Sunday, September 20, 2015

Tim Bass Character Sheet 8/15/15

Tim Bass - created with Hero Lab®

Tim Bass - PL 12

Strength 9, Stamina 6, Agility 3, Dexterity 2, Fighting 6, Intellect 5, Awareness 5, Presence 3

Advantages
All-out Attack, Assessment, Benefit, Alternate Identity 2: Choose Identity, Benefit, Wealth 3 (millionare), Chokehold, Connected, Defensive Attack, Equipment 17, Evasion, Fast Grab, Fighting Style: Boxing, Fighting Style: Krav Maga, Fighting Style: Sumo, Fighting Style: Wrestling, Great Endurance, Improved Critical 4: Elbo: Strength-based Damage 2, Improved Critical 4: Hip Throw: Affliction 12, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Improvised Weapon 2, Instant Up, Interpose, Languages 3, Leadership, Power Attack, Prone Fighting, Quick Draw, Ritualist, Skill Mastery: Expertise (FGT): Dirty Fighting, Takedown 2, Taunt, Teamwork, Ultimate Effort: Attack Roll, Uncanny Dodge, Weapon Bind

Skills
Acrobatics 4 (+7), Athletics 4 (+13), Close Combat: Melee Weapons 4 (+10), Close Combat: Unarmed 4 (+10), Deception 2 (+5), Expertise (DEX): Guitar 3 (+5), Expertise (DEX): Violin 2 (+4), Expertise (FGT): Dirty Fighting 12 (+18), Expertise (STR): Cowboy 5 (+14), Expertise: Buseiness 5 (+10), Expertise: Criminal 5 (+10), Expertise: EMT 5 (+10), Expertise: FBI 5 (+10), Expertise: Fire Fighting 5 (+10), Expertise: Law 5 (+10), Expertise: Law Enforcement 5 (+10), Expertise: Marshall 5 (+10), Expertise: Metallurgy 5 (+10), Expertise: Mineral Mangment 5 (+10), Expertise: Mutant Studies 5 (+10), Expertise: Structural Engineer 5 (+10), Expertise: Theroretical Sceinces 5 (+10), Insight 4 (+9), Intimidation 8 (+11), Investigation 4 (+9), Perception 5 (+10), Persuasion 2 (+5), Ranged Combat: Ranged Attacks 2 (+4), Ranged Combat: Ranged Weapons 8 (+10), Stealth 4 (+7), Technology 15 (+20), Treatment 2 (+7), Vehicles 6 (+8)

