TANKER-ACE
1200 Point Character Build
Primary Abilities:
TANKER-ACE
F: AS:80 | R: IN:40 | Race: ???? | Nationality: Italian |
A: IN:40 | I: IN:40 | Gender: Male | Residence: COL & COH Servers |
S: FR:70 | P: MN:75 | Apparent Age: ???? | True Age: 600 years Old |
E: PH:95 | L: TBD | Eye Color: Gold | Life Expectancy: ???? |
| | Hair Color: Red | Species: Supernatural / Magic |
Health: 285 / 285 | Karma: 155 / 155 | Blood Type: ???? | Archetype: Tank |
| | Height: 3'1" | Primary Set: Invul & Regen |
Initiative: VI:55 | Experience: AM:50 | Weight: 1500 LBS. | Secondary Set: Stone Melee |
Popularity: GD:10 | Appearance: IN:40 | Mass: -2 X 30 = 60 | Epic Set: Energy Mastery |
Resources : EX:20 | Morality : Noble | | |
Job Rank : RM:30 | Conviction: SV:65 | ATTACK: UN:100 | DEFENSE: SX:150 |
| | | |
COMBAT SKILL: | COMBAT SPEED: | COMBAT STRENGTH: | COMBAT STAMINA: |
IN:40 [+0CS] | IN:40 [+1CS] | SP:45 [+0CS] | IN:40 [+1CS] |
| | | |
_______________________________________________________________________________________________
CP Spending: 1200 Allotted Points with Max Ranks capped at SX:150
- FASE/RIP HP & KP : 440
- Resources : 20
- Popularity : 10
- Defensive Powers : 280
- Offensive Powers : 340
- Mobility Powers : 30
- Talents : 80
- Total CP Spending: 1200
Powers (Short Script)
+ Defensive Powers: (280)
- Armored True Invulnerability: AM:50 to Conventional Blunt, Bladed and General Energy
-Boost ‘Armored’ Flesh to Conventional Blunt, Bladed and General Energy (10)
-Set Invulnerability (10)
-AM:50 verse all known Attack types except Psychics and Mental Manipulation Powers
- Regeneration: IN:40
-Burst Self Healing (10)
-Reattach / Regrow critical Body tissues (10)
-Immortality (100)
+ Offensive Powers: (340)
- Stone Melee & FASE Brute Force Combat: Base Damage VI:55 / MN:75 / UN:100 (Auto / Default)
- Stone Fists & Cloven Hoofed Feet / Stone Hammer & Shield / Taunt & Range Attacks: (30)
-UN:100 Material Durability
-Automatic Healing / Repair with Regen (10)
-Hammer Allows [+3CS] Damage to reach FR:70 / AW:90 / GL:125 (10)
-Project Taunt or Hurl Boulders : RM:30 / FN:35 / IN:40
-Form Frontal Battle Shield made of SX:150 Crystal-Stone
+ Mobility / Travel Powers: (30)
- Super-Jump : RM:30
+ Talents: (80)
- Savage Martial Arts and Stone Melee Combat (BCD) (30)
- Weapons Specialist: Magic Stone Battle-Hammer (30)
- Languages: English / Italian (10)
- Leadership (10)
Merits/Flaws: +/- 50 Cancellation and becomes Personality Profile
Game Origin:
Like SUPA-FLUFFY, Tanker-Ace is an RPG Character made in the Digital Video Games of ‘City of Heroes’ and ‘Champions Online’. Now the Character ‘Tanker-Ace’ is also included in a 1200 Point Character Build for MSH-RPG.
Given the allotted 1200 Points, this system and the amount of points very closely mirrors the actual in-game mechanics and perceived abilities used in these two video games; ‘City of Heroes’ and ‘Champions Online’.
While Tanker-Ace is built in the same 3 formats as SUPA-FLUFFY; Tanker-Ace is slightly more Powerful than SUPA-FLUFFY since he was built up from a pure ‘TANK’ Archetype, rather than a ‘BRUTE’ Archetype.
