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Ecalsneerg

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  1. Arrowhawk nodded. "There won't be an if." He swiftly turned and fired his grappling hook upwards, disappaearing into the darkness above as he rolled and landed in a crouch. With practiced ease, he made his way over the rooftops and through the shadows towards the Mancini casino. Need to try to minimise contact with gun-wielding thugs, and find an access point. One without many people there, hopefully. As he got to the building, he went straight to scouting it out. While he wasn't prepared to spend a few days planning one small raid, he still wasn't going to go off half-cocked. Making sure to stay out of the lights, he circled the building, scouting out second floor windows, the front door and the loading dock around the back in particular. Need to be careful here, innocent people get involved in these casinos. Yes, it's unsavoury, but it's not illegal to waste your cash of roulette tables and cards.
  2. Maybe hus luck powers have some Power Loss flaw in that they don't work in the promiximity of some fairly common item?
  3. Thoughts on Trick Arrows Trick arrows, 'tech' arrows, 'super' arrows... why is every bow-using costumed adventurer eventually begins using high-tech arrows? They range from the simple, to smokebomb- and flashbang-tipped arrows to the complex, like my EMP and taser arrows. My answer for their usage is because we need to stay competitive. I doubt there are any archers amongst us who rely on trick arrows to be effective, but most of us are guilty of using them as a crutch at times. Would I be a worse archer if I didn't carry smokebombs? No, but I'd be worse at crimefighting. We don't use battlesuits, we don't have superpowers and our weaponry is somewhat archaic, special arrows allow us to be true to our preferences and yet still have an arsenal of tricks we can use. Like much of my skills, I am not a talented designer of these arrows. I have to work at it. My pride and joy are my EMP arrows. Usually an electromagnetic pulse emitter would be too bulky to fit in an arrow-tip, even the enlarged ones I use for them, but through clever and delicate work I managed to make one fit, and engineered them to activate upon impact. While they only work for a short period, with the technology intact enough afterwards to be reactivated, if I can disable a battlesuit's flight long enough to crash it to be ground, who's going to complain? I will admit, however, that they have a weak charge and definitely need improvement, but they're an achievement nonetheless. I'm not a technician, they didn't come easily to me and neither will upgrading them and keeping them affordable. I use regular arrows though, both blunt and pointed ones. The blunt ones see heavy usage in subduing thugs, the piercing ones for when I need to hurt someone badly enough to scare them. I also have bladed arrows I only use if I absolutely have to; those things are vicious. Something I've been using occassionally are taser arrows, which work similarly to taser darts albeit with the battery built into the arrow. No cables leading back to me, which is very handy. Tranquiliser arrows were easy to build. I'm a biologist, a strong sedative was no difficult feat. The arrows have needles for points and injection is, like the EMPs, triggered by impact. Trouble is, if I hit something solid the points shatter, and those with good constitutions can easily shrug off the drugs unless I aim for a vital spot. On one or two occassions, I've made use of the experimental arrows I inevitably have began putting in my quiver. Explosive-tipped arrows don't fly very well due to how they're constructed, but that's not the purpose of them. What they're for is fighting superhumanly tough foes. The tip is packed with an explosive, again detonated by impact. The charge is less powerful than cheap dynamite, so I need to aim for vital spots in order to hurt the foes they're designed to face. One flaw in their design is that they are heavy, and don't even fly half as far as normal arrow. That will need to be refined. Oddly, I have never used tripwires shot by arrow. I can see their utility, I carry one in my quiver but I've never needed to use it. Maybe one day... To close, one thing people often wonder about is how I can so quickly get the exact arrow I want from my quiver. The answer is simple: different fletching. All my arrows need to be balanced differently, and thus the fletching is different. I've trained myself to be able to distinguish between them by touch, that's all there is to it. Admittedly, it's a skill which took a long time to learn but it pays off well.
