Notes: Spent 4 XP Used in conjunction with Missile Deflection Power
18
Total Martial Arts Cost
DEFENSES
Type
Amount
Notes
Physical Defense
40
Current BODY:
Res. Phys. Defense
30
Energy Defense
40
Current END:
Res. Energy Defense
30
Mental Defense
0
Current STUN:
Power Defense
0
COMBAT INFORMATION
OCV:
7
DCV:
7
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver
Phase
OCV
DCV
Effect
Block
1/2
+0
+0
Block, abort
Brace
0
+2
1/2
+2 vs. Range Mod.
Disarm
1/2
-2
+0
Can disarm
Dodge
1/2
—
+3
Abort, vs. all attacks
Grab
1/2
-1
-2
Grab two limbs
Grab By
1/2
-3
-4
Move and Grab
Haymaker
1/2*
+0
-5
+4 DC attack damage
Move By
1/2
-2
-2
STR/2 + v/5
Move Through
1/2
-v/5
-3
STR + v/3
Set
1
+1
+0
Ranged Attacks only
Strike
1/2
+0
+0
STR or weapon
Offensive Strike
1/2
-2
+1
9d6 Strike
Defensive Strike
1/2
+1
+3
5d6 Strike
Missile Deflection
1/2
+2
+0
Strike
COMBAT MODIFIERS
Range
0-4
5-8
9-16
17-32
33-64
65-128
RMOD
0
-2
-4
-6
-8
-10
Powers & Equipment Page Character Name: Recoil
Alternate Identities: Hugh Adlee, Joe Kelly
Player Name: Trent
POWERS
Cost
Power
END
40
Absorption 5d6 (physical, Strength), Absorption As A Defense (x2) (50 Active Points); Visible (Waves of Vibration are seen and felt by anyone around Recoil; -1/4)
0</font>
40
Absorption 5d6 (energy, Strength), Absorption As A Defense (x2) (50 Active Points); Visible (Waves of Vibration seen and felt by anyone around Recoil; -1/4)
0</font>
72
Armor (30 PD/30 ED) (90 Active Points); Visible (-1/4)
0</font>
13
Knockback Resistance -8” (16 Active Points); Visible (-1/4)
Notes: 2 XP spent to buy off Side Effects
0</font>
33
Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Visible (-1/4), Side Effects (-1/4)