dmcfarland
Oct 1st, '06, 06:41 PM
Spur Jack
Spur Jack
Player: Donald Mc Farland
Val Char Cost
75* STR -10
30 DEX -30
35 CON -20
25 BODY -20
23 INT 13
14 EGO 8
20 PRE 10
18 COM 4
30 PD 0
30 ED -2
6 SPD 0
20 REC 0
70 END 0
76 STUN 0
21" RUN 0
12" SWIM 0
40" LEAP 0
Characteristics Cost: -47
Cost Power
24 Gamma Radition : Endurance Reserve (120 END, 12 REC) (24 Active Points)
Charateristics, all slots Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
43 1) +65 STR (65 Active Points); Linked (Gamma Radition ; -1/4), Visible (Green Skin; -1/4) (uses END Reserve) (Modifiers affect Base Characteristic)
60 2) +30 DEX (90 Active Points); Linked (Gamma Radition ; -1/4), Visible (Green Skin; -1/4) (Modifiers affect Base Characteristic)
47 3) +35 CON (70 Active Points); Linked (Gamma Radition ; -1/4), Visible (Green Skin; -1/4) (Modifiers affect Base Characteristic)
28 4) +25 BODY (50 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4) (Modifiers affect Base Characteristic)
3 5) +15 PD (15 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4) (Modifiers affect Base Characteristic)
11 6) +23 ED (23 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4) (Modifiers affect Base Characteristic)
-6 7) +2 SPD (20 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4) (Modifiers affect Base Characteristic)
Hulk Pysiology, all slots Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
21 1) Hulk Tough: Damage Resistance (30 PD/30 ED), Hardened (+1/4) (37 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
17 2) Hulk Invunerability-Physical: Physical Damage Reduction, Resistant, 50% (30 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
8 3) Hulk Invulnerability-Energy: Energy Damage Reduction, Resistant, 25% (15 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
9 4) Hulk Form: DI (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Always On (-1/2), Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
3 5) LoW (-5) for Resistant Defenses (5 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
6 6) Sight Group Flash Defense (10 points) (10 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
8 7) PowD (15 points) (15 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
6 8) Leaping I: Leaping +15" (38"/40" forward, 19"/20" upward) (Accurate) (20 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4) (uses END Reserve)
15 9) Hypere Leaping: Leaping +10" (38"/40" forward, 19"/20" upward) (Accurate), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (36 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4) (uses END Reserve)
6 10) Knockback Resistance -5" (10 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green skin; -1/4)
27 11) LS (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (47 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4)
12 12) Running +15" (21" total) (30 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4) (uses END Reserve)
5 13) Swimming +10" (12" total) (10 Active Points); Linked (Gamma Radition ; -1/2), Visible (Green Skin; -1/4) (uses END Reserve)
100 Brick Tricks: Multipower, 100-point reserve
1u 1) Barrier Penetration: Indirect (attack always originates up to the character's reach in front of him; +1/4) for up to 75 Active Points of STR (19 Active Points); Linked (Gamma Radition ; -1/2) (uses END Reserve)
2u 2) The Big Wrap-Up: Entangle 8d6, 8 DEF, Side Effects (may cause considerable damage to the environment; +0) (80 Active Points); OIF (appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -1/2), Defense Depends On Materials Used (-1/2), Linked (Gamma Radition ; -1/4) (uses END Reserve)
7u 3) Blast Of Breath: EB 10d6 (standard effect: 30 STUN, 10 BODY) (vs. PD), Double Knockback (+3/4) (87 Active Points); Linked (Gamma Radition ; -1/4) (uses END Reserve)
