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[Character] Tank WIP


Enforcer84

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Tank

 

   Val     Char   Cost    Roll           Notes

    40      STR      15      17-            Lift 6400.0kg; 8d6 [3]

    13      DEX      6       12-            OCV:  8/DCV:  6

    25      CON     15      14-

    10      INT        0       11-            PER Roll 11-

    11      EGO      1       11-            ECV:  3 - 5

20+10  PRE      10      13- / 15-   PRE Attack:  4d6/6d6

 

     8       OCV     25     

     6       DCV     15     

     3       OMCV  0      

     5       DMCV  6      

     4       SPD      20                        Phases:  3, 6, 9, 12

 

10+16  PD          8                         Total:  10/26 PD (0/16 rPD)

10+16  ED         8                         Total:  10/26 ED (0/16 rED)

    10      REC      6

    50      END      6

    15      BODY   5

    50      STUN   15      Total Characteristic Cost:  161

 

Movement:       Running:  12m/24m

                            Leaping:  4m/8m

                            Swimming:  4m/8m

 

Cost   Powers                                                                                   END

57      Body Of Iron:  (Total: 85 Active Cost, 57 Real Cost) Resistant Protection (13 PD/13 ED/13 Power Defense), Hardened (+¼) (75 Active Points); Extra Time (Full Phase, Only to Activate, -¼), Perceivable (skin becomes angluar and rock-like in appearence; -¼) (Real Cost: 50) plus +10 PRE (10 Active Points); Linked (Resistant Protection; -½) (Real Cost: 7)     0

10      Strength of Iron:  +15 STR (15 Active Points); Linked (Resistant Protection; -½)      1

14      Flesh of Iron:  Damage Negation (-5 DCs Physical) (25 Active Points); Linked (Body Of Iron; -½), Only Works Against Martial Arts Attacks and Firearms (-¼)                                 0

13      Body of Iron:  Life Support  (Extended Breathing: 1 END per Turn; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (20 Active Points); Linked (Body Of Iron; -½) 0

           Dirty Infighting/Fisticuffs/Cinematic Brawling

           Maneuver        OCV   DCV    Notes

4         Block/Chin Block     +2      +2 Block, Abort

3         Clinch                -1       -1      Grab Two Limbs, 50 STR for holding on

4         Cross/Punch/Backhand     +0 +2           10d6 Strike

4         Disarm              -1       +1      Disarm; 50 STR to Disarm

4         Eye Gouge        -1       -1      Flash 4d6

5         Hoist ’n’ Heave -2      -2      Grab Two Limbs,  60 STR  to Throw

5         Hook/Roundhouse/Two-Fisted Smash                -2            +1           12d6 Strike

3         Jab                    +2      +1      8d6 Strike

4         Kidney Blow    -2       +0      HKA 3d6 +1

4         Low Blow         -1       +1      2d6 NND

4         Put The Boot In         +0      -1 12d6 Strike, Prone

3         Tackle              +0       -1      8d6 +v/10 Strike; You Fall, Target Falls; FMove

3         Throw               +0      +1      8d6 +v/10, Target Falls

1         Weapon Element:  Clubs

 

           Perks

2         Good Reptuation:  Positive Reputation:  A professional's Professional (A medium-sized group) 14-, +1/+1d6

1         Life Savings:  Money:  Well Off

3         Well-Connected

3         1)  Contact:  Angel McMurty - Lady of the Evening (Good relationship with Contact) (4 Active Points) 12-

3         2)  Contact:  Chicago Area Criminal Gang (Contact has useful Skills or resources) (4 Active Points) 12-

2         3)  Contact:  Corrupt Police Officer (Contact has useful Skills or resources) (3 Active Points) 11-

1         4)  Contact:  Fight Promoter (2 Active Points) 11-

11      5)  Contact:  The Black Market (Contact has extremely useful Skills or resources), Organization Contact (x3) (12 Active Points) 8-

 

           Talents

10      Quick Left Hook:  Lightning Reflexes (+10 DEX to act first with All Actions)

6         Survivor:  Combat Luck (3 PD/3 ED)

 

