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<blockquote data-quote="C. Baize" data-source="post: 3186874" data-attributes="member: 4571"><p>Darrel "Ripsaw" Macklin </p><p></p><p><strong>Darrel Macklin (Ripsaw), Cybernetic Enhancement (Tough hero 10)</strong>: CR 10; HD 21+9d10+99+10; HP 181; Mas 33; Init +3; Defense 19, touch 18, flat-footed 11 (+3 Dex, +5 class, +1 armor); BAB +7/+2; Grap +17; Atk +19/+14 melee (1d8+11 non-lethal unarmed) or +17/+13 melee (2d6 slashing damage chainsaw attachment); or +17/+13 melee (1d8+11 slashing or piercing damage claws attachment) FS 5 ft x 5 ft; Reach 5 ft; AL Self; SV Fort +16, Ref +6, Will +3; AP 38; Rep +3; Str 26, Dex 17 Con 33, Int 8, Wis 10, Cha 9</p><p><strong>Occupation</strong>: Criminal (Personal Firearms Proficiency, Disable Device, Knowledge [streetwise])</p><p><strong>Skills</strong>: Craft (mechanical) +12, Intimidate +4, Knowledge (streetwise) +5, Spot +3</p><p><strong>Feats</strong>: Brawl, Improved Brawl, Knockout Punch, Streetfighting, Personal Firearms Proficiency, Power Attack, Cleave, Great Cleave, Simple Weapons Proficiency, Two Weapon Fighting, Improved Two Weapon Fighting, Improvised Weapons Proficiency</p><p><strong>Speed</strong>: 30’</p><p><strong>Powers</strong>: Superhuman Constitution +13, Superhuman Strength +6, Invulnerability +12, Hard Point +4, Martial Superiority (melee) +4</p><p><strong>Power Stunts</strong>: Decrease Graft Activation Time, Increase Graft Duration x4 (20 rounds total time, before grafts detach and must be reattached)</p><p><strong>Power Feats</strong>:</p><p><strong>Disadvantages</strong>: Vulnerability to Magnetism DSR 2</p><p><strong>Talents (Tough Hero)</strong>: Damage Reduction 1, Damage Reduction 2, Damage Reduction 3 (giving Ripsaw a total of DR 9/- in conjunction with the Invulnerability power), Fire Resistance, Robust</p><p><strong>Possessions</strong>: Mechanical Toolset; various miscellaneous mechanical tools, items, and parts.</p><p></p><p>Darrel Macklin was your typical street tough for some time, until he decided to try to muscle in and demand protection money on his own from a scrawny scientist type in a dirty, black market bio-chopshop. Darrel told the scientist that if he paid Darrel an exorbitant amount of money, Darrel would not let the authorities know where the shop was located. </p><p>After being paid off, Darrel moved to leave the shop, and didn't realize anything was amiss until he felt the sting of the sleeper dart in his back. He remained conscious long enough to hear the scientist reprimanding him for first demanding money, and then turning his back. </p><p>When Darrel awoke, both his natural hands were missing, and he felt many other differences as well. He has found since then that when he wants to incorporate mechanical parts to his body, he simply thinks about it, and various wires, gears, and/or pneumatics emerge from the stumps of his hands (or feet, or legs, or back, or chest, or head/face) and graft the part into his body to be used by him in his daily chores. As a result, Darrel tends to keep a rather impressive variety of machinery parts close at hand, along with a set of tools to disassemble a machine for a part he needs.</p><p>He has developed the ability to use whatever parts he grafts onto himself as weapons as needed. </p><p>Where Darrel once was a minor thug working as a runner and enforcer for whomever would give him a few dollars, Ripsaw is now a force to be reckoned with. Leaving disaster and mayhem wherever he's pointed.</p></blockquote><p></p>
[QUOTE="C. Baize, post: 3186874, member: 4571"] Darrel "Ripsaw" Macklin [B]Darrel Macklin (Ripsaw), Cybernetic Enhancement (Tough hero 10)[/B]: CR 10; HD 21+9d10+99+10; HP 181; Mas 33; Init +3; Defense 19, touch 18, flat-footed 11 (+3 Dex, +5 class, +1 armor); BAB +7/+2; Grap +17; Atk +19/+14 melee (1d8+11 non-lethal unarmed) or +17/+13 melee (2d6 slashing damage chainsaw attachment); or +17/+13 melee (1d8+11 slashing or piercing damage claws attachment) FS 5 ft x 5 ft; Reach 5 ft; AL Self; SV Fort +16, Ref +6, Will +3; AP 38; Rep +3; Str 26, Dex 17 Con 33, Int 8, Wis 10, Cha 9 [B]Occupation[/B]: Criminal (Personal Firearms Proficiency, Disable Device, Knowledge [streetwise]) [B]Skills[/B]: Craft (mechanical) +12, Intimidate +4, Knowledge (streetwise) +5, Spot +3 [B]Feats[/B]: Brawl, Improved Brawl, Knockout Punch, Streetfighting, Personal Firearms Proficiency, Power Attack, Cleave, Great Cleave, Simple Weapons Proficiency, Two Weapon Fighting, Improved Two Weapon Fighting, Improvised Weapons Proficiency [B]Speed[/B]: 30’ [B]Powers[/B]: Superhuman Constitution +13, Superhuman Strength +6, Invulnerability +12, Hard Point +4, Martial Superiority (melee) +4 [B]Power Stunts[/B]: Decrease Graft Activation Time, Increase Graft Duration x4 (20 rounds total time, before grafts detach and must be reattached) [B]Power Feats[/B]: [B]Disadvantages[/B]: Vulnerability to Magnetism DSR 2 [B]Talents (Tough Hero)[/B]: Damage Reduction 1, Damage Reduction 2, Damage Reduction 3 (giving Ripsaw a total of DR 9/- in conjunction with the Invulnerability power), Fire Resistance, Robust [B]Possessions[/B]: Mechanical Toolset; various miscellaneous mechanical tools, items, and parts. Darrel Macklin was your typical street tough for some time, until he decided to try to muscle in and demand protection money on his own from a scrawny scientist type in a dirty, black market bio-chopshop. Darrel told the scientist that if he paid Darrel an exorbitant amount of money, Darrel would not let the authorities know where the shop was located. After being paid off, Darrel moved to leave the shop, and didn't realize anything was amiss until he felt the sting of the sleeper dart in his back. He remained conscious long enough to hear the scientist reprimanding him for first demanding money, and then turning his back. When Darrel awoke, both his natural hands were missing, and he felt many other differences as well. He has found since then that when he wants to incorporate mechanical parts to his body, he simply thinks about it, and various wires, gears, and/or pneumatics emerge from the stumps of his hands (or feet, or legs, or back, or chest, or head/face) and graft the part into his body to be used by him in his daily chores. As a result, Darrel tends to keep a rather impressive variety of machinery parts close at hand, along with a set of tools to disassemble a machine for a part he needs. He has developed the ability to use whatever parts he grafts onto himself as weapons as needed. Where Darrel once was a minor thug working as a runner and enforcer for whomever would give him a few dollars, Ripsaw is now a force to be reckoned with. Leaving disaster and mayhem wherever he's pointed. [/QUOTE]
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