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Lord Bayushi

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Everything posted by Lord Bayushi

  1. I'm going to say yes on attack rolls, as I need to learn how things work. Okay, so these guys are basic Criminals, M&M Core pg 226. I don't know if we normally share information like that, or in those terms, but, due to Assessment and his take 10, Lionheart knows about how tough these guys are (not). For the purposes of learning the motions of combat on the site, we will say that, somehow, these guys are NOT minions, just weak characters, so I can see how combat normally flows. He hasn't noticed fellow crime-fighters, mainly because he isn't looking for them. Due to the laughter from Crow, however, he'll make a Notice check after he attacks. His attack is a Ranged Disarm, which carries a -4 penalty to hit. He is normally at +11 with his Bladed Disks, but is probably at least 40-60 ft away, giving him a -4 penalty due to range, and, the bugger is in melee with the victim, for a total of a -1 to hit (not good). Fortunately, he has luck, and a Surprise Attack going for him, so he should be alright anyway. DC will be 9 (Defense +2 normally, -1 due to being Flat-Footed, and another -2 for the Surprise Attack.) His attack roll is a 9 exactly, moving on to the Contest phase of the disarm. Once he hits with the disarm, he rolls his Attack's Damage against the defender's Strength. In this case, the Attack has a Damage of +6 (Blast 2 + Mighty, and 18 Str), with +2 for the Sneak Attack feat (I think, as this is a Damage roll, of a kind, and Sneak Attack applies just to Damage. Up to now, I have always played Sneak Attack as a general DC buff, which, I have been told here is wrong, so I will be asking about that periodically.) SO, Lionheart's bonus is a +8, and the Criminal has a +0. My roll is a 24, while the thug rolls a 17. The gun goes flying. Now, for the final mechanical aspect of the turn, a Notice check for other onlookers: 15, no where near good enough to find a Totally Concealed character. Now, my questions: 1) Do we normally say things like: they are Criminals out of the book, have at them? 2) How way over the top is the amount of detail I gave, above, for my attack, or is that how much I should be giving? 3) Do we normally roll for our own badguys, or is there some other system used? 4) Should I go back and edit the post to add the results of my actions, or would the next poster pick that up, or would I post the results in my next post? 5) Is there anything else here that I am missing? Thanks, in advance, for all the help. I'm trying to learn the ropes here.
  2. Wind rushed passed the costumed hero as he swung above the roof-tops, trailing his cape out behind him like a flag. The red contrasted with the dark of the night sky, making him easier to pick out, but he didn't mind at the moment. The more attention that was on him, the less that was on the woman screaming. He pushed a stud on the grapple, causing the pitons on the far end to withdraw and the cord to retract, changing his momentum from an arc through the air to a fall to the next roof. He met the surface with his boots solidly, giving off some sound but not enough to be noticed at more than a few yards. He took two long steps to the end of the building, coming down in a crouch in the shadow of a taller building when he reached the edge. Blow him, the incoherent screams had become understandable pleading. A woman... no, that wasn't right. A girl, no more than twenty, dressed in clothes to match the neighborhood, was being held against the wall by her throat. Her attacker was a boy of similar age, his 'colors' matching those worn by most of the neighborhood kids. He held a hand gun in his other hand, waving it about as he shouted at her. Behind him, two boys, slightly younger, and obviously his comrades, enjoyed the display as they consumed a 'forty' between them. "You pay, your father pays, everyone pays, bitch. How hard is that for you to understand? You don't want bad things to happen to you around here, you pay the Lakeside Kings like everyone else, or something bad does happen. You get it yet?" He pointed his gun at her head as she pleaded incoherently, making gestures as if he were shooting her. Lionheart's eyes narrowed. This bloody country and their bloody GUNS! Not a sod of them thinks a chib is enough when they have a bog on, they have to use a gun to make them feel like they have a bloody chopper. No wonder so many of them need Viagra. He went to his belt, depressing a group of metal disks suspended in place by a magnet. The disks came free, filling his hand with their familiar weight. Normally, he would wait, take in all the angles before making a move, but, in this case, he wouldn't waste anymore time. As soon as the boy moved the gun away, he made his move. He sprang into action, tossing the bladed disks at the boy's weapon while changing position from the roof shadow to the fire escape, dropping two floors in the process. Once the gun was out of the picture, he knew he would have little trouble with these thugs. Strangely, as soon as his weapons left his hand, a strange laughter seemed to permeate the ally.
