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William "The Tank" Orsino

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B-ran The Cat About Town

Eloquent Consumer

PostPosted: Sun Jan 03, 2010 5:22 pm


Name
William Orsino

Hero/Villain Name
The Tank

Age
Twenty-Two

Height
6'6

Weight
Two Hundred and Seventy Five pounds

Appearance
User Image

Power Source
Technology/Mutant

History
William Orsino was pretty much born into the A.S.E.A., being forced to join. Thought Will doesn't mind, after all, you could blame the A.S.E.A. For the fact William has powers in the first place. Long before William was ever born the A.S.E.A. was trying to figure out a way to make a more efficient solider, one who didn't need to be restrained by a battle suit. They basically needed to fight mutant with mutant. Mr. Orsino was one of the lucky few chosen to be a part of this experiment. He was given regular doses of a serum, the origin of it's creation being unknown to Orsino. Nothing really happened though, it would seem that it was ineffective and the project was a waste of time and money and therefore ended up being canned. From their on out Orsino Senior led a normal life working for the Government and even managed to meet a beautiful women. They began to date and before you knew it they were married and had their first child on the way. This child was of course William, named after the father of the mother. When William was first born the doctors thought he was perfectly normal, in fact he was the healthiest baby they had ever seen in their life not having a single flaw. By the time William was one though everyone knew he wasn't normal. He was able to lift up things that babies couldn't lift, and things came crashing down when he broke his own mothers fingers. Tests were ran on Will and he was soon handed over to the A.S.E.A., as he was a clear danger to the world around them. As it turned out their project had been very successful, Will was turning out to be the poster child of strength. Though as he got older it got clear that he wasn't going to be winning any spelling bees. A clear indication that the serum had some bad effects was that he was developing as well mentally. Sure, he could talk fairly normal but he would never last in any school, especially being as emotionally weak as he was quick to anger. Still, this was even better for the Government, as the perfect solider doesn't need to think, he just needs to destroy all that he is told to destroy.
PostPosted: Sun Jan 03, 2010 5:27 pm


PL: 1
PP: 3/23
Super Group:

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 14 (14) / +2
Dexterity: 6 (6 ) / -2
Constitution: 14 (14) / +2
Intelligence: 6 (6 ) / -2
Wisdom: 8 (8 ) / -1
Charisma: 8 (8 ) / -1


(Trade Offs: None)

Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0+2+0) = +2
Fortitude: (0+2+0) = +2
Reflex: (0-2+0) = -2
Will: (0-1+0) = -1

Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 10 (0+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0
-Name: Melee/Ranged (Specific if feat)-
Attack: 0/0

Luck Points: 1

Feats:
Move-By-Action
Attack Focus
Power Attack
Improved Grab

Skills:
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics (Dex): -2 = 0 - 2 + 0
Bluff (Cha): -1 = 0 - 1 + 0
Climb (Str): +2 = 0 + 2 + 0
Computers (Int): -2 = 0 - 2 + 0
Concentration (Wis): -1 = 0 - 1 + 0
Craft (Int): - = 0 - 2 + 0
Diplomacy (Cha): -1 = 0 - 1 + 0
Disable Device (Int): - = 0 - 2 + 0
Disguise (Cha): -1 = 0 - 1 + 0
Drive (Dex): - = 0 - 2 + 0
Escape Artist (Dex): -2 = 0 - 2 + 0
Gather Information (Cha): -1 = 0 - 1 + 0
Handle Animal (Cha): -1 = 0 - 1 + 0
Intimidate (Cha): -1 = 0 - 1 + 0
Investigate (Int): - 0 = 0 - 2 + 0
Knowledge (Int): - = 0 - 2 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): -1 = 0 - 1 + 0
Notice (Wis): -1 = 0 - 1 + 0
Perform (Cha): - = 0 - 1 + 0
Pilot (Dex): - = 0 - 2 + 0
Profession (Wis): - = 0 - 1 + 0
Ride (Dex): - = 0 - 2 + 0
Search (Int): -2 = 0 - 2 + 0
Sense Motive (Wis): -1 = 0 - 1 + 0
Slight of Hand (Dex): - = 0 - 2 + 0
Stealth (Dex): -2 = 0 - 2 + 0
Survival (Wis): -1 = 0 - 1 + 0
Swim (Str): 2 = 0 + 2 + 0


