Saturday, April 29, 2017

Shrouded Sentinel (Golden Age pl-8 Archetype)





Shrouded Sentinel ◊ Power Level — 8


Suddenly, the lights go out and the blood of the Nazi spy runs cold…



4
2
4
2


3
3
2
2
Defense
Parry 8
Will 8
*+2 from costume; +2 from Defensive Roll
Offense
Boomerang +9 (Ranged, Damage 4)
Unarmed +10 (Close, Damage 6)   
Acrobatics 3 (+7), Athletics 5 (+7), Close Combat: Unarmed 7 (+10), Deception 2 (+4), Expertise: (any one) 4 (+6), Intimidation 4 (+6),  Investigation 3 (+5), Perception 3 (+6),  Ranged Combat: Thrown 7 (+9)
Commlink, Costume, Grapple Gun, Utility Belt (12 point array; includes boomerangs, flash-bangs, sleep gas pellets, and smoke pellets)
Optional Gear:
◊Gas Mask (Enhanced Intimidation +2; Immunity 1 [Breathe normally in airborne toxins and irritants]; See below)
Car • 8 ep (Optional; see below)
Size Large StrengthSpeed 5 (ground) DefenseToughness 8
Curious Cavern • 6 ep (Optional; see below)
Size Large Toughness 8 Features Concealed (+10), Laboratory
Hidden Hanger • 10 ep (Optional; see below)
Size Large Toughness 8 Features Hanger, Isolated, Living Space, Secret (+10), Security System, Workshop
The Justicar • 10 ep (Optional; see below)
Size Large StrengthSpeed 6 (ground) DefenseToughness
The Skywing • 35 ep (Optional; see below) 
Size Gargantuan Strength 10 Speed 10 (flight) Defense -2 Toughness 11 Powers Senses 8 (Darkvision, Extended Vision 2, Penetrates Concealment) Features Autopilot (+4), Communications, Navigation System, Remote Control
Good Right Cross: Damage 2 +Strength-based — 4 points
Tough: Protection 2 — 2 points
Options
In addition to the above traits, choose one of the following 25 point options:
Gangbuster: Ambidextrous (Feature 1 - no penalties for off-hand use), Counterpunch (Damage 6 -attack roll, -limited, +reaction) ―andTen-Pin Strike (Multiattack 6 +variable) ―andAll-out Attack, Fearless, Ranged Combat: Thrown +2, Takedown, and Uncanny Dodge
Gas Gunner: Gas Gun (easily removable device; Affliction [Stun] 8 +area, +reach and Concealment [Obscure] 4 +area, -partial, +reach; -removable) ―and― Equipment 5 (Car and Gas Mask)
Sky Captain: Atom Blaster (easily removable device; Damage 5 -diminished range, +increased range; Move Object [Push] 8 +area, -limited, -reduced range; +alternate effect, -removable) ―and― Equipment 9 (Hidden Hanger and Skywing), Inventor, Quick Draw, Skill Mastery (Vehicles), Technology 6, and Vehicles 6
Terrible Twosome: Cowardly Lot (Affliction 8 +area, -check required, -limited, -limited degrees, +selective, +subtle) ―and― Equipment 2 (Justicar), Intimidation +2, Sidekick 13 (Junior Crimefighter), and Vehicles 4

Daring Detective: Clever Cogitations (Senses 4 -check required) ―and― +2 Intellect, +3 Investigation, +2 Perception, Benefit 2 (Independently Wealthy), Contacts, Eidetic Memory, Expertise 4 (choose 1), Fearless,  Insight 5, Sidekick 5 (Trusted Aide), Tracking, and Well-informed
Complications
Secret Identity

Character Points Abilities 44 + Powers 6 + Advantages 8 + Skills 19 + Defenses 18 + Options 25 = Total 120
                                                                                                                                                    



                                                                                                                                                    
  

Saturday, April 22, 2017

Ten-Pin Strike (Shrouded Sentinel Archetype)




Ten-Pin Strike


◊Descriptors – martial, talent
◊Effect – Multiattack 6 • 7 points

Ten-Pin Strike (variable Multiattack)

◊Modifiers – variable: 1 flat point
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – your melee attack effects of rank 6 or less gain multiattack

Description

You can lunch a whirlwind of attacks against your foes applying the Multiattack modifier to any melee attack up to the rank of the attack or your Ten-Pin Strike rank of 6, whichever is lower.