7u 4) Blowing Away The Mist: Dispel Gas/Smoke/Mist Powers 10d6 (standard effect: 30 points), all Gas/Smoke/Mist powers simultaneously (+2) (90 Active Points); Linked (Gamma Radition ; -1/4) (uses END Reserve)
7u 5) Blowing Out Fires: Dispel Fire Powers 10d6 (standard effect: 30 points), all Fire powers powers simultaneously (+2) (90 Active Points); Linked (Gamma Radition ; -1/4) (uses END Reserve)
1u 6) Comming Through: HA +8d6 (standard effect: 24 STUN, 8 BODY) (40 Active Points); Only Works When Performing A Move Through (-1), Hand-To-Hand Attack (-1/2), Linked (Gamma Radition ; -1/4) (uses END Reserve)
3u 7) Crack the Whip: EB 10d6 (standard effect: 30 STUN, 10 BODY) (vs. PD), Side Effects (may cause considerable damage to the environment; +0), Indirect (always originates with character, but can strike foe from one of several directions; +1/2) (75 Active Points); OIF (appropriate materials of opportunity; -1/2), Only Versus Properly-Positioned Targets (-1/4), Limited Range (limited to length of "whip"; -1/4), Linked (Gamma Radition ; -1/4) (uses END Reserve)
1u 8) Strong Intimidation: +25 PRE (25 Active Points); Only To Make Fear/Intimidation-Style Presence Attacks (-1), Extra Time (Full Phase, -1/2), Linked (Gamma Radition ; -1/4)
3u 9) Demolishers Eye: Find Weakness 16- with Punch (35 Active Points); Only Affects Certain Materials (building materials; -1/4)
3u 10) Quake I: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (-1 DC/2"; +3/4); Linked (Gamma Radition ; -1/4) for up to 60 Active Points of STR, Only Does Knockdown, Not Knockback (+0), Side Effects (may cause considerable damage to the environment; +0) (48 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) (uses END Reserve)
1u 11) Stratospheric Punch I: MegaScale (1" = 10 km; +1/2) for up to 70 Active Points of STR (35 Active Points); Only Affects Knockback Distance (-1/2), Requires A Brick Tricks Roll (-1/2), Linked (Gamma Radition ; -1/4) (uses END Reserve)
3u 12) Strong Weaponry: EB 10d6 (standard effect: 30 STUN, 10 BODY) (vs. PD), Side Effects (almost always causes considerable damage to the environment; +0), Variable Special Effects (+1/2) (75 Active Points); OIF (appropriate materials of opportunity; -1/2), Extra Time (Full Phase, -1/2), Limited Range (15"; -1/4), Linked (Gamma Radition ; -1/4) (uses END Reserve)
4u 13) Tearing you Limb From Limb: HKA 3d6 (6d6 w/STR) (standard effect: 18 BODY, 36 STUN) (vs. PD) (45 Active Points); Linked (Gamma Radition ; -1/4) (uses END Reserve)
3u 14) Thunderclap: Hearing Group Flash 11d6 (standard effect: 11 Segments), Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1) (82 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Linked (Gamma Radition ; -1/4) (uses END Reserve)
Misc
10 1) Luck 2d6
Powers Cost: 509
Cost Martial Arts Maneuver
Wrestling
4 1) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 80 STR / 90 STR vs. Grabs
3 3) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 75 STR / 85 STR for holding on
4 4) Reversal: var Phase, -1 OCV, -2 DCV, 80 STR / 90 STR to Escape; Grab Two Limbs
3 5) Slam: 1/2 Phase, +0 OCV, +1 DCV, 13d6 / 15d6 +v/5, Target Falls
3 6) Take Down: 1/2 Phase, +2 OCV, +1 DCV, 13d6 / 15d6 Strike; You Fall, Target Falls
Brawling
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 17d6 / 19d6 Strike
4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 15d6 / 17d6 Strike
3 5) Throw: 1/2 Phase, +0 OCV, +1 DCV, 13d6 / 15d6 +v/5, Target Falls
3 6) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 13d6 / 15d6 +v/5 Strike; You Fall, Target Falls; FMove
4 7) Charge: 1/2 Phase, +0 OCV, -2 DCV, 15d6 / 17d6 +v/5 Strike, FMove
