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The Unbreakable Kronk Power Level: 10 or 12 (with gear) (180/185PP) Unspent Power Points: 5 Trade-Offs: ±0 Attack / ±0 Damage, -5 Defense / +5 Toughness In Brief: Lobo by way of Battletoads, He fights Crime! Catchphrase: Let's Rumble! Theme: Steppenwolf - Born to Be Wild, Allman Brothers - Midnight Rider, Amon Amarth - The Berserker At Stamford Bridge, The Hu - Wolf Totem Alternate Identity: Krunk Kronos, Birthplace: Lost to Terminus Residence: Freedom City Base of Operations: Occupation: Biker Affiliations: None Family: None Description: Age: ??? (DoB: ??? ) Apparent Age: ??? Gender: Male Ethnicity: Rhinellian Height: 8'4" Weight: 524 lbs Eyes: Black Gold Iris Hair: None Kronk is a large amphibious humanoid. His body plan follows the common two legs, two arms, upright stance and gait found among a surprising majority of the species of the multiverse. His heavily muscled form is covered in a thick leathery hide, dark olive at the spine wrapping to a dusty tan at his sides to a light yellow on the belly and face. As a non-mammalian species he's hairless and his head grows directly from his shoulders with no discernable neck. His eyes are sunken beneath heavy boney brow ridges with black sclera but dominated by thick gold iris slit vertically. He usually wears a battered leather duster and where custom demands shorts or a loincloth not having a cultural attachment to modesty nor vulnerable external genitalia this is for the comfort of others. He's never without the Wyld band that stabilizes his psyche the heavy black ring usually on one broad finger. When girded for battle he once more fastens his shackles to his wrists and utilizes the dangling chains in combat. History: Kronk was born on a steamy tropical world where the advanced lifeforms had evolved from amphibians. A technologically advanced civilization developed extending both into the depths of hte seas and swamps and the heights above, and with it a highly ordered caste structure and bureaucracy. Given the fecundity of the species social mobility was high, particularly for those with exceptional powers. Like most of his kind Kronk was born in an enormous public creche and grew to adulthood in a hardscrabble life earning his keep. He was however one of the lucky ones and clawed his way to the top. As one of the elites Kronk was expected to look after the lower castes as well as reap the rewards of his status and serve as an example to strive toward. The other elites were bound together by the bureaucrats taking on protectorates and roles for the betterment of society. Kronk did not fit into this pristine system of noblesse oblige and was by any reckoning a criminal and mobster. A rebel more interested in his own hedonistic pursuits than societies loftier goals he quickly found himself at odds with the Premier, the de-facto ruler and protector of his world. When Omega came and the Premier bent knee to save some remnant Kronk found himself in the unique position of being the expected leader of the rag tag rebellion. He failed. While personally mighty and inspiring in his own way he lacked the leadership and really allies to turn the tide. A fact perhaps the Premier had seen sooner. When his world was fed to the Terminus Kronk lived on to challenge the newly risen Annihilist, his regenerative capacity exceptional even among the hardy Rhinellians. When he was eventually captured he watched as his world was rent asunder by the doom coil and for his impertinence in standing against Omega and the Premier a fitting punishment was chosen. Unbreakable chains forged on Nihilor bound him to a ragged fragment of his shattered world and left to drift for eternity in the warpwold. And there he stayed as time lost meaning and the twisting influence of the warp and his solitude eroded his mind. When Hard Momma and the Outriders found him he was hale and healthy but his mind was all but gone. The Outriders freed him and gave him a new name, and a new purpose, a new family. They used what skills and tech they had and their own mastery of the warp to nurse his mind back to health. Eventually he even pieced together bits and pieces of his life before. He rode with them evading the Omegadrones and Anihilists and taking what they needed. Not quite heroes but less villains than their greater foes at least. In time as his