Jump to content

[Character] Behemoth....not for the point squeamish


Enforcer84

Recommended Posts

BEHEMOTH

Val Char Cost Roll Notes

125 STR 100 34- Lift 838.9ktons; 25d6 [12]

20 DEX 30 13- OCV: 7/DCV: 7

80 CON 140 25-

43 BODY 60 18-

10 INT 0 11- PER Roll 11-

17 EGO 14 12- ECV: 6

50 PRE 40 19- PRE Attack: 10d6

6 COM -2 10-

 

40 PD 12 Total: 40 PD (40 rPD)

40 ED 24 Total: 40 ED (40 rED)

4 SPD 10 Phases: 3, 6, 9, 12

41 REC 0

160 END 0

160 STUN14 Total Characteristic Cost: 445

 

Movement: Running: 12"/24"

Leaping: 58"/116"

Swimming: 2"/4"

Cost Powers END

125 Brick Tricks: Multipower, 125-point reserve

4u 1) Bearhug: EB 10d6, NND (defense is Life Support [self-Contained Breathing]; +1) (100 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (-10 To Roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 10

2u 2) Buried: Entangle 10d6, 5 DEF (Stops A Given Sense Group Sight Group) (85 Active Points); OIF (appropriate materials of opportunity; -½), Increased Endurance Cost (x2 END; -½), Defense Depends On Materials Used (-½), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -½), No Range (-½), Requires A Brick Tricks Roll (-8 to Roll; -½), Side Effects (may cause considerable damage to the environment; -0) 16

Notes: Dumps a large amount of debris on his opponent

5u 3) Crushing Grip: RKA 3d6-1, NND (defense is any sort of rigid Resistant PD or Lack Of Weakness for Resistant Defenses; +1), Does BODY (+1) (120 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (-12 to Roll; -½) 12

4u 4) Door Knocker of Doom: Tunneling 1" through 25 DEF material (77 Active Points); Requires A Brick Tricks Roll (-8 to Roll; -½), No Noncombat Movement (-¼) 8

5u 5) Improvised Weaponry: EB 18d6, Variable Special Effects (Limited to Objects he can hurl (Burning tire, electrical generator, etc.); +¼) (112 Active Points); OIF (appropriate materials of opportunity; -½), Extra Time (Full Phase, -½), Limited Range (15"; -¼), Side Effects (almost always causes considerable damage to the environment; -0) 11

4u 6) Shockwave: EB 14d6, Hole In The Middle (fixed size; +¼), Explosion (+½) (122 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½), Requires A Brick Tricks Roll (-12 to Roll; -½), Only Affects Targets On The Ground (-¼), Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0) 12

5u 7) Thunderclap: Hearing Group Flash 16d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +¼), Does Knockback (+¼), Explosion (-1 DC/3"; +1) (120 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½) 12

 

2 Stratospheric Punch/Throw: MegaScale (1" = 1 km; +¼) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Requires A Brick Tricks Roll (-½), Extra Time (Full Phase, -½) 10

Notes: Given time to wind up and really exert himself, Behemoth can hurl or punch/punt objects tremendous distances. this is an awe or visual effect. Damage (from falls or knockback) is consistent with normal strength/knb damage.

 

38 Super-Strong Legs: Multipower, 38-point reserve

4u 1) Combat Hops: Leaping +33" (58" forward, 29" upward) (Accurate) (38 Active Points) 4

2u 2) Leaping to the Sunset: Leaping 20", MegaScale (1" = 1 km; leap takes 1 Phase per km; +¼) (25 Active Points) 2

1u 3) Long Strides: Running +6" (12" total) (12 Active Points) 1

 

Nearly Indestructible

20 1) Bracing: Knockback Resistance -15" (30 Active Points); Costs Endurance (-½) 3

70 2) Impervious Hide: (Total: 70 Active Cost, 70 Real Cost) Damage Resistance (40 PD/40 ED), Hardened (+¼) (50 Active Points) (Real Cost: 50) plus Hardened (+¼) (10 Active Points) applied to PD (Real Cost: 10) plus Hardened (+¼) (10 Active Points) applied to ED (Real Cost: 10) 0

