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Kreuz Control - Cavalier, The Nuclear Family, The Eyes of Night, The Fearsome

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  • 2645


    Cavalier

    PL 10 (150)

    Abilities (32)
    STR 12/4/0 AGI 2 FIT 2 AWA 2
    STA 2 DEX 0 INT 4 PRE 4

    Powers (56)
    cavalier suit (flaw: removable) (56)
    - bootjets: flight +8 [16]
    - plasma blasters: Damage +10 (extra: range +1) [21]
    - ae: diverted power to exoframe: enhanced STR +8 {16}
    - powered armor: enhanced STR +4, Protection +10 [18]
    - sealed system: immunity +10 (life support) [10]
    - sensor suite: senses +4 (accurate hearing, radio, ultrahearing) [4]

    Advantages (6)
    benefit 3 (wealth 3), improved initiative, inventor, move-by action

    Skills (28/56)
    close combat: powered armor +6
    expertise: marketing and publicity +8
    expertise: science +8
    insight +6
    perception +6
    ranged combat: plasma blasters +10
    technology +12

    Defenses (28)
    TOU +12/2 DODGE +8 FORT +10 PARRY +8 WILL +10

    complications
    behind the curtain: Cavalier owes his success to his best friend and manager, Ellis Wheatley
    design flaw: Cavalier's suit is an ideal resonator, making it vulnerable to sonic effects
    don't forget to like, comment and subscribe: everybody knows Cavalier is celebrity hero Eric Trammell
    feud: Cavalier has a one-sided rivalry with Defender
    hello ladies: Cavalier is a sucker for a pretty face
    motivation - Fortune and glory: While a good man, Cavalier is becoming consumed by the pursuit of wealth and fame
    showtime: Cavalier is a showboating gloryhound

    Total
    abilities 32 + powers 56 + advantages 6 + skills 28/56 + defenses 28 = 150

    A brilliant engineer, Eric Trammell had sunk his life savings into his started up company and prototype power armor suit, but couldn't get the funding to stay afloat. that is, until his old college buddy Ellis came up with the idea to make money by becoming a celebrity hero. Between Eric's suit and Ellis' marketing savvy, Cavalier was soon soaring across the skies of Millennium city, livestreaming daring rescues and superbattles while making increasingly lucrative endorsements. Today, Cavalier is more popular than ever among the public, despite his attitudes rubbing many heroes the wrong way. However, it's only a matter of time before Cavalier faces a threat beyond his ability, and that first defeat will truly decide his strength or weakness of character...

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    • Anyway, the first page indexes have been updated

      Comment


      • 2646


        The Nuclear Family

        PL 10 (150)

        Abilities (18)
        STR 10 AGI 2 FIT 2 AWA 0
        STA n/a DEX 0 INT 0 PRE 0

        Powers (89)
        androids: immunity +40 (fort, mental effects) Protection +12 (52)
        atomic batteries: immunity +5 (radiation damage) (5)
        atomic blast: damage +10 (extra: range +1) (20)
        atomic propulsion: flight +6 (12)

        Advantages (3)
        improved initiative, move-by action, teamwork

        Skills (18/36)
        close combat: unarmed +8
        insight +6
        perception +6
        ranged combat: atomic blast +10
        technology +6

        Defenses (22)
        TOU +12 DODGE +8 FORT n/a PARRY +8 WILL +10

        complications
        balanced breakfast: the nuclear family must periodically recharge themselves using radioactive materials
        motivation - Nuclear Family Values: The Nuclear Family believe in a warped sense of 1950's americana

        Total
        abilities 18 + powers 89 + advantages 3 + skills 18/36 + defenses 22 = 150

        a classic case of well-intentioned science gone wrong, the Nuclear Family were created by Dr. Eric Shanner during the cold war to demonstrate the horrors of nuclear warfare by putting a simulated family in a nuclear test. Unfortunately, not only were the Family not destroyed by the blast, but somehow its radiation supercharged their bodies, making any one of them a technological terror, and together, a nuclear nightmare

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        • 2647


          Evening

          PL 8 (135)

          Abilities (36)
          STR 2 AGI 4 FIT 4 AWA 2
          STA 4 DEX 0 INT 0 PRE 2

          Powers (22)
          Eye of darkness: Damage +6 (extras: range +2, will resists +1, flaw: limited-only at night/in darkness) (19)
          - AE: Eye of Evening: remote sensing +6 (sight, hearing, flaw: limited-only around Eye of Justice -1) (12)
          levitation: flight +1 (flaw: limited-levitation -1) (1)
          martial arts: damage +2 (str-based) (2)

