Replacing Elastigibbon, I considered
an elastic Elasmosaur, but in the end, I'm not a big fan of stretching powers,
and I just *couldn't* make a dinosaur super-team without a T-Rex stomping
around!
T-Wrecks
(Markh Bholan)
PL 10 (144 pp)
Abilities: Str 22/30/38, Dex
10, Con 18/22/26, Int 10, Wis
14, Cha 12 [14 pp]
Attack: Melee +5/+4/+2, +7/+6/+4 with bite or tail-sweep,
Ranged +3/+2/+0 [8 pp]
Defense: +3/+2/+0 (+1/+1/+0 flat-footed) [8 pp]
Initiative +0
Damage: +7/+10/+14 with bite or trample-stomp, +6/+9/+13
with tail-sweep
Saves: Toughness +6/+10 (2 Imp)/+14 (4 Imp), Fort +4/+6/+8,
Ref +0, Will +4/+6 (2 MS)/+8 (4 MS) [2 pp]
Skills: Bluff 0 (+1), Climb 2 (+8/+12/+16), Concentration
0 (+2), Craft (artistic) 8 (+10), Diplomacy 2 (+3), Disguise 0 (+1), Escape
Artist 0 (+0), Gather Information 4 (+5), Handle Animal 0 (+1), Intimidate
11 (+14/+16/+18), Investigate 1 (+1), Knowledge (civics) 2 (+2), Knowledge
(business) 1 (+1), Knowledge (art) 2 (+2), Language (Saurian, native), Medicine
1 (+3), Notice 4 (+6), Perform (percussion instrument) 6 (+8), Profession
(dockworker) 2 (+4), Profession (firefighter) 4 (+6), Search 0 (+0), Sense
Motive 2 (+3), Stealth 0 (-4/-8/-12), Survival 2 (+4), Swim 2 (+8/+12/+16)
[14 pp, 56 ranks in skills]
Feats: Attack Focus (melee) 2, Attack Specialization
(bite) 1, Attack Specialization (tail slap) 1, Diehard, Endurance 1, Grappling
Finesse, Improved Grab, Improved Pin, Improved Trip, Improved Throw, Fearsome
Presence 10, Startle, Challenge* (feint with Intimidate via Startle as a move
action), Challenge* (demoralize with Intimidate as a move action), Crushing
Pin*
[25 pp]
*Feats from the Mastermind’s Manual
Powers:
Racial ‘powers’ Container 5 (Growth 4 (+8
Str, +4 Con, -1 Atk/Def, +4 Grapple, -4 Stealth,
+2 Intimidate, 10’ Space, 10’ Reach, 9’ tall, 720 lbs, +5 Str for CC. +5’
ground move, Continuous/Permanent), Speed 1, Immovable 1 (Unstoppable),
Strike 1 (bite or trample, Mighty), Protection 2, Super-Senses 1
(scent), Innate) [25]
Growth 8 (+16 Str, +8 Con, -3 Atk/Def,
+8 Grapple, -8 Stealth, +4 Intimidate, 40’ tall, 50,000 lbs, Space 20’, Reach
15’, +10 Str for CC, +10’ ground move), [32]
Immovable 2 (Extra: Unstoppable, Flaw: Limited
(only at size Huge or larger)), [2]
Immovable +2 (Extra: Unstoppable, Flaw: Limited
(only at size Gargantuan)), [2]
Protection 2 (Extra: Impervious, Flaw: Limited
(only at size Huge or larger)), [2]
Protection 2 (Extra: Impervious, Flaw: Limited
(only at size Gargantuan)), [2]
Mental Shield 2 (Flaw: Limited (only at size Huge
or Larger)), [1]
Mental Shield 2 (Flaw: Limited (only at size Gargantuan))
[1]
Strike +0 (tail-sweep maneuver, Extra: Area (burst)
2, Flaw: Limited (only affects a contiguous semicircle, halving the Area of
effect) -1, Power Feats: Mighty,
Alternate Power – Strike +0 (bigger tail-sweep,
Extra: Area (burst) 3, Flaws: Limited (only affects a contiguous semicircle,
halving the Area of effect) -1, Restricted (only at size Huge or larger),
Power Feat: Mighty),
Alternate Power – Strike +0 (biggest tail-sweep,
Extra: Area (burst) 4, Flaws: Limited (only affects a contiguous semicircle,
halving the Area of effect) -2, Restricted (only at size Gargantuan), Power
Feat: Mighty)) [10? Order of precedence on this math stuff is killin’ me. I’m gonna call it 10.]
[77 pp]
Drawbacks
Disability – No Hands -2 (normally -4, but he only has
no hands in Gargantuan size (and ridiculously small hands in Huge size), plus,
even at largest size, he can awkwardly pick stuff up in his mouth...)