  3. Lionheart Patrolling the Fens, Lion in the City
  4. Okay, new guy with a new thread here, hoping someone will come along and show me the ropes. Basically, we have a hero in the night, patrolling the Fens, a sleazy, low rent district not far from his home in Parkside. His Stealth rolls and Assessment Sense Motive rolls are usually handled by his Skill Mastery, so he takes 10 on those most of the time (giving him 20 on Stealth and 27 on Sense Motive). In this case, he rolls for Notice: 20, which should be good enough to localize a scream, I think. He pulls out his Grapple Gun, and begins to swing to the source of the noise. A thread ensues...
  5. 2243 Hours, the Fens of Freedom City A large figure of a man crouched on a degrading rooftop. The building below him was a theater of pornography, headlining random filth for the perverted, it's flashing lights creating many shifting shadows for the figure to hide in while he surveyed the streets, below. On those streets, the city moved. As he watched the city's host, the air, always tinged with the scent of the marshes there, reminded him of other roofs across a great distance. The similarities between the Fens of Freedom City and the East End of his native London were many, and he had come to think of them on the same lines. Pimps, prostitution, smut, and drugs were the most pervasive crimes in both, but, much like the East End, violence could break out quickly and viciously. The Lion of London watched each passing pedestrian for a few seconds, at most. He sized people up quickly, his daughter would say 'judgmentally,' but, with so many years behind him, he really had seen it all. People were much the same as others in similar circumstances, prone to the same actions and follies. In a way, it was reassuring, as it showed him that there were few really terrible people in the world, and that, on the whole, society deluded itself about it's standards. A drug dealer was on the corner, watching for slow moving cars containing possible clients. Forty feet farther down, a whore paced back and forth between two building doorways, a shadowy figure between the buildings watching her every move like a child bored with a toy, but unwilling to allow anyone else to play with it. Across the street, teenagers dressed in similar fashions and colors sat gathered on a stoop, passing large beer bottles in paper bags between them and lying to one another about sexual exploits. The same things would be seen in London, or in any major city, he would guess. Those were not the things that worried him. High on the wind, a woman's scream was carried. It was high-pitched, not a shout of anger, but a exclamation of terror. The many sounds of the street distorted it, and it echoed between the buildings, so it was hard to localize, but that didn't matter to Lionheart. He was already in motion, knowing that the time between screams and injury were measured in fractions of seconds, in most cases. As he stood into the light, it could be seen, if anyone were watching, that he was a clad in a red cape, and that a shaggy mane of hair lined his neck. His clothing was dark, but a smattering of gold glinted here and there, metal catching the light. His hand drew up holding a narrow tube, an inch wide and nearly two inches long, with a strange, pronged tip which also caught the light. He pointed at a high vantage point, depressing a trigger and letting a line fly. He had begun to build up momentum in his swing before he was sure what direction he was aiming for, but his hearing was sharp, and tracking screams was something he had long practice with.
  6. Dropped the Probability Control power, distributing the points as mentioned above. My character's Master Plan will be exactly the same as everyone else's character's Master Plan... I very much disagree with your interpretation of Second Chance as applies to skills, but won't be using it anyway. I consider Second Chance the 'final tier' of skill masteries: High Rank->Skill Mastery->Second Chances is the way it works in my mind. This character isn't focused enough on anything (other than MASTER PLANS...[/whining]) to warrant such mastery. I have always played with Sneak Attack as DC's in general, like Power Attack, etc. You will have to catch me on that from time to time. Anyway, I bumped the DC's of my innate, non-Damage attacks back up to Power 8 (Only effects the two halves of the Wounded Knee Strike). Counter Punch power now looks like this: Strike 6 (Extras: Aura, Duration 2 [sustained], Flaws: Limited [Only Following Successful Block], Skill Check Required [Attack roll vs. Target's Defense]) (Intercepting Strikes) [12PP] Only works against target's I have successfully blocked now, and uses an attack roll, as suggested. Further issues?
