Lycanus

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  1. actually I think the rumors were for a running drama rather than a movie
  2. this is funny given that Hollywood zombies are closer to European vampire myths than actual vampire movies are.
  3. Quote:
    Originally Posted by DarkGob View Post
    Given that Statesboy is too much of a wussy to even face off against the Praetorian army personally, I don't see how it makes sense for him to be facing any of them.

    At the very least he should be facing multiple Warworks, though. We're not fighting Tyrant yet so let's leave him out of the promotional art for now (sure, he figures prominently into GR, but that's really a sidebranch of the main game).
    I wouldn't call him wussy, he IS hard to bring down

    however, he is an idiot
  4. Quote:
    Originally Posted by Golden Girl View Post
    I think it's quite good for showing good vs evil theme of the game, especially as the war with Praetoria has gone passed the Rikti storyline to become the major plotline in the game - but I still think Arachnos should get a look in somewhere - Recluse has a pretty wacky comicbook villain design

    EDIT: I also made a female version of the artwork when it was first previewed on the fourms back in June:

    http://goldengirlcoh.deviantart.com/...edom-215812237


    I have no problem with it being Praetorian natured...but against a minion?

    they could at least have done Nightstar
  5. I've been hearing more and more rumors this way recently...has anyone else heard anything?
  6. You know, it just struck me...the loader art now is Statesman facing off against a Warworks

    not Tyrant or any other Arch-villain from Praetoria....but a Warworks....and it looks like an ACU or BCU...which I believe are minions if I remember right....

    somewhat...underwhelming, actually
  7. Quote:
    Originally Posted by Golden Girl View Post
    I do - I have to travel by nigh across the rooftops to avoid seeing other people who will be plotting to rob and kill me.
    note to self: search "Golden Girl" for instances of amusing insanity...good dialogue fodder
  8. Quote:
    Originally Posted by Golden Girl View Post
    I like all kinds - although boy-on-boy is usually more angsty, so it gets extra hotness points
    heh, for angst, in Bystander, the main character is bisexual who passes herself off as a reckless, promiscuous party girl type

    the people I plan for her to actually fall for over the course of the books, tend to be individuals that aren't sexually attracted to women
  9. Quote:
    Originally Posted by Golden Girl View Post
    All slash pairings are of equal worth - Tyrant/Calvin isn't any less or more valuable than Swan/Fusionette.
    true was mostly making a self-mocking joke

    I like non-traditional relationships, though I have to admit I veer strongly over toward yuri
  10. Quote:
    Originally Posted by Golden Girl View Post
    You need to be more tolerant - Wolverine/Beast is hairy man-love, but it's still love.
    Well, for me, I'm not into that sort of thing.

    Now allow me to go squee over sappy Nanoha x Fate pictures in an entirely non-hypocritical way
  11. Quote:
    Originally Posted by Friggin_Taser View Post
    Uh, what about Brian Clevinger's Atomic Robo or Mercedes Lackey's Invasion? There's precedent that as long as you don't use City of Heroes trademarks (like the 5th Column or Rikti) that there won't be much, if any, push back.

    Edit: I found this quote from Atomic Robo's artist, since I definitely remember teaming with Atomic Robo on Pinnacle back in the day:



    So if you have an idea and make it in City of Heroes, it doesn't magically become NC Soft's.
    correct, but I tend to avoid it anyway....mostly I have a bunch of inspired by myth or inspired by anime characters without actually completely copying said anime characters (usually I mishmash ideas from multiple sources when I'm creating any character anyway....myth being a very heavy draw on origin concept for me)
  12. Quote:
    Originally Posted by SlickRiptide View Post
    If you expect to profit off of an original character or otherwise keep sole ownership of it, then it's best if you don't introduce it into City of Heroes. That's been the rule of thumb since day one.

    That said, the clause in question primarily is there so that NCSoft doesn't have to pay you a license if you've published the character in another medium and they decide to use it in a story or promotional material or something. Remember how Ascendent showed up in an issue of the Top Cow comic and Amberleigh(?) and the others in the Blue King comics? I'm sure that those players were thrilled to get a guest shot and had no ideas about profiting from their appearances in the CoH comics, but that EULA clause insured that NCSoft didn't have to worry about it.

