Legion Archon

Dunwich Horror's page

131 posts. Alias of Atlas2112.


Full Name

Dunwich Horror

Race

Perception +5 | Initiative +12 | Fortitude +8 | Will +4 |

Classes/Levels

Dodge +8 | Parry +8| Toughness +8| Atk +8, DC23, multi.

Gender

Injury: 0 | HP:3

About Dunwich Horror

Dunwich Horror

Power Level: 8; Power Points Spent: 119/120

STR: +8 (24) {Multiattack, +1 pt/rank; Noticeable -1 pt.}
Stamina: +8 {16}
Agility: 0 0 .....Initiative
Dex: 0 0
Fighting: +8 {16}
Int: 0 0
Awareness: +2 {4}
Presence: 0 0
64 pts

pg 59 1 pt/rank
Dodge{Agility} +8 {8}
Fort{Stamina} +8 {0}
Parry{Fighting} +8 {0}
Toughness{Stamina} +8{0}
Will{Awareness} +4{2}
72pts

Initiative: +12

Skills: pg 62

Perception{Aware}: 3
Stealth: 1

2 pts

Phone:
(Gear, Easy to lose{-2 per 5}; requires Move action to active{-1}) [20{-8-1 = 11}pts]:
-----------------
Insight{Aware}: 5 {8 tot}
Intimidation: 5
Persuasion: 5
Technology: 7
Investigation: 10

Benefit: Wealthy: 2
Well-informed pg 89 Immediate Investigation upon 1st meeting of a thing.
Contacts pg 82 Investigation = 1 min, not 1 hr.
----------------

Feats: {13} 86
1 Benefit: Ambidex,

2
3 Die Hard;When your condition becomes dying you automatically stabilize on the following round without any need for a Stamina check,

4 Fast Grab, (Hit in unarmed=Immediately start grapple as free action. Unarmed attack counts as grapple check)

5

6 Improved Critical (unarmed attacks) on a 19

7

8 Improved Grab, (You are not vulnerable while grabbing. See Grab, page 196, for details. Can maintain grapple/Pin with one hand)

9 Improved Hold {Your grab attacks are particularly difficult to escape. Opponents you grab suffer a –5 circumstance penalty on checks to escape.}

10,11,12, Improved Initiative, (3 pts) {+12}

14

15

16 Languages: 1: Greek

17 Luck {re-roll die}: 1

18 Takedown Attack: 1: {Cleave(Another attack if disable opp with melee)}

19 Ultimate Resistance.

Powers: 18

Immune to Aging 1

Extra Limbs (5) (+5 hands; Noticeable -1 pt){4 pts}

Elongation (4) +120 ft.

Multi-Attack notes:

A Multiattack effect allows you to hit multiple targets, or a
single target multiple times, in the same standard action.
Multiattack can apply to any effect requiring an attack
check. There are three ways in which a Multiattack effect
can be used:

SINGLE TARGET

To use a Multiattack against a single target, make your
attack check normally. If successful, increase the attack’s
resistance check DC by +2 for two degrees of success, and
+5 for three or more. This circumstance bonus does not
count against power level limits.

If an Impervious Resistance would ignore the attack before any increase in the DC, then the attack still has no effect as usual; a volley of multiple shots is no more likely to
penetrate Impervious Resistance than just one.

MULTIPLE TARGETS

You can use Multiattack to hit multiple targets at once by
“walking” or “spraying” the Multiattack across an arc. Roll
one attack check per target in the arc. You suffer a penalty to each check equal to the total number of targets.
So making a Multiattack against five targets is a –5 penalty
to each attack check. If you miss one target, you may still
attempt to hit the others

COVERING ATTACK

A Multiattack can provide cover for an ally. Take a standard action and choose an ally in your line of sight, who
receives the benefits of cover against enemies in your
line of sight and in range of your Multiattack. (You have
to be able to shoot at them to get them to keep their
heads down or this maneuver won’t work.)
You cannot lay down a covering attack for an ally in close combat.

An opponent can choose to ignore the cover provided by your covering attack at the cost of being automatically attacked by it; make a normal attack check to hit that opponent.

Occluding Clutch!
Affliction 8 [per level: 1 +1{Cumulative} -1 {Grab-based} = 1] [9 pts]
Resisted by Fort.
1) Impaired; -2 on checks
2) Stunned; Stunned characters cannot take any actions, including free actions
3) Asleep; While asleep, a character is defenseless, stunned, and unaware
or
Alternate power:
Weaken 8
-[Fortitude]

[dice=Multi-Attack Unarmed attack!]d20+8[/dice]

then more stuff happens.:

DC 23 attack. Also:

1) Multiattack: If successful, increase the attack’s
resistance check DC by +2 for two degrees of success, and
+5 for three or more. This circumstance bonus does not
count against power level limits.

2) Then Strength or Dodge Resistance check DC 18 to resist auto Grab.

3) If she fails, then Fort save DC 18 or take first level of Grab-based Affliction: 1) Impaired; -2 on checks

Ring of Aphrodite {5-1-1=3pts}
-Hard to Lose
-Move action to Activate
Regeneration 5

*Coat of Poisodon
Hard to Lose, needs move action to operate {2+1+1 -1 - 1 = 2 pts}
Array:
Flight 1 [2 pts]
or
-Immunity to vacuum and suffocation

or
Speed 2 pts

*= L-Phone w/ Translator and 4G
(Gear, Easy to lose{-2 per 5}; requires Move action to active{-1}) [45{27}pts]

Complications:
Motivation: Doing good.
Also, power.
He's a titan, so his whole existence has been finding the biggest guys on the block and testing his mettle against them.

Complication 1) Addiction: Booze
Complication 2) Relationship: His Wife lives in Greece and ruins the business. Cymopolea is also a daughter of Poseidon.

Gear:

[dice=Unarmed attack, Improved Grab Grapple attempt(Unarmed attack roll counts as grapple check), Improved Grapple, Improved Pin (opponent at -4), applying Chokehold (Fort save DC 10 or fall unconscious if applicable), attempt to Pin (if I win this grapple check, target is Pinned)]d20+10+10[/dice]

advance ideas:
Init +4
Improved Smash {You have no penalty to attack checks to hit an object held by another character (see Smash in the Action & Adventure chapter).}
Invis 4 to Coat
Fealess
Uncanning Dodge
Takedown Attack 2
Ultimate...something
2 Chokehold, If you successfully grab and restrain an opponent (see Grab, page 196), you can apply a chokehold, causing your opponent to begin suffocating for as long as you continue to restrain your target (see Suffocation, page 186).
Imp Trip
Improved Disarm {You have no penalty to your attack check when attempting to disarm an opponent and they do not get the opportunity to disarm you (see Disarm in the Action & Adventure chapter).}