          Advantages (11)
          attractive, connected, defensive attack, def roll 2, improved initiative, move-by action, power attack, startle, takedown, taunt

          Skills (44/88)
          acrobatics +8
          close combat: unarmed +8
          deception +8
          expertise: spy +8
          insight +8
          intimidation +6
          investigation +8
          perception +8
          persuasion +8
          stealth +8
          technology +4
          vehicles +6

          Defenses (22)
          TOU +6/4 DODGE +10 FORT +6 PARRY +10 WILL +10

          complications
          Black and White: once one of Evening's closest friends, Agent White is bent on destroying her
          Eyes of night: Evening's beloved husband is the Eye of Justice
          motivation - justice: Evening will do what she can to help others, prefereably with the law, but against it if need be
          riddle of the minotaur: Evening has vowed to fight the Labyrinth for what they've done to her and others

          Total
          abilities 36 + powers 22 + advantages 11 + skills 44/88 + defenses 22 = 135

          a mutant, Betty Munroe was recruited into the Ministry of Powers after her psychic abilities manifested, and at age 19 she was a member of the covert team Brigade Six under the codename of agent black. Sadly, while Brigade Six served Queen and Country with aplomb, their time was cut short when they exposed a plot by SHADOW to subvert the ministry and British government at great cost, and in retaliation SHADOW captured the survivors and turned them over to the cruel experiments of the Labyrinth. Betty was the only one to eventually escape. seeking a fresh start, Betty came to America, where she quickly became the crime-fighter Evening, and drew again the attention of the Labyrinth, who sent their enforcer the eye of Vengeance after her. but it was in this struggle that even made her greatest victory, undoing their brainwashing on the Eye and restoring his true heroism, and he became the Eye of justice, her partner and eventual husband. Together as the Eyes of Night, the duo fought to keep the streets of Freedom City safe, both as deputized heroes during the late 70's, and as vigilantes in the iron age of the 80's when Freedom's corrupt mayor outlawed heroes. Sadly, the Eyes of Night remain among the missing after 1993's Terminus Invasion, though most believe the duo simply quietly retired in the aftermath to raise a family together at last
          Last edited by Kreuzritter; 05-14-2019, 08:37 AM.

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          • 2648

            Eye of Justice

            PL 8 (135)

            Abilities (30)
            STR 8 AGI 2 FIT 4 AWA 0
            STA 8 DEX 0 INT 1 PRE 0

            Powers (56)
            cybereye: senses +3 (low-light vision, tracking infravision) (3)
            datajack: comprehend +2 (machines, limited-requires contact with machine -1) (2)
            dermal armoring: impervious TOU +10 (10)
            handholds: movement +1 (wall-crawling) (2)
            light brick: Enhanced STR +4, Enhanced STA +6, leaping +2 (22)
            optical laser: Damage +6 (extras: accurate 5, range +1) (17)

            Advantages (3)
            interpose, power attack, precise attack (ranged cover)

            Skills (34/68)
            close combat: unarmed +4
            expertise: civics +4
            expoertise: current events +4
            expertise: police officer +8
            expertise: streetwise +8
            insight +6
            intimidation +10
            investigation +6
            perception +8
            technology +10

            Defenses (12)
            TOU +10 DODGE +6 FORT +10 PARRY +6 WILL +6

            complications
            eyes of night: Eye of Justice' beloved wife and partner is Evening
            motivation - To serve and protect: as a police officer, superhero or vigilante, the Eye of Justice will never stop doing what's right
            riddle of the minotaur: Eye of Justice has vowed to fight the Labyrinth for what they've done to him and others
            white noise: Eye of Justice was built with a vulnerability to sonics in the event he went rogue

            Total
            abilities 30 + powers 56 + advantages 3 + skills 34/68 + defenses 12 = 135

            a mutant with minor superstrength, jack Carlton supplemented his policework by being the crime-fighting Kid Gargoyle. Unfortunately, he was lured into a trap, beaten, and spent several years first being tortured by the cruel experiments of the Labyrinth, which turned him into a cyborg, before being used as their brainwashed enforcer, the Eye of Vengeance. Eventually however, Jack found his freedom when his masters sent him against the heroine Evening, who ultimately broke through the Eye's brainwashing to redeem the man within the machine. redubbing himself the Eye of Justice, Jack becae evening's partner in crime fighting, and eventually her beloved husband. Together as the Eyes of Night, the duo fought to keep the streets of Freedom City safe, both as deputized heroes during the late 70's, and as vigilantes in the iron age of the 80's when Freedom's corrupt mayor outlawed heroes. Sadly, the Eyes of Night remain among the missing after 1993's Terminus Invasion, though most believe the duo simply quietly retired in the aftermath to raise a family together at last
            Last edited by Kreuzritter; Yesterday, 07:38 AM.