  7. First of all, let me say that you are not coming off as the bad guy, Shaen. You need specific feedback to fix things, which you have provided. I have made some changes, so I will list them all at once. Summary of Changes: Dropped Strength and Enhanced Strength each by 2, adjusted all related powers and damages down to appropriate levels. Added 16 ranks in skills, most of them Bluff, with a slight pump to Sense Motive. Added Accurate Attack, Blind Fight, Fast Task (Feint), and Sneak Attack Feats, modifed Skill Mastery to exclude Knowledge:Tactics and include Bluff. Modified Equipment to reflect new Str levels, added Commlink and Rebreater to base Equipment, Smoke Grenades to the Array. Addressing concerns with Bladed Disks, below. Dropped Probability Control to level 5, in a last ditch effort to save it as a flavor power. At this point, I can take 5 against a named character in the first round of combat during a master plan (fading to 4, 3, etc. each turn), making it, mechanically, about useless. If you feel this is unbalanced, I will drop the power entirely in favor of additional feats and skill levels. (Specifically, Luck 2, +4 each to Bluff and Sense Motive, and +2 each to Notice and Stealth) Added the following power to Martial Array: Strike 6 (Extras: Aura, Duration 2 [sustained], Flaws: Limited [Defensive Only], Unreliable, Feats: Improved Block) (Intercepting Strikes) [13PP] Basically, it is a counter-punch defensive power, landing a counter-blow at DC 21 about 1/2 the time I am physically hit, grabbed, or block. Basically the changes shift him into a Feint Machine, which probably fits the concept better than before, but I was (and am) apprehensive to do so, mainly because I always seem to roll very bad on Contests of any kind. This puts him closer to the 'Batman' camp than the 'Captain America' camp, but is still firmly within the concept. Concerning the Disks, I happen to find this under an approved character while slumming around the site late last night: From: Archeville's "Utility Coat" AP: Blast 3 (throwing discs; Extra: Autofire [5]; PFs: Mighty, Ricochet 2, Variable Descriptor [bludgeoning, piercing, or slashing]) [15EP] Essentially, the same power as the one I designed, with one level higher base damage a lot more Autofire, and Ricochet and Variable Discriptor instead of Accurate and Improved Critical. What are the specific concerns with my equipment if that passed? EDITs: Could NOT get the quote function to work, no matter what I tried...
  8. Grapple and feats are fixed (Blind fight was on an earlier version of the character, and I mistakenly put it back in). Not sure how to respond to the Bladed disks... If I took a Blast Rifle and applied a Hair Trigger and a Laser Sight (both options from Iron Age, pg 55) then I would have virtually the same item, just with a different theme. The way I built it, it is more vulnerable (due to Str Drain, etc.). Without further feedback I'm not sure what to do there. Still thinking on the Probability Control, will have an answer there later. If there are specific instances of Extras, Flaws, etc. that are generally frowned on, I would suggest adding them to the house rules, to avoid confusion. Aura works differently than I thought, will probably drop that power entirely unless I can find a cost effective way to rebuild it. EDIT: Some concerns have been fostered concerning this power: Probability Control 10 (Flaws: Limited [Attack Rolls Only], Limited [Only While Under the Effects of Master Plan], Fades) (According to Plan) [10PP] The first, as mentioned above, will be delt with. I took the Check Required Flaw to save 5 points, and will drop it and find the 5 points to keep the power, IF it matters, which, due to another comment from chat, I have doubts about. So, rather than beat my head against a wall to find points, I would like to know if there is a more broad objection to the power, and, also to save time, I will post my thoughts on it here first. Probability Control 10 [No Modifications] (40 PP): Here, you are basically Longshot (Marvel, tm); something always goes your way each turn. Be it that stealth check you can't afford to fail or the shot that you have to hit with, you have the right rolls when you need them. Probability Control 10 [Limited] (30 PP) Now, you're Bullseye (Marvel, tm); you don't miss. Combined with Accurate Attack, you can be sure to cause some amount of a Toughness roll to your target every time you attack. Probability Control 10 [Limited] (20 PP) Here, you are about where Robert Downey, Jr (Hollywood, maybe tm) is as he plays Sherlock Holmes (Sir Aurthur Conan Doyle, not tm anymore) in the latest movie of the same title; given time to think and assess the situation, predict what will happen as you act and as your targets do, and, thus, can give a good Bullseye (Marvel, tm) impersonation given time to prepare. However, then there is that one guy named Sun Tzu (China, fair use), who says that a good battle plan lasts until the first arrow falls (parapharasing), or, in M-TV American: Plans don't work for long. So, there you have: Probability Control 10 [Limited] (10 PP) Which is a lot like Sherlock's predictive attacks, but takes into account that combat is fluid, and, thus, your plans will be more and more for naught each passing moment. This is the power as I have forseen my character with, and what I intend to find 4 more points somewhere to maintain (once I get home from work and have books), but, again, if there are those of you against it, I need to know to what degree it can be salvaged. Please note that this power is part of the heart of my build. The concept was of a man that was once Captain America or Batman bad-@ss, but isn't any more, due to his age catching up with him. Instead, he has to rely on his wits, experience, and careful planning to keep up. Thus, the idea of an enhanced Master Plan, which is somewhat limited in the ways you can enhance it. I came up with this. If you have alternates to suggest similar effects, or specific concerns, please voice them. EDIT 2: Points found for the Probability Control Power w/out the Check Required Flaw.
