Cost |
Power |
END |
67 |
Multipower, 90-point reserve, 52 Charges (+1/2) (135 Active Points); all slots OAF (-1)
Notes:
A deck of 52 poker cards, with a difference.
|
|
4u |
1)
Concussive Blast Cards:
EB 12d6 (vs. ED), Explosion (+1/2) (90 Active Points); OAF (-1), 12 Charges (-1/4)
|
[12] |
2u |
2)
Razor Cards:
RKA 2d6 (vs. PD), Armor Piercing (x2; +1) (60 Active Points); OAF (-1), No Knockback (-1/4), 12 Charges (-1/4)
|
[12] |
3u |
3)
Incendiary Cards:
RKA 2d6 (vs. ED), Area Of Effect (One Hex; +1/2), Continuous (+1) (75 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Extra Phase each (-1/2), No Knockback (-1/4)
|
[6 cc] |
4u |
4)
Smoke Cards:
Darkness to Sight Group 5" radius, Personal Immunity (+1/4), Conforming (+1/2) (87 Active Points); OAF (-1), 6 Continuing Charges lasting 1 Turn each (-1/4)
|
[6 cc] |
4u |
5)
Force Cards:
EB 8d6 (vs. PD), Area Of Effect (One Hex; +1/2), Double Knockback (+3/4) (90 Active Points); OAF (-1), 8 Charges (-1/2)
|
[8] |
4u |
6)
Thunder-Flash Cards:
Sight and Hearing Groups Flash 8d6, Personal Immunity (+1/4), Explosion (-1 DC/2"; +3/4) (90 Active Points); OAF (-1), 8 Charges (-1/2)
|
[8] |
20 |
Eye For The Competition:
Find Weakness 13- with With Razor Cards [multipower slot #2]
|
0 |
17 |
Multipower, 25-point reserve, (25 Active Points); all slots OIF (Any Suitable Object Of Oppertunity; -1/2)
Notes:
This attack represents the ability to pick up any common object and turn it into a thrown missile. Sharp objects become Killing Attacks & blunt objects become an Energy Blast vs. PD. In both cases STR can add DCs to the attacks at the rate of +1 DC per 6.25 STR used above the STR minimum of the attack. The STR minimum ranges between 1 to 5 depending upon what he finds to throw.
|
|
1u |
1)
Sharp Objects:
RKA 1d6+1 (vs. PD), Reduced Endurance (1/2 END; +1/4) (25 Active Points); OIF (Any Suitable Object Of Oppertunity; -1/2), STR Minimum 1-5 (-1/4), Range Based On STR (-1/4)
|
1 |
1u |
2)
Blunt Objects:
EB 4d6 (vs. PD), Reduced Endurance (1/2 END; +1/4) (25 Active Points); OIF (Any Suitable Object Of Oppertunity; -1/2), STR Minimum 1-5 (-1/4), Range Based On STR (-1/4)
|
1 |
10 |
Can Roll With a Blow:
Physical Damage Reduction, Resistant, 25% (15 Active Points); Only vs. Attacks Of 12 DCs Or Less (-1/4), Must Be Aware Of Attack (-1/4)
|
0 |
15 |
Luck 3d6
|
0 |
152 |
Total Powers Cost |
|
Cost |
Name |
5 |
Acrobatics 14- |
5 |
Breakfall 14- |
5 |
Combat Driving 14- |
5 |
Combat Piloting 14- |
5 |
Computer Programming 14- |
3 |
Contortionist 13- |
5 |
Electronics 14- |
16 |
Gambling (Board Games, Card Games, Dice Games, Sports Betting, Roulette) 16- |
3 |
High Society 13- |
5 |
Inventor 14- |
2 |
Language: Card Shark Tactical Codes (fluent conversation) |
3 |
KS: Card Games & Lore 12- |
3 |
KS: Hudson City Underworld 12- |
3 |
Shadowing 13- |
5 |
Stealth 14- |
|
|
3 |
Scientist |
2 |
1) SS: Biology 12- (3 Active Points) |
2 |
2) SS: Chemistry 12- (3 Active Points) |
2 |
3) SS: Electrical Engineering 12- (3 Active Points) |
2 |
4) SS: Genetics 12- (3 Active Points) |
|
|
14 |
TF: Common Motorized Ground Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Jetskis, Large Planes, Parachuting, Advanced, Parachuting, Basic, SCUBA, Skiing (snow), Small Planes, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles |
14 |
WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, General Purpose/Heavy Machine Guns, Grenade Launchers, Laser Pistols, Laser Rifles, Mortars, Shoulder-Fired Weapons |
|
|
20 |
+2 Overall |
8 |
+1 with All Combat |
5 |
+1 with Multipower |
145 |
Total Skills Cost |
Cost |
Maneuver |
|
Martial Arts: Personal Style |
4 |
1) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike |
5 |
2) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike |
4 |
3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
4 |
4) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
3 |
5) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls |
4 |
6) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 |
4 |
7) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND |
5 |
8) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove |
5 |
9) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away |
3 |
10) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on |
8 |
11) +2 HTH Damage Class(es) |
49 |
Total Fighting Skills Cost |
|