We keep the
UNDER THE HOOD specials coming with this new item!
Sad to say, it's a VAST improvement over his original suit.LIGHTMASTER
PL: 10 (120 pp) –
OPL: 10;
DPL: 10
ABILITIES: STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 16 (+3) WIS: 14 (+2) CHA: 12 (+1)
SKILLS: Acrobatics 4 (+6), Bluff 4 (+5), Climb (+1), Concentration 5 (+7), Craft [Electronic] 8 (+11), Craft [Mechanical] 5 (+8), Diplomacy (+1), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 4 (+5), Knowledge [Civics] 4 (+7), Knowledge [Technology] 8 (+11), Notice (+2), Profession [School Administrator] 4 (+6), Search (+3), Sense Motive (+2), Stealth 6 (+8), Survival (+2), Swim (+1)
FEATS: All-out Attack, Attack Specialization (1) [
Light Control Array], Defensive Attack, Defensive Roll (1), Dodge Focus (2), Favored Environment (2) [+
2 Dodge when flying], Improved Initiative (1), Power Attack
POWERS:
Lightmaster Suit 10 (Device, Hard to Lose, PF: Restricted [50pp traits]; 40pp) [10]Light Control 12 (Array [24pp]) [12]
AP: Dazzle 8 (Visual, Array, Extra: Area Burst [1pp]) [8] - DC:18/18:ref/fort
AP: Create Object 8 (Hard Light Constructs, Extra: Movable [8pp]) [8]
AP: Snare 11 (PF: Tether [1pp]) [11] - DC:21:ref
AP: Light Blast 12 (1pp) [12] – DC:27:tough
Flight 4 (100 mph [8pp]) [4]
Protection 3 (3pp) [3] COMBAT: Base Attack +6, Melee +6, Ranged +6, Light Control Array +8, Grapple +7 [Unarmed +1 (Bruise), Light Blast +12 (Bruise)]; Defense 18 (13 flat-footed, 20 when Flying); Init +6; Knockback-3
SAVES: Toughness +6 (+5 flat-footed), Fortitude +5, Reflex +6, Will +5
DRAWBACKS: Abilities 22 + Skills 13 (52 ranks) + Feats 10 + Powers 41 + Combat 24 + Saves 10 – Drawbacks 0 = 120 / 120Comments: Another almost forgotten Spidey villain who showed up as part of The Hood’s criminal empire, Lightmaster. He who also tangled with Dazzler and got dusted off for these Hood Criminal Empire run. As expected, he’s a light controller and his powers come from a suit. He’s no great shakes on his own, but with that group, he can be very effective. He does have a pretty potent blast, though, so if he hits you, you’re in a hurt, but against a smart hero, that won’t happen more than once.
I suppose I should be giving these jobber powersuit villains the Normal Identity drawback, but really, I don't care about PP and they're going to get whooped regardless unless I roll horribly, so don't look for those fixes.