During the Character Creation, Tanker-Ace did not have to invest as many CP Points into his Defensive Power Sets as SUPA-FLUFFY had to invest. Thus, the 1200 CP Build seems quite accurate in converting such Video Game Characters into a Table-Top Format.
Unfortunately, I have let my subscriptions to ‘City of Heroes’ and ‘Champions Online’ expire because nobody plays ‘City of Heroes’ anymore. The eleven mega-servers are all completely vacant of players.
On the other hand ‘Champions Online’ is a very intriguing video game with lots of potential. However, Cryptic Studios released the game prematurely and it is still ‘BETA’ software….
I simply refuse to pay a subscription fee for ‘BETA’ software; Cryptic Studios should pay me for ‘BETA’ testing the game…
Story / History / Background
This paragraph is mainly geared for those people who have played ‘City of Heroes’ and generally understand the Game Play Mechanics used in City of Heroes.
Very little is known about Tanker-Ace’s past origins. What is known is that Tanker-Ace currently lives in either Paragon City or Millenium City and serves the public trust as a ‘Super-Hero’.
Tanker-Ace’s Powers derive from his Arcane, Supernatural, and Magic Origins. Basically, he is a Spectral Creature of some sort that has manifested on the Earthly coil. As he grew into adulthood (lvl 50) he took on the miraculous Power Sets of an ‘Invul Armor / Stone Melee’ Tank (City of Heros).
The ‘Invul-Stone’ Power-Set of the ‘Tank’ Class was difficult to duplicate in the Game of ‘Champions Online’. Basically, I had to make a choice between which ‘Tanker-Ace’ to convert for this 1200 Point Build. I went with roughly 70/30 in favor of the ‘COH’ Tanker-Ace. SUPA-FLUFFY is just about 50/50 between ‘COL’ and ‘COH’.
To be honest, I have put a great deal of Game Play investment into the Digital Character ‘Tanker-Ace’. He is considered to be in the top 5% to 10% of most other Tanker Class Characters on the COH Freedom Server. He has about 75% of his ‘IO’ Purple enhancements, and is considered approximately as a 2 to 4-Billion Influence Invested Character.
Tanker-Ace currently has 90% Armor to Smash / Lethal Damage (This is the maximum Armor the Game will allow for an Invul Tank). He has about 45% Armor to all other damage types coupled with roughly a 70% Bonus to his Default Regeneration Rates.
Tanker-Ace can hold his ground equally with ‘Stone-Tanks’ which are the most heavily Armored Tanker Class Characters in COH. The only thing that Tanker-Ace cannot achieve in his ‘Tanker’ Role is to ‘Aggro’ a level 54 Lord Recluse in the Statesman’s Task Force.
Unlike a ‘Stone-Armor’ Tank, Tanker-Ace’s Invul build sacrifices some Armor in trade for mobility and damage delivery. ‘Stone-Armor’ Tanks have the Maximum Armor COH will allow, but they are incredibly slow while moving about the Map.
Game Play, Behavior, and Life Style:
- Game Play: Tanker-Ace is a pure ‘TANKER’ Archetype Character with a strong emphasis on Defensive Armor and Self-Preservation Powers. He walks directly into combat and hostilities without fear or hesitation of incoming damage, attacks and injury. He will openly ‘Taunt’ the enemy so that they attack him, rather than attack other members of his Team who cannot endure as much punishment. (Those guys are ‘Squishy’)
If possible, he will spend ‘Earned’ Karma during down time to evolve a new Powers and increase his ‘TANK-NESS’. Tanker-Ace has an 80/20% Probability of taking on a New Defensive Power over a New Offensive Power.
In combat, Tanker-Ace mainly relies on Melee Battle Tactics. But he does have some Range Attacks, which he basically uses to close the distance between him and his enemies. Tanker-Ace also taunts and antagonizes his enemies so they ‘Fight’ him.
- Behavior: Tanker-Ace will normally avoid blatantly ‘Killing’ other Characters and opt for a TKO or a KTFO result. In Games terms this means he will beat other Characters to ‘1’ HP if he has to.
