Combat Reflexes
Never freeze; +6 on all IQ rolls to wake up or to recover from surprise or mental stun; Your side gets +1 to initiative rolls (+2 if you're the leader)
15
B43
10
B55
Fit, Very
+2 to all HT rolls to stay conscious, avoid death, resist disease, resist poison; recover FP at twice the normal rate; lose FP at half the normal rate (in both cases, not FP spent for extra effort in combat, spells, psi powers)
15
B55
Legal Enforcement Powers
DMI, +5.
5
B65
Style Familiarity (MCMAP)
1
MA49
Code of Honor (Abbreviated Comics Code)
Protect the innocent from evildoers. If you learn a fellow hero’s identity or other secrets, protect them as you would your own, even if you hate him or are compelled to fight him
-5
S31
Heliophobia (Sun)
CR: 15 (Resist Almost All The Time).
-1 penalty when in sunlight
-7
B150
On the Edge
CR: 15 (Resist Almost All The Time).
-7
B146
Pacifism: Cannot Harm Innocents
-10
B148
Secret Identity (Charles Croatoan)
Utter Rejection, -10.
-10
B153
Selfless
CR: 9 (Resist Fairly Often).
-7
B153
Sense of Duty
Americans, -10.
-10
B153
Social Stigma (Minor)
-2 Reaction "Yeah he's a super … but he has Roach powers!"
-5
B155
-1
PU6p26
Dull Taste
-2 to Per and skill rolls for taste
-1
PU6p22
-1
PU6p11
-1
PU6p26
Roach Powers
Power Modifier (Super), -10%.
446
P7
72
B14
54
B17
36
B17
18
B14
9
B41
18
B43
Damage Resistance 1
Tough Skin (Effects that just require skin contact or a scratch ignore this DR), -40%.
3
B47
23
B47
14
B49
Injury Tolerance (No Head)
7
B61
Regeneration
Regular (You recover 1 HP per hour), +25; Heals Radiation, +40%.
33
B80
Regrowth
Unreliable ≤5 (Must roll ≤5 to use ability), -80%.
8
B80
Resistant
Biological Hazards, +30; Immunity, x1.
27
B81
47
Roach Swarm 1
Sense Based (Sight and Touch), -15%; Based on Will, +20%; Retching, +50%; Accessibility (not in sterile or 'extreme' conditions), -10%; Accessibility (target must be on the ground), -20%; Preparation Required: 1 minute, -20%; Maledition 1 (-1 per yard of range), +100%.
Quick Contest of Will-1/yd vs. Will or Retching (B429) for MoF minutes = -5 to DX, IQ, Per; auto-fail Concentrate maneuver; -1 FP.
20
B35
Clairsentience
Modifier, +0%; Accessibility (not in sterile or extreme conditions), -10%.
Viewpoint ≤10 yards (20 yards w 2 FP). Requires IQ roll to initiate, turn off, move, or change facing; -5 to IQ roll if viewpoint is out of sight.
40
B42
Detect
Roaches & Beetles, +5; Precise, +100%; Reflexive, +40%.
Per gives direction, distance, and quantity; apply range penalties. IQ to analyze
12
B48
Super Climbing 10
Climbing Move: 20
27
B89
5
B95
Unkillable 1
Never need to make HT rolls to stay alive. Crippled limbs heal.
45
B95
12
MA183
15
DX+3
8
B182
12
DX+0
4
B203
13
DX+1
8
B174
Area Knowledge (Chicago; Lived there)
All important businesses, streets, citizens, leaders, etc.
11
IQ+0
1
B176
Carousing
+2 bonus on request for aid or informaion, or general reaction
14
HT+0
1
B183
9
IQ-2
1
B183
13
DX+1
1
B194
10
IQ-1
1
B195
First Aid/TL8
1d after 10m at TL8
11
IQ+0
1
B195
Guns/TL8 (Pistol)
Default: Guns/TL8 (Rifle) - 2
12
DX+0
0
B198
14
DX+2
4
B198
13
HT-1
1
B200
10
IQ-1
1
B202
Mathematics/TL8 (Applied)
9
IQ-2
1
B207
10
IQ-1
2
B213
Professional Skill (nuclear reactor)
11
IQ+0
2
B215
13
HT-1
1
B218
11
IQ+0
1
B218
12
DX+0
1
B220
10
IQ-1
1
B221
13
DX+1
4
B222
14
HT+0
1
B224
9
IQ-2
1
B224
13
Per+0
2
B226
Light encumbrance when carrying medium shield (DB 2).
Medium encumbrance when carrying backpack.
