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Rampage - Josh - PL 12 (tier 2 npc)


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Posted

Players Name: Josh

Power Level: 12

Trade-Offs: -3 defense for +3 to toughness

Unspent PP: 180/180

Characters Name: Rampage

Alternate Identity: Dennis Donaldson (While his identity is secret, he shows no fear of it becoming public.)

Height: 7'4"

Weight: 590 lbs

Hair: None (unable to grow hair)

Eyes: Slate Grey.

Description: Rampage is dressed like an extra large Black Knight. He wears shiny black armor that occasionally flicker with energy. This armor purposely fools people into thinking that Rampages 'ustoppability' is the result of the armor, when in reality it's sole purpose is to cover Rampages sole weakness: Psychic attacks.

History: When project 9 escaped their clutches, the secret illuminti group of rogue scientists found themselves up the perverbial creek without even a boat. Until it was discovered that the escapee left some of her DNA behind on some broken glass.

While imperfect, enough DNA was stripped to create a working data of their success. This allowed them to continue their search for the 'perfect weapon.

Learning from their mistake, they made sure that this time a test subject would be properly screened. Someone with nothing to lose and everything to gain. Enter Dennis Donaldson, a paralegic who pretty much given up on life.

Dennis is a former Army Major who was a secret guinea pig for a second hand super soldier project. This ended brutally, when Dennis was paralized when fighting a german equivelent during WW 2. Like so many failed black ops, the Army swept the desaster under the rug, leaving a bitter Dennis to live with the pain and embarassment. And since the project left him with a considerable resistance to aging, this was a _very_ long time.

The scientists, however, proposed to Dennis with a chance to end his suffering. Using a strain of Meta (doped up with Yuki's DNA), the scientists shot up Dennis. The Meta mixed with his empowered bloodstream. His considerable strength doubled, his muscle fabric strenthend to steellike consistancy. Even his shattered spine miraculously healed. The results was beyond their dreams... but not without side effects.

While his size, strength, and endurance increased 10 fold, his intelligence dipped down. The scientists could only surmise that this could be the result of Project 9's DNA being partially incompatible to that of Dennis, though more tests was needed as some scientists might think that Dennis may carry psychological damage from WW2.

Unlike Project 9, Project 10's process reached completion. While far from perfect, he is their first true success. He even carries a bit more resistance to the 'psychic backlashes' that affected the other projects to this point. While he is still effected, he doesn't suffer a complete power failure from it.

Eager to test out his worth, they sent Rampage out on the open market. A free agent 'trouble solver' who is hired either as hired muscle or as an exterminator or enforcer, all in hopes of gathering more raw data.

Personality & Motivation: Dennis is a simple man. The Illuminati saved him from a broken spine. He owes them his new life. Being confined to a wheel chair for so long, Dennis is very impatient and antsy, often throwing himself headlong into combat without thinking.

Dennis is motivated by two things, his loyalty to the Illuminati, and the thirst to push his new abilities to their limits. In his mind, there should be no one that can take him on. No one.

Eventually, however, it is going to go down between him and the US goverment, especially the remnants of the illegal super soldier program of yesteryear. He is the walking evidence that could lead to life imprisonment of various big wigs. And Dennis knows this.

Complications:

Stats: 19pp

STR: 36 (+13/+7)

DEX: 10 (0)

CON: 19 (+4/+0)

INT: 8 (-1)

WIS: 10 (0)

CHA: 8 (-1)

Combat: 10pp

Attack +2 (Melee +10, Ranged +2)

Grapple +31

Defense 12 (10 flat-footed)

Init +0

Knockback -24

Saves: 12pp

Toughness: +15 (+4 Con, +11 other)

Fortitude: +13 [impervious](+4 Con, +9)

Reflex: +1 (+0 Dex, +1)

Will: +2 (+0 Wis, +2)

Skills: 24r = 6pp

Bluff (-1)

Climb (+9)

Diplomacy (-1)

Disguise (-1)

Gather Info (-1)

Handle Animal (-1)

Intimidate 14 (+15)

Knowledge [streetwise] 5 (+4)

Search (-1)

Sense Motive 5 (+5)

Swim (+9)

Feats: 39pp

All-out Attack

Attack Focus (Melee) (8)

Chokehold

Connected (Illuminati)

Contacts (Mercenary Contacts)

Crushing Pin

Dodge Focus (1)

Fast Overrun

Fearless

Fearsome Presence 12

Improved Grapple

Improved Overrun

Improved Pin

Inspire 1

Power Attack

Startle

Takedown Attack (1)

Track

Ultimate Effort (1) [ultimate Toughness Save]

Unbalancing Strike

Powers: 88pp

Absorption (Physical, Effect: Boost Constitution)

Growth (Extras: Action [Continuous], Flaw: Permanent, PF: Innate) [4] Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5

Protection (Extra: Impervious) [10]

