Doc Samson

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Doc Samson (PL 16)

Init +7; Defense 19 (16 flat-footed); Spd 30ft.; Atk +10 melee (+14/5’ reach/crit 20 punch/kick) or Atk +9 ranged (none); SV Dmg +16, Fort +16, Ref +5, Will +8; HP 5; Str 18, Dex 18, Con 18, Int 18, Wis 18, Cha 18. [78]

Skills: Acrobatics +10, Balance +10, Bluff +13, Computers +11, Diplomacy +17, Intimidate +15/+19, Knowledge +11 [Culture (Midwestern U.S.), Science, Trivia: Hulk], Medicine +11, Science +11 [Biology, Psychology, Physics], Sense Motive +13, Repair +11, Taunt +13 [60]

Feats: Assessment, Chokehold, Connected (Military), Dodge, Durability, Fame, Great Fortitude, Heroic Surge, Headquarters (Gamma Base), Improved Grapple, Improved Initiative, Improved Pin, Iron Will, Lightning Reflexes, Minions (Hulkbusters), Power Attack, Startle, Surprise Strike, Toughness [38]

Powers: Super-Wisdom +2 [Extras: Innate, Super-Charisma, Super-Intelligence; Source: Training; Cost: 6pp; Total: 12pp], Super-Strength +10 [Extras: Leaping, Shockwave, Super-Constitution; Power Stunts: Super-Leaping; Flaws: Obvious (oversized body and gamma green hair); Lost If Hair Is Cut; Source: Gamma Mutation; Cost: 7pp; Total: 72pp] [84]

Weaknesses: Naïve/Honorable/Idealism – Believes even monsters deserve to live, everyone can be saved, any man can be rehabilitated, and other idealist concepts along those lines… Vulnerable/Neutralized – Gamma Energy Blasts History