Electro PL-14

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Electro

Max is a mad powerhouse just waiting to bust out, he’s best teamed with his partner Sandman, but still a threat on his own too. Electro’s one type of attack that affects him is kinetic (he can be punched or struck with physical matter, but energy attacks of all other varieties are basically useless against him with the exception of his vunerablity to magnetism and his ability to absorb/drain electricity).


Electro: (PL 14)

Init +7; Defense 21 (18 Flat Footed); Spd 30ft; Atk +9 melee (+8S/+10L punch), +11 ranged (+10L Energy Blast); SV Dmg +2/+5 Evasion, Fort +2, Ref +5, Will +1; VP: 7; Str 12, Dex 16, Con 14, Int 14, Wis 12, Cha 12 Skills: Acrobatics +12, Balance +10, Bluff +6, Craft (Electronics) +7, Intimidate +8, Listen +6, Jump +8, Profession (Criminal) +6, Sense Motive +6, Taunt +6

Feats: All-Out-Attack, Attack Focus (Energy Blast), Detect-Electricity, Dodge, Evasion, Far Shot, Heroic Surge (Villainous… whatever), Immunity (electricity), Improved Initiative, Instant Stand, Lightning Reflexes, Move-By-Attack, Point Blank Shot, Power Attack, Precise Shot, Rapid Fire, Ricochet Attack

Powers:

  • Alternate Form – Energy +10 [Extras: Continuous, Energy Control-Electric (Effect: Energy Blast; Extras: Absorbtion-Boost-Energy Control; Animation (Extras: Horde; Flaws: Machines Only); Power Stunts: Drain Energy-Healing, Paralyze, Teleport (Extras: Subtle; Flaws: Via Electrical Conduits Only); Flaws: One Type: Electricity, Permanent; Cost: 8pp; Total 86pp]

Weakness:

  • Vulnerable – Magnetism
  • Vulnerable - Water