  4. INDEX Questions Questionnaire Essays Thoughts on Trick Arrows Journal February 4th 2009, March 22nd 2009 and March 23rd 2009 September 16th 2009 The British Files Sherwood III, and a general overview of the Sherwood legacy. The Arrowhawk Protocols Introduction Omega --- Methods to neutralise superhumans on a power scale potentially comparable to the Centurion and Omega. The Scarab a.k.a. Elena Guerrero Crimson Atlas a.k.a. Samael Natorvich Crimson Dark Star a.k.a. Derrick Lumins Crimson Alpha --- Methods to neutralise superhumans on a significant power level. Avenger a.k.a. Jack Faretti Crimson-Delta Doktor Viktor Archeville Crimson Phantom a.k.a. Taylor Chun, Taylor Faretti Crimson-Delta Malice a.k.a. Eric Michaels Amber Delta --- Methods to neutralise superhumans on a manageable power level - Currently undocumented Null --- Methods to neutralise superhumans whose powers aren't particularly noteworthy. Ace Danger Crimson Unclassified --- Special Arrowhawk a.k.a. John Fraser Azure From the Journal of Arrowhawk September 4th 2008 Freedom City. Home of the supers, the big city. Looks good on the outside, and to a degree it is. You can feel safe on the streets, confident that someone up in the air is flying around protecting you. Trouble is, they can't stop everything. The mob rules Southside and The Boardwalk. Quite a bit of the rest of the city too. And this mob is tenacious, they have to be to survive in a city with the Freedom League in it. Am I insane to have pledged to take them down? I don't think so. Is it so crazy to want to save the world, or at least the city? In a way, despite the external image of the selfless protector, all heroes want to be remembered as such. We want to be more than men in masks. We want to be heroes, legends. We want people to grow up and tell their grandchildren about us. Yet that's not why we do it. The heroics aren't for our own benefit, regardless of our initial motives. I, personally, wanted to avenge a few friends. I now try to avenge everyone ever hurt by crime. The escalation of your ideals and how you cope with them is a part of superheroics. And that is why I came to Freedom City, to leave a legacy to the next generation. If I can bring down the mob, they can take over from me in keeping them down. I wish I didn't have to operate out of a disgusting bed and breakfast but it's easier than trying to rent a flat. Or apartment as they call them over here. I'm going out tonight, to begin tracking down the mob. Last time I was here, I was told of a man called Lenny. He knows things, and is willing to tell them. A very useful resource, so tonight I'll look for him. Until then, I better make some more arrows.
  5. He was trying to get under his skin. It'd work if he hadn't spent years with people doing the same to him. Why oh why do people feel the need to irritate the loon running around in the Hallowe'en costume? lamented Arrowhawk silently. Oh well, I need to get the information from somewhere. "I'm interested. Who are this 'small faction'?
  6. I thought you just couldn't at all, high rates or not.
  7. But I'm not especially young by UK standards, compared to US ones. for example, I can rent a car if I wanted to, albeit at extortionate rates. Anyway, thanks everybody.
  8. "I'm here to take out the mob, bring it so low it can't ever get back up again. Scoff if you like, but I believe I can do it. Therefore, I need starting points, small-time mob operations that will lead me up the chain of command to the 'dons'."
  9. "I don't smoke," said Arrowhawk. That was true, no sane person who spends their time insanely running around rooftops is going to damage their health that way. Anyway... "I am Arrowhawk. You may have heard of me, I was here on business a couple of years ago, taking down drugs runners who'd fled the UK. You were commended to me as a man who knows things, I want to put that commendation to the test."
  10. I don't mind a team-up. After all, none of the characters step on each others toes in role despite the disparity in power level, and the only thing more fun than one super fighting stuff is several fighting stuff.
  11. Well, Arrowhawk would be up to the task. He's not well-known in the city, but he's been doing the gig for 18 years so knows a lot about showing people the ropes. Since Red Star's identity is public, it also means that they'd easily be able to come into contact to avoid any 'oh, look, we happen to be in the same area of town'.