mind recovered Kronk grew reflective and began to grow apart from the Outriders. They were free but only so long as they ran and they had all served Omega once unlike Kronk, now called Kronk for the oversized wyldride they gave him. Eventually their predations became too much for him. They parted on friendly terms, if only because the Outriders of anyone understood that sometimes one had to go their own way. He has however learned that one can not stand alone against the Terminus and having escaped Omega and Premiers clutches once he's not eager to try his hand alone again. After some time wandering he finds his way to earth prime which really if trying to evade the forces of entropy is probably one of hte better places to do it. Personality & Motivation: Kronk has a bit of a problem with authority, which tends to get him in trouble, or chained the the wreckage of a shattered world drifting in the warpwold. He has learned from these experiences enough to value others freedoms as much as his own at least though he can come off as gruff and impatient with more by the book heroes. He's seen first hand the price of putting too much faith in institutions but knows there are foes that require more than individuals to stop. His approach to interventions and crime tends to fall in line with his beliefs in personal liberty. Crime is not wrong because the government says so but because it strips others of their freedoms. this can put him at odds with authorities when it comes at some property crimes and particularly when liberties are infringed by through legal means. While rough around the edges he is trying to be more of a people person. His long view is that ultimately we are all in this together and our only chance is not turning on one another. Some days he even acts on his philosophy. Powers & Tactics: Kronk fights with the ferocity of the last of his kind. It helps that as far as he can tell he can't die. He will wade into the forefront of the battle heedless of his own safety to engage the biggest threat first and fights with reckless ferocity. He's not without strategy, but his strategy tends to focus on eliminating the enemy as quickly as possible with whatever means are available. He takes full advantage of his size and reach to dominate his area in combat. He's accustomed to single combat, his time in the warpwold having left him unused to the need to battle several lesser foes. Too much exposure to the energies of the Terminus or the warpwold erode his focus regress much of the progress he's made in rebuilding his psyche after his imprisonment. Normally he's just slower to act and uncertain, sometimes more given to surrendering to baser urges. A potent enough jolt may leave him lost to reality for a time, catatonic or worse interacting with a world not as it is. Power Descriptions: Most of Kronks powers draw from his alien physiology, particularly his regenerative capabilities and powerful physique. His Tongue can be launched a great distance and the sticky pad can retrieve objects or disarm. When he inflates his vocal sac he's able to project infrasonic messages a great distance around him as warning or to call attention to a situation. The Wyld band that protects and bolsters his mind after his long time in the warp is a simple onyx band with hidden circuitry that engages both a universal translator and means to stabilize his psyche. His Duster is sturdy if oft patched, each stitch with a story behind it. While not particularly advanced he's had it a very long time and is quite attached. He has turned the shackles that once bound him to his shattered world into his weapon of choice. Though he's able to release them at any time now. The dusky black metal of Nihilors forges is near indestructible and serves as both a physical and psychological weapon. Finally he has retained his customize 'WyldeRide" from his time with the Outriders. While not as swift as some of the others bikes it is larger and heavier than the others a real beast capable of moving his bulky form without strain and remains exceptional by any earthly standards. The Black and chrome of the bike he keeps polished and detailed most times as a matter of pride instilled by his former companions. He hangs trophies from past enemies, bits of armor, patches, not biological trophies, from the long handlebars and has carefully marked the omega