    Basically, if you want to keep all possible rights to your character then keep it out of the game.

    and I don't, despite how very much I'd like to play characters like Lusca Kraken or Naiki Semezou
  13. "but not limited to" is standard language on a variety of agreements, it's the basic "stuff we can't think of now" statement, you'll find it in leases, employment agreements, game ToS, and a variety of other things...and it's always potentially aggravating, but it basically comes down to: "we don't want to have to rewrite the agreement every time someone finds a new way to screw us over"

    my past complaint with the agreement is this section:

    c) Member Content. Members can upload to and create content on our servers in various forms, such as in selections you make and characters, certain additions to the game world, and items you create for the Game(s), and in bulletin boards and similar user-to-user areas (“Member Content”). By submitting Member Content to or creating Member Content on any area of the Service, you (i) you represent and warrant that you have the necessary rights to submit such Member Content; (ii) the Member Content does not infringe the proprietary rights of any third-party, including intellectual property rights; and (iii) acknowledge and agree that such Member Content is the sole property of NC Interactive. To the extent that NC Interactive cannot claim exclusive rights in Member Content by operation of law, you hereby grant (or you warrant that the owner of such Member Content has expressly granted) to NC Interactive and its related Game Content Providers a non-exclusive, universal, perpetual, irrevocable, royalty-free, sublicenseable right to exercise all rights of any kind or nature associated with such Member Content, and all ancillary and subsidiary rights thereto, in any languages and media now known or not currently known. You shall indemnify and hold NC Interactive and its affiliates harmless from and against any claims by third parties that your Member Content infringes upon, violates or misappropriates any of their intellectual property or other proprietary rights.

    what this says is that if you put a character on the game, you promise:

    a) it is your idea
    b) you're not stealing from anyone
    c) if it is a commercial idea you happen to own (such as when Marvel had people get on CoH and make marvel characters) that you can't sue them allowing you to make a character you own and that they don't have to pay you to use the CoH version of the character you made how you want


    the bulk of the phrasing is enough that I am very leary about putting any of my characters I'm trying to sell as novels on the game, but it is essentially: "you're not going to rip off Marvel and, if you are Marvel, you aren't going to sue us for allowing you to rip yourself off"
  14. the EULA is basically just a bunch of stuff that companies have to put in because someone somewhere did something stupid and they have to protect themselves for likewise stupid because if one idiot can think of it, another can

    I'm fine with it. I used to not play my novel characters because of the EULA, but if Jim Butcher can play Dresden as a fire blaster, I can play my characters no one has ever heard of
  15. Quote:
    Originally Posted by Thee Walrus View Post
    Such an awesome idea. I must try it
    I started a set of rules for this, got some defenders and strikers up to 3rd level for a write up:

    I'm sure formatting is going out the window here.
    Quote:
    Battloid
    Power Source: Technology. Battloids are the products of highly
    advanced technology. Whether they’re highly advanced suits of armor
    worn by modern day warriors, or the creations of the new partner to
    magic’s might, science, they are mighty soldiers in the battles against evil.
    Role: Defender. Battloids are strong and powerful weapons in combat
    and are incredibly difficult to bring down.
    Key Abilities: Strength, Constitution, Intelligence

    Armor Proficiencies: None
    Weapon Proficiencies: Unarmed, All Simple Melee, All Martial Melee,
    All Simple Firearms, All Martial Firearms
    Bonus to Defense: +2 to Fortitude

    Hit Points at 1st Level: 15 + Constitution score
    Hit Points per Level: 6
    Healing Surges per Day: 9 + Constitution modifier

    Trained Skills: Choose 4 trained skills from the following list:
    Class Skills: Athletics (Str), Endurance (Con), History (Int), Insight (Wis),
    Intimidation (Cha), Perception (Wis), Science (Int)

    Build Options: Powered Suit, Robotics
    Class Traits: Armored Body, Targeting Laser, Format


    Traits:

    Armored Body: The Battloid has +7 AC and -1 Speed. You cannot wear
    any armor. They are considered heavy armor. Unarmed Weapon damage increases to 1d6.

    Targeting Laser:

    Targeting Laser
    Your mounted laser makes sure your enemies behave as you want them to.
    At Will * Technology
    Minor Action Close Burst 5
    Target: One Creature in Burst

    You mark the target. The target stays marked until you use this power on another target or you fail to engage it. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

    While marked, the target takes a -2 to hit for any attack that doesn’t include you as a target. Also, it takes fire damage equal to 3 + your Intelligence modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. This damage increases to 6 + your Intelligence modifier at 11th level and to 9 + your Intelligence modifier at 21st level.

    On your turn, you must engage the target you targeted or target a different target. To engage the target you must either attack it or end your turn adjacent to it. If none of these conditions occur by the end of your turn, the marked condition ends and you can’t use the targeting laser on your next turn.

    You can use Targeting Laser once per round.

    Format: Battloid’s come in two formats: robot warriors and manned
    power suits.