Powers
Bass type multiform
   Earth Elemental (Activation: Free Action)
      Anti-Melt: Immunity 10 (Common Descriptor: Heat)
      Earth Meld
         Movement: Movement 3 (Permeate 3: full speed; Limited: Earth)
      Earthquake: Burst Area Affliction 6 (1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, Resisted by: Dodge, Overcome by Fortitude, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Extra Condition, Secondary Effect; Limited: Along the ground, Limited Degree, Source: Ground Contact)
         Earth Moving: Move Object 12 (Alternate; 100 tons; Increased Range: perception; Limited: earth, Limited: Ground Contact)
         Earth Stabilization: Nullify 12 (Alternate; Counters: Earth, DC 22)
         Earthworks: Create 10 (Alternate; Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate; Diminished Range 3, Source: Earth)
         Ground Compacting: Nullify 9 (Alternate; Counters: earth, DC 19; Simultaneous)
      Earthsight: Senses 4 (Penetrates Concealment: Vision; Limited: Earthen Materials)
      Power-Lifting: Enhanced Strength 6 (+6 STR; Limited to Lifting)
      Regrowth: Regeneration 5 (Every 2 rounds; Source: Ground Contact)
      Rock Body Weapons: Strength-based Damage 1 (bludgeoning, earth, DC 25)
         Earth Blast: Strength-based Damage 1 (Alternate; rock impact, earth, DC 25; Increased Range: ranged; Source: Throwable Material)
      Stone Giant: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks; Source: Earth)
         Strongman: Density Growth 6 (Alternate; +6 STR, +6 STA, -1 speed ranks; Density)
      Tremorsense: Senses 6 (Accurate: Touch, Analytical: Touch, Extended: Touch 2: x100, Ranged: Touch; Source: Ground Contact)
      Turtle Back: Protection 12 (armor, earth, +12 Toughness; Impervious)
         Obsidian Shard
            Obsidian Armor: Protection 8 (armor, earth, +8 Toughness)
            Obsidian Shard Reaction: Damage 4 (DC 19; Reaction 3: reaction)
   Flame Archon (Activation: Free Action)
      Fire Body: Insubstantial 3 (Energy; Precise, Progressive)
      Flame Aura: Damage 4 (fire, DC 19; Reaction 3: reaction)
         Flame Burst: Burst Area Damage 7 (Alternate; fire, DC 22; Burst Area: 30 feet radius sphere, DC 17)
      Flame Bolt: Damage 10 (fire, DC 25; Increased Range: ranged; Diminished Range)
         Cooling Trend: Nullify 12 (Alternate; Counters: Heat, DC 22)
         Cutting Torch
            Damage: Damage 5 (fire, DC 20; Accurate: +2, Linked: Weaken: Weaken 3)
            Weaken: Weaken 3 (fire, Resisted by: Fortitude, DC 13; Affects Objects Only)
         Flame Hands: Strength-based Damage 1 (Alternate; bludgeoning, fire, DC 25)
         Immolate: Damage 6 (Alternate; fire, DC 21; Increased Duration: concentration, Increased Range: ranged)
      Flame Pillar: Growth 12 (+6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks; Limited to Increasing Size Only)
      Immunity: Immunity 10 (Common Descriptor: Fire)
      Pyrokinesis: Shapeable Area Damage 6 (DC 21; Shapeable Area: 30 cft., DC 16, Increased Range: ranged; Limited: Existing Fire, Noticeable: Flame Contact, Tiring)
      Running Speed: Speed 9 (fire, Speed: 1000 miles/hour, 2 miles/round; Noticeable: Flame Trail)
         Crowning: Leaping 8 (Alternate; fire, Leap 1800 feet at 250 miles/hour in 3 seconds)
   Garbage Monster (Activation: Free Action)
      Earthsight: Senses 4 (Penetrates Concealment: Vision; Limited: Earthen Materials)
      Elongation: Elongation 1 (Elongation: 15 feet, +1 to grab)
      Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks)
      Hide in plane sight: Concealment Attack 6 (All Olfactory Senses, All Visual Senses, DC 16; Attack: Dodge; Activation: move action, Blending)
      Insubstantial: Insubstantial 1 (Fluid)
      Movement: Movement 3 (Permeate 2: speed rank -1, Trackless: visual 1)
      Regrowth: Regeneration 5 (Every 2 rounds; Source: Junk)
      Sand Burst: Burst Area Damage 4 (friction, DC 19; Burst Area: 30 feet radius sphere, DC 14)
         Trash Field: Line Area Damage 4 (Alternate; DC 19; Line Area 2: 5 feet wide by 60 feet long, DC 14; Source: Debris)
         Trash Punch: Damage 8 (Alternate; DC 23; Increased Range 2: perception; Source: Debris, Tiring)
      Sand Storm: Cloud Area Affliction 7 (1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cloud Area 3: 60 feet radius sphere, DC 17, Increased Duration: concentration, Increased Range 2: perception; Fades, Instant Recovery, Source: Debris, Tiring)
