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Patriot II


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Abilities: 8 + 10 + 8 + 4 + 0 + 10 = 40PP

Strength: 18 (+4)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 10 (+0)

Charisma: 20 (+5)

 

Combat: 16 + 16 = 32PP

Initiative: +5

Attack: +8 Base, +14 Unarmed

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Grapple: +12

Knockback: -4/-3/-2 

 

Saving Throws: 3 + 5 + 10 = 18PP

Toughness: +8 (+4 Con, +2 Defensive Roll, +2 Costume)

Fortitude: +7 (+4 Con, +3)

Reflex: +10 (+5 Dex, +5)

Will: +10 (+0 Wis, +10)

 

Skills: 124R = 31PP

Bluff 10 (+15) Skill Mastery

Climb 6 (+10)

Craft (mechanical) 3 (+5) 

Disable Device 10 (+10) 

Drive 1 (+6) 

Escape Artist 5 (+10)

Gather Information 8 (+10)

Intimidate 10 (+15) Skill Mastery

Investigate 10 (+10) 

Knowledge (Civics) 3 (+5) 

Knowledge (Galactic Lore) 3 (+5) 

Knowledge (History) 3 (+5) 

Knowledge (Tactics) 3 (+5)

Languages 3 (French, Lor, Vietnamese, Base: English) 

Medicine 5 (+5) 

Notice 10 (+10) Skill Mastery

Pilot 1 (+6) 

Search 10 (+10)

Sense Motive 10 (+10)

Stealth 10 (+15) Skill Mastery

 

Feats: 27PP

Attack Specialization (Unarmed) 3

Benefit 2 (Cult Hero [USA], Security Clearance) 

Challenge 2 (Fast Feint, Fast Startle)

Defensive Roll 1 

Dodge Focus 4

Equipment 1

Evasion

Interpose 

Master Plan 2

Power Attack

Quick Draw (Draw)

Sneak Attack

Skill Mastery (Bluff, Intimidate, Notice, Stealth)

Startle

Takedown Attack

Ultimate Save (Toughness) 

Uncanny Dodge (Auditory) 

Well-Informed

 

Equipment 1 

Grapple Gun: 5EP  

Speed 1 (10MPH) + Super-Movement 2 (Swinging, Wall-Crawling 1) 

 

Powers: 32 + 32 + 2 = 65PP

 

Device 8 (40PP, Patriot Costume, Flaw: Hard to Lose) [32PP] 

Gear Array 15 (30PP, PFs: Alternate Powers 5) [35DP] 

BE: Damage 10 (stun grenades, Extra: Area [Burst], PFs: Reduced Progression 9, Variable Descriptor 1 [ballistic/chemical/incendiary]) {30/30} 

AP: Damage 10 (guns, Extras: Range [Ranged], Penetrating 4, PFs: Improved Crit 2, Precise Shot 2, Variable Descriptor 2 [any energy]) {30/30}) 

AP: Dazzle 10 (pepper spray, visual and olfactory) {30/30} 

AP: Obscure 3 (gas grenade, visual and olfactory, 25 ft, Extra: Independent, Flaw: Range [Touch], PF: Precise) {10} + Damage 6 (tonfas, Extra: Penetrating 5, PFs: Extended Reach, Improved Crit 2, Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing])) {10 + 20=30/30} 

AP: Stun 10 (taser, Extra: Range [Ranged]) {30/30} 

Protection 2 [2DP] 

Super-Senses 3 (Radio [Accurate]) [3DP] 

35 + 2 + 3 = 40PP 

 

Container 6 (30PP, Power Thief, PFs: Precise, Subtle [Psionic]) [32PP]

Drain Wisdom 10 (Extra: Sleep [+0]) {10} + Mimic 10 (50PP, All Powers At Once, Flaws: Saving Throw [Will], Tainted) {20} {10+20=30/30} 

 

Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental], mutation) [2PP] 

 

Drawbacks: (-0) + (-0) = -0PP

 

 

DC Block:

 

 

Abilities (40) + Combat (32) + Saving Throws (18) + Skills (31) + Feats (27) + Powers (65) - Drawbacks (0) = 213/213 Power Points

 

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The second Patriot's costume looks considerably tougher than her predecessor's - which makes sense, given the higher degree of danger in the world. She wears a dark blue armored helmet complete with chin guard with dark, reflective lenses over the eyepieces, and her armored costume is colored in gunmetal grey, dark navy blue, and maroon gauntlets.  (There's a grey star off-center on her right side - it's also the most armored part of her costume.) It's not necessarily an inspiring costume - but it's one that sends a strong message. 

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Patriot Cycle (Vehicle) [21EP]

Size: Medium [0EP]; Strength: 20 [2EP]; Defence: 10 [0EP]; Toughness: +10 [5EP]

Features: Alarm 2 (DC 25), Computer, Communications, Disguise, Hidden Compartments, Nitro Injectors, Remote Control [8EP]

Powers: Speed 5 (250mph / 2,500ft per Move Action, Feats: Subtle) [6EP]
 

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