40 3) It's Like Hitting A Brick Wall: HKA 1d6+1 (2 ½d6 w/STR), Damage Shield (+½), Reduced Endurance (0 END; +½), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab or Are Grabbed By the Character (-½) 0

20 4) Just Catching My Breath: +20 REC (40 Active Points); Only When Character Takes A Full Phase Recovery (-1)

20 5) Limitless Power: Power Defense (20 points) 0

11 6) Rapid Healing: Healing 2 BODY, Reduced Endurance (0 END; +½), Persistent (+½) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 ¼), Self Only (-½) 0

23 7) Resilient Healing: Healing 2d6, any one Characteristic other than BODY, END, or STUN at a time (+¼), Reduced Endurance (0 END; +½) (35 Active Points); Self Only (-½) 0

6 8) Revels in Pain: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (13 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) 0

60 9) Ridiculously Tough: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0

13 10) Super-Physiology: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

 

I AM the Goon Squad

6 1) Massive: +3 BODY

46 2) Relentless Strength: +15 STR, Reduced Endurance (½ END; +¼) (46 Active Points) (Modifiers affect Base Characteristic) 1

6 3) Tips the Scales: Knockback Resistance -3" 0

4 4) Reach: Stretching 1", Reduced Endurance (0 END; +½) (7 Active Points); Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼) 0

 

Perks

15 I got a bit of a Reputation around here: Reputation: Force of Nature (A large group) 14-, +5/+5d6

5 Off Shore Accounts and a 401k: Money: Well Off

3 Well-Connected

4 1) Contact: Abel White (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points) 8-

8 2) Contact: The ARMORY (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

1 3) Contact: The Ice Queen (Contact has useful Skills or resources) (2 Active Points) 8-

 

Talents

14 Fearless

 

Skills

50 +10 with HTH Combat

3 Gambling 11-

3 Interrogation 19-

2 KS: Legends and Lore 11-

2 KS: Organized Crime 11-

2 KS: The Superhuman World 11-

35 Power: Brick Tricks 27-

3 Streetwise 19-

2 WF: Small Arms

 

Total Powers & Skill Cost: 698

Total Cost: 1143

 

500+ Disadvantages

25 Distinctive Features: Huge over-muscled man with scaly skin and demonic features (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

10 Hunted: Herakles 8- (As Pow; Harshly Punish)

10 Hunted: Magni 8- (As Pow; Harshly Punish)

10 Hunted: Superion 8- (As Pow; Harshly Punish)

20 Hunted: Terra Guard 8- (Mo Pow; NCI; Harshly Punish)

15 Physical Limitation: 4-7 times normal mass (Frequently; Greatly Impairing)

5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing

10 Physical Limitation: Medical-Resistant Skin (Infrequently; Greatly Impairing)

15 Psychological Limitation: Bully (Common; Strong)

20 Psychological Limitation: Casual Killer (Very Common; Strong)

10 Psychological Limitation: Dislike Of Intellectuals (Uncommon; Strong)

15 Psychological Limitation: Overconfidence (Very Common; Moderate)

20 Reputation: Engine of Destruction, 14- (Extreme)

10 Unluck: 2d6

448 Experience Points

 

Total Disadvantage Points: 1143

 

Background/History: Joe Kerns was a street thug with aspirations of greatness. Whenever word of a costumed villain looking for henchmen came down the pike, he was there.

This got him several smaller jail sentences and a few trips to the hospital. And when Dr. Armageddon hired him it eventually led to the creation of one of the most feared, powerful beings on the planet.

 

The explosion that transformed Joe into the Behemoth was a result of heroic interference. Dr Armageddon's ocean base went up in a bright flash, though he escaped, the team of heroes, Asia’s Golden Patrol, was all slain.

 

The transformation allowed Joe to survive the explosion, he went on an extensive rampage through the Hawaiian Islands before being halted by the combined might of the Crown of Jade (a loose knit Polynesian team) and the son of Thor, Magni; who happened to be in the area on a sightseeing journey to far east.

 

Kerns received the name Behemoth from the newspapers in America where he surfaced in Boston and fought local hero Powerman. Powerman held Behemoth at bay for several minutes as Boston's other heroes rallied and pulled together; he later died from the injuries he received. This led to the creation of the New England based super team, the Avengers.