         Earth Spray: Cumulative Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: Vision)
         Quick Sand: Burst Area Affliction 10 (Alternate; 1st degree: Fatigued, 2nd degree: Immobile, 3rd degree: Paralyzed, DC 20; Alternate Resistance (Dodge), Burst Area 3: 120 feet radius sphere, DC 20; Limited: Movement, Source: Debris)
         Sand Blast: Strength-based Damage 3 (Alternate; DC 27; Increased Range 2: perception)
      Tremorsense: Senses 5 (Accurate: Touch, Acute: Touch, Extended: Touch 1: x10, Ranged: Touch)
         Tremorsense: Senses 5 (Alternate; Accurate: Touch, Extended: Touch 2: x100, Ranged: Touch)
   Gas Bag (Activation: Free Action)
      Concealment: Concealment Attack 4 (All Visual Senses, DC 14; Attack: Parry)
      Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round)
      Growth: Growth 12 (+6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks; Limited to Increasing Size Only)
      Immunity: Immunity 0
      Insubstantial: Insubstantial 2 (Gaseous)
      Regrowth: Regeneration 5 (Every 2 rounds)
      Suffocation: Progressive Affliction 5 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Increased Range: ranged, Progressive)
         Cyclone: Concentration Burst Area Affliction 5 (Alternate; 1st degree: Hindered and Impaired, 2nd degree: Prone and Stunned, 3rd degree: Incapacitated, Resisted by: Strength, DC 15; Burst Area: 30 feet radius sphere, DC 15, Concentration, Extra Condition, Increased Range: ranged; Instant Recovery)
   Gorton's Fisherman (Activation: Free Action)
      Concealment: Concealment 6 (All Aural Senses, All Visual Senses; Limited: Limited to Underwater)
      Elongation: Elongation 4 (Elongation: 120 feet, +4 to grab)
      Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks; Source: External Water)
         Cloud Burst
            Rain: Cloud Area Feature 1 (Cloud Area 5: 250 feet radius sphere, DC 11)
            Rain: Concealment 6 (All Olfactory Senses, All Visual Senses; Limited 2: Must have the ability to fall, Passive)
            Rain: Movement 1 (Safe Fall)
      Insubstantial: Insubstantial 1 (Fluid)
      Regrowth: Regeneration 5 (Every 2 rounds; Source: Water Contact)
      Swimming: Swimming 10 (Speed: 500 miles/hour, 1 mile/round)
         Water Walking: Movement 2 (Alternate; Water Walking 2)
      Tsunami: Line Area Damage 3 (DC 18; Line - Width Area 3: 60 feet feet wide, Line Area 4: 5 feet wide by 250 feet long, DC 13, Increased Range: ranged; Limited: Along Shoreline, Limited: Originating from Bodies of Water, Source: Existing Water)
         Hydrokinesis: Move Object 9 (Alternate; 12 tons; Increased Range: perception; Limited: Water)
         Ship Breaker Hydrokinesis: Move Object 12 (Alternate; 100 tons; Increased Range: perception; Activation: move action, Check Required: DC 11 - Technology, Limited: Water, Limited Direction: Up)
      Water Hammer: Damage 12 (water impact, DC 27)
         Water Blast: Damage 6 (Alternate; water impact, DC 21; Increased Range: ranged)
         Water Cannon: Cumulative Line Area Affliction 4 (Alternate; 1st degree: Dazed, 2nd degree: Prone, DC 14; Alternate Resistance (Dodge), Line Area 3: 5 feet wide by 120 feet long, DC 14, Cumulative; Limited Degree, Source: External Water)
      Waterproof: Immunity 10 (Common Descriptor: Water)
   Ice Monster (Activation: Free Action)
      Cold Blast: Affliction 9 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Extended Range, Increased Range: ranged)
         Cold Projection: Environment 9 (Alternate; Cold (Extreme), Radius: 1 mile)
         Giant Snow Ball: Burst Area Damage 4 (Alternate; cold, DC 19; Burst Area 2: 60 feet radius sphere, DC 14, Increased Range: ranged)
         Heat Wave: Nullify 12 (Alternate; Counters: Cold, DC 22)
         Ice Blast: Damage 9 (Alternate; cold, DC 24; Increased Range: ranged)
         Ice Body Weapons: Strength-based Damage 1 (Alternate; bludgeoning, cold, piercing, DC 25; Penetrating 11)
         Ice Slick: Burst Area Affliction 6 (Alternate; ice, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Prone, DC 16; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 16, Extra Condition, Increased Range: ranged; Limited Degree)
         Ice Spikes: Cloud Area Damage 6 (Alternate; DC 21; Cloud Area 2: 30 feet radius sphere, DC 16)