B-ran The Cat About Town

Eloquent Consumer


B-ran The Cat About Town

Eloquent Consumer

PostPosted: Mon Jan 04, 2010 4:02 pm


POWERS


A.S.E.A Injection Belt (Device)

-Rank: 3
-Cost: 3PP per rank (9PP)
-Build: Device (Easy to Lose)
-Description: The device is a belt worn around William's waist as most belts should be. The belt buckle is made from very fine metal and simply says A.S.E.A on it. Underneath the belt buckle are four very long, very sharp needles that are constantly inserted into Will in order to inject the serum which is contained in vials all along the belt, which are very securely fastened to it. The vials all have tubes connected directly to the buckle, and when Will presses the button in the center of the buckle it causes the serum to flow through.

Experimental Muscle Enhancer (A.S.E.A Injection Belt)

-Rank: 4
-Cost: 3PP per rank (12PP)
-Build: Growth
-Action: Free (Active)
-Range: Personal
-Saving Throw: None
-Duration: Sustained
-Description: The serum contained within the vials is a special blend created by the A.S.E.A just for William in order to make him even more effective in combat. Once the Serum is injected into his body it reacts with his mutant genes, causing him to grow and gain much more muscle mass. The blend is made from his made from his own blood, only being taken and concentrated to make him more powerful. The serum is constantly changing with his body, reacting even better the more he uses it...
Increases Williams Strength by +8 and Constitution by +10. William grows 1 size, from medium to large thus gaining -1Atk/Def, +4 Grapple, -4 Stealth, +2 Intimidation, +5ft base movement, and +5 Str for figuring out carrying capacity (not damage).

--Link---

Muscle Density (Experimental Muscle Enhancer)

-Rank: 1
-Cost: 3PP per rank (3PP)
-Build: Density
-Action: Free (Active)
-Range: Personal
-Saving Throw: None
-Duration: Sustained

------------------------------------------------------------------------------------

Piercing Knuckles (Damage)

-Rank: 1
-Cost: 2PP per rank (2PP)
-Build: Damage + Penetrating
-Action: Standard (Active)
-Range: Touch
-Saving Throw: Toughness (DC 16)
-Duration: Instant
-Description: In both hands of William's there is a hole drilled into each knuckle, excluding his thumbs. These holes were filled with melted down titanium metal that filled the bones in his hands. Out of each hole, a spike was formed in order to make him that much more effective of a hand to hand fighter. The metal in his hands also greatly reduces the pain he would normally feel from his own punches with his incredible strength.

------------------------------------------------------------------------------------

Super-Strength

-Rank: 2
-Cost: 1PP per rank (2PP)
-Build: Super Strength - Uncontrolled(-1)
-Action: None (Passive)
-Range: Personal
-Saving Throw: None
-Duration: Continuous
When William gets angry (taunted, harmed, etc) his strength increases substantially, he can't willingly control his inhuman strength otherwise which can cause problems at times should he be trying to delicate while angry or trying to assist someone with heavy lifting while calm.

------------------------------------------------------------------------------------

Tough Skin (Protection)
-Rank: 2
-Cost: 1PP per rank (2PP)
-Build: Protection + Impervious(+1) - Limited to Physical(-1)
-Action: None (Passive)
-Range: Personal
-Saving Throw: None
-Duration: Permanent
-Description: Simper another power of Will's. His skin is very tough as a natuaral ability of his.

------------------------------------------------------------------------------------

Regeneration
-Rank: 10
-Cost: 1:2PP per rank (5PP)
-Build: Regeneration (Recovery Rate: Bruised x 3, Injured x 6 / Recovery Bonus x 1) - Source(-1 Serum / Halved Regeneration Rank if no Serum)
-Action: None (Passive)
-Range: Personal
-Saving Throw: Fortitude (Harmless)
-Duration: Permanent

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