    Powered Armor:
    The Powered Armor Battloid gains Lightning Resistance 5 + ½ Level. They also have the following Armor Proficiencies: Cloth, Concealed, Tactical, Battle, Riot, Hard Suit.
    In addition, they gain access to the Power: Remove Armor.

    Remove Armor
    Encounter * Technology, Identity
    Full Round Action
    Personal
    Effect: Your highly advanced combat armor is concealed in an
    easily portable package while you appear as a completely normal human being to all observers. While this power is active, all Battloid powers and class traits are considered gone.
    This means the Powered Armor battloid can wear other armors and use them, but lose their electrical resistance, natural armor bonus, targeting laser and normal powers.
    In addition, if you’ve taken damage since the last time you
    put the armor on, then you gain the effects of a healing surge when you take it off as you readjust shifted pieces.

    Robotics:
    The Robotics Battloid are immune to Disease and Poison effects
    and when rolling for stabilization, take the best of 10 or their roll.

    Battloid Developments

    Level 1 At Will Battloid Developments

    Hydraulic Thrust
    With the power of your mechanized servos you throw the opponent back.
    At Will * Technology
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 1[W] + Strength modifier and the target is pushed 1 square.
    Increase damage to 2[W] + Strength modifier at 21st Level

    Powered Strike
    Your strike lands with the added force of a surrounding nimbus of energy.
    At Will * Technology/ Cold, Fire, Force, Lightning or Thunder
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: Choose Cold, Fire, Force, Lightning or Thunder at the time you select this
    as a power. Deal 1[W] + Intelligence damage of that type to the target.
    Increase damage to 2d8 + Intelligence damage at 21st level.

    Power Surge
    With a quick jury-rig and improvisation, you produce a surge of power to strike
    out at range.
    At Will * Technology/ Cold, Fire, Force, Lightning or Thunder
    Standard Action Ranged 5
    Target: One Creature
    Attack: Intelligence vs Reflex
    Hit: Choose Cold, Fire, Force, Lightning or Thunder at the time you select this as
    a power. Deal 1d6 + Intelligence damage of that type to the target.
    Increase damage to 2d6 + Intelligence damage at 21st level.

    Debilitating Shock
    This blow deals a disturbing electrical shock that inhibits an opponent’s actions.
    At Will * Technology, Lightning
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs Fortitude
    Hit: 1[W] + Intelligence Lightning damage and target receives a -2 to attacks
    until the end of your next turn.
    Increase damage to 2[W] + Intelligence damage at 21st level

    Level 1 Encounter Battloid Developments

    Iron Warrior
    As red dots point out your enemies, a shard of cold fear enters their hearts
    Encounter * Technology, Fear
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 2[W] + Strength modifier damage. The target and all enemies adjacent to it
    are marked until the end of your next turn.
    Powered Armor: Marked targets take a -2 to attacks, in addition to the
    penalty applied by the marking, until the end of your next turn unless immune to fear.

    Double Thrust
    With a flurry of motion you strike out at two opponents and toss them back away.
    Encounter * Technology
    Standard Action Melee Unarmed
    Target: Two Creatures
    Attack: Strength vs AC one attack per target
    Hit: 1[W] + Strength modifier damage and each target hit is pushed 1 square.
    Robotics: Push the target a number a squares equal to 1 + your Strength
    modifier.

    Targeted Blast
    With a brief examination of the situation, you strike out at every target in front of
    you.
    Encounter * Technology
    Standard Action Close Blast 3
    Target: Each enemy in Blast
    Attack: Intelligence vs Reflex
    Hit: 1d6 + Intelligence modifier damage.

    Inbuilt Taser
    A powerful and focused shock leaves the target nearly helpless.
    Encounter * Technology, Lightning
    Standard Action Melee
    Target: One Creature
    Attack: Intelligence vs Fortitude
    Hit: 2[W] + Intelligence Lightning damage and target is dazed until the end of
    your next turn.

    Level 1 Daily Battloid Developments

    Wall of Iron
    You take a stand and wait for the enemies to approach.
    Daily * Technology, Zone
    Standard Action Close Burst 1
    Effect: Until the end of your next turn, all enemies that begin their turn or enter
    the effected area suffer a Strength vs AC attack dealing
    1[W] +Strength modifier damage and are pushed 1 square.
    Special: Starting this Development does not provoke opportunity attacks.

    Main Gun
    Expecting this to be a dangerous fight, you poor your batteries into a powerful
    blast to open the fight.
    Daily * Technology/Ballistic, Cold, Fire, Force, Lightning or Thunder
    Standard Action Ranged 10
    Target: One Creature
    Attack: Intelligence vs Reflex
    Hit: Choose Cold, Fire, Force, Lightning or Thunder when you select this as a
    power. Deal 3d6 + Intelligence modifier of the chosen damage and apply the following effect based on energy type.
    Ballistic: Cannot shift (save ends)
    Cold: Slowed (save ends)
    Fire: Ongoing 5 fire damage (save ends)
    Force: Push Intelligence modifier squares
    Lightning: Dazed (save ends)
    Thunder: Knocked prone and stunned until end of your next turn.
    Miss: Half damage.

