https://wiki.rpg.net/api.php?action=feedcontributions&user=152.163.100.202&feedformat=atomRPGnet - User contributions [en]2024-03-28T14:57:36ZUser contributionsMediaWiki 1.31.7https://wiki.rpg.net/index.php?title=Grond&diff=10757Grond2005-08-25T02:51:27Z<p>152.163.100.202: </p>
<hr />
<div>'''Grond'''<br />
<br />
''Every cliche that can be applied to a hard on his luck person receiving raging beast powers apply to Grond, suffice it to say, the story includes all of the following - Nuclear waste, Electrical storm, Chemical waste. That would have been bad enough, but then we would be overlooking the Mutation serum that he was given before his string of bad luck hit.'' <br />
<br />
''Grond is a raging beast with only the slightest memories of his previous life. Like Griffin, Grond is often used by those smarter them him. He is often part of an "escape plan" consisting of a plan the likes of - Turn Grond loose and then hit the road as the heroes deal with the beast. He often grabs an opponent with two arms, then pummel them with the other two arms.'' <br />
<br />
'''Grond''' PL 16 (240PP)<br />
<br />
Init +0; 30ft (Run), 80ft (Leaping), 30ft (Swim); Defense 16/16; BAB +6; +12 Melee (21S/L Punch), +6 Ranged; SV Dmg +7 (16 Protection), Fort +7, Ref +0, Will +2; Str 20, Dex 10, Con 20, Int 6, Wis 10, Cha 4 (Total 40PP) <br />
<br />
'''Skills''': Search 7/+5, Spot 5/+5, Listen 6/+6 (Total 18PP) <br />
<br />
'''Feats''': Power Attack, Attack Focus (Melee), Endurance, Great Fortitude, Toughness, Iron Will, Amphibious, Durability, Extra Limbs (Four Arms) (Total 18PP) <br />
<br />
'''Powers:''' <br />
<br />
*'''Super Strength +16''' (Source: Mutation; Extras: Leaping, Protection, Shockwave, Super Breath, Thunderclap, Bouncing; Power Stunts: Lifting, Lethal) (Cost 10 / Total 160+4PP)</div>152.163.100.202https://wiki.rpg.net/index.php?title=Freon&diff=10662Freon2005-08-13T11:56:06Z<p>152.163.100.202: </p>
<hr />
<div>'''Freon'''<br />
<br />
''As a made man, he was already "in the door" with the bosses, but in order to move up in the ranks he had to do more and more to prove that he was worthy of more responsibility. He was already in charge of a second story team, but he wanted more. More responsibility meant a bigger cut, and that's what he was all about.'' <br />
<br />
''His next job was to off two men that had been identified as snitches, though that was not his department, he was not about to say no.'' <br />
<br />
''The two men turned out to be harder to kill then he thought they would be. He was forced to flee into a chemical plant to hide. The men had to be with the government as they had very high-tech equipment.'' <br />
<br />
''The two men chased him from floor to floor in the plant, always driving him upward. He was going to be trapped if he did not find a way out. He looked over the ledge of his walkway and saw a pool below, his body acted before his brain could override the decision. He jumped.'' <br />
<br />
''The men chasing him fired at him as he dropped past their position, only hitting a power line that was hanging from the other side of the walkway.'' <br />
<br />
''He hit what he hoped was water just seconds before the power line hit. His body never felt the liquid that he dove into, for it was frozen solid the second he hit the surface. By time the power line hit the liquid oxygen, he was long gone.'' <br />
<br />
''He woke up in the hospital with strange new powers, he had found a new way to make a good living.'' <br />
<br />
''As Freon'' <br />
<br />
'''Freon''' PL 10 (150PP)<br />
<br />
Init +4; 30ft (Run), 60ft (Slide); Defense 20/16 (6 Base, 4 Dex); BAB +6; +8 Melee (2S Punch), +10 Ranged (10S/L Ice Blast); SV Dmg +13, Fort +3, Ref +4, Will +0; Str 14, Dex 18, Con 16, Int 12, Wis 10, Cha 12 (Total 52PP) <br />
<br />
'''Skills''': Acrobatics 5/+9, Balance 4/+8, Sleight of Hand 6/+10, Disable Device 5/+6, Move Silently 6/+10 (Total 26PP) <br />
<br />
'''Feats''': Surprise Strike, Move By Attack, Immunity (Cold) (Total 6PP) <br />
<br />
'''Powers:''' <br />
<br />
