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Titan

Power Level: 10 (150/155PP)

Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness

Unspent Power Points: 5

 

 

In Brief: A clone of the original Human Tank.

 

Alternate Identity: Henry Thompson

Identity: Secret

Birthplace: Fort Riley, Kansas

Occupation: US Army Captain, AEGIS liaison

Affiliations: AEGIS, US Army

Family: Through the Original Human Tank, Henry has two children, though he really has no connection to them, these two being Avril and Troy Griffin, who are supers in the United Kingdom. It is, however, unknown as to whether or not they have children of their own, but it is highly likely that there is another generation or two of Griffins living in the United Kingdom. Though, it is worth it to mention that the Original Human Tank’s children are in their sixties, if they are alive at all. He also has a deceased brother, Thomas Griffin, also known as the hero Gunner.

 

Description:

Age: May 17th, 2001

Apparent Age: 24

Gender: Male

Ethnicity: Caucasian

Height: 6’3, 8' when transformed

Weight: 187 lbs, 2500 lbs. when transformed.

Eyes: Grey, White with no pupils when transformed

Hair: Brown, Dark Silver when transformed

 

Henry is the poster-boy of a military man, tall, broad, and muscle-bound. His brown hair is usually kept in the ‘high-and-tight’ haircut, and he is usually dressed in his ACU when both on and off base, keeping himself to the Dress Regulation. It is rare to find him out of uniform, though on occasion he does go for an outing in ‘day clothes’ at the clubs Hot Licks and Fourth World.

 

When transformed, however, Henry does not really resemble himself, becoming slightly taller, and, well, a hell of a lot heavier. Henry resembles a chrome covered man when transformed, though he isn’t the kind of transformation as Bruce Banner. Henry’s transformations really only make him a little taller and add on weight.

 

Power Descriptions

Henry’s powers allow him to lift up to 44 tons of weight, as well as being virtually impervious to damage that the average street thug can throw around. He has low-levels of being practically immovable, and when transformed has a highly dense body structure. He also has a minor ability to sense radio frequencies when transformed, his metallic body resonating when near radio systems.

 

History:

Many know the story of the Human Tank, a war hero from the United States who was one of the first American superheroes to fight in the European Theater, marrying and having children with the British superhero Lady Celtic, prior to her death fighting Nacht-Krieger. He was later transferred to the Pacific Theater, where he, along with his brother Tommy, was killed by the first Crimson Katana, Asano Ranaga. This is where the story is said to have ended, among the rumors of Hank’s vengeful spirit still calling the Earth home. Of course, things are never that easy.

 

During the 1990s, cloning tech on a wide-scale wasn’t exactly an idea that passed through the mind of scientists in the US Army. In fact, it would be eleven years before the program showed any relevant progress. The idea was simple: Create a man who could bear the brunt of a full-on assault to clear the way for other soldiers. The next logical step to that was, why create when you can re-make? Thus, Project Rebirth was born, the rebirth of whom, you might ask. That man was, of course, the Human Tank. Burglarizing the tomb of Henry Griffin, bone samples were used to clone the Human Tank, his clone spending eleven years in a tank of his own before, in 2001, the eleven year old Henry Thompson set foot on Earth for the first time.

 

Henry was raised in the military, being trained in the usage of his powers from a relatively young age, being 13 when he was able to transform at will. He was adopted by a military family when he was 14, spending the remainder of his teenage years with them, going through the US Military Academy, earning a commission at the age of 23. Following his commission, he was reassigned to be an AEGIS liaison, staying in Freedom City.

 

Personality & Motivation:

Henry is a relatively chilled-out man, though he does have a penchant for being a hard-nosed man at times. He has some sort of bleed-through due to the spirit of the original Henry still being around, causing him to have some strange habits, such as enjoying the music of the 1940s, or having a particular rage against the Neo-Nazi movement. That isn’t to say, however, that Henry doesn’t have his own personality. He is a staunch patriot, serving his country regardless of whether or not it is right or wrong, and one of the ways he does this is by fighting various forms of crime in Freedom City.

 

Powers & Tactics:

Henry utilizes his abilities in a very ‘hammer-and-anvil’-esque way, with Henry being the Anvil. He usually focuses on the idea of being the forefront of a melee assault, his super-strength and nigh-invulnerability to most street thug damage allowing him to move through most enemies with relative ease. He’s a lot like a sledgehammer, when he hits he hits hard. He fights more like a boxer, except without the idea of a well-rounded defense to balance out the offensive.

 

 

 

Complications:

A Life Unlived: Henry, due to being the clone of the Human Tank, has the occasional bleed through of memories the original Human Tank, particularly when he comes into contact with others that the old Human Tank had a connection to, examples being Comrade Frost or Crimson Katana.

 

Secret Identity: Henry has made it a point to keep his identity hidden, though that has caused issues in the past.

 

Serve Thy Country Before Thyself: Henry holds an obligation to the US government through his military service, for better or worse.