           Skills

8         +1 with HTH Combat

6         +2 with Jab, Cross, Hook

2         CK: Chicago 11-

3         Charm 13- (15-)

3         Combat Driving 12-

3         Gambling 11-

3         Paramedics 11-

3         Scholar

1         1)  KS: Boxing (2 Active Points) 11-

1         2)  KS: Chicago Underworld (2 Active Points) 11-

1         3)  KS: The Supervillain World (2 Active Points) 11-

3         Shadowing 11-

3         Stealth 12-

3         Streetwise 13- (15-)

2         TF:  Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles

2         WF:  Small Arms

 

Total Powers & Skill Cost:  234

Total Cost:  395

 

400+ Matching Complications

10      Distinctive Features:  Man of Iron (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20      Hunted:  the cops 8- (Mo Pow; NCI; Harshly Punish)

15      Psychological Complication:  Tough Guy's Code of Honor (Common; Strong)

15      Psychological Limitation:  Looking out for Number One (Common; Strong)

10      Social Limitation:  Criminal Record (Frequently; Minor)

5         Unluck: 1d6

 

Total Complications Points:  395

 

Background/History:  Tank Butler could have been, should have been another cautionary tale. An up and comer in the boxing world, he was a contender in the heavyweight ranks and may have made a name for himself, but he went down the criminal path. Lured by easy money and the high life he worked for various Chicago area criminal gangs as a tough guy to suppliment his fight purses.

 

In a world of costumed crime fighters this meant you eventually went down. Tank faced a few of the masks head on, acquitting himself nicely but never winning. He spent some time i njail and when he got out the career as a fighter was gone - save for undeground fighting contests. These paid well when he won but it took him a few years to adapt to the unorthodox styles, so he went back to heavy work. It was while he was with a gang that had made the jump to henchmen that his life changed for the better.

 

Proving himself to the costumed criminal running the show, Tank was sent to the Myrmidon's henchman university. He tested so well in fact, that he was recommended for possible augmentation. Given enhanced strength and enduriance and the ability to transform into a metallic statue was great. Tank took to the life of a super criminal with laid back cool.

 

For the next several years he made quite the name for himself in Chicago as a pro's pro and an easy to work with mask.

 

Personality/Motivation:  Tank's first thought is "what's in it for me?" It is also often his second and third thoughts as well. Beyond that, he's always had

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

 

 

 

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He looks painful to be on the wrong side of, and a proper villain.

 

And without Breakfall and with such a low Dex Roll, easier to knock over than take down. Not that that ever works.

 

Just out of interest, why Scholar with Int 10, BG not especially scholarly (notwithstanding Hench U), and no numerical advantage with only three knowledge skills?

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He looks painful to be on the wrong side of, and a proper villain.

 

And without Breakfall and with such a low Dex Roll, easier to knock over than take down. Not that that ever works.

 

Just out of interest, why Scholar with Int 10, BG not especially scholarly (notwithstanding Hench U), and no numerical advantage with only three knowledge skills?

Excellent question. Habit is my answer...:) 

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I like this villain. Dangerous, and highly risky to be stupid around him, with those maneuvers and defenses that give him immense range and the ability to remain lethal even when prone and while facing overwhelming opposition. 

 

That Damage Negation is really a huge obstacle for opponents to overcome: by 'martial arts', does it include ordinary fists (say a punch from a Brick, ie would it take off just the two extra DC's of a martial strike or also 3 DC's from 15 STR)? 

 

Also, does it affect Knockback? 

 

I've noticed for a guy named 'Tank' he's almost as subject to being tossed around as an ordinary person otherwise, and might be called 'Turtle' because of it, by those who have attacks he doesn't negate, while he's even more Tank-like for those who are more gun-and-swordplay based.

 

I really like the Damage Negation in this build, in part as it creates a natural demarcation between skilled normals with guns and superhumans, who on the whole will have so much less trouble with Tank (though by no means is he a cake-walk for many of them). I'm thinking of Captain Brooklyn from Justice, whose steel skin was specifically overcome by Seraph's scythe, custom built to cut steel.

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