Disability – Unable to Speak -2 (normally -4, but he
only loses the power of intelligible speech in Gargantuan size (and being
hard to understand at size Huge))
[-4 pp]
Abilities 14 + Atk/Def 16
+ Saves 2 + Skills 14 + Feats 25 + Powers 77 – Drawbacks 4 = 144 pp
[For those who don’t care for Drawbacks, getting rid
of them still leaves him at only 148 pp, so it’s no big.]
Markh grew up near the docks, where his immigrant parents worked, and
it was generally assumed that, like all of his brood, he would be large, surly
and fit only for dockwork and getting in trouble.
Generally, the best ‘his kind’ can expect, is to
become a police officer, or fireman, although, statistically, they are far
more likely to become a construction worker, a fighter or an underworld heavy.
Markh isn’t a rocket scientist, and he knows this. He’s not a nimble
dancer, either, and he’s quite used to this, and while so many of his peers
dropped out of school, having little patience for the mocking and derision
of their smaller, smarter, faster schoolmates, he stuck to it, using his seemingly
superhuman patience to walk way from conflict, and developing a reputation
as a ‘wimp’ and worse, for being unwilling to fight back. Even his band class
‘friends’ pointed and laughed at his choice of drums, saying that it made
sense that the only thing he was good for was hitting stuff, but their teacher
made short work of their mocking by pointing out that he had more natural
talent for music than any of them…
While so many of his neighborhood peers got into smuggling,
went off to work mines, construction and worse in foreign lands for ‘lots
of money’ doing hard dirty work that nobody else would choose to do, or joined
the armed forces, Markh stuck in school to the end
(the first person in his family to have done so), and got a job as a firefighter,
to pay the bills while he tried futility to land a gig with a band. Samples
of his drumming got a few nibbles, but upon meeting him, offers quietly dried
up.
Again, his patience served him well, and refusing to
be disheartened by the prejudice against his kind, he continued working in
emergency rescue services, until the fateful day when an explosion at a chemical
factory ended up calling in firemen from a dozen boroughs, and the exposure
to a burning slurry of chemicals caused him to mutate into a fearsome forty
foot monstrosity. Police officers saw the bodies of other firemen dangling
from fang-filled maw, and opened fire, only to watch in amazement as it stomped
right over them, and gently planted the smoke-stricken firemen unto the ground
next to the emergency vehicles, and then stomped back into the fire to rescue
the last trapped men, ignoring both gunfire, and actual fire, alike!
When Markh staggered out, having
rescued everyone he could, the smoke (and gunfire) had taken its’ toll as
well, and he tumbled to the ground and shrank to his merely large size.
When he awoke, it was in a ward with his remaining crew,
who insisted to the point of violence that he be bunked with them in the hospital,
and not ‘taken away’ for anyone’s ‘safety.’ His fellow firemen welcomed him
back and thanked him with hugs and tears, and
As a member of the Scales, Markh
plays up to the stereotype that he’s just a dumb bruiser, and has learned
to exploit his fearsome reputation, leaning down to roar in someone’s face
to leave even the nimblest pest flat-footed and reeling, or even to put a
mob of mooks to utter rout! An unusual feature of his size-changing
is that he transforms from a large humanoid of allosauran heritage to what seems to be very close to an actual
tyrannosaurus rex. His arms, in particular, do not expand nearly at the rate
of the rest of him, and his posture changes, tail lengthens and jaws expand
in size notably, making it all-but impossible for him to carry much in his
hands at maximum size, or make himself understood. As a result of this, many
wrongly assume that he becomes bestial or even dangerous at larger sizes,
more like a savage beast than a rational man, but in truth, his intellect
is undimmed, and he even becomes stronger-willed, able to shrug off some mental
effects!
[Marc Bolan was the name of
the lead singer of the band T-Rex. No relation to Mack Bolan
the Executioner.]
[At largest size, T-Wrecks has 4 levels of Mental Shield,
5 levels of Immovable (Unstoppable), 6 levels of Protection (4 Impervious),
a Strength of 38, Con of 26, and the ability to stomp on someone with Crushing
Pin and hold them, continually doing damage, while he does random other acts
of destruction on everyone around him with devastating bites, or massive AoE sweeping tail attacks (usually he chooses to do a Trip
attack with the tail-sweep, to 'clear the path' for his companions). He has
a +18 Intimidate bonus due to his size, and can generally count on a situational
bonus if he wants one, which, combined with his Fearsome Presence 10, makes
for a pretty effective hall-clearing technique).
Note that common sense applies for some of his attacks.
He can't use his Improved Grab with his tail-sweep, for instance, only with
a foot-stomp or bite. His tail doesn't count as an additional limb, for that
reason, it doesn't help him Grapple (so no Improved Grapple) and it can't
hold things or do much of anything other than swing around dangerously or
help him retain his balance, both of which he paid for...]