      Giant Snow Monster: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks; Source: External Ice or Water)
         Blizzard: Environment 6 (Alternate; cold, wind, Cold, Visibility (-2), Radius: 900 feet)
         Snow Burst
            Growth: Growth 4 (+2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Limited to Increasing Size Only)
            Insubstantial: Insubstantial 1 (Fluid)
            Obscure: Obscure 5 (Affects: One Sense Type - Vision, Area: 500 feet radius)
      Ice Armor: Protection 12 (+12 Toughness; Impervious)
      Ice Walking: Movement 2 (Environmental Adaptation: Ice, Trackless: Choose Sense 1)
      Immunity: Immunity 10 (Common Descriptor: Cold)
      Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
      Regrowth: Regeneration 5 (Every 2 rounds)
      Terrifying Roar: Enhanced Trait 2 (Traits: Intimidation +10 (+21))
      Thermal Vision: Senses 1 (Infravision)
   Living Lightning (Activation: Free Action)
      Arc Strike: Strength-based Damage 1 (electricity, DC 25; Increased Range: ranged)
         Ghost Touch (Alternate; Affects Corporeal 2)
         Power Devices: Feature 1 (Alternate; electricity; Affects Objects Only, Increased Range: ranged)
         Shocking Fists: Strength-based Damage 1 (Alternate; bludgeoning, electricity, DC 25)
      Electric Aura: Damage 4 (DC 19; Reaction 3: reaction; Fades, Limited: Conductors, Noticeable: Small arcs off body)
      Electric Body: Insubstantial 3 (Energy; Precise, Progressive)
      Electric Growth: Growth 12 (+6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks; Limited to Increasing Size Only, Source: External Power)
      Electrosense: Senses 4 (Acute: Electrosense, Detect: Electricity 2: ranged, Extended: Electrosense 1: x10)
      Immunity: Immunity 10 (Common Descriptor: Electricity)
      Lightning: Damage 9 (electricity, DC 24; Increased Range: ranged)
         Ball Lightning: Burst Area Damage 6 (Alternate; electricity, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
         Electric Ground: Nullify 12 (Alternate; Counters: Electricity, DC 22)
         Nullify all: Nullify 9 (Alternate; Counters: electricity, DC 19; Simultaneous)
         Taser: Affliction 9 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Increased Range: ranged)
      Regrowth: Regeneration 5 (electricity, Every 2 rounds; Source: External Power)
      Static Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
         Transmit: Teleport 8 (Alternate; 1 mile in a move action, carrying 50 lbs.; Accurate; Medium: Conductor)
Combat Extras
   Bow Ricochet (Ricochet 3: 3 bounces; Check Required 3: DC 13 - Dirty Fighting, Limited: Bows)
   HtH Anti-Insubstantial (Affects Insubstantial 2: full rank; Check Required 5: DC 15 - Dirty Fighting, Limited: Must have cybernetic access)
   HtH Armor Penetration (Penetrating 10; Check Required 5: DC 15 - Dirty Fighting)
   HtH Precise (Precise; Check Required 5: DC 15 - Dirty Fighting)
   HtH Split Target (Split 2: 3 targets; Check Required 5: DC 15 - Dirty Fighting)
   Ranged Precise (Precise)
Combat Types
   Baton, Defensive: Enhanced Trait 12 (Traits: Parry +6 (+12), Awareness +1 (+6), Dodge +2 (+8), Advantages: Defensive Attack, Improved Initiative)
   Baton, Offensive: Enhanced Trait 13 (Traits: Fighting +3 (+9), Advantages: Defensive Roll 2, Improved Critical 3, Improved Initiative 2)
   Bow Bonus: Enhanced Trait 8 (Traits: Dexterity +2 (+4), Advantages: Improved Aim, Improved Critical 2, Improved Initiative)
   Gun Combat: Enhanced Trait 9 (Traits: Dexterity +2 (+4), Advantages: Improved Aim, Improved Critical 2, Improved Initiative 2)
   MMA, Defensive: Enhanced Trait 16 (Traits: Dodge +6 (+12), Parry +6 (+12), Toughness +3 (+11), Advantages: Ultimate Effort: Toughness)
   MMA: Enhanced Trait 15 (Traits: Fighting +3 (+9), Dodge +4 (+10), Parry +1 (+7), Toughness +2 (+10), Advantages: Improved Critical, Improved Initiative)
   Striker: Enhanced Trait 13.2 (Traits: Strength +7 (+16), Close Combat -4 (+6); Limited: Str For Melee Dmg only)
Cybernetics (Free device, Removable)
   Combat Processing (Advantages: Improved Aim, Improved Initiative 3, Precise Attack (All) 4, Ranged Attack 2, Weapon Break)
      Threat Awareness: Senses 5 (Accurate: Sensors, Extended: Sensors 1: x10, Radius: Sensors, Ranged: Sensors)
