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  1. Tin Man Power Level: 10 Effective Power Level: 8 Power Points: 150/150PP Unspent Power Points: 0 Trade-Offs: +3 TOU/-3 DEF, (Unarmed) +2 DC/-2 ATK In Brief: A robot superhero! Who is being controlled by a super intelligent nerd. Catchphrase: “Don’t worry! I am here!” Theme: X Alternate Identity: - Birthplace: Oz’s house Residence: - Base of Operations: Claremont Academy Occupation: Superhero Affiliations: Oz Family: Oz (creator/father) DESCRIPTION Age: 3 Apparent age: 20 Gender: Robot (male build) Ethnicity: Robot Height: 6’4’’ Weight: 300 lbs. Eyes: Yellow Hair: Metal Physical description A humanoid robot, it is slick with polished steel instead of skin. His eyes are yellow normally but turn green when scanning and red when shooting laser beans. It wears a basic supersuit, blue spandex and black boots. It has a long black cape behind it that can detach easily. HISTORY Tin Man was created by the young genius Ozwald (Oz). Going into action three years ago, he was mostly an urban legend. Something that people only caught on shaky cam. Tin Man operated mostly in Southside. One day, he came across a powerful Villain. Said villain was too much for the Tin Man to handle, when one of the members of the Freedom League came to aid it. This was the first time the Tin Man was seen outside of the shadows, the hero could tell immediately that the Tin Man had a controller and managed to spot Oz in the crowd. Claremont Academy was recommended to the young inventor whom would accept the offer and now Oz and the Tin Man have a new Emerald City. PERSONALITY & MOTIVATION Tin Man has programmed emotions and feelings, as well as personality. It acts like a stereotypical superhero, spouting one liners and taunts. It does try to communicate with regular humans, as Oz programmed it with empathy, yet such things do not come easy to a machine. So it can come across as awkward. It’s motivation is a simple one: protect the weak, fight injustice! That’s its programmed mission. POWERS & TACTICS The Tin Man is a tank. Its tactic is a simple one: overwhelm an enemy with force and fight through hits. Unless Oz remotely changes said tactic. This is its default. Its powers are basic paragon abilities, super strength, endurance, flight and heat vision. Seeing as it is a machine, it can also scan areas to locate people or objects. It can even scan someone’s heart rate to see if they are lying. He also has a net gun used for capturing foes! POWER DESCRIPTIONS It’s abilities are basic. Its strength and endurance come from its robotic nature. Able to light cars as well as take hits from being run into by one! It’s eyes glow red when it shoots it’s laser vision, and turn green when it is scanning something or someone. For flight, it has robot powered boots that it uses, however there is a few seconds delay before it can take off. He hand can also turn into a net launcher to Snare enemies. COMPLICATIONS Complication: Man Behind the Curtain: Though Tin Man has limited AI and doesn’t have to take direct commands from Oz, it does need him to be close by to stay powered up. If Oz is knocked out or taken from him then Tin Man will freeze, unable to respond to anything. Search for a Heart: Tin Man has empathy, but it is still a machine, as such it does not relate well to humans. Should it scare a civilian it’s trying to save, an HP can be awarded. ABILITIES 0 + 0 - 10 + 0 + 0 + 4 = -6PP Strength: 10 (+0) / 30 (+10)Enh. Strength Dexterity: 10 (+0) Constitution: - (-5) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) COMBAT 8 + 6 = 14PP Initiative: +8 (+0 Dex, +8 Improved Initiative) Attack: +4 Base, +6 Melee, see Power attack bonuses in DC Block Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Attack Focus), +20 (+4 Base Attack, +2 Attack Focus, +10 Enh. Strength, +4 Super-Strength) Knockback: -5 (TOU/2) SAVING THROWS 0 + 6 + 5 = 11PP Toughness: +11 (+11 Protection) Fortitude: - (Immune) Reflex: +6 (+0 Dex, +6) Will: +5 (+0 Wis, +5) SKILLS 44R = 11PP Diplomacy 6 (+8) Intimidate 8 (+10) Notice 10 (+10) Search 10 (+10) Sense Motive 10 (+10) FEATS 31PP Attack Focus [Melee] 2 Dodge Focus 3 Improved Initiative 2 Interpose Luck 2 Sidekick 21 Takedown Attack POWERS 6 + 30 + 10 + 16 + 32 = 94 Flight 3 (50 mph, 500 ft./rnd) [6PP] (Descriptors: Robot Boots,) Immunity 30 (Fortitude Effects) [30PP] (Descriptors: Metal Body,) Immunity 10 (Mental Effects) [10PP] (Descriptors: Metal Mind,) Protection 11 [11PP] (Descriptors: Metal Body) Weapons Array 15 (30PP Array; Feats: Alternate Power 2) [32PP] (Descriptors: Arsenal) BP: {20 + 10 = 30/30} (Descriptors: Robot Abilities) Enhanced Strength 20 [20PP] Super-Strength 4(Effective Strength +20; Heavy Load: 12 tons; Feats: Groundstrike, Shockwave) [10PP] AP: Blast 8 (Extras: Autofire, Penetrating 2; Feats: Accurate 2, Improved Critical 2) {30/30} (Descriptors: Eye Lasers) AP: Snare 8 (Extras: Regenerating; Feats: Accurate 2, Improved Critical 2, Reversible, Tether) {30/30} (Descriptors: Net Gun) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +6 Unarmed - Enh. Strength Touch DC25 Tou (staged) Damage +6 Eye Lasers 80 ft. DC23 Tou (staged) Damage +8 Snare 80 ft. DC18 Ref (staged) Fail: Entangled >5: Bound and Helpless +8 Totals: Abilities (-6) + Combat (14) + Saving Throws (11) + Skills (11) + Feats (31) + Powers (89) - Drawbacks (0) = 150/150 Power Points
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