If a particular Character defeats him, Tanker-Ace will try to increase his Power Levels to re-face that enemy and meet the challenge with success. To Tanker-Ace, ruthless ‘Killing’ is Dishonorable, but he also understands that sometimes it needs to be done.
- Lifestyle: Tanker-Ace has two different residences. He lives in Millenium City and Paragon City where he his part of a ‘Super-Heroes’ Guild. The Guild pays him a substantial salary for doing various ‘Super-Hero’ related work, which closely mirrors ‘Bounty-Hunting’ in situations where the Local, City, and Federal Law Enforcement would rather not tango.
Tanker-Ace is also quite capable of living in the Wilderness. His living quarters within city limits are not listed as public information and should be considered as ‘Safe-Houses’ where he and various teammates can retreat.
Known Powers (Descriptive): Tanker-Ace’s Powers derive from him being some form of Spectral and Magic Lifeform that has manifested in our Earthly Realm.
However, Tanker-Ace has only dabbled in ‘Galactic’ and ‘Spectral’ warfare, thus most of his abilities are centered around Melee Battle and Terrestrial Conflicts and Conventional Warfare Tactics. He has yet to tap into his ‘Full Potential’ and is capable of acquiring greater FASERIP / HP / KP and New Powers.
True Invulnerability & Armored Flesh: AM:50 Tanker-Ace’s flesh is extremely dense and he also has a vast array of Energy and Force based Aura Sheaths that reinforce his Natural ‘Armor’.
Notice his height, weight, and general mass. As well, notice in the various images that Tanker-Ace is surrounded by Various Energy and Force Field Auras.
By default, Tanker-Ace’s body should be considered as AM:50 ‘Armor’ to almost all known Physical and Energy Attacks as a Minimum level of ‘Armor’.
Tanker-Ace has ‘Set’ Invulnerability ‘Armor’
-AM:50 verse all known Attack types except Psychics and Mental Manipulation Powers.
He can also FEAT Roll his Armor on his ‘Endurance’ Rank (PH:95) to increase his Armor and Resistance to greater attacks, impacts, damage, and injuries.
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Blue: Failed Resistance. Armor stays at AM:50.
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White: Armor increases by [+1CS] reaching VI:55. This will last for 20 to 30 Game Rounds.
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Green: Armor increases by [+2CS] reaching SN:60. This will last for 15 to 20 Game Rounds.
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Yellow: Armor increases by [+3CS] reaching SV:65. This will last for 10 to 15 Game Rounds.
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RED: Armor increases by [+4CS] reaching FR:70. This will last for 5 to 10 Game Rounds.
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Karma RED: Armor increases by [+5CS] reaching MN:75. This will last for 1 to 5 Game Rounds.
If used in combination with his SX:150 ‘Crystal-Stone’ Shield, Tanker-Ace can ‘Block’ and nullify ‘ALL’ damage types and reduce Stuns, Slams, and Kill score attacks by [-1 Color Shift] with SX:150 Capacity on a FR:70 ‘Strength’ FEAT.
Regeneration: IN:40 Tanker-Ace also has regeneration allowing him to ‘Heal’ and Recover from virtually all known attacks.
Under normal conditions Tanker-Ace will heal 4 HP per Game Round regardless of his activity. Currently he can only harbor 285 HP as his Max Health. But as he gains and invests Karma he will increase his FASERIP, HP, and KP Ranks.
Tanker-Ace can also ‘Burst’ or ‘Boost’ his healing and regeneration to recover mass HP on his Regeneration Rank (IN:40). During a ‘Burst’ his ‘Endurance’ will take a slight deduction, but it will recover.
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Blue: Failed Burst. Regeneration stays at IN:40 recovering 4 HP per Game Round.
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White: Failed Burst. Regeneration stays at IN:40 recovering 4 HP per Game Round.
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Green: Burst Heal 57 HP. Endurance drops to AW:90 for 1 Game Round.
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Yellow: Burst Heal 114 HP. Endurance drops to TR:85 for 1 to 5 Game Rounds.