   Cybereyes: Senses 6 (Counters Illusion: Choose Sense Type, Infravision, Low-light Vision, Time Sense, Ultravision; Feature: H.U.D.)
   Fourfinger: Radio Communication 4 (Subtle: encrypted)
      Autistic Mode
         Deactivate Technology: Nullify 1 (Counters: Radios, DC 11; Broad, Simultaneous; Diminished Range 3)
         Mind Shield: Immunity 10 (Common Descriptor: Mental Affliction)
      Communication: Mental Communication 4 (Alternate; Subtle: encrypted)
      Comprehend: Comprehend 2 (Alternate; Languages - Speak All, Languages - Understand All)
   Mental Defences
      Mind Shield
         Defense Effect (Saving Throw: Will; Impervious)
         Enhanced Trait: Enhanced Trait 3 (Traits: Will +3 (+13); Limited: Mental Effects)
      Psi-Screamer (Removable)
         Affliction: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range 2: perception, Reaction 3: reaction; Limited to Minds)
   Skeletal Reinforcement: Immunity 20 (Very Common Descriptor: Bludgeoning Damage; Limited - Half Effect)
   Ultrasonic mapping: Senses 9 (Accurate: Hearing, Acute: Hearing, Penetrates Concealment: Hearing, Radius: hearing, Ultra-hearing, Notes: Using ultra sonic emissions to map the surrounding area this sense gives the user a full sense of his surroundings
)
   Wright Nano Probes (Free device, Removable)
      Comprehend: Comprehend 2 (Machines / Electronics)
      Device Interface: Enhanced Trait 1 (Traits: Technology +5 (+25))
      Electronic Sensors: Senses 7 (Analytical (Type): Electronic Sensors, Microscopic Vision 4: atom-size, Rapid: Electronic Sensors 1)
      Extending probes: Feature 1 (bludgeoning, technological, Notes: 24 inch long pair of nano probrobes extend from the left wrist to provide hard line access to interface or explore. Weight limit 5 kg)
      Toxic Nano: Progressive Affliction 15 (1st degree: Dazed, 2nd degree: Immobile, 3rd degree: Unaware, Resisted by: Fortitude, DC 25; Progressive)
      Tracers (Removable)
         Senses: Senses 1 (Tracking: Choose Sense 1: -1 speed rank)
HtH Array
   Body Wrecking (Advantages: Improved Critical 2)
      Body Wrecking, Damage: Strength-based Damage 2 (Linked; DC 26)
      Body Wrecking, Damage: Weaken 12 (Linked; Affects: Strength, Resisted by: Fortitude, DC 22; Check Required 10: DC 20 - Dirty Fighting)
   Breath Taker
      Breath Taker: Strength-based Damage 1 (Linked; DC 25)
      Breath Taker: Suffocation: Progressive Affliction 6 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Progressive; Check Required 10: DC 20 - Dirty Fighting)
   Chokehold: Affliction 12 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Asleep, Resisted by: Fortitude, DC 22; Grab-based)
   Counterstrike: Strength-based Damage 1 (DC 25; Reaction 3: reaction; Check Required 5: DC 15 - Dirty Fighting, Custom: Attack Check Required.)
   Ear Boxing
      Ear Boxing, Affliction: Affliction 12 (1st degree: Dazed, Impaired, 2nd degree: Disabled, Stunned, DC 22; Alternate Resistance (Dodge), Extra Condition; Check Required 6: DC 16 - Dirty Fighting, Limited Degree)
      Ear Boxing, Damage (bludgeoning; Innate)
   Elbo: Strength-based Damage 2 (DC 26, Advantages: Improved Critical 4; Check Required: DC 11 - Dirty Fighting)
   Eye Punch
      Eye Punch skill: Enhanced Trait 2 (Traits: Fighting +1 (+7))
      Eye Punch, Affliction: Affliction 12 (1st degree: Visual Impared, 2nd degree: Visual Disabled, DC 22; Alternate Resistance (Dodge); Check Required 6: DC 16 - Dirty Fighting, Limited Degree)
      Eye Punch, Attack (bludgeoning; Dangerous 4, Innate)
   Ground Guard
      Enhanced Trait: Enhanced Trait 4 (Linked; Traits: Dodge +2 (+8), Parry +2 (+8); Grab-based)
      Ground Game: Affliction 3 (Linked; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Controlled, Resisted by: Fortitude, DC 13; Reaction 3: reaction; Check Required 5: DC 15 - Dirty Fighting)
   Hip Throw: Affliction 12 (1st degree: Hindered, Vulnerable, 2nd degree: Stunned, Prone, DC 22, Advantages: Improved Critical 4; Alternate Resistance (Dodge), Extra Condition; Check Required 10: DC 20 - Dirty Fighting, Limited Degree)
   Hit 'em All: Strength-based Burst Area Damage 1 (DC 25; Burst Area: 30 feet radius sphere, DC 11, Selective; Check Required: DC 11 - Dirty Fighting)
   Knockout (Advantages: Improved Critical 4)
      Knockout Damage: Strength-based Damage 1 (Linked; DC 25; Innate)