    Rocketed Charge
    Firing up the artificial muscles in your legs you launch forward into a powerful
    attack, calculating attack trajectories as you pass other targets.
    Daily * Technology, Fear
    Standard Action Melee
    Special: Move up to your speed in a straight line before you attack.
    Requirement: Must follow the requirements for a charge.
    Target: One Creature
    Attack: Strength vs AC
    Hit: 3[W] + Strength damage and all enemies adjacent to your path of
    movement are marked until the end of your next turn.

    Level 2 Utility Battloid Developments

    Sensor Suite
    You’ve upgraded your system sensors to account for more situations.
    At Will * Technology
    Free Action Personal
    Trigger: You make a Perception check.
    Effect: You possess Low Light Vision and +2 Perception

    Force Shield
    For short periods of time, a field of force surrounds you and shields you from
    harm.
    Daily * Technology, Force
    Minor Action Personal
    Effect: Until the end of your next turn, you gain +2 AC until the end of your next
    turn.

    Emergency Repair System
    For true emergencies, the battloid can trigger its systems to begin immediate self-
    repair.
    Daily * Technology, Healing
    Minor Action Personal
    Effect: You gain 2 + Constitution modifier regeneration while bloodied.

    Hydraulic Strength
    Your artificial makeup magnifies your proportional strength.
    Encounter * Technology
    Minor Action Personal
    Effect: Multiply your maximum carry, lift and drag weights by your Constitution
    modifier until the end of your next turn.

    Cyborg
    Power Source: Technology. Cyborgs are masterpieces of technological
    development, merging the strengths of both body
    and machine into one exceptional whole.
    Role: Striker. Cyborgs lack the resilience of full out Battloids and the
    versatility of the gadgeteers and geniuses, but they still carry a variety of weapons and abilities that make them capable warriors.
    Key Abilities: Dexterity, Wisdom, Strength

    Armor Proficiencies: Cloth, Concealed, Tactical
    Weapon Proficiencies: Unarmed, All Simple Melee, All Simple
    Firearms, All Martial Firearms
    Bonus to Defense: +1 to Fortitude, +1 Reflex

    Hit Points at First Level: 12 + Constitution score
    Hit Points per Level: 5
    Healing Surges per Day: 6 + Constitution modifier

    Trained Skills: Choose 4 from the following list of skills.
    Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Endurance
    (Con), Heal (Wis), Insight (Wis), Intimidation (Cha),
    Perception (Wis), Science (Int), Stealth (Dex),
    Thievery (Int)

    Build Options: Overt Cyborg, Covert Cyborg
    Class Traits: Combat Analysis, Design, Prime Shot

    Traits:

    Combat Analysis: Once per round as a minor action, you can analyze the
    physical structure of the nearest enemy.
    Once per round, you deal extra damage to your quarry. The extra
    damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage on after all the attacks are rolled.
    In addition, various the target you are currently analyzing, all your powers are considered high-crit attacks.
    The Combat Analysis effect remains active until the end of the encounter, until the target is defeated, or until you designate a different target as your quarry.
    You can analyze only one enemy at a time as it is an ongoing process.

    Level Combat Analysis Extra Damage
    1st – 10th +1d6
    11th – 20th +2d6
    21st – 30th +3d6

    Design: Choose whether your cybernetics are hidden or obvious.

    Overt Cybernetics: You gain +2 AC and Fortitude due to the reinforcing
    external metal. Overt Cybermetics have Built-In Weapon as an automatic
    At-Will power.

    Covert Cybernetics: You gain +2 to Initiative and Reflex due to reaction
    enhancements. Covert Cybernetics have Martial Wiring as an automatic
    at will power.

    Prime Shot: If none of your allies are nearer to your target than you are,
    you receive a +1 bonus to ranged attack rolls against that target.

    Cyborg Developments

    Level 1 At Will Cyborg Developments

    Built-in Weapon
    Most overt fighting cyborgs have at least one weapon built into their bodies
    somewhere.
    At Will * Technology / Ballistic, Cold, Fire, Force, Lightning or Thunder
    Standard Action Ranged 10
    Target: One Creature
    Attack: Dexterity vs AC
    Hit: 1d8 + Dexterity damage of the appropriate type.
    Increase to 2d8 + Dexterity damage at 21st level
    Special: Can be used as a basic ranged attack and counts as a ranged weapon for
    any other Cyborg Development’s use.

