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Daybreak -- PL 10

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My PL 10 Claremont. Basic idea is that he manipulates ambient light. Getting the Drawbacks to work properly was a challenge, but the folks in the chat knew how to get it done.

No matter how dark the night... Day will always Break!

Complications

Stats: 10+8+10+2+4+6 = 40pp

Str: 20 (+5)

Dex: 18 (+4)

Con: 20 (+5)

Int: 12 (+1)

Wis: 14 (+2)

Cha: 16 (+3)

Combat: 12+12 = 24 pp

Attack: +6 (+10 Melee)

Grapple: +0

Defense: +6 (+3 flat-footed, +10 w/ Dodge Focus)

Knockback: -5

Initiative: +12

Saves: 3+4+3 = 10 pp

Toughness: +10 (+5 Con, +5 Protection)

Fortitude: +8 (+5 Con, +3)

Reflex: +8 (+4 Dex, +4)

Will: +5 (+2 Wis, +3)

Skills: 36r = 9 pp

Acrobatics 8 (+12)

Concentration 8 (+10)

Intimidate 8 (+11)

Knowledge (Pop culture) 2 (+3)

Knowledge (Streetwise) 6 (+7)

Notice 4 (+8)

Feats: 14 pp

Accurate Attack

Acrobatic Bluff

All-Out Attack

Attack Focus (Melee) 4

Defensive Attack

Dodge Focus 4

Power Attack

Precise Shot

Powers: 5+5+2+6+20+20 = 58 pp

Protection 5 (Magic) [5 PP]

Super-Senses 5 (Magic; Radius all vision, extended ultra-vision, extended normal vision) [5 PP]

Resurrection 2 (Magic; 1 day; While Eclipse is alive) [2 PP]

Strike 5 (Magic; Feat: Mighty) [6 PP]

Container Dim [20 PP]

Container Dark [20 PP]

Drawbacks: 2+3 = 5pp

Power Loss (Container Dim) (When in dim light) 3 Pts

Power Loss (Container Dark) (When in no light) 2 Pts

DC Block:

Blast 10 --- 25/Toughness

Blast 5 --- 20/Toughness

Mighty Strike 5 --- 25 Toughness

Dazzle 10 --- 25/Reflex|Fortitude

Dazzle 5 --- 20/Reflex|Fortitude

Costs: Abilities 40 + Combat 24 + Saves 10 + Skills 9 + Feats 14 + Powers 58 - Drawbacks 5 = 150 pp

As always, PEACH.

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