      Knockout: Affliction: Affliction 18 (Linked; 3rd degree: Asleep, Resisted by: Fortitude, DC 28; Triggered: 2 uses - If Damage occurs; Check Required 10: DC 20 - Dirty Fighting, Limited Degree (third only))
   Nerve Strike (Advantages: Improved Critical 2)
      Nerve Strike, Affliction: Affliction 12 (Linked; 1st degree: Dazed, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 22; Check Required 10: DC 20 - Dirty Fighting)
      Nerve Strike: Strength-based Damage 1 (Linked; DC 25)
   Sprawl and Ground (Notes: Quickly change stance and drive the oponent to the ground)
      Counterstrike: Strength-based Damage 1 (Linked; DC 25; Reaction 3: reaction; Custom: Attack Check Required.)
      Enhanced Trait: Enhanced Trait 2 (Linked; Traits: Strength +1 (+10))
      Sprawl and ground: Nullify 12 (Linked; bludgeoning, Counters: Grab or rush attacks, DC 22; Precise; Check Required 5: DC 15 - Dirty Fighting, Reduced Range: close)
   Taketown
      Takedown : Affliction 11 (Linked; 1st degree: Vulnerable, 2nd degree: Immobile, 3rd degree: Controlled, DC 21; Alternate Resistance (Dodge); Grab-based)
      Takedown damage: Strength-based Damage 1 (Linked; DC 25; Innate; Check Required: DC 11 - Dirty Fighting)
   Thunderclap: Burst Area Affliction 11 (1st degree: Impaired, 2nd degree: Stunned, Resisted by: Fortitude, DC 21; Burst Area: 30 feet radius sphere, DC 21; Check Required 2: DC 12 - Dirty Fighting, Limited Degree)
   Tully Reaction: Strength-based Damage 2 (DC 26, Advantages: Ultimate Effort: Attack Roll; Innate, Reaction 3: reaction; Check Required: DC 11 - Dirty Fighting, Side Effect 2: always - Drop to bottom of initiative, Uncontrolled)
Immunity: Immunity 9 (Environmental Conditions (All), Sleep, Starvation & Thirst, Suffocation (All))
Movement Array
   Parkour Plus: Movement 5 (Environmental Adaptation: All, Safe Fall, Sure-footed 2, Wall-crawling 1: -1 speed rank; Check Required 6: DC 16 - Dirty Fighting)
   Running Jump: Leaping 5 (Leap 250 feet at 60 miles/hour; Quirk: Requires a running start)
   Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Power-Lifting: Enhanced Strength 4 (+4 STR; Limited to Lifting)
Weapon Array (Easily Removable)
   Baton (Free device, Removable)
      Damage: Strength-based Damage 2 (DC 26; Reach (melee): 5 ft., Subtle: subtle)
   Baton, Heat (Free device, Removable)
      Baton Heat Energy Aura: Damage 6 (DC 21; Reaction 3: reaction)
      Baton Heat: Strength-based Damage 2 (DC 26; Reach (melee): 5 ft., Subtle: subtle)
   Baton, Shock (Free device, Removable)
      Baton, Shock: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative)
      Baton, Shock: Strength-based Damage 2 (DC 26; Concealable, Reach (melee): 5 ft.)
   Handgun, 1911 (Free device, Easily Removable)
      Damage: Damage 3 (DC 18; Increased Range: ranged)
   Handgun, Heavy Revolver (Free device, Easily Removable)
      Damage: Damage 4 (DC 19; Increased Range: ranged)
   Handgun, Heavy Revolver AP (Free device, Easily Removable)
      Damage: Damage 4 (DC 19; Increased Range: ranged, Penetrating 4)
   Handgun, Heavy Revolver HE (Free device, Easily Removable)
      Heavy Pistol Explosion: Burst Area Damage 3 (DC 18; Burst Area: 30 feet radius sphere, DC 13, Linked: Heavy Pistol HE: Damage 4)
      Heavy Pistol HE: Damage 4 (DC 19; Increased Range: ranged)
   Preditor Bow (Free device, Easily Removable)
      Preditor Bow: Strength-based Damage 1 (DC 25; Extended Range 3, Increased Range: ranged)
   Preditor Bow AP (Free device, Easily Removable)
      Preditor Bow AP: Strength-based Damage 1 (DC 25; Extended Range 2, Increased Range: ranged, Penetrating 10)
   Preditor Bow HE (Free device, Easily Removable)
      Preditor Bow HE: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18)
      Preditor Bow HE: Damage 5 (DC 20; Increased Range: ranged)
   Preditor Bow Taser Arrow (Free device, Easily Removable)
      Taser Arrow: Affliction 10 (1st degree: Dazed, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20)
      Taser Arrow: Damage 3 (DC 18; Extended Range, Increased Range: ranged)
   Shotgun (Free device, Easily Removable)
      Damage: Damage 5 (DC 20; Increased Range: ranged)
         Damage: Damage 5 (Alternate; DC 20; Accurate: +2, Increased Range: ranged; Limited: Targets Without Protection [2 ranks only])
   Strike Gloves (Free device, Removable)
      Damage: Strength-based Damage 1 (DC 25)