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RED: Burst Heal 171 HP. Endurance drops to AS:80 for 5 to 10 Game Rounds.
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Karma RED: Burst Heal 228 HP. Endurance drops to MN:75 for 10 to 15 Game Rounds.
Regenerative Re-Assembly and Re-Growth: Tanker-Ace’s body parts may re-grow after he receives critically crippling attacks. The only way to really ‘Kill’ Tanker-Ace is to decapitate his head or virtually pulverize his upper torso into a massive blood splatter.
Tanker-Ace can Re-Assemble his severed limbs and Re-Set his broken bones without medical attention.
- Lost Eye, Jaw, or other Crippling ‘Head’ injury: Hold together for 5 Game Round to Re-Assemble.
- Major Head Injury, but not Full Decapitation. Hold together for 20 Game Rounds to Re-Assemble.
- Major Upper Torso Amputation. Hold together for 40 Game Rounds to Re-Assemble.
- Lower spinal Decapitation or Lower Torso Amputation. Hold together for 30 Game Rounds to Re-Assemble.
- Lost Finger or Toe. Hold together for 1 Game Round to Re-Assemble.
- Lost Hand or Foot. Hold together for 3 Game Rounds to Re-Assemble.
- Lost Forearm or Shin. Hold together for 10 Game Rounds to Re-Assemble.
- Lost Upper Arm or Thigh. Hold together for 15 Game Rounds to Re-Assemble.
Immortality and Revival: GD:10 Tanker-Ace can Revive from Clinical Death with a GD:10 Power FEAT.
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Blue: Failed Revival. He will return to our Earthly Realm based upon the GM’s declared House Rules.
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White: Revive to full Capacity. All FEAT Rolls at [-6CS] for 10 to 15 Game Rounds
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Green: Revive to full Capacity. All FEAT Rolls at [-5CS] for 5 to 10 Game Rounds
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Yellow: Revive to full Capacity. All FEAT Rolls at [-4CS] for 1 to 5 Game Rounds
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RED: Revive to full Capacity. All FEAT Rolls at [-3CS] for 1 to 2 Game Rounds
Weaponry, Equipment and Offensive Combat:
Stone Melee Magic: VI:55 / MN:75 / UN:100 For Base Damage. Tanker-Ace hits exceptionally ‘HARD’ due to his heightened FASE Ranks and his ability to form Stone, Rock, and Crystal ‘Boxing’ Gloves around his Fists and Feet.
Because he hits so hard his Stone / Rock / Crystal ‘Boxing’ Gloves often shatter upon impact leaving broken Stones, Rocks, and Crystals all over the place.
As part of his Stone-Melee Power Set, Tanker-Ace can mold and form ‘Rocks, Gems, and Stones’ into simple shapes out of thin Air. These ‘Rocks’ are Magical and will dissolve in approximately 10 to 20 Game Rounds.
To add to his basic ‘Hit Power’ is he can fight very well with his formal Martial Arts Training in Boxing, Crippling Submissions, and precise Death Strikes (Martial Arts BCD). He is a highly trained Melee Warrior who uses both Striking and Grappling tactics.
His base Stone-Melee Damage comes from 3 factors.
- A combined average of his ‘Agility’ and ‘Strength’ at VI:55 (Normally Default MSH-RPG Rules)
- The MN:75 for a yellow score comes from averaging the VI:55 and UN:100 Damage of his full Spectrum.
- The combined average of his ‘Combat’ Attributes which includes his Size, Mass, Experience, Stone-Melee Magic and his total Combined FASERIP Ranks reaching UN:100 Impact.
- Multiple Hits: 1 to 4 total hits at a single Target. Damage is divided among the Hits from ‘Jabs’ to ‘Haymakers’
- Multiple Targets: 1 to 4 total targets within 10 feet (1 Area) of each other. Damage is divided among Targets.
- ‘Fighting’ Earthquake-Foot Stomp: Summon a 1 Area wide Earthquake to All Targets around Tanker-Ace. Slam Results with a Green
- ‘Fighting’ Charge: Opt to FEAT Roll Charges on the ‘Fighting’ Rank for Tackles, Pounces and complex Charges.
