Stat Mods: +8 HP, -12 MP, +1 Power, +2 Toughness
Weapons: Unarmed: +3 Pro Others: -7 Pro
Fighter
Power 1: Combo
(Tech)
Each
attack more awesome than the last!
If you
make more than one attack on your turn, every successive attack does 1.5x the
damage of the previous one.
Fighter Power 5: Flying Kick (Special)
You sail through the air, letting your
foot lead you.
Major Action • 10
MP
Hit = Guts + Pro
+ ½ level • Range = 10
Damage = WPN +
Power
Fighter Power 10: Launch (Set-Up)
You throw a sick uppercut, sending your
enemy flying.
Major Action • 15
MP
Hit = Power + Pro
+ ½ level • Range = WPN
Damage = WPN
Target becomes
Airborne.
Fighter Power 15: Reversal (Flurry)
“KPOK. KROWW!!”
Interruption • 10
MP
If an enemy
attacks you while you are Blocking, and does not hit, you can make a Basic
Attack against them on their turn. At level 25, you can choose whether to make
a Basic or Heavy attack.
Fighter Power 20: Fleet Foot (Save)
Tripping? You’re too good for tripping.
You cannot become
Tripped.
Fighter Power 25 A: Air Juggle (Response Ultimate)
See that guy up there? You’re about to
make his day.
Major + Move
Action • 30 MP • Daily
Hit = Power x 2 +
Pro + ½ level • Range = 5
Damage = WPN x
Speed x 2
Target must be
Airborne. If attack hits, target becomes Grounded.
Fighter Power 25 B: Shockwave (Mass Set-Up Ultimate)
You punch the ground. Pretty hard.
Major + Move
Action • 25 MP • Daily
Everyone in a 20
foot radius becomes Stunned. Everyone within a 5 foot radius becomes Airborne.
Every ally in a 20 foot radius makes a DC 25 Speed check. If they succeed, they
are unaffected.
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