Equipment
1986 Ford F150, 2010 Nissan GT-R Premium Coupe, A6M5 Type 0 Model 52, ACJ-319, Baton [No Cost] (Club), Bow [No Cost], Cell Phone (Smartphone) [No Cost], Computer [No Cost], Daily Carry (7) 0, Earplugs [No Cost], Embraer EMB 314 Super Tucano, Flashlight [No Cost], Handcuffs [No Cost], Heavy Pistol [No Cost], Holy Book [No Cost], Jet Pack, Knife [No Cost], Light Pistol [No Cost], Light Submachine Gun [No Cost], M/Y Prelude, Restraints [No Cost], Wright Surrogate Mk 3 [No Cost], Wright Villa

Offense
Initiative +7
Affliction: Affliction 10 (DC Fort 20)
Arc Strike: Strength-based Damage 1, +2 (DC 25)
Ball Lightning: Burst Area Damage 6 (DC 21)
Baton [No Cost], +10 (DC 26)
Baton Heat Energy Aura: Damage 6, +10 (DC 21)
Baton Heat: Strength-based Damage 2, +10 (DC 26)
Baton, Shock: Cumulative Affliction 8, +10 (DC Fort 18)
Baton, Shock: Strength-based Damage 2, +10 (DC 26)
Body Wrecking, Damage: Strength-based Damage 2, +10 (DC 26)
Body Wrecking, Damage: Weaken 12, +10 (DC Fort 22)
Bow [No Cost], +10 (DC 18)
Breath Taker: Strength-based Damage 1, +10 (DC 25)
Breath Taker: Suffocation: Progressive Affliction 6, +10 (DC Fort 16)
Chokehold: Affliction 12, +10 (DC Fort 22)
Cold Blast: Affliction 9, +2 (DC Fort 19)
Concealment: Concealment Attack 4, +6 (DC Dog 14)
Cooling Trend: Nullify 12, +2 (DC Will 22)
Counterstrike: Strength-based Damage 1, +10 (DC 25)
Counterstrike: Strength-based Damage 1, +10 (DC 25)
Cyclone: Concentration Burst Area Affliction 5 (DC Fort/Will 15)
Damage: Damage 3, +10 (DC 18)
Damage: Damage 4, +10 (DC 19)
Damage: Damage 4, +10 (DC 19)
Damage: Damage 5, +8 (DC 20)
Damage: Damage 5, +2 (DC 20)
Damage: Damage 5, +4 (DC 20)
Damage: Strength-based Damage 1, +10 (DC 25)
Damage: Strength-based Damage 2, +10 (DC 26)
Deactivate Technology: Nullify 1, +2 (DC Will 11)
Ear Boxing, Affliction: Affliction 12, +10 (DC Dog/Fort/Will 22)
Earth Blast: Strength-based Damage 1, +4 (DC 25)
Earth Moving: Move Object 12 (DC 22)
Earth Spray: Cumulative Affliction 10, +4 (DC Fort 20)
Earth Stabilization: Nullify 12, +2 (DC Will 22)
Earthquake: Burst Area Affliction 6 (DC Fort/Will 16)
Elbo: Strength-based Damage 2, +10 (DC 26)
Electric Aura: Damage 4, +6 (DC 19)
Electric Ground: Nullify 12, +2 (DC Will 22)
Eye Punch, Affliction: Affliction 12, +10 (DC Dog/Fort/Will 22)
Flame Aura: Damage 4, +6 (DC 19)
Flame Bolt: Damage 10, +2 (DC 25)
Flame Burst: Burst Area Damage 7 (DC 22)
Flame Hands: Strength-based Damage 1, +10 (DC 25)
Giant Snow Ball: Burst Area Damage 4 (DC 19)
Grab, +12 (DC Spec 22)
Ground Compacting: Nullify 9, +2 (DC Will 19)
Ground Game: Affliction 3, +6 (DC Fort 13)
Heat Wave: Nullify 12, +2 (DC Will 22)
Heavy Pistol [No Cost], +10 (DC 19)
Heavy Pistol Explosion: Burst Area Damage 3 (DC 18)
Heavy Pistol HE: Damage 4, +10 (DC 19)
Hide in plane sight: Concealment Attack 6, +6 (DC Dog 16)
Hip Throw: Affliction 12, +10 (DC Dog/Fort/Will 22)
Hit 'em All: Strength-based Burst Area Damage 1 (DC 25)
