Captain America revealed for Vigilance

Vigilance

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Hi guys :)

To preview the upcoming game, Vigilance: Absolute Power, I thought I'd give you a peek at the game's mechanics by writing up a character near and dear to my heart, the Living Legend, Captain America

Captain America 20th Level, Advanced Training (Brick 4, Acrobat 6, Paragon 10): CR 20; Medium Superhuman; HD 4d10 +24, 6d6 +36, 10d10 +60; HP 276; Init +6; Spd 30 ft; Defense 46, flat-footed 29 (+19 Fortitude, +17 Reflexes); Atk +39/+34/+29/+24 melee (5d4 +19 Shield Punch) or +29/+24/+19/+14 ranged (10d6 +5 Blast- Shield Throw); Face/Reach 5 ft by 5 ft/10 ft; SA righteous wrath SQ evasion, uncanny dodge, conviction, defender of the meek; AL LG; SV Fort +19, Ref +17, Will +14; Str 22, Dex 22, Con 22, Int, 16, Wis 18, Cha 26.
Martial Arts Skills: Accurate Shield Punch +20, Block +24, Called Shot-Shield Throw +24, Disarm +24, Hard Shield Punch +16, Leg Sweep +24, Throw +24
Teamwork Skills: Cooperative Attack +24, Coordinated Attack +24
Mundane Skills: Driving +19, Piloting +19, Climb +11, Intimidate +27, Diplomacy +28
Feats: Toughness (from Brick), Lightning Reflexes (from Acrobat), Teamwork- U.S. Army, Teamwork- Avengers, Martial Arts, Advanced Martial Arts, CounterPunch, Enhanced Strength, Enhanced Dexterity, Enhanced Constitution, Tactician, Weapon Master- Shield, Enhanced Charisma, Combination Attack
Powers:
Unique Item- Shield: Indestructible, Equipment- Shield, may only be disarmed when unconscious (DSR 1); Base damage: as Punch +2; Enhancement Bonus +5 to hit and damage
Deflection: Equipment- Shield, may only be disarmed when unconscious, 2nd Power through same device (DSR 2); +13 Opposed attack rolls to deflect Physical attacks, +13 Opposed attack rolls to deflect Energy attacks.
Blast: Equipment- Shield, may only be disarmed when unconscious, 3rd Power through same device (DSR 3); 10d6 Physical Damage (Cross Class Power)
Armor: Equipment- Shield, may only be disarmed when unconscious, 4th Power through same device (DSR 4); Physical Damage Resistance 27, Energy Damage Resistance 18
Superhuman Presence: Magnetism +18
Superhuman Dexterity: SuperAgility +16
Superhuman Durability: Resistance to Poison and Stunning attacks +16
 

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