 

It is theorized that Behemoth can resume a human form, as he disappears for several months at a time and pops up in various spots around the world. He has battled Herakles in Europe, Atlas in Indonesia and New York, Blackguard in Poland, Deathmetal and Pariah in Florida....he has worked for a few master villains, and once was seen guarding what turned out to be a shipment of technology for the ARMORY.

 

Personality/Motivation: Behemoth has hit the big time and he is unwilling to let go. He loves using his might and has no problem with mass destruction or collateral damage. He seems obsessed with fighting the strongest warriors in the world (and seems to be rather sexist in his ranking system) and prove himself superior.

 

Beyond that, he likes money and the highlife and as long as he is treated with the respect he feels he's due, he can work well with others.

 

Quote: Come on! Get up! You can't be dead yet!

 

Powers/Tactics: Uh Smash? Though he has the Power: Brick Tricks skill, and a nice list of powers to choose from, Behemoth is almost completely a straight up brick in practice. He uses his Thunderclap and Shockwave when fighting teams, and will break out the tricky stuff if he feels they will demoralize his opposition. He loves to play with his opponents.

 

If confronted by a strongman, he'll simply trade blows and insults with them unless they prove powerful or cagey enough that he feels he needs to take advantage of his tricks of the trade.

Campaign Use: The Ultimate Antagonist. Behemoth doesn't see the world in "Good" and "Evil" more like in terms of "Will Pay Me" and "I wanna crush". Anyone who can stand up to him (and individuals in this class are rare) is regarded with unfettered ire (and possibly fear) with a twinge of respect.

 

Appearance: When he was a human (and if he can assume a human form again) Joe Kerns was about 6'2'' 220lbs of muscle and snarl. He had short black hair and a perma-scowl.

 

Behemoth is an over-muscled giant with scaly skin that is the color of dried blood. His head has an amphibious/demonic appearance with a ridged brow and a nascent nose; he has sharpened teeth, red eyes, and backward sweeping horns. He wears what appears to be black leather biker gear.

Link to comment
Share on other sites

Re: [Char]Behemoth....not for the point squeamish

 

2u**2) Bearhug:**EB 6d6' date=' NND (defense is Life Support [self-Contained Breathing']; +1) (60 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) 6

 

Never liked this construct myself - crushing the opponent, but it can't do BOD, makes no sense to me. I also dislike the Side Effect, on the basis that it allows the character to inflict full STR damage without rolling the required to hit roll, and at a cost of only 6 END. That's easy to fix in the interpretation, though.

 

4u**5) Crushing Grip:**RKA 2d6' date=' NND (defense is any sort of rigid Resistant PD or Lack Of Weakness for Resistant Defenses; +1), Does BODY (+1) (90 Active Points); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2) 9[/quote']

 

This one bugs me as well. So he can Crush the Rubber Man with +60 PD, resistant, soft body, but not the guy with +5 rPD, Suit of Armour?

 

3u**8) Super-Strength Smash-Through:**Tunneling 1" through 18 DEF material (56 Active Points); Requires A Brick Tricks Roll (-1/2)' date=' No Noncombat Movement (-1/4) 6[/quote']

 

This type of construct I've always liked. Isn't there a "can't fill the hole" limitation?

 

2**Stratospheric Punch:**MegaScale (1" = 1 km; +1/4) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4)' date=' Only Affects Knockback Distance (-1/2), Requires A Brick Tricks Roll (-1/2) 10[/quote']

 

This one depends on the campaign - seems silly to me, but if it fits, it fits. I'm not sure about that "only affects KB distance" - what else would it affect? An AoE EB with Megascale gets either Range or Area megascaled, so I think the default is that MS only affects one thing anyway.

 

23**8) Resilient Healing:**Healing 2d6' date=' any one Characteristic other than BODY, END, or STUN at a time (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Self Only (-1/2)[/quote']

 

I'd probably put some reduced reuse duration on this. Mind you, I'd also consider building it as a Regeneration construct, and maybe for all stats other than BOD, END or STUN to simulate rapid recovery from adjustment powers.

 

5**Off Shore Accounts and a 401k:**Money: Well Off

 

How does a guy like this access his bank accounts? Oh well - it's comic books! :)

 

20**Hunted: Terra Guard 8- (Mo Pow' date=' NCI, Harshly Punish)[/quote']

 

I don't want to meet ANYONE who qualifies as "more powerful" than this guy!

