The Absorbing Man Carl "Crusher" Creel
Jun 4, 2005 10:12:40 GMT -5
Post by Darth Turkish on Jun 4, 2005 10:12:40 GMT -5
I though of this a while ago, figured I'd post it:
Level 1 Offense........................Level 1 Defense
1. uppercut-1...........................1. dazed-1 (Absorb)
2. headbutt-1...........................2. dazed-1
3. stranglehold-2(pw)............3. dazed-1 (Absorb)
4. stiff right hand-2 (ag).........4. dazed-1 (Absorb)
5. body slam-2 (pw)...............5. CREEL-2
6. avalanche-2.........................6. dazed-1
Level 2 Offense.........................Level 2 Defense
1. big stomp-2............................1. hurt-2
2. runnuing knee ram- 2...........2. dazed-1
3. Into The Ropes (c).................3. CREEL-1
4. shoulder tackle-3 (ch B).......4. hurt-2 (Absorb)
5. Asgardian Drop-3..................5. hurt-2 (Absorb)
6. Convict Kick -3........................6. hurt- 2 (Absorb)
Level 3 Offense...........................Level 3 Defense
1. powerslam-3 (ch D)................1. down-3 (Absorb)
2. Out Of The Ring.......................2. hurt-2
3. Deathjump................................3. hurt-2
4. giant swing-3............................4. hurt-2
5. Ball and Chain-3......................5. hurt-2
6. PRISON RULES (+1)(+5)........6. PIN 7(4) 4(1)
Ropes: B (C)..............................Power: -1 (-5)
Turnbuckle: C (C).......................Agility: +1 (+3)
Ring: A (A)....................................Cage: 4 (1)
Deathjump: B (B)
Asgardian Drop- Belly to Back Suplex
Convict Kick- Charging Big Boot
Ball and Chain- Pump Handle Slam
PRISON RULES- Ground and Pound punches
Originally a petty thief, Creel was given the power to absorb by Loki to cause problems for his brother Thor . He regularly trades blows with the Hulk and Thor. This character was made with the mindset that he can control when and how he absorbs the properties of the object he touches.
On Offense of any level on a roll of a 2, roll two dice
2-9 Creel is able to absorb the metal posts or a the concrete floor! All moves increase 1 level in potency (level 1 moves become 2, level 2 moves become 3, level 3 moves become add 1 moves. For the finisher use the italicized number. Absorbed properties last for 3 offensive moves
10-12 in order for Creel to remain in control of the opponent, he cotinues the fight. Creel rolls on same level offense.
On defense roll two dice
2-6 Creel is able to touch metal or concrete and gain the offensive control! Roll on Level 1 Offense. Absorbed properties last three offensive moves.
7-11 Creel does not know where he is and is unable to make contact with a surface that would help him. Opponent contiues on same level offense.
12. Creel reaches out to touch something he can use to gain as an advantage. Unfortuantely, he touches an errant piece of cloth on the opponent. Creel limply folds to the ground! The opponent covers! Creel roll PIN! If no pin Creel changes back to flesh, realizing his error. Opponent roll on LEVEL 3 OFFENSE.
While in an Absorbed state, use pw, ag, PIN, Finisher and chart rating in italicized parentheses.
Level 1 Offense........................Level 1 Defense
1. uppercut-1...........................1. dazed-1 (Absorb)
2. headbutt-1...........................2. dazed-1
3. stranglehold-2(pw)............3. dazed-1 (Absorb)
4. stiff right hand-2 (ag).........4. dazed-1 (Absorb)
5. body slam-2 (pw)...............5. CREEL-2
6. avalanche-2.........................6. dazed-1
Level 2 Offense.........................Level 2 Defense
1. big stomp-2............................1. hurt-2
2. runnuing knee ram- 2...........2. dazed-1
3. Into The Ropes (c).................3. CREEL-1
4. shoulder tackle-3 (ch B).......4. hurt-2 (Absorb)
5. Asgardian Drop-3..................5. hurt-2 (Absorb)
6. Convict Kick -3........................6. hurt- 2 (Absorb)
Level 3 Offense...........................Level 3 Defense
1. powerslam-3 (ch D)................1. down-3 (Absorb)
2. Out Of The Ring.......................2. hurt-2
3. Deathjump................................3. hurt-2
4. giant swing-3............................4. hurt-2
5. Ball and Chain-3......................5. hurt-2
6. PRISON RULES (+1)(+5)........6. PIN 7(4) 4(1)
Ropes: B (C)..............................Power: -1 (-5)
Turnbuckle: C (C).......................Agility: +1 (+3)
Ring: A (A)....................................Cage: 4 (1)
Deathjump: B (B)
Asgardian Drop- Belly to Back Suplex
Convict Kick- Charging Big Boot
Ball and Chain- Pump Handle Slam
PRISON RULES- Ground and Pound punches
Originally a petty thief, Creel was given the power to absorb by Loki to cause problems for his brother Thor . He regularly trades blows with the Hulk and Thor. This character was made with the mindset that he can control when and how he absorbs the properties of the object he touches.
On Offense of any level on a roll of a 2, roll two dice
2-9 Creel is able to absorb the metal posts or a the concrete floor! All moves increase 1 level in potency (level 1 moves become 2, level 2 moves become 3, level 3 moves become add 1 moves. For the finisher use the italicized number. Absorbed properties last for 3 offensive moves
10-12 in order for Creel to remain in control of the opponent, he cotinues the fight. Creel rolls on same level offense.
On defense roll two dice
2-6 Creel is able to touch metal or concrete and gain the offensive control! Roll on Level 1 Offense. Absorbed properties last three offensive moves.
7-11 Creel does not know where he is and is unable to make contact with a surface that would help him. Opponent contiues on same level offense.
12. Creel reaches out to touch something he can use to gain as an advantage. Unfortuantely, he touches an errant piece of cloth on the opponent. Creel limply folds to the ground! The opponent covers! Creel roll PIN! If no pin Creel changes back to flesh, realizing his error. Opponent roll on LEVEL 3 OFFENSE.
While in an Absorbed state, use pw, ag, PIN, Finisher and chart rating in italicized parentheses.