  12. It was good to get out of that cesspit B&B in Southside, John reflected as he sat on a bench near the Boardwalk. He'd left his costume and weaponry in the bushes behind him, ready to assume his othef persona when the sun went down. But for now, at least, he would sit and watch the sun set on Freedom City. It was a tall task he'd set himself. The Freedom City mob's existence continued despite intervention from many superhumans over the years, and were smarter and more ruthless compared to their UK counterparts. But they weren't invincible, if he could find the chink in their armour... Sunset. Darkness falling on the land. The Arrowhawk awoke and John Fraser stalked into the bushes. Loose black clothing was supplemented by a long black cape and hood. A domino mask with red lenses glinted menacingly from beneath the shadows cast over his face. And on his chest, the white symbol of a hawk flying. The symbol Freedom City's mob would come to hate, come to conspire against, but most importantly come to fear. ----------------------------------------------------------------------------------------------------- A master of stealth, Arrowhawk crept along the rooftops of the casinos along the Boardwalk. He'd been here a few times before, in civilain guise. This had been recent, maybe an informant he'd been told of was still here. A man named Lenny, with ties to the mafia around here, he frequented the Boardwalk. The night was young, and he found him just outside a local bar. He swung in from the rooftops on a grapple line, but the man was obviously used to capes and didn't look impressed in the slightest. "I'm new in town," said Arrowhawk in the low voice he assumed in this persona. He held out a gloved hand, palming a fifty. Expensive, but it would hopefully be worth it. "I guess you know the type of people I'm working against." No use insulting the man's intelligence by implying even in the slightest that it wasn't blindingly obvious.
  13. Did a quick edit while waiting for approvals, dropping a rank of Attack Focus (Ranged) and 1 point of Reflex to up his Base Attack by 1. Brings him up to OPL 6 unarmed, which is respectable for someone who really shouldn't be walking around without his bow. Y'know, the name 'Arrowhawk' and all...
  14. Considering as they've known the film was in production until now and yet didn't take action, this is obviously a calculated attempt to get insurance money when we storm and burn their main offices.
  15. Hi, I'm Ecalsneerg. Or Ecals, if you want to be all affectionate and whatnot. I'm a 17-year-old Scot in my final year of school before university, and play Warhammer, D&D, M:tG, Munchkin, M&M obviously... power-nerdiness is awesome. I'm not actually that into comics, for a variety of factors. One, power-nerding already occupies enough of my time. Two, in the UK it's much easier to wait for trade paperbacks and simply order those you've heard the best of. I own Watchmen, and Runaways, NextWave and Kingdom Come are on my list to get. Anyway, my character Arrowhawk's been submitted, I just need him approved before he starts shooting down criminals from a couple of blocks away. :twisted:
  16. I hope series 3 improves on the dross that was series 2. It really didn't live up to the original, although that said Hiro was still awesome.
  17. Hmmm... something must've been lost when I transferred from notepad to laptop. Stuck a skill point in Bluff and Diplomacy to bring the totals back up. As for joining a team... sounds like a good idea. I think a good idea for his first outing is having him just arrived in Freedom City, staying in a cheap bed and breakfast and going out on his first night patrol. Probably the best way to bump into a few supers.
  18. Player's Name: Ecalsneerg Power Level: 14/15 (200/229PP) Trade-Offs: -5 Damage for +5 Attack, -2 Toughness for +2 Defense Unspent PP: 29 In Brief: Modern Age Batman wielding Bronze Age Green Arrow's bow. Alternate Identities: John Aaron Fraser Identity: Secret Birthplace: Aberdeen, Scotland Occupation: Vigilante, lab assistant Affiliations: Ex-Knight of Freedom, the Sherwoods of Nottingham Family: No known surviving relatives Description: Age: 40 (DoB: 25th August 1970) Gender: Male Ethnicity: Caucasian Scot Height: 6'0'' Weight: 190lbs Eyes: Grey Hair: Black Arrowhawk is an imposing figure, tall and broad-shouldered. His armour is made of several interlocking, flexible black plates, a huge black cape sweeping down from his black hood to near his feet. The cape is shaped oddly, lending Arrowhawk a bird wing silhouette when he is gliding of leaping from rooftops. Clipped to the back of his armour and concealed behind the cape is his longbow and quiver, slightly off center so as to easily allow the cape to be swept to