drones he's bested on the fuel tank. He's managed to have the Particle Cannon from a derelict Khanate cruiser attached to/as a sidecar and have a targeting computer added on. It's easiest to fire by anyone in the sidecar but he can fire it with a switch on the handlebars when solo. Complications: Hunted: At least one Annihilist would like to see him chained back to his rock. When facing foes in service to the Terminus there is a chance he'll be recognized and targeted for capture. Broken: Sudden exposure to large amounts of Terminus or Warp energies can leave him briefly catatonic or detached from reality, this can act as a stun or confuse effect. Monstrous: While the residents of Freedom may be familiar enough with alien and monstrous physiologies his form is not one that spurs trust, Authorities may suspect him and civilians fear him. Additionally he's not really going anywhere unnoticed. Outside the cosmopolitan world of Freedom or similar areas this is more pronounced. Abilities: 12 + 6 + 16 + 0 + 0 + 0 = 34PP Strength: 22/30 (+6/+10) Dexterity: 16 (+3) Constitution: 26/30 (+8/+10) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 8 + 6 = 14PP Initiative: +3 Attack: +4 base; +10 Melee, +4 Ranged, +12 Chains Defense: +5/+7 (+3 Base, +3/+5 Dodge Focus, -1 size), +1 Flat-Footed Grapple: +26 (+10 att +10 Str +4 size +2 SS) Knockback: -7/-8 Saving Throws: 2 + 4 + 0 = 6PP Toughness: +15/+17 (+15 Con, +0/+2 ) Fortitude: +12 (+10 Con, +2) Reflex: +7 (+3 Dex, +4) Will: +7 (+0 Wis, +0/+7) Skills: 36R = 9PP Intimidate 8 (+8/+10 growth) Knowledge: Cosmology 3 (+3) Pilot 7 (+10) Notice 10 (+10) Survival 8 (+8/+12 Feeding self) Feats: 26PP All-Out Attack Attack Focus: Melee 6 Attack Specialization: Chains 1 Benefit: Native (Warpwold) Dodge Focus 3 Equipment 13 Power Attack Lucky Jacket Dodge Focus 2 (to 5) Luck 1 Chains of Nihilor Improved Trip Equipment: 13PP = 65EP Kustom Wyldride (Vehicle) 65EP Large; STR 30; Defense 9; Toughness 15; 5,000 MPH Flight Size: Large [1EP] Strength +20 [4EP] Toughness +8 [8EP] Feature: Communications [1EP] Feature: Remote Control [1EP] Power: Flight 9 [18EP] Power: Space Travel 2 [4EP] Power: Damage 12 (Cruiser Cannon; Extras; ranged; Feats: Accurate 4) [28EP] Powers: 76 + 12 + 4 + 4 = 96PP Container 16 (Rhinellian Physiology; 80 PP Container; Feats: Innate) [81PP] (Alien Physiology) Additional Limb 1 (Prehensile Tongue) [1PP] Communication 5 (Infrasonic calls; Extras: Area [5 miles]) [10PP] (Infrasound) Elongation 4 (Extending Tongue; 60' ; Flaws: Limited: Additional limb only) [2PP] Feature 1 (Amphibious; Environmental Adaptation Aquatic) [1PP] Feature 1 (Opportunistic Feeder; Iron Stomach) [1PP] Growth 4 (Large; Reach 10'; Extras: Continuous, Flaws: Permanent) [12PP] Immunity 10 (Life support, Aging) [10PP] (Hardy Physiology, Regeneration) Protection 5 (Instant Regeneration; Drawbacks: Weakpoint -1) [4PP] (Regeneration) Leaping 4 (Powerful Legs; Feats: Alternate Power) [5PP] (alien anatomy) Alternate Power: Swim 4 (Aquatic) {4/4} Regeneration 28 (Healing Factor; Bruised No action(3), Injured no action(6), Staggered standard action (5), Disabled 1 round (6), Ability Damage 1/hour (2), Resurrection 5 minutes (6); Feats: Persistent, regrowth) [30PP] (Regeneration) Super Senses 2 (Rhinellian senses; ultra hearing, acute smell) [2PP] Super Strength 2 (Mighty; lift str 45 [6 ton Heavy Load]) [2PP] (alien anatomy) Device 3 (Wyld Mind Band; 15 PP Container; Flaws: Hard-To-Lose) [12PP] (Tech, Psychic) Comprehend 4 (Universal Translator; Speak, Understand, Read/write all languages at once) [8PP] Enhanced Will 7 (Mind Shield;) 7PP] Device 1 (Lucky Jacket; 5 PP Container; Flaws: Hard-To-Lose) [4PP] (Tech, Fate) Enhanced Feats 3 (Lucky; Dodge Focus 2, Luck 1) [2PP] Protection 2 (Armored; ) [2PP] Device 1 (Chains of Nihilor; 5 PP Container; Flaws: Hard-To-Lose) [4PP] (Metal, Terminus) Damage 2 (Beatdown; Feats: Extended Reach 1 (15'), Improved Trip, Mighty) [5PP] (Bludgeoning) Drawbacks: (-5) = -5PP Weakness (Terminus/Warpwold Sickness; Frequency: Uncommon; Intensity: Moderate -1 checks/attacks/defense per minute exposure )[-5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed 10'/50' DC 25 Toughness Damage Chains of Nihilor 15' DC 27 Toughness Damage Totals: Abilities (34) + Combat (14) + Saving Throws (6) + Skills (9) + Feats (26) + Powers (96) - Drawbacks (-5) = 180/185 Power Points