 

Clone: Henry does not know that he is a clone, nor does he know of the original Human Tank’s family. Odds are, they might not get along if they encountered one another.

 

 

Abilities: 8 + 4 + 8 + 2 + 4 + 2 = 28PP

Strength: 38/18 (+14/+4), 53/18 Lifting (Heavy Load: 19 tons 400 lbs. / 300 lbs.)

Dexterity: 14 (+2)

Constitution: 30/18 (+10/+4)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 12 (+1)

 

 

 

Combat: 10 + 14 = 24PP

Initiative: +2

Attack:+5 Base, +7 Melee/+7 Improvised Thrown Weapons, +4 (+6 Melee/Improvised Thrown Weapons) 

Grapple: +26/+11

Defense: +6/+7, +3 Flat-Footed

Knockback: 16/2, 18/2 at normal speed (Immovable 2)

 

 

 

Saving Throws: 0 + 0 + 4 + 8 = 12PP

Toughness: +14/+4 (Impervious 10/0)

Fortitude: +10/+4 [0PP]

Reflex: +6 [4PP]

Will: +10 [8PP]

 

 

 

Skills: 44R = 11PP

Climb 2 (+6)

Drive 3 (+5)

Intimidate 10 (+11, +13 Growth)

Knowledge (Tactics) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Languages 1 (English [Native], Spanish)

Notice 5 (+7)

Sense Motive 5 (+7)

Stealth 4 (+8, -2 Growth)

Swim 4 (+8, N/A Density)

 

 

 

Feats: 9PP

Accurate Attack

Attack Focus (Melee) 2

Attack Specialization (Improvised Thrown Weapons)

Benefit (Security Clearance)

Interpose

Power Attack

Startle

Takedown Attack

 

 

 

Powers: 66PP

 

Metal Form 11 (55PP Container [Active, Free Action, Sustained Duration], Extras: Duration [Continuous]) [66PP]

 

 

Density 6 (Mass x5, Extras: Duration [Continuous], Flaws: Permanent) [18PP]

 

 

Strength +12

 

Immovable 2

 

Protection 3 (Extras: Impervious)

 

Super-Strength 2

Enhanced Constitution 12 [12PP]

 

Growth 4 (Large, Extras: Duration [Continuous], Flaws: Permanent) [12PP]

 

 

Constitution +4

 

Strength +8

 

Grapple +4

 

Knockback Resist +4

 

Lifting STR +5

 

Attack -1

 

Defense -1

 

Intimidate +2

 

Stealth -4

Immunity 9 (Life Support) [9PP]

 

Protection 1 (4, Extras: Impervious 7 [10]) [8PP]

 

Super-Senses 1 (Radio) [1PP]

 

Vulnerability (Electricity Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP]

 

Vulnerability (Magnetism Effects, Frequency: Uncommon, Intensity: Moderate [+50%]) [-2PP]

 

 

Drawbacks: -0PP

None

 

 

 

Abilities (28) + Combat (24) + Saving Throws (12) + Skills (11) + Feats (9) + Powers (66) - Drawbacks (0) = 150/155 Power Points

Edited by HG Morrison
+1pp for March 2014
Posted

This looks very good. 

 

There are a few issues:

 

Firstly, whilst they all add up, some of the format is a bit confusing. Legit, but confusing. I am not sure if it is entirely consistent. I wonder if you could scan this to see if it could read a little easier?

 

E.g: Attack +5 base, +7 melee, +7 Improvised Thrown Weapons (In Alternate Form, +4 base, +6 mellee, +6 Improvised thrown weapons)

 

Many ways to skin a cat of course!

 

On that note however, you can probably free up a PP (see below) and makes things easier by just giving a +7 base attack (quite reasonable for a soldier!). As it is you are paying 13 PP for +5 base, +7 mellee, +7 thrown. 14 PP would give you a +7 base attack and make things look a lot easier (as well as being able to fight by swinging a dumpster in your hand)

 

Profession skills are generally not used here, so feel free to drop that. If you want you could put in some soldier type skills, such as a few ranks in medicine, stealth, swim, climb, survival. I am not entirely sure how he has become a world expert in intimidating people. I can dig him being very good at it, but 15 ranks feels, and this is a purely personal opinion, like overkill / for mechanical purposes. Just for consideration. Its legit. 

 

I am not entirely sure he needs Benefit (US Army Captain) if he already has security clearance. Maybe, but maybe not. You can just say he has US Army Captain ID. Does he have access to restricted military files or equipment? To a degree, any job has some perks (a doctor could use hospital equipment or medicines, for instance). Is there something particular you wanted with this?

 

FInally the Vulnerabilities in Alternate Form would probably be considered to be temporary like a temporary disability and therefore worth 1 PP less. That one is up for debate to, of course. On the basis of temporary disabilities in containers or powers being worth 1 less, I suspect it is fair to apply that to alternate form vulnerablities too...

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