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            • 2649


              Doc Abattoir

              PL 9 (160)

              Abilities (32)
              STR 0 AGI 2 FIT 2 AWA 4
              STA 2 DEX 2 INT 4 PRE 2

              Powers (33)
              just won't die: regeneration +5 (5)
              psychic scalpel: Damage +6 (extras: improved crit 2, penetrating +1, quirk: requires small sharp object) (13)
              the gift that weaker men call madness: immunity +15 (interaction/mental effects) (15)

              Advantages (17)
              accurate attack, all-out attack, def roll 4, distract (deception), evasion, hide in plain sight, improved initiative, move-by action, power attack, seize initiative, takedown 2, taunt, uncanny dodge

              Skills (42/84)
              close combat: small sharp objects +10
              deception +8
              expertise: life sciences +8
              expertise: surgeon +10
              insight +8
              investigation +4
              perception +8
              sleight of hand +6
              stealth +12
              treatment +10

              Defenses (32)
              TOU +6/2 DODGE +12 FORT +8 PARRY +12 WILL +10

              complications
              motivation - murder: while wealth and power make things much easier, Doc Abattoir lives to kill
              out vile jellies: Doc Abattoir's nemeses are the Eyes of Night
              scratch the itch: many of Doc Abattoir's grander schemes are undone by his need to stalk and kill for his own pleasure

              Total
              abilities 32 + powers 33 + advantages 17 + skills 42/84 + defenses 32 = 156

              An brilliant up and coming surgeon from a long family line of doctors, Dr. Samuel Johnson IV had secretly snapped from a lifetime of abuse from his controlling father, murdered the man in cold blood, and got away with it. the rush of such a crime led Samuel to be possessed by the murder spirit Jack A Knives, leading to a bloody spree of serial killings, but when he was almost caught, Samuel did the impossible and forced the murder spirit from himself. Not out of any remaining humanity, but to throw his 'partner' under the bus and frame its next host for the killings. once the heat died down, Samuel aspired to darker depths, donning the identity of Doc Abattoir, with the goal of becoming Freedom City's greatest criminal mastermind, a dream dashed by his compulsive need to kill, which invariably tipped off heroes such as the Eyes of Night. Doc created a team of villains, the Fearsome, to remedy this, but to no avail. But it was Doc's final crime that was his greatest, when he was finally sent to Blackstone Prison in 1983, and helped mastermind the infamous Blackstone Riots that turned the facility into a slaughterhouse. While Doc Abattoir perished in those very riots, he'd used the chaos to leak the identities of the Eyes of Night to the news, ending their means of living normal lives
              Last edited by Kreuzritter; Yesterday, 07:38 AM.

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              • 2650


                Ms. Malice

                PL 8 (120)

                Abilities (20)
                STR 4 AGI 6 FIT 6 AWA 2
                STA 6 DEX 0 INT 0 PRE 2

                Powers (44)
                Juiced: Enhanced STR +4, Enhanced STA +4, Enhanced AGI +6, Enhanced FIT +6, leaping +1, speed +1 (42)
                how is she not dead?: immunity +2 (poisons, disease) (2)

                Advantages (15)
                all-out attack, equipment, evasion 2, fearless, great endurance, improved initiative, instant up, move-by action, power attack, second chance 2 (illusion, mind control), takedown 2, uncanny dodge

                Skills (25/50)
                acrobatics +8
                athletics +8
                close combat: claw gloves +4
                insight +4
                expertise: streetwise +6
                intimidation +10
                perception +4
                stealth +6

                Defenses (16)
                TOU +6 DODGE +10 FORT +10 PARRY +10 WILL +6

                equipment
                claw gloves: Damage +2 (str-based, extras: improved crit 2) [4]

                complications
                I do it all: It's faster to list what drugs Ms. Malice isn't addicted to
                go juice: Ms. Malice needs drugs to fuel her powers
                motivation - predator: Ms. Malice likes hurting people, almost as much as she likes drugs
                Not even once: the constant drug abuse is taking a severe toll on Ms. Malice's mind