 

15**Physical Limitation: 4-7 times normal mass (Frequently, Greatly Impairing)

5**Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing

 

Probably official somewhere, but the doubled size with concrete effects seems a lot more limiting than the enhanced mass.

Link to comment
Share on other sites

Re: [Char]Behemoth....not for the point squeamish

 

 

This type of construct I've always liked. Isn't there a "can't fill the hole" limitation?

 

 

should be. I'll fix if there is.

 

This one depends on the campaign - seems silly to me, but if it fits, it fits. I'm not sure about that "only affects KB distance" - what else would it affect? An AoE EB with Megascale gets either Range or Area megascaled, so I think the default is that MS only affects one thing anyway.

 

I think it refers to the potential damage taken by the knockback.

 

 

I'd probably put some reduced reuse duration on this. Mind you, I'd also consider building it as a Regeneration construct, and maybe for all stats other than BOD, END or STUN to simulate rapid recovery from adjustment powers.

 

I can see that. Perhaps I'll change it too.

 

 

How does a guy like this access his bank accounts? Oh well - it's comic books! :)

 

Well there is the fact that he might be able to revert to his human form.

 

 

I don't want to meet ANYONE who qualifies as "more powerful" than this guy!

 

Terra Guard is the JLA/Stormwatch/Really Powerful Team of Heroes.

 

 

Probably official somewhere, but the doubled size with concrete effects seems a lot more limiting than the enhanced mass.

 

Just went with the Ultimate Brick stuff on HD here.

Link to comment
Share on other sites

Re: [Char]Behemoth....not for the point squeamish

 

Inspirational, though I'm not sure why his dislike of intellectuals hasn't set him at odds with Dr. Destroyer. ;)

 

(Or is that what he does for several months at a time that he's unfindable, heal up after encounters with Dr. D?)

 

I'm curious about the 10 levels with HTH.. is that intended to reflect several long lifespans training with a celestial avatar of combat, or just something he picked up?

Link to comment
Share on other sites

Re: [Char]Behemoth....not for the point squeamish

 

Dr. Destroyer doesn't exist in my world. So there's not a problem there.

 

The HTH levels represent his enhanced skill. Like the rest of him his ability to fight was enhanced. He basically uses them to off set penalties and swat the annoying.

Link to comment
Share on other sites

Re: [Char]Behemoth....not for the point squeamish

 

Hmm. Reminds me of the Juggernaut: terrifying physical power in the hands of essentially a common thug, with no real imagination for how to use it.

 

I suppose there's always a place for such a character in a campaign, but I must admit he doesn't engage me. Never really cared for Juggernaut either. I guess I like characters of that magnitude to come with a certain grandeur.

Link to comment
Share on other sites

Re: [Char]Behemoth....not for the point squeamish

 

Gestaltic, I think. Thuggishness given an incarnate form.

 

A bit sad, really. The sort of behemoth you'd almost pity, if not for the chances he'd rip you into little pieces.

 

Though he reminds me a lot of the Super Skrull. You know, in the issue where he's giving Betty the opportunity to scream in terror after bashing in her puny boyfriend's nerdy head, and instead she warns him to save himself, and flee while he still can.

 

I can see where your campaign's got to be a lot of fun to play in.

Link to comment
Share on other sites

Re: [Char]Behemoth....not for the point squeamish

 

I think it refers to the potential damage taken by the knockback.

 

IIRC, Megascale doesn't cgange damage. 1d6 per 1" doesn't vary with the scale of 1". Otherwise, any power with megascale knockback becomes a death sentence to anyone hit by it.

 

Well there is the fact that he might be able to revert to his human form.

 

I read that, but it seems inconsistent with some disad's. For example, how can you have Public ID if you can slip of into another form? Similarly, Dist Feat drops in value if you can just shut it off, as might those physical limitations for size, mass and impenetrable skin. OTOH, if I were posting a villain where my players may see it, changing his abilities and disad's a bit would seem like a reasonable step to take.

 

Just went with the Ultimate Brick stuff on HD here.

 

Like I said, "probably official". I stand by my original statement that the values attributed don't seem reasonable when compared to one another.

