Rail Gun: Abilities

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Rail Gun PL 12

ABILITIES PP BREAKDOWN
TOTAL NORMAL ENHANCED TOTAL NORMAL ENHANCED
ABILITIES 56
STRENGTH 0 0 FIGHTING 4 4 POWERS 26
STAMINA 4 4 INTELLECT 0 0 ADVANTAGES 31
SKILLS 41
AGILITY 6 6 AWARENESS 4 4 DEFENSES 26
DEXTERITY 8 8 PRESENCE 2 2 TOTAL 180
TOTAL AGILITY OTHERS OTHERS CONDITIONAL MODIFIERS

INITIATIVE 10 6 4
OFFENSE
TOTAL ABILITY OTHERS OTHERS CONDITIONAL MODIFIERS

MELEE 4 FGT4
TOTAL ABILITY OTHERS OTHERS

RANGED 8 DEX8
ATTACK BONUS DC EFFECTS

Electromagnetic Shot 12 Ranged Damage 20 AP, Critical 18-20

Short Circuit 12 Ranged Affliction 12

Electrical Field 0 15 Close Burst Aura Affliction 5

Unarmed 10 Close Damage 0

DEFENSE
TOTAL ABILITY RANK OTHERS OTHERS CONDITIONAL MODIFIERS

PARRY 12 FGT
4 8
DODGE 12 AGI
6 6
TOUGHNESS 12 STA
4 8
FORTITUDE 10 STA
4 6
WILL 10 AWE
4 6
POWERS DEVICES EQUIPMENT
TOTAL PP COST
26
Electromagnetism: Array (24 points)
+ Electromagnetic Shot: Ranged Damage 12 AP, And Critical 18-20 + 24 points
+ Electrical Field: Close Burst Aura Affliction 5 (Daze, Stun, Incapacitate;
Fortitude resistance, DC 15) + 10 points
+ Short Circuit: Ranged Affliction 12 (Resisted by Dodge; Impaired, Disabled,
Incapacitated), Limited: Only effects electrical devices, robots,
and cybernetics) + 2 points
+ Iron Sand Weapons: Close Damage 10 + 10 points
Immunity 2 (Electrical, and Magnetic Attacks) + 2 points
ADVANTAGES
NOTES: If you take a non-ranked advantage (grey on the list), mark the rank as 1 for auto-calculation purposes.
Enhanced ranks are assumed to be accounted for in the Powers section and are not counted here.

ENH.
ADVANTAGE RANK RANK DESCRIPTION
ACCURATE ATTACK Trade effect DC for attack bonus
AGILE FEINT Feint using Acrobatics skill or Speed rank
ALL-OUT ATTACK Trade active defense for attack bonus
ANIMAL EMPATHY Use interaction skills normally with animals
ARTIFICER Use Expertise (Magic) to create temporary magical devices

ASSESSMENT 1 Use Insight to learn an opponent’s combat capabilities


ATTRACTIVE 2 Circumstance bonus to interaction based on your looks
BEGINNER’S LUCK Spend a hero point to gain 5 temporary ranks in a skill
BENEFIT 1 Gain a perquisite or benefit: Ambidexterity

CHOKEHOLD 1 Suffocate an opponent you have successfully grabbed


CLOSE ATTACK +1 bonus to close attack checks per rank
CONNECTED Call in assistance or favors with a Persuasion check
DAZE Use Deception or Intimidation to daze an opponent

DEFENSIVE ATTACK 1 Trade attack bonus for active defense bonus


DEFENSIVE ROLL 8 +1 active defense bonus to Toughness per rank
DIEHARD Automatically stabilize when dying
EIDETIC MEMORY Total recall, +5 circumstance bonus to remember things
EQUIPMENT 5 points of equipment per rank
EVASION 1 Circumstance bonus to avoid area effects
EXTRAORDINARY EFFORT Gain two benefits when using extra effort
FASCINATE Use to entrance others

FAST GRAB 0 Make a free grab check after an unarmed attack


FAVORED ENVIRONMENT Circumstance bonus to attack or defense

FAVORED FOE Circumstance bonus to certain checks X

FEARLESS 1 Immune to fear effects


GRABBING FINESSE 1 Substitute Dex for Str when making grab attacks
GREAT ENDURANCE +5 on checks involving endurance
HIDE IN PLAIN SIGHT Hide while observed without need for a diversion
IMPROVED AIM 1 Double circumstance bonuses for aiming
IMPROVED CRITICAL 1 +1 to critical threat range with an attack per rank
IMPROVED DEFENSE +2 bonus to active defense when you take the defend action

IMPROVED DISARM 1 No penalty for the disarm action


IMPROVED GRAB 1 Make grab attacks with one arm. Not vulnerable while grabbing

IMPROVED INITIATIVE +4 bonus to initiative checks per rank


IMPROVED HOLD 1 –5 circumstance penalty to escape from your holds
IMPROVED SMASH No penalty for the smash action
IMPROVED TRIP 1 No penalty for the trip action
IMPROVISED TOOLS No penalty for using skills without tools
IMPROVISED WEAPONS Use Unarmed skill with improvised weapons, +1 damage bonus
ADVANTAGES
ENH.
ADVANTAGE RANK
RANK
DESCRIPTION
INSPIRE Spend a hero point to grant allies a +1 circumstance bonus per rank