  9. Player Name: Lord Bayushi[floatr] Lionheart Power Level: 10; 150/151PP Trade-Offs: +2 Attack / -2 Damage Unspent PP: 1 Progress To Bronze Status: 1/30 In Brief: World War II super-soldier with a slowed aging rate, now showing his years after nearly 50 years defending the streets of London. Alternate Identities: Sir Thomas Hardgrave Identity: Public Birthplace: London, England Occupation: Retired Soldier, Crime Fighter Affiliations: None Family: Alice Farnsworth (Daughter), Micheal Farnsworth (Son-in-Law), Juliette Farnsworth (Grand-Daughter) Age: 92 (DoB: November, 1918) Apparent Age: Mid Forties Gender: Male Ethnicity: Caucasian Height: 6'0" Weight: 198 lbs Eyes: Blue Hair: White Description: In his normal life, Thomas Hardgrave appears as a well built man in his middle years and excellent physical shape. He has striking eyes and silver hair, and wears a full beard of white. He dresses in dark, conservative clothing with some moderate signs of wealth. While in his hero persona, Lionheart wears a black, armored body suit with a golden emblem of three lions across his chest. He wears a harness that includes grenades and other gear and weapons, and a red cape with a lion's mane mantle. He is bare faced, as his identity is well known. Power Descriptions: The experiments that he endured in World War II modified his metabolic rate, giving him heightened physical abilities, a slowed aging rate, a quickened rate of physical recovery, and an increased healing factor. Due to his age, his physical attributes are closer to human norms, but they still put him ahead of most people in excellent physical shape. History: Thomas Hardgrave was born in the last days of the Great War. His father, an enlisted man who fought in the war, survived to be a proud father, and was certain that his sacrifices would leave his son a peaceful world to grow up in. He never foresaw what would happen a scant two decades later, a war that would leave the 'Great War' in it's shadow. He had raised his son with the values of a patriot, and, like his father before him, he enlisted to defend his homeland from the Germans. Thomas was an athlete through school, but he never had aptitudes for the finer subjects of study. In the army, he found his niche quickly, and found that he had a military mind. The horrors of war were shocking to him, but he was able to push through the hardships and the pain in order to meet his objectives. He gained rank quickly, climbing to the rank of an NCO in months and managing to avoid heavy losses in the field. His luck wouldn't last, however. Early in the second year of the war, Thomas' position was struck with concentrated artillery fire, leaving him badly wounded. The prognosis for his wounds were dire, but there was a slim hope, a new treatment developed for the worst cases of battlefield trauma. There were risks, but even the best case scenario under normal treatment would leave him half a man for the rest of his life. He accepted the treatment, along with nearly fifty other candidates, and project Lion was underway. The truth was that the treatment, while actually offering a chance to rebuild seriously injured soldiers, would also reshape them into prime physical specimens, if they survived. Most didn't. Of the original fifty, only eleven survived the process. Like the other survivors, Thomas was removed from standard chain of command, and given specialized training, equivalent of the elite members of the SAS and MI-6. The crash program was intense, but the candidates were all able to complete it within four months, and returned to the field in 1939 as a special operatives squad in the European theater. Few of the original Lion squad survived the war, only four of them returning home, but they made important, if classified, contributions to the war effort. Those survivors were secretly decorated by Churchill, and provided with government stipends to live on for the rest of their lives. Three of them chose to retire, but Thomas had lost his family during the Blitz, and chose to remain in government service for another fifteen years. During his years as a government operative, he used the codename Lionheart and was folded back into the military command structure in SAS. He defended democracy against the red menace in some of the worst places in the world. To a point, he became jaded in that time, deciding that fighting for the flag was less heroic than he had been raised to believe. As he saw the escalations in Vietnam late in the 1950's, he decided he had done enough. He applied for his retirement, which had been gaining interest for the last fifteen years, and found that he had the money to live well for his remaining years. The experimental treatments had effected his aging, slowing