Super-Strength (PF: Groundstrike, Countering Punch) [3]

Immovable (Extra: Unstoppable) [8]

Immunity (Aginig, Disease, Starvation, Thirst, Fatigue) [8]

Anti-Psychic Armor (Device, Hard to Lose [10pp]) [2]

-Immunity (Mental Effects) [10]

Drawbacks: -5pp

Knocking his helmet off/Damaging his Armor:

-Power Loss (Immunity Mental Effects when subjected to critical hit) [-1]

-Vulnerable (Mental effects; common, major) [-4]

DC Block:

ATTACKS: SAVE DC: DAMAGE TYPE:

(Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other)

Unarmed DC 28/Toughness Bruise

Costs: Abilities (19) + Combat (10) + Saves (12) + Skills (06) + Feats (39) + Powers (94) - Drawbacks (05) = 175

Posted

Either as a trouble stirrer, or as someone who can face more than one hero by himself. He's a mercenary, so he can be hired by anyone who needs super human muscle and or protection from/against the heroes.

He's the type of villian, where you going to have to get creative to beat him. Sure, he can be beaten traditionally, but to fight him straight-up will be a long and painful process. Though to be fair, he won't be in scenario's where his goal is to beat a hero up. He'll mostly be in scenarios where he'll have a particular mission or goal and a hero gets in the way.

If you never read it, read the first time Spider-man went up against the Juggernaut. On paper, Juggernaut should've wiped the floor with him, but Spider-Man out-smarted hm and defeated him usiong anymeans neccessary (though he _did_ get his butt severely kicked in the process).

Does tyhat answer your question, or is there a more specific one you had in mind?

Posted

His across the board defenses make him seem difficult to affect with much of anything, while his all out attack+high attack bonus make for that he will generally smear what he hits. That ontop of this it is a tier 2 npc makes it feel a bit like your own private Doomsday, goes the concern.

Posted

Alright, your idea is pretty good, but I did something else. Sand made a pretty intreiging sugestion and I added two linked drawbacks that similates his Armor getting damaged (or the iconic 'his helmet is knocked off').

Check it out under drawbacks and give me your thoughts.

Posted

He has a hard to lose device. The situations where the helmet could be removed are few as a result. So.. no, that really doesn't address the problem.

Posted

the helmet coming off is the power loss, the power loss is the helmet being blown to bits/being removed or smashed etc.

In other words, he would 'lose' the immunity after a critical hit.

Posted

Exactly. He has an insanely low defense, so someone with improve critical has a good chance of doing it, since the critical threat will likely be a hit.

It doesn't have to beat his toughness, only his defense. So while his impervious will likely wipe out the attack, he will still be vulnerable to the draw back: his weakness will be open.

I guess a crit roll has the usual chance of coming up as any other roll, it depends on luck. Still, one other thing to consider:

A critical hit, at this rate, would mean nothing to Rampage. But _now_, even IF his impervious wipes out damage, his immunity to mental effect will still be nullified.

So yeah, Imp Crit (who'll nail a crit from 17-20)and a Pyschic would be able to handle him nicely.

Posted

Your Defense has almost nothing to do with how often you're hit with a crit. The only thing which influences that is the attacker's luck with his dice (i.e., how often he rolls a 20), and whether or not he has any Improved Crit (which is actually very rare, and house rules here are you can only have 2 ranks of it anyway, so at best it becomes "how often he can roll 18+").

Also, how long after the crit would he be 'open' to mental attacks?

Posted

Exactly. He has an insanely low defense, so someone with improve critical has a good chance of doing it, since the critical threat will likely be a hit.

It doesn't have to beat his toughness, only his defense. So while his impervious will likely wipe out the attack, he will still be vulnerable to the draw back: his weakness will be open.

I guess a crit roll has the usual chance of coming up as any other roll, it depends on luck. Still, one other thing to consider:

A critical hit, at this rate, would mean nothing to Rampage. But _now_, even IF his impervious wipes out damage, his immunity to mental effect will still be nullified.

So yeah, Imp Crit (who'll nail a crit from 17-20)and a Pyschic would be able to handle him nicely.

Okay.. look, you just said "as long as someone rolls /really/ high, has taken multiple improved critical feats, /and/ they have a psychic with them, this character is totally stoppable."

This is a tier 2, and ultimately thus pretty much your personal npc, and it seems like little more than a venue for your beating the crap out of everyone, with little window for recourse.

Again, if your guy simply had a high will save instead of total psychic immunity, that would be a lot more palatable.

Posted

I have no problem doing the high will power. I'll make the edits.

Question though: Would it be okay if I changed the immunity to enhanced will power? That way, when he loses his helmet and/or his armor is damaged, he'll drop to his original +2 will, which keeps his weakness intact.

In layman terms: Enhanced will 10 which bumps his will save to +12... but after a critical hit, he loses enhanced will and it drops to +2.

  • 4 weeks later...
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