INSTANT UP 1 Stand from prone as a free action


INTERPOSE Take an attack meant for an ally
INVENTOR Use Technology to create temporary devices
JACK-OF-ALL-TRADES Use any skill untrained
LANGUAGES 1 Speak/understand: Japanese
LEADERSHIP Spend a hero point to remove a condition from an ally
LUCK Re-roll a die roll once per rank
MINION Gain a follower or minion with (15 x rank) power points
MOVE-BY ACTION Move both before and after your standard action
POWER ATTACK Trade attack bonus for effect bonus
Ignore attack check penalties for: close cover ranged cover ✔
PRECISE ATTACK 2 closed concealment ranged concealment ✔

PRONE FIGHTING No penalties for fighting while prone


QUICK DRAW 1 Draw a weapon as a free action
RANGED ATTACK 2 +1 bonus to ranged attack checks per rank
REDIRECT Use Deception to redirect a missed attack at another target

RITUALIST Use Expertise (Magic) to create and perform rituals


SECOND CHANCE Re-roll a failed check against a hazard once
SEIZE INITIATIVE Spend a hero point to go first in the initiative order
SET-UP Transfer the benefit of an interaction skill to an ally
SIDEKICK Gain a sidekick with (5 x rank) power points
SKILL MASTERY Make routine checks w/ in any conditions

STARTLE Use Intimidation to feint in combat


TAKEDOWN Free extra attack when you incapacitate a minion
TAUNT Use Deception to demoralize in combat
TEAMWORK +5 bonus to support team checks
THROWING MASTERY +1 damage bonus with thrown weapons per rank
TRACKING Use Perception to follow tracks
TRANCE Go into a deathlike trance that slows bodily functions
ULTIMATE EFFORT Spend a hero point, get an effective 20 on

UNCANNY DODGE 1 Not vulnerable when surprised or caught off-guard


WEAPON BIND Free disarm attempt when you actively defend
WEAPON BREAK Free smash attack when you actively defend
WELL-INFORMED Immediate Investigation or Persuasion check to know something
skills
SKILL TOTAL RANK ABILITY OTHER OTHER CONDITIONAL MODIFIERS
ACROBATICS 1 10 4 6
AGI

ATHLETICS 4 4 0
STR
CLOSE COMBAT
Unarmed 10 6 4
FGT
CLOSE COMBAT
4 4
FGT
CLOSE COMBAT
4 4
FGT
CLOSE COMBAT
4 4
FGT
CLOSE COMBAT
4 4
FGT

DECEPTION 2
6 4 2
PRE
EXPERTISE 1
Dance 6 6 0
INT
EXPERTISE 1
History 4 4 0
INT
EXPERTISE 1
Popular culture 4 4 0
INT
EXPERTISE 1
Cooking 2 2 0
INT
EXPERTISE 1
0 0
INT
EXPERTISE 1
0 ?
EXPERTISE 1
0 ?
EXPERTISE 1
0 ?
EXPERTISE 1
0 ?

INSIGHT 10 6 4
AWE

INTIMIDATION 2
6 4 2
PRE

INVESTIGATION 1
4 4 0
INT

PERCEPTION 12 8 4
AWE

PERSUASION 2
6 4 2
PRE
RANGED COMBAT
Electromagnetic Shot 12 2 8
DEX 2
RANGED COMBAT
Short Circuit 12 4 8
DEX
RANGED COMBAT
8 8
DEX
RANGED COMBAT
8 8
DEX
RANGED COMBAT
8 8
DEX

SLEIGHT OF HAND 3
8 8
DEX

STEALTH 10 4 6
AGI

TECHNOLOGY 1 4
4 4 0
INT

TREATMENT 1 3 4
4 4 0
INT

VEHICLES 1 3
12 4 8
DEX

1 - TRAINED ONLY 2 - INTERACTION 3 - MANIPULATION 4 - REQUIRES TOOLS


PROFILE
PERSONAL INFORMATION

Sakura Anabell Tokahoshi Female 16


IDENTITY PUBLIC SECRET GENDER AGE

HEIGHT 5' WEIGHT 100Ibs SKIN Dusky EYES Brown HAIR Short Brown

ORIGIN Meta-human CONCEPT High school student

GROUP ASSOCIATIONS BASE OF OPERATIONS Metropolis

APPEARANCE 32B, 20, 32

PERSONALITY Generally she is a nice girl most of the time.

STORY / BACKGROUND

COMPLICATIONS
Secret Identity: Sakura Anabell Tokahoshi, Average high school Student.
Temper: When she get angry anyone with in close rang of her gets shocked with her
Electrical Field.
Fame: Rail gun is know as the unstoppable shot princess.
Relationships: She is a strong Bisexual with a preference for girls over boys.
Responsibility: She feel That she has to hold back on her power as much as she can
so she doesn't hurt anyone accidently.

NOTES

You might also like