    Warning Shot
    You strike a minimal blow warning your target that you have him covered.
    At Will * Technology Weapon
    Standard Action Ranged Weapon
    Target: One Creature
    Attack: Dexterity vs AC
    Hit: Dexterity modifier damage. If the target makes an attack before the
    end of your next turn, you make a second basic ranged attack as an Immediate
    Interrupt.
    Increase to 2[W] + Dexterity modifier damage at 21st level.

    Martial Wiring
    Many covert cyborgs have built-in knives or reinforced bones to aid in melee
    combat.
    At Will * Technology
    Standard Action Melee Unarmed
    Target: One Creature
    Attack: Strength vs AC
    Covert: Dexterity vs AC
    Hit: 1d8 + Strength modifier damage.
    Increase to 2d8 + Strength modifier damage at 21st level.
    Covert: 1d8 + Dexterity modifier damage.
    Increase to 2d8 + Dexterity modifier damage at 21st level.
    Special: This can be used as a basic melee attack and counts as a melee weapon
    for the use of other Cyborg developments.

    Targeting Lock
    Taking your time, you only fire when your targeting software confirms the shot.
    At Will * Technology Weapon
    Standard Action Ranged or Melee Weapon
    Target: One Creature
    Attack: Dexterity + 2 vs Reflex (Ranged) Strength + 2 vs
    Reflex (Melee)
    Hit: 1[W] damage.
    Increase to 2[W] damage at 21st level.

    Level 1 Encounter Cyborg Developments

    Tactical Warning
    An internal warning alerts you that someone is in firing position on you.
    Encounter * Technology Weapon
    Immediate Reaction Ranged Weapon
    Trigger: An enemy makes a ranged attack against you.
    Effect: Shift a number of squares equal to your Dexterity modifier and make a
    Basic Ranged Attack against the enemy that fired on you.

    Wounding Shot
    A well-placed blow weakens the enemy for a brief time.
    Encounter * Technology Weapon
    Standard Action Ranged or Melee Weapon
    Target: One Creature
    Attack: Dexterity vs Reflex (Covert/Overt Ranged) Strength vs
    Reflex (Overt Melee)
    Hit: 2[W] + Dexterity damage (Covert/Overt Ranged) 2[W] + Strength modifier
    damage (Overt Melee) and the target is weakened until the end of your
    next turn. If target was affected by Combat Analysis, they also take bonus
    damage equal to your Wisdom modifier.

    Sedative Grip
    As you clinch your hand around the target, you inject him with a sedative.
    Encounter * Technology Poison Reliable
    Standard Action Melee Unarmed
    Target: One Creature
    Attack: Dexterity vs AC
    Covert Cybernetics: The Attack is Dexterity vs Will instead.
    Hit: 1d6 + Dexterity modifier poison damage and the target is slowed until the
    end of your next turn.

    Focused Shot
    Calculating the best possible shot, you strike out against your target.
    Encounter * Technology Weapon
    Standard Action Ranged Weapon
    Target: One Creature
    Attack: Dexterity vs AC
    Hit: 2[W] + Dexterity damage of the appropriate type.
    Overt Cybernetics: Target is also knocked prone.


    Level 1 Daily Cyborg Developments

    Supporting Fire
    From your position, you unleash a flurry of shots to protect your allies.
    Daily * Technology Weapon Zone
    Minor Action Burst 3 at Range 10
    Target: One Ally
    Requirement: Must be able to make a basic ranged attack.
    Effect: Until the end of your next turn, whenever an enemy in the effected zone
    attacks an ally or moves into the zone, make a basic ranged attack as an
    immediate interrupt.

    Strike the Weak Point
    You make harsh and cruel shot against the weakest spot your internal systems can
    find on your enemy.
    Daily * Technology Weapon
    Standard Action Melee or Ranged Weapon
    Requirement: Target must currently be under analysis.
    Target: Dexterity + Wisdom vs Reflex (Covert/Overt Ranged)
    Strength + Wisdom vs Reflex (Overt Melee)
    Hit: 3[W] + Dexterity modifier + Wisdom modifier damage. (Covert/Overt
    Ranged)
    3[W] + Strength modifier + Wisdom modifier damage (Overt Melee)

    Concussive Blow
    With a heavy blow you send your opponent reeling.
    Daily * Technology
    Standard Action Melee Weapon
    Target: Strength vs AC
    Covert: Dexterity vs AC
    Hit: 3[W] + Strength modifier damage and the opponent is dazed until the end of
    your next turn.
    Covert: 3[W] + Dexterity modifier damage and the opponent is dazed
    until the end of your next turn.