                Total
                abilities 20 + powers 44 + advantages 15 + skills 25/50 + defenses 16 = 120

                a petty criminal and drug addict, Magaly Delacruz needed ever stronger hits to maintain her high, eventually reaching doses that would kill people outright, but made her much stronger, faster and meaner. After she beat a pimp to death with his own platform shoes, she got the attention of Doc Abbatoir, who outfitted Magaly with a pair of clawed gloves, the handle of Ms. Malice, and membership in the Fearsome.

                however, the drugs that fuelled Ms. Malice took their toll on her sanity, making her too erratic and violent for even the Fearsome, who cut ties with her. reduced to a rabidly raving psychopath by her final bnattle against the Eyes of Night, Ms. Malice left the heroes no choice but to end her life
                Last edited by Kreuzritter; Yesterday, 07:38 AM.

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                • 2651


                  Sir Razor

                  PL 9 (135)

                  Abilities (20)
                  STR 0 AGI 2 FIT 2 AWA 2
                  STA 10 DEX 0 INT 0 PRE 2

                  Powers (68)
                  bone spikes: array (18)
                  - bone burst: damage +8 (extra: burst area +1) [16]
                  - bone claw: damage +8 (extra: range +1) [16]
                  - spike shower: damage +8 (extra: cone area +1) [16]
                  covered in spikes: Damage +6 (extra: reaction +3) (24)
                  DNAscendant: Enhanced STA +8 (16)
                  subdermal plating: impervious TOU +10 (10)

                  Advantages (7)
                  all-out attack, improved initiative, power attack, prone fighting, startle, takedown 2

                  Skills (22/44)
                  close combat: bone spikes +8
                  expertise: streetwise +4
                  insight +4
                  intimidation +10
                  investigation +4
                  perception +4
                  ranged combat: bone claw +10

                  Defenses (18)
                  TOU +10 DODGE +8 FORT +10 PARRY +8 WILL +8

                  complications
                  ain't got no alibi: Sir Razor is a nightmarish creature who draws attention in public
                  motivation - enforcer: Sir Razor has been given purpose as Doc Abattoir's enforcer
                  out damned spot: Sir Razor is incredibly fastidious, and hates getting blood on himself

                  Total
                  abilities 20 + powers 68 + advantages 7 + skills 22/44 + defenses 18 = 135

                  a DNAscenant created by the Labyrinth from a homeless man, Sir Razor's mutation made him useless as a covert agent. Surviving their disposal of him, he soon found himself in the company of Doc Abattoir, who gave the creature new purpose as his personal enforcer and partnership in the Fearsome. However, Sir Razor's time was cut short when his body spontaneously mutated one day, causing his powers to go out of control and the resulting spontaneous bone generation literally tore him apart in a gory mess
                  Last edited by Kreuzritter; Yesterday, 07:39 AM.

                  Comment


                  • 2652


                    Silverback

                    PL 9 (135)

                    Abilities (36)
                    STR 10 AGI 2 FIT 4 AWA 4
                    STA 10 DEX 0 INT 2 PRE 2

                    Powers (47)
                    bestial sense: senses +2 (low-light vision, scent) (2)
                    psi-proof: immunity +10 (mental effects) (10)
                    heavy metal: Enhanced STR +4, Enbhanced STA +4, impervious TOU +10 (26)
                    gorilla: Growth +4 (extra: continuous +1, innate, flaw: permanent -1) (9)

                    Advantages (3)
                    agile feint, power attack, takedown

                    Skills (29/58)
                    acrobatics +8
                    athletics +6
                    close combat: unarmed +4
                    expertise: streetwise +8
                    insight +8
                    intimidation +8
                    perception +8
                    technology +8

                    Defenses (20)
                    TOU +10 DODGE +8 FORT +10 PARRY +8 WILL +8

                    complications
                    motivation - power: Silverback wants to be the most feared and powerful criminal in Freedom City
                    revenge: Silverback takes every chance to lash out at Grant Conglomerates

                    Total
                    abilities 36 + powers 47 + advantages 3 + skills 29/58 + defenses 20 = 135

                    Another DNAscendant, Silverback was originaly the muscle of the Fearsome, but as the others died and his intelligence grew, he became the leader of successive incarnations
                    Last edited by Kreuzritter; Yesterday, 07:36 AM.

