Nightwing PL-12

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Nightwing: PL 12;

Init +10 (Super-Dexterity); Defense 28 (18 flat footed); Spd 30 ft; Atk +11 melee [Extra: Heroic] (+4S Sticks), +15 ranged [Extra: Trick Shooting] (+2S batarang); SV Dmg +12, Fort +3, Ref +12, Will +2; Str 14, Dex 20, Con 16, Int 18, Wis 14, Cha 15

Skills: (synergies and super bonuses counted. Disturbing counted) Acrobatics 19, Balance 14, Bluff 2, Computers 6, Diplomacy 1, Escape Artist 15, Gather Information 4, Intimidate 9, Jump 9, Open Lock 15, Profession (Police Officer) 7, Repair 6, Science (Engineering, Forensics, Mathematics) 6, Sense Motive 7, Taunt 4

Feats: All Out Attack, Dodge, Evasion, Heroic Surge, Leadership, Lightning Reflexes, Two Weapon Fighting, Weapon Focus (Escrima Sticks)

Powers: Super Dexterity +5 [Extras: Innate; Source: Training; Cost 5 pp] Equipment: (all devices, all super science) Scientific Genius +4 [Extra: Clever Inventor, Utility Belt; Cost 3pp]

Weakness: Quirk (Driven): The life he's led as a crime fighter since the age of 10 has driven Dick Grayson to the point where a normal life means nothing to him. If Nightwing is helpless or otherwise idle while innocents are put in jeopardy, he shuts down; becoming self doubting and furious with himself. He can shake off this stupor with a hero point, but he must still do everything within his power to help those in need. As Nightwing he is also considered Disturbing.