one side. Glowering eyes glare red from the domino mask he wears in the shadows beneath his hood, and his chest is emblazoned with a stylized white bird in flight... a hawk. Moving like a jungle cat, Arrowhawk is swift and graceful in spite of his size, barely making a sound as he prowls and stalks. However, when he does so, he noticeably limps after the muscles in his upper right leg were irreparably damaged. His voice is harsh and gruff, heightened by a Scottish growl which he purposefully exaggerates when in costume. In his civilian identity, however, he is a mere shadow of that man. John Fraser, while still a big man, is soft spoken, covered in scars from "sporting injuries in his youth", and walks with a metal cane. His messy black hair and near-perpetual stubble are speckled with silver, and his face is weathered and lined. Arrowhawk is forty years old and has been fighting crime for half of his life. Without his armour, bow, and predatory demeanour, every second of that is clearly visible. Power Descriptions: Each of Arrowhawk's arrows is a sleek, expertly modeled metal weapon, with a variety of heads (each model discernible from others by the unique fletching). Apart from his standard pointed and blunt ones, he has slashing ones with sharp fins extending out from the sides, explosives with a bulky black arrowhead, and the strange steel grey devices he fits to them for his more exotic arsenal. When firing enough arrows in quick succession, he can temporarily turn the air black from sheer ammunition expenditure, his arms and legs moving in a near blur as he adjusts his stance and aim while firing. History: John Fraser was long ago a promising Biochemistry student at the University of Aberdeen. A quirt, thoughtful young man, he was praised by his teachers as being an enthusiastic student, quick to learn. But this was a bad time for the city, a small mafia operation deciding to capitalise on the financial difficulties faced by many on campus, operating as loan sharks. John's flatmates, Brendan Jarvis and Steve Cooper were deep in debt. On the 19th of May 1991, when John stumbled in drunk, he was woken from his semi-conscious slumber by gunshots. Rushing through to find his friends lying dead and two loan sharks standing over them, John Fraser died with them. As the men tried to leave without causing a scene, their message made, he rushed them and shattered a chair over on of their heads. Thrown against a wall, he was unconscious during the resultant brawl as several other students tried to stop the killers. Julia Dawson and Blake Davies died as heroes, but died none the less. And John kept studying... in martial arts, infiltration and archery. He swore he would never be like those mob hitmen, and thus modelled himself on the great heroes like Midnight, and Sherwood. Three years later, on the 19th of May, a mafia safehouse was fought and arrested by a man "dressed as a huge black bird, firing arrows left, right and centre." John struggled on, barely holding together a normal life. Far from the scientific genius he'd been hailed at, he got a poor degree, and now worked menial laboratory jobs simply to fund his crimefighting. Eventually, his parents passed away, both of them disappointed in how their son had gone from prodigy to obsessed man in a cape. And, with nothing left to keep in a small city like Aberdeen, he left the fighting of the last remnants of organised crime to a few trusted copycats. Glasgow. Edinburgh. Newcastle. Manchester. For a few short months, London. Cardiff. Training in Nottingham with the new Sherwood. The legend of the Arrowhawk spread across the United Kingdom, and for so short a time, it was easy. While he still no longer had a life worth telling as John Fraser, as Arrowhawk... criminals cowered in terror, villains cursed at the sound of his name and people looked to the rooftops for his aid. And yet, it was all too easy. So, at the age of thirty-eight, Arrowhawk left the UK to the new generation of superheroes, and disappeared. Some said he'd retired. Some said someone had finally got lucky, and killed him. But the truth wasn't anything like that. Freedom City, despite being the global hub of superhuman activity, still had a thriving Mob, supplemented by strange technology and a few choice metahuman helpers. And if it killed him, Arrowhawk was going to tear it down and burn the ashes. But things never go according to plan, and soon he found himself on a superteam calling themselves the Knights of Freedom. He tore them apart, finally crossing the line he swore never to cross and killing two people while annihilating the headquarters of Malice, a prominent supervillain he'd established a rivalry with. Letting Malice take the fall for the explosion and the deaths, and