COLT M4A1 — my only ranged attack: Acc 4 RoF 15 Rcl 2 Dmg 4d+2 pi Shots 30+1(3) Bulk -4
• Attack with Guns (Rifle)
14 – no Aim (13 in sunlight)
18 – 1s Aim (17 in sunlight)
19 – 2s Aim (18 in sunlight)
20 – 3s Aim (19 in sunlight)
BLADED HAND — my deadliest attack. (+1 per die damage bonus for Brawling at ≥DX+2)
Swinging Attack to Neck (to decapitate)
• 10(11) – Attack: 15(brawling) -5(neck, miss by one hits torso) = 10 (9(10) in sunlight)
• 7(8) – Attack if armor: 15(Brawing) -8(armor gaps, miss by one hits torso) = 7 (6(7) in sunlight)
Damage 3d+1 cut x2 neck
Swinging Attack to Target of Opportunity, Torso, or Arms or Legs
• 15 – Attack: 15(Brawling) (14 in sunlight)
• 9 – Move and Attack: 15(Brawling) -4(M&A) (-2(Arm or Leg)) = 11(9), 9 cap (10 in sunlight (8 for Arm or Leg))
Damage 3d+1 cut x1.5
Thrusting Attack to Vitals
• 12(13) – Attacks: 15(Brawling) -3(vitals, miss by one hits torso) = 12(13) (11(12) in sunlight)
• 9 - Move and Attack: 15(Brawling) -3(vitals, miss by one hits torso) = 12(13), 9 cap (11(12) in sunlight, 9 cap)
Damage 2d-1 imp x3 vitals
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B420)
Thrusting Attack to Skull
• 8(9) - Attack: 15(Brawling) -7(skull, miss by one hits torso) = 8(9) (7(8) in sunlight)
Damage 2d-1 imp x4 skull
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B420)
- if >HP/2 injury —> major wound knockdown rolls at -10
Thrusting Attack to Target of Opportunity, Torso, or Arms or Legs
• 15 – Attack: 15(Brawling) (14 in sunlight)
• 9 – Move and Attack: 15(Brawling) -4(M&A) (-2(Arm or Leg)) = 11(9), 9 cap (10 in sunlight (8 for Arm or Leg))
Damage 2d-1 imp x2 (which is not as effective as swing damage)
KNOCK-OUT PUNCHES - nonlethal attack
Punch to Face
• 10(11) - Attack: 15(Brawling) -5(face, miss by one hits torso) = 10(11) (9(10) in sunlight)
Damage 1d+2 cr
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B240)
- if >HP/2 injury —> major wound knockdown rolls at -5
Punch to Skull
• 8(9) - Attack: 15(Brawling) -7(skull, miss by one hits torso) = 8(9) (7(8) in sunlight)
Damage 1d+2 cr x4 skull
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B240)
- if >HP/2 injury —> major wound knockdown rolls at -10
Punch to Target of Opportunity or Torso
• 15 – Attack: 15(Brawling) (14 in sunlight)
• 9 – Move and Attack: 15(Brawling) -4(M&A) = 11(9 cap) (10 in sunlight)
Damage 1d+2 cr
SLAMS (B371) – my max damage attack
Preferrably from behind (no defense) against soft targets, but I'll also take damage.
Slam
• 15 - Attack: 15(Brawling) (14 in sunlight)
• 15 - Move and Attack: 15(Brawling) (14 in sunlight)
Damage (HP x velocity)/100 dice cr to both target and myself
– Target e.g. my 18 hp at max speed 20: (18 x 20)/100 = 3.6 (3.5 rounds up to) = 4d cr
- Myself e.g. for 10 hp at max speed (10 x 20)/100 = 2d cr
– Armor protects as flexible (B431), so 1 pt injury/5 pts damage if armor not pentrated
– If I do 2x or more damage, I knock him down.
- If I do equal or more damage, he must make a DX roll or fall down.
- If I do 0.5x or less damage, I fall down.
SHIELD BASH - nonlethal, Reach 1, attack that doesn't put my hands or feet at risk.
It's less effective than my punch: lower skill and same damage, so only use it when high defenses are important.
Block: 12 = 6(Shield: 12) + 3 + 1(C.R.) + 2(DB)
Shield Bash to Face
• 7(8) - Attack: 12(Shield) -5(face, miss by one hits torso) = 7(8) (6(7) in sunlight)
Damage 1d+2 cr
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B240)
- if >HP/2 injury —> major wound knockdown rolls at -5
Shield Bash to Skull
• 8(9) - Attack: 12(Shield) -7(skull, miss by one hits torso) = 5(6) (4(5) in sunlight)
Damage 1d+2 cr x4 skull
- if injury causes shock —> immediate HT roll to avoid knockdown and stunning (B240)
- if >HP/2 injury —> major wound knockdown rolls at -10
Shield Bash to Target of Opportunity or Torso
• 12 – Attack: 12(Shield) (11 in sunlight)
• 9 – Move and Attack: 12(Shield) -4(M&A) = 8 (7 in sunlight)
Damage 1d+2 cr
IN SUNLIGHT - I hate sunlight
≤15 CR, -1 penalty on success, Fright Check with MoF penalty on failure
Attack Target of Opportunity
• Brawling Attack: 14 = 15(Brawling) - 1(Heliophobia)
Damage
- 3d+1 cut with Bladed Hand
- 2d-1 imp with Bladed Hand
- 1d+2 cr with punch
• Shield Bash: 11 = 12(Shield) - 1(Heliophobia)
Damage
- 1d+2 cr
Slam
• Attack or Move and Attack: 14 = 15(Brawling) - 1(Heliophobia)
Damage (HP x velocity)/100 dice damage to both myself and target
- E.g. my 18 hp at max speed 20: (18 x 20)/100 = 3.6 (3.5 rounds up to) = 4d cr
– Armor protects as flexible (B431), so 1 pt injury/5 pts damage if armor not pentrated
– If I do 2x or more damage, I knock him down.
- If I do equal or more damage, he must make a DX roll or fall down.
- If I do 0.5x or less damage, I fall down.
Injury Tolerance (No Head)
No extra damage for trageting the "skull" or "face". No need to make make a HT roll to avoid knockdown and stunning because it's a "skull" or "face" hit. My "eye'''s are as vulnerable as anybody elses.