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Captain Smoker
Captain Smoker
Block:
Combat Reflexes:
Musketeer:
Powers:
○
● Altered Form - 7 point:
○ The hero has a morphable body of a particular type of energy or matter, chosen
from the Power Types (page 21). This is his normal, full-time state—take
Requires Activation if he’s normally human and must shift into his altered form.
The hero can stretch or contort his body into basic shapes, raising or lowering his
effective Size by 3. This isn’t actual mass, however, so he doesn’t gain or lose
Toughness. Altered heroes have no vital organs (or they’re very resistant,
protected, or hidden). Called shots have no effect on them. They also take only
half damage from falling or collisions, both of which can only Incapacitate—not
kill them.
■ Reach (+1/Level): The super can stretch his limbs, granting +1 Reach per
level in this Modifier. 3 point
■ Viscous (+1): The morpher can flatten, ooze, or otherwise push herself
through all but hermetically sealed openings. The amount of time this
takes is up to the Game Master, the diameter of the opening, and the
material the character is composed of
● Attack, Melee 11 points: Attack 1d8+5d6 AP 2
○ Your character has a powerful melee attack that applies to one Fighting roll per
round. Each level adds +1d6 to unarmed attack damage, to a maximum of +5d6.
A fighter with a d8 Strength, for example, causes d8+1d6 unarmed damage with
one level in this ability. The power does not stack with hand weapons. Attacks
can switch between lethal and nonlethal freely.
■ •Armor Piercing (+1): Every point put into this Modifier gives the attack an
AP value of 2, allowing it to bypass that many points of armor.