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                    • 2653

                      Subject Nine

                      PL 9 (135)

                      Abilities (36)
                      STR 2 AGI 2 FIT 2 AWA 4
                      STA 2 DEX 0 INT 4 PRE 2

                      Powers (43)
                      mind control: Affliction +8 (extras: cumulative +1, range +2) (33)
                      - psychokinesis: Move Object +10 (extra: damaging +1) [30]
                      ominiously float: flight +2 (flaw: limited-levitation -1) (2)
                      psychokinetic force field: Protection +8 (extra: sustained +0) (8)

                      Advantages (4)
                      eidetic memory, languages 2 (german, russian), startle

                      Skills (28/56)
                      deception +8
                      expertise: streetwise +6
                      insight +8
                      intimidation +8
                      perception +6
                      ranged combat: psychokinesis +8
                      stealth +6
                      technology +6

                      Defenses (24)
                      TOU +10/2 DODGE +8 FORT +6 PARRY +8 WILL +12

                      complications
                      motivation - Madness: Subject Nine is a raving, delusional psychotic
                      Obsession: Subject Nine wants revenge on Evening, for abandoning him, and the Eye of Justice, for taking his place in Evening's heart
                      you are subject nine: Subject Nine can only refer to himself in third person

                      Total
                      abilities 36 + powers 43 + advantages 4 + skills 28/56 + defenses 24 = 135

                      Originally Agent White of the psychic agent squad Brigade Six of the British Ministry of Powers, Charles Parker was captured by the Labyrinth and subjected to torturous experiments that drove him completely mad. eventually escaping, the creature that can only call himself Subject Nine soon found himself among the Fearsome
                      Last edited by Kreuzritter; Yesterday, 06:31 AM.

                      Comment


                      • 2654


                        Verman

                        PL 9 (135)

                        Abilities (52)
                        STR 4 AGI 6 FIT 6 AWA 2
                        STA 6 DEX 2 INT 0 PRE 0

                        Powers (25)
                        eyes and nose of a rat: senses +7 (darkvision, acute/accurate/ranged/tracking olfactory) (7)
                        kangaroo rat: leaping +1 (1)
                        prehensile tail: extra limb +1 (1)
                        rat on the walls: movement +2 (wall-crawling) (4)
                        scurry: movemenbt +1 (slithering), speed +2 (4)
                        tooth and claw: damage +2 (str-based, extra: penetrating 6) (8)

                        Advantages (4)
                        all-out attack, improved initiative, move-by action, uncanny dodge

                        Skills (32/64)
                        acrobatics +6
                        athletics +8
                        close combat: unarmed +6
                        intimidation +10
                        insight +6
                        investigation +6
                        perception +8
                        sleight of hand +6
                        stealth +8

                        Defenses (22)
                        TOU +6 DODGE +12 FORT +10 PARRY +12 WILL +8

                        complications
                        cornered rat: like the rodents he resembles, Verman will go berserk if caught in a corner
                        motivation - predator: Verman is a vicious and barely-human killer

                        Total
                        abilities 52 + powers 25 + advantages 4 + skills 32/64 + defenses 22 = 135

                        nothing remains of the man known as Henry Willard, not after the cruel DNAscendant experiments turned him into a super-powered anthropomorphic rodent. escaping from the labs, Verman became an urban predator before being recruited into the Fearsome
                        Last edited by Kreuzritter; Yesterday, 06:28 AM.

                        Comment


                        • 2655


                          Countess Azure

                          PL 9 (135)

                          Abilities (12)
                          STR 0 AGI 0 FIT 0 AWA 6
                          STA 2 DEX 0 INT 0 PRE 6

                          Powers (68)
                          you are the children of azure: affliction +9 (entranced/compelled/controlled, extras: cumulative +1, duration +1, perception area +2) (46)
                          - open your hearts to me: mind reading +9 (extras: cumulative +1, perception area +2) [45]
                          third eye opened: Enhanced Awe +4, Enhanced PRE +4, senses +6 (accurate/acute/radius/ranged detect minds) (22)

                          Advantages (13)
                          minions 12 (250 15 pt followers), trance

                          Skills (24/48)
                          Deception +10
                          expertise: cult leader +10
                          expertise: theology & philosophy +6
                          insight +6
                          perception +6
                          persuasion +10

                          Defenses (18)
                          TOU +2 DODGE +4 FORT +6 PARRY +4 WILL +12

                          complications
                          motivation - greed: Countess Azure uses her cult to surround herself in wealth and luxury

                          Total
                          abilities 12 + powers 68 + advantages 13 + skills 24/48 + defenses 18 = 135