Link to comment
Share on other sites

Re: [Char]Behemoth....not for the point squeamish

 

IIRC, Megascale doesn't cgange damage. 1d6 per 1" doesn't vary with the scale of 1". Otherwise, any power with megascale knockback becomes a death sentence to anyone hit by it.

 

 

 

I read that, but it seems inconsistent with some disad's. For example, how can you have Public ID if you can slip of into another form? Similarly, Dist Feat drops in value if you can just shut it off, as might those physical limitations for size, mass and impenetrable skin. OTOH, if I were posting a villain where my players may see it, changing his abilities and disad's a bit would seem like a reasonable step to take.

 

 

 

Like I said, "probably official". I stand by my original statement that the values attributed don't seem reasonable when compared to one another.

Good point on the Public Id, admittedly, I had the idea for his human form as I was writing the background which came after the build. Might drop the identity all together. And there's little chance of my players seeing it because we haven't actually played in my world since the early 90's :( and those guys don't frequent the HERO boards.

Link to comment
Share on other sites

Re: [Character] Behemoth....not for the point squeamish

 

I'm assuming this is a hero for Galactic Champions due to the point system but maybe not; maybe this is a hero for a high powered campaign.

 

My curiousity makes me ask: he's been created but to what purpose? Is this a hero, villain, an exercise in creating something powerful, an archenemy?

Link to comment
Share on other sites

Re: [Character] Behemoth....not for the point squeamish

 

I'm assuming this is a hero for Galactic Champions due to the point system but maybe not; maybe this is a hero for a high powered campaign.

 

My curiousity makes me ask: he's been created but to what purpose? Is this a hero, villain, an exercise in creating something powerful, an archenemy?

 

He looks like he could fulfill the Grond or Ripper role in most campaigns' date=' only with heroes at higher points.[/quote']

 

 

:winkgrin:

Link to comment
Share on other sites

  • 3 years later...

Behemoth 6e.

 

Well since it was pointed out...I fixed the old 5e Write up modified some of the powers a bit. Scaled him down to 125 STR and then decided to convert to 6e. The first post is 5e with HDC file.

 

BEHEMOTH

 

Val Char Cost Roll Notes

125 STR 100 34- Lift 838.9ktons; 25d6 [6]

14 DEX 8 12-

80 CON 70 25-

10 INT 0 11- PER Roll 11-

11 EGO 7 11-

50 PRE 40 19- PRE Attack: 10d6

 

11 OCV 40

7 DCV 20

3 OMCV 0

6 DMCV 9

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

 

40 PD 38 Total: 40 PD (40 rPD)

40 ED 38 Total: 40 ED (40 rED)

40 REC 36

160 END 28

46 BODY 33

160 STUN 70 Total Characteristic Cost: 557

 

Movement: Running: 24m/48m

Leaping: 37m/74m

Swimming: 4m/8m

 

Cost Powers END

125 Brick Tricks: Multipower, 125-point reserve

4f 1) Bearhug: EB 10d6, NND (+1) (100 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -10 To Roll; -½), Side Effects (if character fails roll, opponent takes character's full STR damage; -¼) 10

2f 2) Buried: Entangle 10d6, 5 PD/5 ED (Stops A Given Sense Group Sight Group) (85 Active Points); OIF (appropriate materials of opportunity; -½), Increased Endurance Cost (x2 END; -½), Defense Depends On Materials Used (-½), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -8 to Roll; -½), Side Effects (may cause considerable damage to the environment; -0) 16

Notes: Dumps a large amount of debris on his opponent

5f 3) Crushing Grip: RKA 3d6-1, NND (+1), Does BODY (+1) (120 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (11- roll; -12 to Roll; -½) 12

4f 4) Door Knocker of Doom: Tunneling 1m through 25 PD material (73 Active Points); Requires A Brick Tricks Roll (11- roll; -8 to Roll; -½), No Noncombat Movement (-¼) 7

5f 5) Improvised Weaponry: EB 18d6, Variable Special Effects (Limited to Objects he can hurl (Burning tire, electrical generator, etc.); +¼) (112 Active Points); OIF (appropriate materials of opportunity; -½), Extra Time (Full Phase, -½), Limited Range (15"; -¼), Side Effects (almost always causes considerable damage to the environment; -0) 11