the process. Though he was in his early 40's, he had the appearance and vigor of man in his prime. He married soon there after, but lost his wife within a year due to a car accident. He was heartbroken by the loss, and took to wondering the streets in the night, as he only required half the rest of a normal man. It was there that he truly found his calling, as London was a violent city with violent streets. He broke up a mugging first, then a more serious crime. Eventually, he followed the example of some of the more eccentiric members of American and European society, dawning a mask and cape to fight the crime of his city. Over time, his some time hobby became an obsession. He had nothing else to cling to in his life, so he embraced crime-fighting with the same determination that had kept him alive through his years in service to Her Majesty's Government. He put much of his money into his equipment, and his time into developing strategies and tactics to fight the criminal element in London. For two decades, he was the masked defender of London. He found another wife and had a daughter in his private life, and found an apprentice to take up his mantle in a young man named Peter Blackthorne, who had an interesting family background that left him with sorcerous powers. Late in the 1980's he was unmasked by his foes, his identity became publicly known and his family at risk, but his wife, Evelyn, refused to let him hide from the danger. She claimed London needed him, and convinced him to embrace his city again, unmasked. His efforts were not unnoticed, and the government took actions to keep his family safe from his foes. He was even knighted in 1992, and publicly thanked by the city several times. His efforts were thought to be directly responsible for several yearly drops in crime, and he was publicly saluted when he announced his retirement in 2006 to spend time with his family. Several pundits projected that crime would soar following the announcement, but Blackthorne was well trained, and able to take up the job with little fuss, only calling Lionheart back out of retirement twice in the two years that followed. Evelyn died of heart condition in 2009, and his daughter had married an American and moved to Freedom City earlier that year. With his glory days behind him, and little left to tie him to London, Thomas followed his daughter to the colonies, buying a home in Freedom City close enough to enjoy his grand-daughter while far enough away to give his daughter and her family a sense of independence. He thought he would live the rest of his life quietly, but found that wouldn't be the case. His three year old grand-daughter was endangered when a car chase, involving villains and super-crime, nearly commonplace in Freedom, side-swipped her father's car while she was inside. The event incensed the retired hero, who had his equipment shipped to America to take up the fight to give his family a safe city to live in. In the last months, Lionheart has appeared in Freedom City as a champion of justice. He has adapted his tactics to deal with the weapons common in America, but still has a distaste for firearms himself. While his remergence created a quiet outcry from London to return home, most American's still don't know much about the Lion of London. Though some of them have heard of Lionheart, most don't equate the Lionheart of London with the man in Freedom City, partially because Lionheart's London career began over fifty years earlier. Personality & Motivation: Thomas Hardgrave is a man of many years, and his personality reflects it. He is patient and careful, slow to anger, and measured in his actions. He has old-fashioned values and tastes, and has little talent with modern technology. He isn't complete anachronism, taking to heart simple conveniences, but is intimidated by computers and high-tech gadgets. His equipment tends to be simple and strait-forward, but he uses it with decades of experience and proven tactics. Lionheart's motivations are simple, he desires to make the city safer for his family. He considers crime-fighting his profession, and approaches it with a professional air and pride. In truth, he somewhat resents that he cannot bring himself to simply put down the cape and live a normal life, but he understands that he could never be satisfied with so passive a life. Powers & Tactics: Lionheart is a martial artist with seventy years of training and experience. His martial talents, combined with his physical enhancements, make him a powerful melee combatant. He uses a brace of thrown weapons and grenades to augment his personal skills, and has decades of experience in their use. As for tactics, Hannibal Smith wishes he had it so good. Lionheart gathers