, Staged; Crit 18-20

Costs: Abilities (6) + Combat (16) + Saves (11) + Skills (14) + Feats (22) + Powers (81) - Drawbacks (00) = 150pp

Powers add up to 82, not 81.

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The Immobility outside of Density was because I was believed that you could not improve the powers in Density separately. If it is allowed, I will add them to Density instead.

I'll wait for a response before I make any more changes to powers. All other changes have been made.

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Ah, that is allowed, you'd just need to note that it's Linked to the Density power.

Which'd change the Knockback line to

Knockback: -25 w/ Density & Armor, -20 w/ just Density, -7 w/ just Armor, -2 without Armor or Density; -24 w/ Armor & Density wen in fire, -19 w/ just Density in fire, -6 w/ just Armor in fire, -1 without Armor or Density and in fire

Also, Immunity 2 (Grue) is fine, as long as you realize it's for things like a Grue's Drain Wisdom and Mind Reading, and not, say, being punched by a Grue that's used its Shapeshift to gain Density/Enhanced Strength/Strike.

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Fire is Tank's "kryptonite" you could say. The parasite has a negative reaction to fire, causing it to hibernate into an incredibly hard substance in order to avoid being melted. Because of this, the host loses the parasite's powers until the flames escape the reach of the parasite, then it will function again.

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Removed the Crystalt Armor Device for Inner Parasite Armor (Linked to Density), which is on the inside of his body. (I think he looks much cooler shrugging of powerful attacks with his own body rather than needing assistance from an armor)

Couple typo's fixed and slight changes to reflect that he no longer wears crystalt armor.

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