Martial Arts Cost: 48
Cost Skill
Combat Skills
3 1) Breakfall 15-
2 2) KS: Wrestling 11-
15 3) +3 with HTH Combat
3 4) Power: Brick Tricks (STR-based) 22- (24-)
3 5) Tactics 14-
1 6) Teamwork 8-
Sceince and tech Skills
3 1) Computer Programming 14-
3 2) Deduction 14-
3 3) Electronics 14-
3 4) Inventor 14-
3 5) SS: Gama Radiation (INT-based) 14-
Vehicle Skills
5 1) TF: Air/Space Vehicles: Commercial Spacecraft & Space Yachts, Early Spacecraft, Grav Vehicles/Hovercraft, Industrial & Exploratory Spacecraft, Military Spacecraft, Mobile Space Stations, Personal Use Spacecraft, Science Fiction & Space Vehicles, Spaceplanes, Combat Aircraft, Helicopters, Large Planes, Small Planes
3 2) Combat Piloting 15-
3 Tracking 14-
Everyman
0 1) Acting 8-
0 2) Climbing 8-
0 3) Computer Programming 8-
0 4) Paramedics 8-
0 5) Persuasion 8-
0 6) Shadowing 8-
0 7) Stealth 8-
0 8) CK: New York City 11-
0 9) TF: Small Ground Vehicles
0 10) PS: Technician 11-
Skills Cost: 53
Cost Perk
16 Contact: She Hulk (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact is slavishly loyal to character) 18-
15 Base
6 Money: Wealthy
Perks Cost: 37
Total Character Cost: 600
Pts. Disadvantage
15 DF: Green Skin (Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)
15 Enraged: When friends are injured (Uncommon), go 11-, recover 11-
20 Hunted: Enemies of the Avengers 8- (Mo Pow, NCI, Harshly Punish)
10 Hunted: S.H.I.E.L.D 8- (Mo Pow, NCI, Watching)
15 Psychological Limitation: Overconfidance (Common, Strong)
15 Psych. Lim.: Obseesed with curing Bruce Banner (Common, Strong)
10 Psych. Lim.: Hunting the Hulk (Uncommon, Strong)
15 Physical Limitation: Weighs 880 Pounds (Frequently, Greatly Impairing)
15 Social Limitation: Public Identity Frequently (11-), Major
20 Social Limitation: Subject to Orders Very Frequently (14-), Major
Disadvantage Points: 150
Base Points: 450
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Walter "Dutch" Bannix is the son of Bruce Banner and Betty Ross. Walt was a normal baby boy. Betty put him up for adoption because she couldn't handle the stress of raising a child and deal with Bruce's problems. He was adopted by a Emily and John Bannix. He lived a normal life and was raised with love by his adoptive parents. He inherited his fathers genius intellect and was gifted athellectically as well, and excelled in sports. He recieved a shcolarship to attend NYU and also was accepted on the wrestling team. He graduated with honors, and was set to go to work for the goverment, but his life changed when he and his friends drove to a graduation party and were hit by a drunk driver. The car flipped over and Walt was thrown from the car and went over a cliff. He turned green as he fell and to his suprise landed on his feet, and leaped up over the cliff and turned the car over with one hand. His friends mistaken him for the hulk and freaked out.
Luckily the authorities notified Jennifer Walters and she was able to calm Walt down and then told him the truth about his real father. Somehow Bruces gamma erradiated DNA passed on to his son, and his son inherited his strength, resilence and green skin. Walt coudln't change back to his normal self and tried to make the best out of a bad situation. He opened a garage and used it as a front for his base in wich he tries to find a cure for his dad Bruce Banner.
Walt encountered various enermies of the hulk and has fought and defeated them. These battles were teleivised and some in the public thinks hes a rampaging monster. He decided to clean up the legacy of the hulk by becoming a hero. He took the code name Spur Jack and hopes to join the New Avengers someday.
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