Hydrokinesis: Move Object 9 (DC 19)
Ice Blast: Damage 9, +4 (DC 24)
Ice Body Weapons: Strength-based Damage 1, +10 (DC 25)
Ice Slick: Burst Area Affliction 6 (DC Dog/Fort/Will 16)
Ice Spikes: Cloud Area Damage 6 (DC 21)
Immolate: Damage 6, +2 (DC 21)
Knife [No Cost], +10 (DC 25)
Knockout Damage: Strength-based Damage 1, +10 (DC 25)
Knockout: Affliction: Affliction 18, +10 (DC Fort 28)
Light Pistol [No Cost], +10 (DC 18)
Light Submachine Gun [No Cost], +10 (DC 18)
Lightning: Damage 9, +2 (DC 24)
Nerve Strike, Affliction: Affliction 12, +10 (DC Will 22)
Nerve Strike: Strength-based Damage 1, +10 (DC 25)
Nullify all: Nullify 9, +2 (DC Will 19)
Obsidian Shard Reaction: Damage 4, +6 (DC 19)
Preditor Bow AP: Strength-based Damage 1, +10 (DC 25)
Preditor Bow HE: Burst Area Damage 8 (DC 23)
Preditor Bow HE: Damage 5, +10 (DC 20)
Preditor Bow: Strength-based Damage 1, +10 (DC 25)
Pyrokinesis: Shapeable Area Damage 6 (DC 21)
Quick Sand: Burst Area Affliction 10 (DC Dog/Fort/Will 20)
Rock Body Weapons: Strength-based Damage 1, +6 (DC 25)
Sand Blast: Strength-based Damage 3 (DC 27)
Sand Burst: Burst Area Damage 4 (DC 19)
Sand Storm: Cloud Area Affliction 7 (DC Fort 17)
Ship Breaker Hydrokinesis: Move Object 12 (DC 22)
Shocking Fists: Strength-based Damage 1, +10 (DC 25)
Sprawl and ground: Nullify 12, +10 (DC Will 22)
Suffocation: Progressive Affliction 5, +2 (DC Fort 15)
Takedown : Affliction 11, +10 (DC Dog/Fort/Will 21)
Takedown damage: Strength-based Damage 1, +10 (DC 25)
Taser Arrow: Affliction 10, +6 (DC Fort 20)
Taser Arrow: Damage 3, +10 (DC 18)
Taser: Affliction 9, +10 (DC Fort 19)
Throw, +10 (DC 24)
Thunderclap: Burst Area Affliction 11 (DC Fort 21)
Toxic Nano: Progressive Affliction 15, +6 (DC Fort 25)
Trash Field: Line Area Damage 4 (DC 19)
Trash Punch: Damage 8 (DC 23)
Tsunami: Line Area Damage 3 (DC 18)
Tully Reaction: Strength-based Damage 2, +10 (DC 26)
Unarmed, +10 (DC 24)
Water Blast: Damage 6, +4 (DC 21)
Water Cannon: Cumulative Line Area Affliction 4 (DC Dog/Fort/Will 14)
Water Hammer: Damage 12, +6 (DC 27)
Weaken: Weaken 3, +6 (DC Fort 13)

Complications
Flashbacks: Haunted by flash backs of both his life in his orginal universe conbined with memories of the version he replaced in this universe.
Identity: Seperated from his family by adoption into the Wright family
Power Activation: Tim must come in contact with the element or energy that he us turning into.
Relationship: Birdwell
Relationship: Rebbecca from the old verse still haunts him
Responsibility: Obligation to Wright. He rides for the brand.

Languages
Combat Handsigns, English, Hebrew, Spanish

Defense
Dodge 6, Parry 6, Fortitude 11, Toughness 8/6, Will 10

Power Points
Abilities 78 + Powers 179 + Advantages 56 + Skills 33 (165 ranks) + Defenses 13 = 359

Validation: Grab: Attack Bonus exceeds Power Level limit by 3; Grab: Save DC exceeds Power Level limit by 2

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.

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