    Level 2 Utility Cyborg Developments

    Computer Interface
    You are exceptionally fast when dealing with computers.
    Encounter * Technology
    Minor Action Personal
    Effect: Make a Science or Thievery check related to computers as part of this
    action regardless of whether it would be standard or move action normally.

    Surprising Strength
    People are constantly surprised with how strong you appear to be.
    At Will * Technology
    Immediate Interrupt Personal
    Trigger: Fail an Athletics or Strength check
    Effect: +4 to the total of your roll.

    Downloaded Moves
    Martial arts is easy when all you have to do is download a catalog of Bruce Lee’s
    writings.
    Encounter * Technology
    Minor Action Personal
    Effect: Until the end of your next turn, add your Wisdom bonus to any melee
    attack you make.

    Unconscious Senses
    Your eyes and ears never completely shut off without being damaged.
    At Will * Technology
    Free Action Personal
    Trigger: You are asleep or unconscious.
    Effect: Passive Perception continues even while asleep or unconscious.

    Gadgeteer
    Power Source:
    Role:
    Key Abilities:

    Armor Proficiencies:
    Weapon Proficiencies:
    Bonus to Defense:

    Hit Points at First Level:
    Hit Points per Level:
    Healing Surges per Day:

    Trained Skills:
    Class Skills:

    Build Options:
    Class Traits:

    Saboteur – Assault
    Drones – Control

    Genius
    Technological Leader
    Power Source:
    Role:
    Key Abilities:

    Armor Proficiencies:
    Weapon Proficiencies:
    Bonus to Defense:

    Hit Points at First Level:
    Hit Points per Level:
    Healing Surges per Day:

    Trained Skills:
    Class Skills:

    Build Options:
    Class Traits:


    Scientist – Int
    Doctor – Wis

    Daredevil
    Power Source: Natural. Daredevils get their power from skill and sheer
    stubborn willfulness. They seem to keep going
    regardless of all the problems they have.
    Role: Defender. Somehow, someway, daredevils always find themselves
    responsible for protecting others. Willing or not,
    they eventually step up to the position of protecting
    others.
    Key Abilities: Strength, Constitution, Dexterity, Wisdom

    Armor Proficiencies: Cloth, Concealed, Tactical, Battle, Riot, All Shields
    Weapon Proficiencies: Unarmed, Simple Melee, Simple Firearms,
    Martial Firearms
    Bonus to Defense: +2 Will

    Hit Points at First Level: 15 + Constitution score
    Hit Points per Level: 6
    Healing Surges per Day: 9 + Constitution modifier

    Trained Skills: Choose 3 of the following skills
    Class Skills: Athletics (Str), Endurance (Con), Heal (Wis),
    Streetwise (Cha)

    Build Options: Lucky Stiff, Tough Guy
    Class Traits: Combat Challenge, Combat Superiority, Daredevil
    Weapon Talent

    Traits:

    Combat Challenge: In combat it’s dangerous to ignore a daredevil as just
    a normal guy. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to one mark at a time. A new mark supersedes a mark that was already in place.
    In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

    Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining it may use them to resume moving.

    Daredevil Weapon Talent: No matter how careful they are about loading
    their guns, in the end, daredevils always seem to end up brawling against
    their enemies in the most dire situations. They gain +1 to hit and +2 to
    damage with unarmed attacks.

    Daredevil Exploits

    Level 1 At Will Daredevil Exploits

    Combo
    You strike out at one target and catch another on the return.
    At Will * Natural Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 1[W] + Strength modifier damage to target. Also deal Strength modifier
    damage to a second target adjacent to the first.
    Increase to 2[W] + Strength modifier damage at 21st level.

    Well-Placed Jab
    You trade impact for accuracy to keep some of the heat on the enemy.
    At Will * Natural Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength + 2 vs AC
    Hit: 1[W] damage.

    Defensive Strike
    A quick shot sets you up to avoid the next attacks from your opponent.
    At Will * Natural Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs Reflex
    Hit: Strength modifier damage and you gain +1 to all defenses until the end of
    your next turn.

    Shove Aside
    You shoulder your opponent aside and put yourself in his position.
    At Will * Natural Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs Reflex
    Hit: 1[W] + Strength modifier damage. Target is pushed 1 square, you may shift
    into the square they just left.
    Increase to 2[W] + Strength modifier damage at 21st level.

    Level 1 Encounter Daredevil Exploits

    Low Blow
    It isn’t exactly the nicest thing to do in a fight, but it works.
    Encounter * Natural Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 2[W] + Strength damage and target is slowed and can’t shift until the end of
    your next turn.

