StatsStr 12*, Agl 4, Fgt 8, Awe 5
Sta 10, Dex 0, Int 0, Pre 0
Dodge 8, Parry 8, Fort 10, Will 10, Tough 12*
Init +12 CombatPunch: Strength 12 Ranks, +8 melee (crit 19-20), DC 27 (Fast Grab option on hit)
Penetrating Punch: Strength 8 Ranks, Penetrating 8, +8 melee (crit 19-20), DC 23 (Fast Grab option on hit)
Thunder Clap: Affliction 10 Ranks, Area: Cone 60' Dodge DC 20, Fortitude DC 20
1st Degree: Dazed and Impaired (hearing); 2nd Degree: Defenseless and Disabled (hearing) Amazing Kiss: Affliction 10 Ranks, Follows Grab, +10 melee, DC 20 vs Will
1st Degree: Entranced; 2nd Degree: Defenseless; 3rd Degree: Unaware (bliss) PowersStrength 12 = 24+2 pp (lift 100 tons) Array
Penetrating Punch: Strength 8, Penetrating 8
Thunder Clap: Affliction 10 Ranks vs Fortitude, Area: Cone 60', Limited Degree, Extra Condition
1st Degree: Dazed and Impaired (hearing); 2nd Degree: Defenseless and Disabled (hearing)
Flight 7 Ranks = 14+1 pp (250 mph, 0.5 mi/rnd) Array
Super Flight: Flight 16 Ranks, Distracting, Concentration (125000 mph, 250 mi/rnd, far exceeds escape velocity of Earth)
Linked Enhanced Sight 6 Ranks (Range modifiers for perception per 1 million ft or what is 200 miles for him is like 10 ft for normal humans)
Amazing Kiss Affliction 10 Ranks vs Will, Must follow grab (kiss) = 5 pp
1st Degree: Entranced; 2nd Degree: Defenseless; 3rd Degree: Unaware (bliss)
Immunity: Life Support = 10 pp
disease, poison, suffocation, starvation, thirst, environs: cold, heat, radiation, pressure, vacuum
Protection: 2 Ranks = 2 pp
Impervious Defense: 12 Ranks (toughness) = 12 pp OR @hero4hire will pick which one Mr Amazing has
Healing: 12 Ranks; Self Only = 12 pp
Amazing Kiss Affliction 10 Ranks vs Will, Must follow grab (kiss) = 5 pp
1st Degree: Entranced; 2nd Degree: Defenseless; 3rd Degree: Unaware (bliss) AdvantagesAttractive 2 (+5 bonus to Persuasion to those finding him attractive)
Benefit: Wealth: 1 (Well-off)
Improved Critical: 1 (Unarmed strikes)
Improved Disarm (no AOO, no attack penalty)
Improved Grab (no AOO, one handed maintain, not vulnerable during grab)
Fast Grab (can follow attack)
Improved Hold (-5 to escape rolls)
Improved Initiative: 2 (+8)
Improved Trip (no AOO, no attack penalty, opposed Athletics/Acrobatics checks I choose which one opponent uses)
Move By Action (Move before and after attacks) SkillsAthletics +12
Insight +5
Perception +5
Persuasion +10
Stealth +4 |
Power Descriptions
Amazing KissAfter a grab, Mr Amazing goes in for the kill: a blissful kiss so mesmerizing, recipients cannot think straight afterward for a time. Super FlightAfter rising into the air, away from population areas preferably, Mr Amazing's eyes grow wide and he rockets forward at ludicrous speeds, capable of reaching orbit in seconds. The moon is less than 2 hours away. His telescopic eyesight becomes so acute, that he is only -1 on perception checks to see what's happening on the moon. Thunder ClapWith a mighty swing of both arms, his hands clap together releasing a thunderous wave of noise, deafening and rattling anyone in its wake.
Conditions Reminders
DazedA dazed character is limited to free actions and a single standard action per turn, although the character may use that action to perform a move, as usual. Stunned supersedes dazed. DefenselessA defenseless character has active defense bonuses of 0. Attackers can make attacks on defenseless opponents as routine checks. If the attacker chooses to forgo the routine check and make a normal attack check, any hit is treated as a critical hit. DisabledA disabled character is at a –5 circumstance penalty on checks. EntrancedAn entranced character is stunned, taking no actions other than paying attention to the entrancing effect. Any obvious threat automatically breaks the trance. An ally can also shake a character free of the condition with an interaction skill check (DC 10 + effect rank). ImpairedAn impaired character is at a –2 circumstance penalty on checks. If it applies to the same trait(s), disabled supersedes impaired. StunnedStunned characters cannot take any actions, including free actions UnawareThe character is completely unaware of his surroundings, unable to make interaction or Perception checks or perform any action based on them. Subjects have full concealment from all of a character’s unaware senses. Vulnerable (Needed for Distracting)Vulnerable characters are limited in their ability to defend themselves, halving their active defenses (round up the final value). Defenseless supersedes vulnerable. |