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Crystal - PL 10
Strength 1, Stamina 2, Agility 4, Dexterity 2, Fighting 3, Intellect 3, Awareness 5, Presence 2
Beginner's Luck, Defensive Roll 2, Eidetic Memory, Equipment 3, Improved Smash, Jack-of-all-trades, Walk like a Man
Acrobatics 2 (+6), Athletics 4 (+5), Close Combat (Unarmed) 4 (+7), Deception 2 (+4), Expertise (Theatre Technician) 2 (+5), Insight 6 (+11), Perception 6 (+11), Ranged Combat (Laser Blast) 6 (+8), Stealth 2 (+6)
Immunity: Immunity 10 (Common Descriptor: Light; Reflect, Redirect)
. . Ranged Light Manipulation: Deflect 14 (Alternate; Reflect, Subtle 2 (undetectable); Limited (Only EMR or Light-based attacks))
Invisibility: Concealment 4 (All Visual Senses)
. . Flash: Burst Area Affliction 10 (light, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Alternate Resistance (Dodge), Burst Area (30 feet radius sphere))
. . Laser Aura: Energy Aura 4 (DC 19; Selective)
. . Laser Blast: Damage 8 (DC 23, Advantages: Improved Smash; Increased Range (ranged), Subtle (subtle), Accurate 2 (+4))
. . Point Defense: Deflect 14 (Subtle 2 (undetectable); Limited (Physical Projectiles only))
. . 360 View: Senses 2 (Radius (Type): Visual; Sustained)
. . Millimeter Radar: Senses 4 (Penetrates Concealment: Visual; Sustained)
. . Remote Sensing: Remote Sensing 2 (Affects: Visual Senses; Subtle (DC 20+rank); Quirk (Chained Line of Sight))
. . Telescopic Vision: Senses 4 (Extended: Visual 2 (x100), Microscopic Vision 2 (cell-size); Sustained)
Wide-Spectrum Vision: Senses 2 (Infravision, Ultravision)
Cell Phone, Costume 1, Light-Bike 12, Voice Changer 1
Flash: Burst Area Affliction 10 (DC Dog/Fort 20)
Grab, +3 (DC 16)
Laser Aura: Energy Aura 4, +3 (DC 19)
Laser Blast: Damage 8, +12 (DC 23)
Throw, +2 (DC 16)
Unarmed, +7 (DC 16)
Identity: Crystal attempts to hide her powers and her identity while fighting crime, both to protect herself and her son. She usually either stays invisible or wears a full body suit and helmet to hide her identity and even her sex.
Power Loss: Crystal's Stored Light Array depends on having enough light to make the powers of the array work. Insufficient light means either a weaker rank or full power loss.
Relationship: Crystal has a teenage son, Michael, that she's raising herself. She's also trying to date, but has trouble between her other responsibilites.
Responsibility: Besides raising her son alone, she also works for a small theatre company as their resident technical director.
Dodge 5, Parry 4, Fortitude 4, Toughness 4/2, Will 10
Abilities 44 + Powers 71 + Advantages 9 + Skills 17 (34 ranks) + Defenses 9 = 150
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Shadowchaser wrote: If the distance fallen is greater than 0 ranks (30 feet) then the character won't hit bottom until the next round (for genre reasons. I want to give players the chance to catch people).
Time(s) Distance (feet) Distance Rank Fall Damage
1 16 -1 2
2 64 1 6
3 146 2 8
4 256 3 10
5 400 4 12
6 576* 4.5 13
7 784 5 14
8 1024 5 14
9 1296 6 16
DCA p94 wrote:. . .any decrease in your Strength reduces
the amount you can add to your Damage, and negative
Strength subtracts from your Damage! Likewise, anything
that prevents you from exerting your Strength also
stops you from using a Strength-based Damage effect. If
you can’t swing your fist, you can’t swing a sword, either.
PUSH STANDARD ACTION
You attempt to push an opponent away. Make an attack check against the defender with a –2 penalty. If you attempt to push with a ranged effect, you are at –5 penalty. If your attack succeeds, take your Strength (or the appropriate effect's rank) and add 15 to determine the DC. The target makes a resistance check using Strength, Dodge or Flight ranks at his choice.
Ranks of Growth will directly add to Strength or Flight value for this purpose; half the rank of Impervious Toughness (i.e. the part that in 3e is actually Impervious) add to it too. Ranks of Defensive Roll will add to Dodge for purposes of this roll. Ranks of Shrinking come off any resistance.
A single degree of failure causes the target to be knocked down; each additional degree will cause the target to be knocked back one step on the distance chart, starting at rank 0 (30 feet). Targets may take additional damage for hitting other objects when pushed, equal to the rank of the distance; its possible under some circumstances such objects could include a person (usually they'll get a Dodge roll against the rank of the push to avoid this).
If you make a push attempt at close range and lose the opposed check, the defender may immediately make an attempt to push you back as a reaction; make a resistance vs the defender's Strength/effect using your choice of Strength, Dodge or Flight as above. If this push attempt fails, you do not, however, get an additional attempt to push the defender.
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