    Covering Blow
    Sometimes it’s necessary to forcefully pull people out of their self-made messes.
    Encounter * Natural Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Hit: 2[W] + Strength damage and an ally adjacent to either you or the target may
    shift 2 squares.

    Snap Shot
    With a quick motion you make a swift attack against an enemy.
    Encounter * Natural Weapon
    Immediate Reaction Melee or Ranged Weapon
    Trigger: An enemy breaks cover (ranged) or provokes an opportunity
    attack (melee)
    Requirement: Must be unarmed or have a free hand.
    Target: One Creature
    Attack: Strength vs AC (melee) Dexterity vs AC (ranged)
    Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier
    damage (ranged)
    Special: The ranged attack version of this does not provoke Opportunity attacks.

    Two-Fisted Fighter
    You push through one opponent to get to the next.
    Encounter * Natural Weapon
    Standard Action Melee Weapon
    Target: One creature
    Attack: Strength vs AC
    Hit: 1[W] + Strength modifier damage and you may shift 1 square. Make a
    secondary attack.
    Secondary Target: One creature other than the primary target.
    Secondary Attack: Strength vs AC
    Hit: 1[W] + Strength modifier damage.

    Level 1 Daily Daredevil Exploits

    Comeback Strike
    Apparently, they think you felt that last hit.
    Daily * Natural Reliable Weapon Healing
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 2[W] + Strength modifier damage and you may spend a healing surge.

    Brutal Blow
    Sometimes you can just feel the frustration behind a hit.
    Daily *Natural Reliable Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 3[W] + Strength modifier damage.

    It’s You or Me
    There are some people that just rub you the wrong way.
    Daily * Natural Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 2[W] + Strength modifier damage and you gain a power bonus of +2 to
    attack and +4 to damage against that target until the end of the encounter.
    Miss: You gain a power bonus of +1 to attack and +2 to damage against that
    target until the end of the encounter.

    Level 2 Utility Daredevil Exploits

    Terminally Stubborn
    Some people just don’t know when to quit.
    Daily * Natural Healing
    Minor Action Personal
    Requirement: You must be bloodied and have already expended your
    Second Wind.
    Effect: Gain the effects of Second Wind.

    Not That Way!
    Sometimes the squishies need a little redirecting.
    Encounter * Natural
    Move Action Melee 1
    Target: One Willing Ally
    Effect: Slide adjacent ally 2 squares to a square that is adjacent to you.

    No Opening
    A stumble and a bit of lucky timing saves you from giving your opponent an
    advantage.
    Encounter * Natural
    Immediate Interrupt Personal
    Trigger: An enemy attacks you and has combat advantage over you.
    Effect: You cancel the combat advantage you were about to grant to the attack.

    Unstoppable
    You just keep going and going.
    Daily * Natural Healing
    Minor Action Personal
    Effect: You gain temporary hit points equal to 2d6 + Constitution modifier.

    Captain
    Natural Leader
    Power Source:
    Role:
    Key Abilities:

    Armor Proficiencies:
    Weapon Proficiencies:
    Bonus to Defense:

    Hit Points at First Level:
    Hit Points per Level:
    Healing Surges per Day:

    Trained Skills:
    Class Skills:

    Build Options:
    Class Traits:


    Inspiring – Cha
    Tactical – Int

    Agent
    Power Source: Natural. Agents have trained for years to reach
    the point of skill and strength they have.
    Agents are a mix of weapon experts and
    master spies.
    Role: Striker. Agents know how best to hit where it hurts and
    are exceptional at appearing in surprising places.
    Key Abilities: Dexterity, Wisdom, Charisma

    Armor Proficiencies: Cloth, Concealed, Tactical
    Weapon Proficiencies: All Simple Melee, All Martial Melee, All Simple
    Ranged, All Martial Ranged, Shuriken, All
    Simple Firearms, All Martial Firearms
    Bonus to Defense: +2 to Reflex

    Hit Points at First Level: 12 + Constitution Score
    Hit Points per Level: 5
    Healing Surges per Day: 6 + Constitution modifier

    Trained Skills: Stealth and choose four of the following:
    Class Skills:Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy
    (Cha), History (Int), Insight (Wis), Intimidate (Cha),
    Nature (Wis), Perception (Wis), Stealth (Dex), Streetwise
    (Cha), Thievery (Dex)

    Build Options: Weapons Expert, Spy Master
    Class Traits: First Strike, Sneak Attack, Agent Weapon Talent

    Traits

    First Strike: At the start of an encounter, you have combat advantage
    against any creatures that have not yet acted in that
    encounter.