*'''Energy [Cold] Control +10 '''(Source: Mutation; Extras: Invisibility, Sliding, Force Field, Invisible Attack; Power Stunts: Energy Blast, Slick, Duel Damage) (Cost 6 / Total 60+6PP)</div>152.163.100.202https://wiki.rpg.net/index.php?title=Crimson_Dynamo_PL14&diff=11717Crimson Dynamo PL142005-08-10T20:30:18Z<p>152.163.100.202: </p>
<hr />
<div>'''Crimson Dynamo (Dmitri Bukharin)'''<br />
<br />
Concept: Russian Armor-Wearing Spy <br />
Power Level: 14 <br />
Ability Scores: Str 14,Dex 14,Con 14,Int 14,Wis 14,Cha 14<br />
<br />
Base Attack Bonus: +7 <br />
Defense Bonus: +6 <br />
<br />
'''Skills:''' Bluff +6, Demo +4, Diplomacy +4, Disguise +4, Gather Info +9, Intimidate +4 <br />
<br />
'''Feats:''' Aerial Combat, Attack Focus (energy beams), Connected, Dodge, Expertise, HQ, Improved Initiative, Move-By Attack, Point Blank Shot, Power Attack, Rapid Shot, Skill Focus (Gather Info), Surprise Strike, Talented (Gather Info/Bluff), Whirlwind Attack <br />
<br />
'''Powers:''' <br />
<br />
*'''Armor +10''' [Extras: Super-Strength, Dexterity, Energy Blast, Flight, Immunity, Super-Senses; Source: Super-Science; Cost: 110pp] <br />
<br />
Attacks: +9 melee (+2S/12S, punch) or ranged +10 (+10L, energy beams)</div>152.163.100.202https://wiki.rpg.net/index.php?title=Scarecrow,_The_PL7&diff=11323Scarecrow, The PL72005-08-03T02:44:30Z<p>152.163.100.202: </p>
<hr />
<div>THE SCARECROW <br />
PL: 7, The Master of Fear, Name: Jonathan Crane , Male, Size: Medium; INIT: +2, DEF 16/14; SPEED 30; MELEE +4(Scythe +4 L, ), RANGED +6, MENTAL +6, SV: DMG -1, FORT -1, REF +2, WILL +4; STR 10, DEX 14, CON 8, INT 16, WIS 14, CHA 12. <br />
<br />
SKILLS: Bluff +13, Chemicals +9, Diplomacy +9, Disguise +15, Hide +8, Innuendo* +9, Intimidate +15, History +6, Medicine* +5, Professor +5, Psychology +9, Sociology +6, Biology +9, Sense Motive +11, Sleight/Hand* +4, Spot +5, Taunt +9. <br />
<br />
FEATS: Assessment (1/2 action, assess 3 abilities of target), Indomitable Will (can re-roll failed will after 1 round), Iron Will (+2 will saves), Minions (mooks to do your bidding). <br />
<br />
POWERS: FEAR TOXINS, Mind Control [+7], Power Stunt: Paralysis [+7], Power Stunt: Illusion [+7], Extra: Continuous, Extra: Area, Flaw: Limited- One Emotion (Fear), Flaw: Device, SUPER CHARISMA [+6], Extra: Intimidating Presence [+7], SCYTHE, Weapon (Melee) [+4]. <br />
<br />
COST: abilities 14, combat 20, skills 22, feats 8, powers 41, weakness 0, total 105.</div>152.163.100.202https://wiki.rpg.net/index.php?title=Constantine,_John&diff=11121Constantine, John2005-08-01T13:36:28Z<p>152.163.100.202: </p>
<hr />
<div>JOHN CONSTANTINE, HELLBLAZER, PL: 11, Identity: (Public ID), Size: Medium. <br />
<br />
INIT: +2, DEF: 19/17; Base Speed 30/60/120; <br />
<br />
MELEE +3, RANGED +5, MENTAL +10. <br />
<br />
SAVES: DMG +3, FORT +3, REF +2, WILL +3; <br />
<br />
ABILITIES: STR 10 ( 0), DEX 14 (+2), CON 16 (+3), INT 14 (+2), WIS 16 (+3), CHA 8 (+7) <br />
<br />
SKILLS: Bluff +20/13, Concentration +13/10, Diplomacy +17/6, Disguise +9/0, Gather Info +17/10, Hide +10/8, Innuendo* +16/5, Intimidate +15/13, Occult +15/13, Listen +13/10, Perform +11/4, Search +12/10, Sense Motive +16/13, Sleight/Hand* +10/6, Spot +16/13, Swim +4/4, Taunt +22/1. <br />
<br />
FEATS: Assessment [1/2 action, assess 3 abilities of target], Connected [Knows people who can help], Infamy [+3 Cha if infamy is a benefit, -3 if not], Heroic Surge [Extra 1/2 action 3 per day], Indomitable Will [Can re-roll failed Will after 1 round], Sidekick [Chas], Startle [Intimidate target, loses dodge bonus], Spooky Presence [Save vs 20 or suffer -2 to all actions], Unshakable Faith [+2 will saves vs. fear, can use holy items], Mystic Awareness (Super) [Sense motive (dc 10) to detect mystic. <br />
<br />
POWERS: Sorcery [+3], Luck [+4], Super-Charisma [+7] <br />
<br />
WEAKNESS: Addiction [cigarettes] - Will save DC 15 or fatigued, Unlucky - Unluck at GM's discretion, Antagonist [mod] - Triumverate of Hell. <br />
<br />
COST: abilities 18, combat 27, skills 75, feats 20, powers 55, weakness -30, total 165</div>152.163.100.202