- ‘Endurance’ Charge: Devastation Charge to hit with [+1CS] of Damage to reach GL:125 Impact.
Natural Body Weapons: UN:100 Material Durability for his Horns, Shoulder-Pads, Cloven-Hooves and a Stone / Rock / Crystal Hammer he may manifest though his Stone-Melee Magic. These weapons allow Tanker-Ace to attack with ‘Bladed’ and ‘Blunt’ melee attacks.
His Stone / Rock / Crystal Hammer allows him to up-shift his Damage Output by [+3CS] to reach
FR:70 / AW:90 / GL:125 Impact.
While the Hammer is magically materialized from his Stone-Melee Magic energies it functions as a conventional Hammer made of UN:100 Physical Materials. Damage to his Hammer, Horns, Hooves and Shoulder-Pads are fairly much irrelevant since these also Regenerate like his flesh.
Tanker-Ace may also manifest a Frontal Battle ‘Shield’ of SX:150 Stone / Rock / Crystal.
When used in combination with his Armor, Tanker-Ace can ‘Block’ and nullify ‘ALL’ damage types and reduce Stuns, Slams, and Kill score attacks by [-1 Color Shift] with a SX:150 ‘Block’ on his FR:70 ‘Strength’.
The Shield and Hammer will normally Shatter after they are used for various FEAT Rolls. Tanker-Ace merely re-forms these Weapons for each FEAT Roll.
Ranged Attacks & Taunts: IN:40 Tanker-Ace may also use his Stone-Melee Magic to throw and hurl ‘Rocks’ as Range Attacks. When using these attacks Tanker-Ace hurls a beach-ball sized boulder. Since he magically summons this ‘Rock’ he also appears to be pulling the Stone up from the ground.
Tanker-Ace may modify his Magic Rock Throwing into a ‘Psychic’ Taunt that will basically force his targeted enemy to engage and Fight only with him. The Enemy’s attention will be 100% focused on Tanker-Ace to such a degree that the enemy will move in close for Melee Combat.
While the Taunt causes no Damage it basically forces the Enemy Character to move-in and attack Tanker-Ace with Melee Combat.
Tanker-Ace has yet to master all his Power Stunts with his Ranged attacks, but he has following Power Stunts.
- FEAT on the ‘Fighting’ Rank (AS:80) if Target is less than 20-feet away (2 Areas)
- FEAT on the ‘Agility’ Rank (IN:40) to hit Targets at full Range of 80 to feet away (8 Areas)
- FEAT on the ‘Psyche’ Rank (MN:75) to Taunt all Enemies around Tanker-Ace at 10-feet away (Voice).
- Hurled Rock Damage:
RM:30 / FN:35 / IN:40 Blunt Impact.
- Taunt Potency:
RM:30 / FN:35 / IN:40 Psychic Influence.
Mobility Enhancements: RM:30 Tanker-Ace Travels on foot with his FASE Ranks like most other Characters. His special travel power is a ‘Super-Jump’ used at RM:30 FEAT.
- Run: 4 Areas per Round based from IN:40 ‘Agility’. May run for 10 hours without exhaustion based on Endurance.
- Sprint or Charge: 5 Areas Per Round. May Sprint or Charge for 10 minutes without exhaustion (100 Game Rounds)
- Burrowing / Tunneling: 1 Area per Round through IN:40 Solid Mass.
- Swim: 3 Areas Areas per Round.
- Climb / Crawl: 1 Area per Round and may climb generally rough texture surfaces.
- Standard Jump: 3 Areas (30 Feet) in a Flat Bound
- Running Jump: 5 Areas (50 Feet)
- Super Jump: 300 Feet (30 Areas) May engage into Arial Battle for 1 Attack per Jump.
Talents:
- Savage Martial Arts and Stone Melee Combat (BCD) - Weapons Specialist: Magic Stone Battle-Hammer - Languages: English / Italian - Leadership -