NX PC01: Difference between revisions
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|Fighting || Agility || d12 || | |Fighting || Agility || d12 || | ||
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|Focus || Spirit || | |Focus || Spirit || d8 || | ||
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|Gambling || Smarts || - || | |Gambling || Smarts || - || | ||
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|colspan="5"| Immune to Fear and Intimidation. | |colspan="5"| Immune to Fear and Intimidation. | ||
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|'''Healing'''|| 4 || | |'''Healing'''|| 4 || Cannot Heal wounds. Refresh. Range. Selective || | ||
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|colspan="5"| | |colspan="5"| Remove Stunned and Shaken on all allies within a 12" diameter burst template centered on the hero with an act of will. | ||
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|'''Leaping'''|| 2 || None || Notes. | |'''Leaping'''|| 2 || None || Notes. | ||
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|'''Melee Attack'''|| 10 || Strength+2d6 damage and Special Weapon (Longsword +2d6, AP 6, Heavy Weapon, Device). || Notes | |'''Melee Attack'''|| 10 || Strength+2d6 damage and Special Weapon (Longsword +2d6, AP 6, Heavy Weapon, Device). || Notes | ||
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|colspan="5"| Martial prowess and a special sword | |colspan="5"| Martial prowess and a special sword. | ||
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|'''Mind Shield'''|| 1 || None || Notes | |'''Mind Shield'''|| 1 || None || Notes | ||
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|colspan="5"| Move faster than average, ignore Difficult Ground. | |colspan="5"| Move faster than average, ignore Difficult Ground. | ||
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|'''Push'''|| | |'''Push'''|| 1 || Selective. Device (Sword). || Notes | ||
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|colspan="5"| With a Focus roll, the super conjures a powerful force that takes the shape of the Cone Template. The tip of the Cone may be placed anywhere within a Range of Smarts, allowing the super to push foes in any direction toward the large end of the Cone. Everyone within the template is Distracted and must make a Strength roll | |colspan="5"| With a Focus roll, the super conjures a powerful force that takes the shape of the Cone Template. The tip of the Cone may be placed anywhere within a Range of Smarts, allowing the super to push foes in any direction toward the large end of the Cone. Everyone within the template is Distracted and must make a Strength roll or be knocked back 2d6”. With a raise, the Strength roll is made at −2 and those who fail are knocked back 2d6”. | ||
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|'''Super Attribute'''|| 12 || None || Notes | |'''Super Attribute'''|| 12 || None || Notes | ||
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|colspan="5"| Alertness, Combat Reflexes, Improved Nerves of Steel, Iron Jaw, Take the Hit. | |colspan="5"| Alertness, Combat Reflexes, Improved Nerves of Steel, Iron Jaw, Take the Hit. | ||
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|'''Super Skill'''|| | |'''Super Skill'''|| 7 || None || Notes | ||
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|colspan="5"| Athletics +2, Fighting +3, Intimidation +1 | |colspan="5"| Athletics +2, Fighting +3, Focus +1, Intimidation +1 | ||
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|'''Toughness'''|| 2 || None || Notes | |'''Toughness'''|| 2 || None || Notes | ||