as much information as is practical before planning an action, then quickly comes up with a plan that maximizes his talents and resources, and executes it flawlessly. With more than fifty years of crime-fighting experience, there is almost nothing he hasn't seen and overcome before, and he acts with the confidence that fact construes. Given time to plan, Lionheart is nearly unstoppable. On the fly, he adapts where he can, but usually seeks to withdraw until he can attack the problem with a solid plan. Complications: Honor Lionheart has a personal code that prevents him from endangering civilians and using firearms. If stuck in a situation where hostages are involved, he won't act until he is certain that he has a plan that will save the hostages' lives. Fame While not yet famous in the states, his fame overseas could follow him here and create complications. Obsession Lionheart is obsessed with crime-fighting, and continues to find excuses to keep on being a costumed hero despite the desires of those closest to him that he retire. Public Identity Lionheart has no secret identity, and the complications of his costumed life can bleed over into his personal life. Responsibility Lionheart feels responsible for the well-being of his daughter and her family, and goes to great lengths to ensure they are safe and looked after. Abilities: 6 + 4 + 6 + 2 + 6 + 2 = 26PP Strength: 18/16 (+4/+3) Dexterity: 16/14 (+3/+2) Constitution: 18/16 (+4/+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 20 + 8 = 28PP Initiative: +3 Attack: +10 (+12 Unarmed, or +11 Bladed Disks) Grapple: +16 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: 4 + 1 + 5 = 10PP Toughness: +10 (+4 Con, +2 Defensive Roll, +4 Armor) Fortitude: +8 (+4 Con, +4) Reflex: +4 (+3 Dex, +1) Will: +8 (+3 Wis, +5) Skills: 96R = 24PP Acrobatics 1 (+4) Bluff 15 (+16, Skill Mastery) Climb 4 (+8, Skill Mastery) Diplomacy 3 (+4) Drive 1 (+4) Gather Information 7 (+8) Intimidate 7 (+8) Investigate 3 (+4) Knowledge: History 2 (+3) Knowledge: Streetwise 2 (+3) Knowledge: Tactics 14 (+15) Language 2 (English [Native], French, German) Medicine 1 (+2) Notice 7 (+10) Search 4 (+5) Sense Motive 14 (+17, Skill Mastery) Stealth 7 (+10, Skill Mastery) Survival 1 (+4) Swim 1 (+5) Feats: 31PP Accurate Attack Assessment Attack Specialization (Unarmed) Benefit (Wealth 2) Blind Fight Defensive Roll Dodge Focus 6 Equipment 7 Fast Task (Feint) Improved Critical (Unarmed) Luck 2 Master Plan 2 Power Attack Quick Draw Sneak Attack Skill Mastery (Bluff, Climb, Sense Motive, Stealth) Uncanny Dodge (Hearing) Powers: 2 + 2 + 2 + 4 + 8 + 15 = 33PP Enhanced Strength 2 (Metabolically Altered Physical Strength) [2PP] Enhanced Dexterity 2 (Metabolically Altered Physical Prowess) [2PP] Enhanced Constitution 2 (Metabolically Altered Physical Endurance) [2PP] Immunity 8 (Aging, Disease, Need for Sleep, and Fatigue Effects, Flaws: Limited [Half Effect]) (Metabolically Enhanced Vigor) [4PP] Regeneration 8 (+1 to Recovery Checks, Bruised 2 [standard Action], Injured 2 [5 Minutes], Staggered 1 [20 Minutes], Disabled 1 [5 hours], Ability Damage 1 [5 hours]) (Metabolically Enhanced Healing Rate) [8PP] Array (Martial Techniques) [15PP] Base Power: Paralyze 8 (Extras: Alternate Save: Fortitude [+0], Flaws: Slow Only) LINKED to Trip 8 (Flaws: Range [Touch], Feats: Improved Trip) (Wounded Knee Strike) [13 PP] Alternate Power: Strike 2 (Extras: Autofire, Feats: Mighty 1 [+4]) (Flurry of Strikes) [9PP] Alternate Power: Strike 6 (Extras: Aura, Duration 2 [sustained], Flaws: Limited [Only Following Successful Block], Skill Check Required [Attack roll vs. Target's Defense]) (Intercepting Strikes) [12PP] Drawbacks: (-2) = -2PP Vulnerability (Chemical Effects, Frequency: Uncommon, Intensity: Moderate) [-2PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Counterattacks Touch DC21 Toughness (Staged) Damage (Physical) Flurry of Strikes Touch DC21 Toughness (+Autofire) (Staged) Damage (Physical) Wounded Knee Strike Touch Strength or Dexterity Check vs. 1d20 +12 AND DC 18 Fortitude Trip AND Slowed (Physical) Bladed Disks Ranged (20 ft Inc) DC21 Toughness (+Autofire) (Staged) Damage (Physical) Fragmention Grenades Thrown, Area (50 ft Explosion) DC15 Reflex (Half), DC20 Toughness (Staged) Damage (Physical) Sleep Gas Grenades Thrown, Area (40 ft Explosion) DC14 Fortitude (Staged) Affliction (Fatigue) Tear Gas Grenades Thrown, Area (40 ft Cloud) DC14 Fortitude Affliction (Dazzle and Nauseate) Taser Ranged (5 ft Inc) DC15 Fortitude Affliction (Stun) Bolos Ranged (40 ft Inc) DC14 Reflex Affliction (Snare) Abilities (26) + Combat (28) + Saving Throws (10) + Skills (24) + Feats (31) + Powers (33) - Drawbacks (-2) = 150/151 Power Points
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