leaving Arrowhawk's leg crippled, and now with his only "friends" torn apart by personality conflicts and the knowledge of what he'd done, Arrowhawk faded away again. And met a woman, Vivian Kriger, who he eventually became close to. But she turned out to be the superheroine Valkyrie, and was slain by a mysterious adversary. Fooled by Doktor Archeville into believing it was SHADOW's doing, he hit Europe like a raging meteor, tearing apart the continent to search for a culprit which wasn't there. Receiving an email from the Scarab concerning the death of Hellbound, his fellow ex-Knight, Arrowhawk returned to Freedom City. And this time, he's going to find out who killed the only woman he'd been close to in decades, stop the villain, and redeem himself in his own eyes, if not anyone else's. Personality & Motivation: Arrowhawk has the arrogance, confidence and sheer knowledge of how good he is at what he does to confront super powered opponents with nothing more than a bow and some body armour. Unfortunately, he is unable to turn this off in normal conversation, and thus comes across as a huge jerk. He also has a slight superiority complex, believing himself "better" in many ways compared to metahumans, simply because everything he does is "simple" skill that anyone can learn, often forgetting that it took him two decades to learn his current skill set, and he has never had to learn how to control and manipulate superpowers effectively. In spite of all this, to those who likes and respects, he is intensely loyal and protective, trying to disguise his concern and care for them behind his usual mask of sarcasm and aggression. If someone threatened one whom he loved, he would face down even Omega or Heru-Ra to defend them, being willing to ignore even negative traits he'd be the first to condemn. He also possesses an iron-clad sense of justice and code of ethics, being willing to fight as dirty as it takes... so long as it wouldn't kill, mortally wound or involve him using a firearm. In essence, he is best described as a scowling, angry force of nature, whether that's for the purposes of fighting his enemies, protecting his friends or defending the innocent from harm. Profoundly affected by the death of his friends long ago in that dorm room, even after all this time Arrowhawk keeps going, every crime he sees, every failure in his past and every possibly success he could achieve just adding to the burden he feels he carries to keep going and help save people. At this stage, the idea of not fighting for what he thinks is right is just alien to him, even the smallest criminal is a threat he feels he has to stop, every gun a potential murder tool and any every day a new battle. He keeps going because it is who he is. Powers & Tactics: Arrowhawk has no superpowers, nor any particular talent for archery, and thus it has taken him two decades of hard work and sheer bloody-mindedness to claw his way up to being one of history's most deadly archers. Through sheer skill and knowledge, he has advanced both the art and technology of archery to a level where he can shoot moving targets while leaping off rooftops, while dodging gunfire. For specialised uses, he keeps a variety of trick arrows at hand, the most prominent of which being single-direction explosives to tackle heavily armoured targets, electromagnetic pulse emitters to destroy technology with ease, and smoke arrows to create distractions through which to move unnoticed. Physically, he is in such peak condition as to be faster, stronger and considerably tougher than most younger men, even taking into account his wounded leg. He also possesses a steel trap mind, possessing just enough talent in science to construct his arrows and work as a somewhat skilled lab technician, but excelling in such fields as tactics, infiltration and rapidly accumulating a near-encyclopedic knowledge of the street level crime in any city he goes to. His most notable skill besides his ability to threaten and cajole opponents is a near-paranoid hyper awareness, making it incredibly difficult to sneak up on him without some form of metahuman or super-science assistance. Complications: Enemy (Captain Knieval, Malice): Multiple run-ins with these two villains have led to a deep-set grudge against them. Arrowhawk will drop anything to pursue them if he possibly can. Hatred/Obsession (organised crime): The mob killing several students when he was at university led to John Fraser becoming the Arrowhawk. They've also consistently tried to kill him over his crime-fighting career. Thus, his hatred of them makes it difficult for him to trust someone who has been too heavily involved with the mob in the past, regardless of whether they still retain that connection. The obsession has