                          a self-purported new age mystic, Lorinda Bryant made her living selling crystals and gems to those who actually believed in the powers of pretty stones. that is, until while searching for more gems to sell, Melinda found within a cave a flawless lapis lazuli, which she felt compelled to put upon her brow. When she did, it genuinely did expand her consciousness, giving her power over the mind, the potential to do exactly what her sales pitch always claimed. Instead, Melinda adopted the identity of Countess Azure, and abused her gift to run cults of mind controlled slaves, throwing their lives away to cover her escape whenever the law came closing in. eventually, Countess Azure went up against Adrian Eldrich, who stopped her twisted games once and for all by forcibly removing the gem from her, and with it her powers. Sadly, Countess Azure secretly kept a small measure of that power in the aftermath, power she expended to help Doc Abattoir start the infamous Blackstone Riots. When it failed, Countess Azure chose to commit suicide by mind-controlled guard than return to prison

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                          • up next is

                            RIOT

                            the Revolutionary Imperialist Overthrow Team, RIOT were a sextet of DNAscendants created by the Labyrinth to sow dissent, fear and chaos in Freedom City during it's 80's Iron Age, the poster children for the threats the corrupt Moore administration supposedly wanted to stop, and an active menace to occupy the attention of the city's remaining vigilantes, rather than pry into the Labyrinth's increasing hold over the city

                            Comment


                            • 2656



                              Flagburner

                              PL 10 (150)

                              Abilities (32)
                              STR 0 AGI 4 FIT 4 AWA 2
                              STA 10 DEX 0 INT 2 PRE 2

                              Powers (73)
                              DNAscendant: Enhanced STA +8 (16)
                              firepower: array (36)
                              - fireball: damage +8 (extras: burst area +1, range +1, secondary effect +1) [32]
                              - fireflash: Affliction +10 (vision impaired/disabled/unaware, dodge resists, fort overcomes, extras: burst area +1, cumulative +1, range +1, flaw; sense dependent -1) [30]
                              - flamethrower: damage +10 (extras: cone area +1, secondary effect +1) [30]
                              - focussed fire: Damage +12 (extra: range +1) [24]
                              - ignite: Damage +8 (extras: concentration duration +1, range +2) [32]
                              fireproof: immunity +10 (fire damage) (5)
                              firey aura: damage +4 (extra: reaction +3) (16)

                              Advantages (4)
                              improved initiative, leadership, move-by action, startle

                              Skills (21/42)
                              expertise: streetwise +6
                              experrise: tactics +8
                              insight +6
                              intimidation +8
                              perception +6
                              ranged combat: firepower +8

                              Defenses (20)
                              TOU +10/2 DODGE +10 FORT +10 PARRY +10 WILL +10

                              complications
                              motivation - chaos: like the rest of RIOT, Flagburner exists to to be a threat to society

                              Total
                              abilities 32 + powers 73 + advantages 4 + skills 21/42 + defenses 20 = 150

                              the unoffical leader of RIOT, Flagburner was programmed to be as unamerican as possible, mocking the patriotic heroes of old and to aggressively denounce American imperialism and oppression of its own people. but even for those who agree with his message in general, Flagburner's a deranged madman who really loves setting people and things on fire

                              Comment


                              • 2657


                                Armorine

                                PL 10 (136)

                                Abilities (44)
                                STR 10 AGI 2 FIT 6 AWA 2
                                STA 12 DEX 0 INT 2 PRE 2

                                Powers (50)
                                organic steel body: enhanced STR +6, Enhanced STA +8, immunity +6 (critical hits, disease, extreme cold, extreme heat, poison), impervious TOU +12 (46)
                                razor sharp claws: damage +2 (str-based, extras: improved crit, precise) (4)

                                Advantages (8)
                                all-out attack, fast grab, improved grab, improved initiative, move-by action, power attack, takedown 2

                                Skills (20/40)
                                close combat: unarmed +2
                                epertise: streetwise +6
                                insight +6
                                intimidation +10
                                perception +6
                                ranged combat: throw heavy object +10

                                Defenses (14)
                                TOU +12 DODGE +8 FORT +14 PARRY +8 WILL +6

                                complications
                                motivation - chaos: like the rest of RIOT, Armorine exists to be a threat to society

                                Total
                                abilities 44 + powers 50 + advantages 8 + skills 20/40 + defenses 14 = 136

                                the muscle in RIOT, Armorine serves as their front-line fighter

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