4f 6) Shockwave: EB 14d6, Hole In The Middle (1 hex in center; fixed size; +¼), Explosion (+½) (122 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½), Requires A Brick Tricks Roll (11- roll; -12 to Roll; -½), Only Affects Targets On The Ground (-¼), Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0) 12

4f 7) Thunderclap: Hearing Group Flash 16d6, Does Knockback (+¼), Hole In The Middle (fixed size; 2m Hole counting for Behemoth's Location in Combat; +¼), Area Of Effect (32m Radius Explosion; +½) (96 Active Points); No Range (-½), Extra Time (Full Phase, -½), Restrainable (-½) 10

 

2 Stratospheric Punch/Throw: MegaScale (1" = 1 km; +¼) for up to 60 Active Points of STR (15 Active Points); Increased Endurance Cost (x10 END; -4), Requires A Brick Tricks Roll (11- roll; -½), Extra Time (Full Phase, -½) 10

Notes: Given time to wind up and really exert himself, Behemoth can hurl or punch/punt objects tremendous distances. this is an awe or visual effect. Damage (from falls or knockback) are consistant with normal strength/knb damage.

 

38 Super-Strong Legs: Multipower, 38-point reserve

2f 1) Combat Hops: Leaping +33m (37m forward, 18 ½m upward) (Accurate) (22 Active Points) 2

1f 2) Leaping to the Sunset: Leaping 20m, MegaScale (1" = 1 km; leap takes 1 Phase per km; +¼) (12 Active Points) 1

1f 3) Long Strides: Running +6m (24m total) (6 Active Points) 1

 

Nearly Indestructible

10 1) Bracing: Knockback Resistance -15m (15 Active Points); Costs Endurance (-½) 1

80 2) Impervious Hide: (Total: 80 Active Cost, 80 Real Cost) Hardened (+¼), Impenetrable (+¼), Resistant (+½) (40 Active Points) applied to PD (Real Cost: 40) plus Hardened (+¼), Impenetrable (+¼), Resistant (+½) (40 Active Points) applied to ED (Real Cost: 40) 0

40 3) It's Like Hitting A Brick Wall: HKA 1d6+1 (4 ½d6 w/STR), Damage Shield (+½), Reduced Endurance (0 END; +½), Continuous (+1) (60 Active Points); Does Not Work Against Persons Who Grab Or Are Grabbed By The Character (-½) 0

10 4) Just Catching My Breath: +20 REC (20 Active Points); Only When Character Takes A Full Phase Recovery (-1)

20 5) Limitless Power: Power Defense (20 points) 0

17 6) Rapid Healing: Regeneration (2 BODY per 6 Hours), Can Heal Limbs 0

23 7) Resilient Healing: Healing 2d6, (+¼), Reduced Endurance (0 END; +½) (35 Active Points); Self Only (-½) 0

6 8) Revels in Pain: (Total: 20 Active Cost, 6 Real Cost) +10 Mental Defense (10 points total) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Only To Resist Pain Attacks (-2) (Real Cost: 3) 0

60 9) Ridiculously Tough: (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30) 0

13 10) Super-Physiology: LS (Extended Breathing: 1 END per 20 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 0

 

I AM the Goon Squad

3 1) Massive: +3 BODY

46 2) Relentless Strength: +15 STR, Reduced Endurance (½ END; +¼) (46 Active Points) (Modifiers affect Base Characteristic) 1

3 3) Tips the Scales: Knockback Resistance -3m 0

1 4) Reach: Stretching 1m, Reduced Endurance (0 END; +½); Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼) 0

Perks

15 I got a bit of a Reputation around here: Reputation: Force of Nature (A large group) 14-, +5/+5d6

5 Off Shore Accounts and a 401k: Money: Well Off

3 Well-Connected

4 1) Contact: Abel White (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) (5 Active Points) 8-

8 2) Contact: The ARMORY (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

1 3) Contact: The Ice Queen (Contact has useful Skills or resources) (2 Active Points) 8-

 

Talents

6 Face of Nightmares: +2/+2d6 Striking Appearance (Intimidation/Fear) (vs. all characters)

 