also distracted him from other things like a love life, friends, family, work and in general anything beyond being Arrowhawk. Honour (won't use guns): Firearms sicken Arrowhawk. He refuses to sink to the level of criminals by using one, and condemns openly those who use them, even if they are his allies. This has become a larger problem since his move to America, where the police carry guns, a fact he is not used to and believes to be wrong. Arrowhawk is psychologically incapable of using a gun despite knowing how to, and would be unable to use one to defend himself even if he had no other choice. Rivalry (Bowman): In past trips to Freedom City, Arrowhawk established a friendly rivalry with the Bowman, and each frequently seek to out-do the other in archery and close combat skills. However, despite this deeply competitive attitude, both deeply respect and trust the other. Secret (identity): John Fraser is characterised differently from Arrowhawk by being a lot more quiet and submissive than the aggressive, forceful vigilante. To allow himself privacy and a measure of a social life (should he ever use that option...), he keeps the two identities apart and doesn't wear any of his costume on his person besides a bullet-proof vest. Arrowhawk is also at risk at running out of arrows, but this should rarely happen except in protracted battles where he can expend large numbers of them, or in remote areas where he is unable to replenish his supplies. If his bowstring gets wet, such as when he gets submerged without it being covered with a cape or quiver, it will also become unusable. Abilities 8+10+10+6+6+4 = 44pp Str: 18 (+4) Dex: 20 (+5) Con: 20 (+5) Int: 16 (+3) Wis: 16 (+3) Cha: 14 (+2) Combat 22+20 = 42pp Initiative +9 Attack +11 base, +15 ranged, +17 bows Grapple +15 Defence +14 (+10 Base Defence, +4 Dodge Focus), +5 Flat-footed Knockback: -5 (-4 flat-footed, -3 w/o Arrowhawk Armour, -2 flat-footed w/o vest) Saves 5+7+6=18pp Toughness +10/+8 (+5 Con, +3 Armour, +2 Defensive Roll) Fort +10 (+5 Con, +5) Reflex +12 (+5 Dex, +7) Will +9 (+3 Wis, +6) Skills 168r = 42pp Acrobatics 5 (+10) Bluff 8 (+10) Climb 11 (+15, Skill Mastery) Craft [Mechanical] 12 (+15, Skill Mastery) Drive 10 (+15, Skill Mastery) Gather Information 13 (+15) Intimidate 18 (+20, Skill Mastery) Investigate 2 (+5) Knowledge [Life Sciences] 7 (+10) Knowledge [Physical Sciences] 7 (+10) Knowledge [streetwise] 12 (+15, Skill Mastery) Knowledge [Tactics] 12 (+15) Notice 17 (+20, Skill Mastery) Search 7 (+10) Sense Motive 12 (+15, Skill Mastery) Stealth 15 (+20, Skill Mastery) Feats 38pp Accurate Attack Attack Focus (Ranged) 4 Attack Specialization (Bows) 1 Defensive Roll 1 (+2 Toughness) Dodge Focus 4 Equipment 7 Evasion Fearsome Presence 4 Improved Aim Improved Critical (Bows) 1 Improved Initiative 1 Jack of All Trades Luck 2 Master Plan 2 Power Attack Precise Shot Quick Draw Skill Mastery 2 (Climb, Craft [Mechanical], Drive, Knowledge [streetwise], Notice, Sense Motive, Stealth) Startle Ultimate Aim Powers: 2+15 = 17pp Archery Supremacy 1 (Probability Control, Flaws: Limited 2 [Archery]) [2pp] Device 5 (Bow and trick arrows, 25 points, Easy to Lose) [15pp] Devices: Bow & Trick Arrows Array 10 (20pp powers; PFs: 5 alternate Powers) BE: Blast 3 (PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (standard arrows) AP: Blast 3 (Extras: Autofire [7]; Flaws: Action - Full; PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (rapid arrows) AP: Blast 3 (Extras: Penetrating 7; PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (explosive arrows) AP: Blast 3 (Extras: Targetted Area - Shapeable [7], Selective Attack [7], Flaws: Action - Full, Distracting; PFs: Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (rain of arrows) AP: Nullify 7 (technology descriptor, all at once, Extras: Duration - Sustained, Independent, Flaws: Action- Full, Drawbacks: Reduced Range [5 increments]) [20PP] (EMP arrows) AP: Obscure 7 (visual, 500' radius; Extras: Independent) [14pp] (smoke arrows) Drawbacks: [-1] Disability (Bad leg, uncommon, minor, -1pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (staged) Damage Staff Touch DC 21 Toughness (staged) Damage Standard Arrow Range DC 22 Toughness (staged) Damage, critical range 18-20 Rapid Arrow Range DC 22 Toughness (staged) Damage, Autofire, critical range 18-20 Explosive Arrow Range DC 22 Toughness (staged) Damage, Penetrating 7, critical range 18-20 Rain of Arrows Range DC 22 Toughness (staged) Damage, Shapeable Area 7 EMP Arrows Range DC 17 Will Nullify Technological, Independent, critical range 19-20 Costs: Abilities (44) + Combat (42) + Saves (18) + Skills (42) + Feats (38) + Powers (17) - Drawbacks (01) = Total Cost (200/229) Power Points
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