Ricochet (Johnny Gallo)
PL 10/PP 150
Attributes: STR 16, DEX 26, CON 14, INT 16, WIS 14, CHA 16
Skills:
Acrobatics 12+8 = 20
Bluff 4+3 = 7
Climb 8+3 = 11
Diplomacy 8+3 = 11
Escape Artist 12+8 = 20
Notice 8+2 = 10
Sense Motive 8+2 = 10
Sleight of Hand 12+8 = 20
Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Beginner's Luck, Defensive Roll 3, Dodge Focus 10, Elusive Target, Equipment 1, Evasion 2, Grappling Finesse, Improved Initiative 2, Instant Up, Move-By Action, Power Attack, Precise Shot 2, Quick Draw, Ranged Pin, Redirect, Set-Up, Taunt, Teamwork 3, Throwing Mastery 4, Uncanny Dodge (Danger Sense)
Powers:
Leaping 2
Quickness 1
Super-Senses (Accurate Acute Extended 2 Radius Danger Sense [Mutant]) 6
Disc Throw (Mighty Thrown Strike 3)
Disc Blast (Thrown Area [Explosion] Strike 5)
Equipment:
Costume (Tactical Jumpsuit)
Init/Defense: +16/20
Saves: FORT +3, REF +8, WILL +3, TOUGH +5 (+9 in costume)
Attack/Damage: +7/(+3 Melee/+10 Disc Throw/+4 Thrown Object/+5 Disc Blast)
Notes:
Second member of the Slingers, Ricochet is a Spider-Man wannabe with discus-throwing action, bombs, and super-jumping/super-reflexes (represented as Quickness). He's pretty accurate and fairly dangerous, but he's also a good team player. Ricochet's also got that crazy danger sense deal - 1000 feet in all directions. He sorta breaks the rules, having Danger Sense as a 'mutant' ability, but I have no idea what he uses other than his mutant powers, so you can just stick something on there if you figure it out. I'm also not certain if Throwing Mastery works with Thrown Strike, but personally I'm house-ruling it to do so.
His attack bonus and saves are boosted.