Skills

40 +5 with HTH Combat

3 Gambling 11-

3 Interrogation 19-

2 KS: Legends And Lore 11-

2 KS: Organized Crime 11-

2 KS: The Superhuman World 11-

35 Power: Brick Tricks 27-

3 Streetwise 19-

2 WF: Small Arms

Total Powers & Skill Cost: 663

Total Cost: 1220

 

400+ Matching Complications

25 Distinctive Features: Huge overmuscled man with scaly skin and demonic features (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

15 Hunted: Various Strongmen 8- (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish)

20 Hunted: Terra Guard 8- (Mo Pow; NCI; Harshly Punish)

15 Physical Limitation: Large, up to twice human size & mass (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Greatly Impairing

15 Physical Limitation: Medical-Resistant Skin (Infrequently; Greatly Impairing)

15 Psychological Limitation: Bully (Common; Strong)

20 Psychological Limitation: Casual Killer (Very Common; Strong)

10 Psychological Limitation: Dislike Of Intellectuals (Uncommon; Strong)

15 Psychological Limitation: Overconfidence (Very Common; Moderate)

20 Reputation: Engine of Destruction, 14- (Extreme)

820 Experience Points

 

Total Complications Points: 1220

 

Background/History: Joe Kerns was a street thug with aspirations of greatness. Whenever word of a costumed villain looking for henchmen came down the pike, he was there.

 

This got him several smaller jail sentences and a few trips to the hospital. When Dr. Armageddon hired him it eventually led to the creation of one of the most feared, powerful beings on the planet.

 

The explosion that transformed Joe into the Behemoth was a result of heroic interference. Dr Armageddon's ocean base went up in a bright flash, though he escaped, the team of heroes, Asia's Golden Patrol, were all slain.

 

The transformation allowed Joe to survive the explosion, he went on an extensive rampage through the Hawaiian Islands before being halted by the combined might of the Crown of Jade (a loose knit Polynesian team) and the son of Thor, Magni; who happened to be in the area on a sightseeing journey to far east.

 

Kerns received the name Behemoth from the newspapers in America where he surfaced in Boston and fought local hero Powerman. Powerman held Behemoth at bay for several minutes as Boston's other heroes rallied and pulled together; he later died from the injuries he received. This led to the creation of the New England based super team, the Avengers.

 

It is theorized that Behemoth can resume a human form, as he disappears for several months at a time and pops up in various spots around the world. He has battled Herakles in Europe, Atlas in Indonesia and New York, Blackguard in Poland, Deathmetal and Pariah in Florida....he has worked for a few master villains, and once was seen guarding what turned out to be a shipment of technology for the ARMORY.

 

Personality/Motivation: Behemoth has hit the big time and he is unwilling to let go. He loves using his might and has no problem with mass destruction or collateral damage. He seems obsessed with fighting the strongest warriors in the world (and seems to be rather sexist in his ranking system) and prove himself superior.

 

Beyond that, he likes money and the high life and as long as he is treated with the respect he feels he's due, he can work well with others.

 

Quote: Come on! Get up! You can't be dead yet!

 

Powers/Tactics: Uh Smash? Though he has the Power: Brick Tricks skill, and a nice list of powers to choose from, Behemoth is almost completely a straight up brick in practice. He uses his Thunderclap and Shockwave when fighting teams, and will break out the tricky stuff if he feels they will demoralize his opposition. He loves to play with his opponents.

 

If confronted by a strongman, he'll simply trade blows and insults with them unless they prove powerful or cagey enough that he feels he needs to take advange of his tricks of the trade.

 

Campaign Use: The Ultimate Antagonist. Behemoth doesn't see the world in "Good" and "Evil" more like in terms of "Will Pay Me" and "I wanna crush". Anyone who can stand up to him (and individuals in this class are rare) is regarded with unfettered ire (and possibly fear) with a twinge of respect.

 

Appearance: When he was a human (and if he can assume a human form again) Joe Kerns was about 6'2'' 220lbs of muscle and snarl. He had short black hair and a perma-scowl.

 

Behemoth is an over-muscled giant with scaly skin that is the color of dried blood. His head has an amphibious/demonic appearance with a ridged brow and a nascent nose, he has sharpened teeth, red eyes, and backward sweeping horns. He wears what appears to be black leather biker gear.

Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...