Kruel PL14

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Kruel

Kruel the heir and presumably descendent of Kraven is all that his name implies. In possession bestial strength, agility, endurance, sensory capacity, and feral will… he’s an indomitable specimen of a man. Like his predecessors he uses trained animals and archaic weapons in combat. However his animals tend to be genetically engineered and cybernetically controlled and his weapons tend to be only superficially “archaic”. While Kruel isn’t “super-intelligent” is a brilliant scientist with a deadly arsenal at his disposal. Unlike his predecessors however, Kruel has none of actual training and expertise of a true hunter. His power is solely enhancement and gimmick based… as when push comes to shove and all facades are stripped away… he’s really just a super-powered dilettante.

Kruel: (PL 14)

Init +15 ; Defense 26 (15 Flat Footed); Spd 30ft; Atk +10 melee (+11S), +10 ranged (varies); SV Dmg +13, Fort +13, Ref +13, Will +13; VP: 7; Str 20, Dex 20, Con 20, Int 20, Wis 20, Cha 20

Skills: Knowledge (Culture-Elitist, Geography, and Science) +10, Science (Biology, Chemistry, Engineering, and Psychology) +10

Feats: Great Fortitude, Heroic Surge, Improved Initiative, Iron Will, Lightning Reflexes, Minions (Animals), Photographic Memory, Scent, Toughness, Track, Wealth x2

Powers:

  • Scientific Genius + 5 [Extras: Clever Inventor, Utility Belt; Power Stunts: Weapon Specialist; Source: Super-Science; Cost: 3pp; Total: 17pp],
  • Super-Strength +6 [Super-Constitution, Super-Dexterity, Super-Wisdom; Source: Mutation; Cost: 12pp; Total: 72pp]

Weaknesses:

  • Disturbing – Due to scary garb and “hunt” body painting.