                                                                                                                                                    


Gas Gun (Shrouded Sentinel Archetype)




Gas Gun


◊Descriptors – chemical, technology
◊Effect – Affliction [Stun] 8 and Concealment [Obscure] 4 • 20 points

Gas Gun (easily removable cloud area Stun 8 with linked cloud area Obscure 4)

◊Modifiers – area: +1/rank, reach: 4 flat points (Affliction); area: +1/rank, partial: -1/rank, reach: 4 flat points (Concealment); easily removable: -12 flat points
◊Action – standard
◊Range/Area – 15-foot cloud within 20 feet
◊Duration – instant and one round thereafter
◊Results –target dazed/stunned/incapacitated (Affliction); all characters within the area of effect gain partial concealment from visual senses (Concealment)
◊Resist – Fortitude (DC 18)

Description

Your Gas Gun can project a cloud of disorienting fumes which also obscures vision within the area. You can project the gas cloud as a standard action to affect a 15-foot area within 20 feet of you. All affected characters gain partial concealment from visual senses and must succeed a Fortitude resistance check (DC 18) or be dazed (stunned on a roll of 8 to 12; incapacitated on a roll of 7 or less). Reduce the resistance DC to 14 for any potential targets who are able to hold their breath, cover their face or otherwise limit exposure to the gas (DC 18 Dodge resistance check). Dazed or stunned characters make another Fortitude resistance check at the end of each turn to remove the condition affecting them, but incapacitated characters can remain that way for hours or until they receive medical care. 

The gas cloud lingers for one round after you stop projecting it and targets repeat their resistance checks with each exposure (this check doesn’t allow recovery from a previous exposure; it give you an opportunity to inflict a more serious condition and continue to obscure visual senses).



                                                                                                                                                    


Cowardly Lot (Shrouded Sentinel Archetype)




Cowardly Lot


◊Descriptors – fear, talent
◊Effect – Affliction 8 • 7 points

Cowardly Lot (selective, perception area, subtle Affliction 8 limited to chasing away, limited degrees, check required)

◊Modifiers – area: +1/rank, check required: -1 flat point, limited: -1/rank, limited degree: -1/rank, quirk: -1 flat point, selective: +1/rank, subtle: 1 flat point
◊Action – Standard
◊Requirement – Intimidation check; you must be wearing your costume or other suitably imposing garb
◊Area – visual perception
◊Duration – Instant
◊Results – targets compelled (two degrees), or controlled (three or more degrees)
◊Resist – Dodge and Will
◊Overcome – Will

Description

Your mere presence can set your enemies into panicked flight. To use this ability, you make an Intimidation check (DC 11) as a standard action. Your check result determines the difficulty of resistance checks to resist and overcome the effect (up to DC 18). Your enemies may attempt a Dodge resistance check to evade the fear effect. Those that fail make a Will resistance check and on a result of 8 to 12 they carefully withdraw from you, moving as far away as possible in a single action (they are compelled). Characters affected this way make a new Will resistance check each round until they recover but don’t stop fleeing otherwise (unless you end the effect or it is countered) and can’t take any other type of action unless it would help them to get further away.

On a Will resistance check result of 7 or less, the affected character flees at top speed using every means at their disposal to escape you until they find a place to hide. Typical criminals huddle there in the hopes that you don’t find them and seriously reconsider their lives. Villains of greater mettle may instead think up or discuss elaborate scenarios to neutralize you once they reach their lair, but generally these plans are delusional at best. Sane villains will scrap them after reconsideration while less stable ones may decide that the only way to stop you is with giant balloon versions of your allies or something equally nonsensical.

You can only use this ability while in costume or when otherwise clothed in a way that allows you to be recognized as your crimefighting persona and which is suitably imposing.