Swift (DC Sidekicks in WWII): Difference between revisions

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===Powers===
===Powers===
**Super Flight:**
**Super Flight:**
     Flight 10 [Evasion, Move by Action, Takedown 2, ], Quickness 10 [Improved Initiative 4, Uncanny dodge, Dodge +8, Parry +8]
     Flight 10, Quickness 10, Fast Action: Enhanced Advantages 8 [Improved Initiative 3, Uncanny dodge, Evasion, Move by Action, Takedown 2], Fast Dodge: Enhanced Dodge 8, Fast Parry: Enhanced Parry 8
(52 points)
(54 points)
===Equipment===
===Equipment===
**Bandolier **
    Alt: Oil Slick Bomb: Environment 1 [Impede Movement by 2 Ranks]
    Alt: Flare Gun: Environment 1 [Light, Sunlight bright]
    Alt: Smoke Bomb: Environment 1 [Visibility -5 Perception]
    Glue Bomb: Affliction 6 [Hindered and Vulnerable; Extra Condition, Alternate Resistance (Dodge); Limited Degree x2]
    Alt: Big Monkey Wrench: Damage 3 [Strength based]
**Standard Equipment**
    Rebreather (1 ep), Flashlight (1 ep), Binoculars (1 ep), Flash Goggles (1 ep), Flashlight (1 ep), Portable Tool Kit (2 ep), Insulated Flight Suit Cold Immunity (1 ep)
===Advantages===
===Advantages===
Inventor, Equipment 4, Improved Disarm, Improved Trip, Jack-of-All-Trades
Inventor, Equipment 3, Improved Disarm, Improved Trip, Jack-of-All-Trades, //Improved Initiative 3//, //Evasion//, //Move-by Action//, //Takedown 2//, //Uncanny Dodge//
===Skills===
===Skills===
Acrobatics  (+5), Athletics 1 (+3), Deception 4 (+4), Expertise  (+4), Expertise  (+4), Expertise  (+4), Expertise  (+4), Insight  (+3), Intimidation  (+0), Investigation  (+4), Perception  (+3), Persuasion  (+0), Sleight of Hand  (+1), Stealth  (+5), Technology 9 (+13), Treatment  (+4), Vehicles 4 (+5)
Acrobatics  (+5), Athletics 1 (+3), Close Combat: Wrench 2 (+7), Deception (+0), Expertise  (+4), Expertise  (+4), Expertise  (+4), Expertise  (+4), Insight  (+3), Intimidation  (+0), Investigation  (+4), Perception  (+3), Persuasion  (+0), Sleight of Hand  (+1), Stealth  (+5), Technology 9 (+13), Treatment  (+4), Vehicles 4 (+5)
===Offense===
===Offense===
Initiative +5
Initiative +17
===Defense===
===Defense===
Dodge 5, Parry 5
Dodge 13, Parry 13
Toughness 3 (Def Roll 0), Fortitude 3, Will 8
Toughness 3 (Def Roll 0), Fortitude 3, Will 8
===Power Points===
===Power Points===
===Abilities 46 + Powers 52 + Advantages 8 + Skills 9 + Defenses 5 = Total 120===
===Abilities 46 + Powers 54 + Advantages 7 + Skills 8 + Defenses 5 = Total 120===
===Complications===
===Complications===
If Superflight extra efforted, ages one year.
Motivation: Doing Good
Power Loss: After 500 seconds of use, must wait 30 seconds before using again
Secret Identity
Quirk: Must fly no slower than 100 mph

Revision as of 03:13, 29 June 2011

Swift

PL8

Abilities

Strength 2, Stamina 3, Agility 5, Dexterity 1, Fighting 5, Intellect 4, Awareness 3, Presence 0

Powers

    • Super Flight:**
    Flight 10, Quickness 10, Fast Action: Enhanced Advantages 8 [Improved Initiative 3, Uncanny dodge, Evasion, Move by Action, Takedown 2], Fast Dodge: Enhanced Dodge 8, Fast Parry: Enhanced Parry 8

(54 points)

Equipment

    • Bandolier **
    Alt: Oil Slick Bomb: Environment 1 [Impede Movement by 2 Ranks]
    Alt: Flare Gun: Environment 1 [Light, Sunlight bright]
    Alt: Smoke Bomb: Environment 1 [Visibility -5 Perception]
    Glue Bomb: Affliction 6 [Hindered and Vulnerable; Extra Condition, Alternate Resistance (Dodge); Limited Degree x2]
    Alt: Big Monkey Wrench: Damage 3 [Strength based]
    • Standard Equipment**
    Rebreather (1 ep), Flashlight (1 ep), Binoculars (1 ep), Flash Goggles (1 ep), Flashlight (1 ep), Portable Tool Kit (2 ep), Insulated Flight Suit Cold Immunity (1 ep)																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																																															

Advantages

Inventor, Equipment 3, Improved Disarm, Improved Trip, Jack-of-All-Trades, //Improved Initiative 3//, //Evasion//, //Move-by Action//, //Takedown 2//, //Uncanny Dodge//

Skills

Acrobatics (+5), Athletics 1 (+3), Close Combat: Wrench 2 (+7), Deception (+0), Expertise (+4), Expertise (+4), Expertise (+4), Expertise (+4), Insight (+3), Intimidation (+0), Investigation (+4), Perception (+3), Persuasion (+0), Sleight of Hand (+1), Stealth (+5), Technology 9 (+13), Treatment (+4), Vehicles 4 (+5)

Offense

Initiative +17


Defense

Dodge 13, Parry 13 Toughness 3 (Def Roll 0), Fortitude 3, Will 8

Power Points

Abilities 46 + Powers 54 + Advantages 7 + Skills 8 + Defenses 5 = Total 120

Complications

Motivation: Doing Good Power Loss: After 500 seconds of use, must wait 30 seconds before using again Secret Identity Quirk: Must fly no slower than 100 mph