    Sneak Attack: Once per round, when you have combat advantage against
    an enemy and are using a weapon from the light
    blade, light hand gun, unarmed, hand crossbow or
    sling groups, an attack you make against that enemy
    deals extra damage if the attack hits. You decide
    whether to apply the extra damage after making the
    damage roll. As you advance in level, your extra
    damage increases.

    1st – 10th +2d6
    11th – 20th +3d6
    21st – 30th +5d6

    Agent Weapon Talent: Choose either melee or ranged, gain a +1 to hit
    with that type of weapon.

    Agent Exploits

    Level 1 At Will Daredevil Exploits

    Level 1 Encounter Daredevil Exploits

    Level 1 Daily Daredevil Exploits

    Level 2 Utility Daredevil Exploits



    Brawler
    Power Source: Innate. The brawler’s power doesn’t come from natural
    skill, technological mastery or mystical power.
    Their power comes from raw, inhuman strength,
    resilience and fury.
    Role: Defender. Brawlers tend to drive themselves headlong into crowds
    of foes, producing a wake that more vulnerable
    allies can safely follow behind.
    Key Abilities: Strength, Constitution, Charisma

    Armor Proficiencies: None
    Weapon Proficiencies: Unarmed, Club
    Bonus to Defense: +2 Fortitude

    Hit Points at First Level: 15 + Constitution Score
    Hit Points per Level: 6
    Healing Surges per Day: 9 + Constitution modifier

    Trained Skills: Choose 3 of the following skills.
    Class Skills: Athletics (Str), Endurance (Con), Heal (Wis),
    Nature (Int), Streetwise (Cha)

    Build Options: Brute, Brick
    Class Traits: Brawler Weapon Talent, Fearful Presence, Focus
    Monstrous Strength

    Traits:

    Brawler Weapon Talent: Brawlers are exceptional skilled at turning their
    surroundings into weapon. They gain a +2 to hit with Improvised
    Weapons. In addition, they may use any item up to their carry weight as a
    one-handed improvised weapon and any weapon up to their lift weight as
    a two-handed improvised weapon.

    Fearsome Presence: Brawlers are indescribably frightening. Whenever you attack an opponent, whether the attack hits or misses, you can mark that opponent. The mark lasts until the end of your next turn. While a target is marked, it cannot shift and takes a -2 penalty to attacks that do not include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark already in place.

    Focus: Brawlers are usually destructive brutes or resilient bricks.

    Brute: Unarmed damage increases to 1d8 and AC bonus is +6, speed -1.
    They are considered to be wearing heavy armor.

    Brick: Unarmed damage increases to 1d6 and AC bonus is +8, speed -2.
    They are considered to be wearing heavy armor.

    Ride the Anger: All Brawlers have access to this very dangerous Daily power.

    Ride the Anger
    They shouldn’t have made you angry.
    Daily * Innate
    Minor Action Personal
    Requirement: You must be bloodied.
    Effect: If you have been attacked or otherwise affected by hostile powers since your last round, then you gain a +1 to attack and damage.
    This bonus accumulates over each round as long as you are attacked.
    If, for any reason, you are no longer bloodied at any time after activating this power, then the effect ends and cannot be regained until you next have access to this power.
    While Ride the Anger is active, then you have -1 to all defenses.
    Brick: Ride the Anger lasts until you are at Bloodied +
    Constitution modifier hit points.
    Brute: You can start Ride the Anger at Bloodied + Constitution
    modifier hit points.

    Brawler Mutations

    Level 1 At Will Brawler Mutations

    Sweeping Blow
    Sweeping your arms aside you smack multiple opponents.
    At Will * Innate
    Standard Action Melee
    Target: A number of Adjacent enemies equal to your Constitution modifier.
    Attack: Strength vs AC
    Hit: Strength modifier damage.
    Increase to 1d6 + Strength modifier damage at 21st level.

    Hard Strike
    Even a glancing blow is painful.
    At Will * Innate Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 1[W] + Strength modifier damage.
    Increase to 2[W] + Strength modifier damage at 21st level.
    Miss: Strength modifier damage.

    Bolstering Fury
    With every hit you land, your confidence and fury grow.
    At Will * Innate Weapon Healing
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 1[W] + Strength modifier damage. Gain Temporary HP equal to your
    Charisma modifier.
    Increase to 2[W] + Strength modifier damage at 21st level.

    Ferocious Grab
    With a swift gesture you wrap your hands around your target.
    At Will * Innate
    Standard Action Melee
    Target: One Creature
    Attack: Strength vs Reflex
    Hit: Strength modifier damage and target is grabbed.
    Increase to 2d6 + Strength modifier damage at 21st level.

    Level 1 Encounter Brawler Mutations

    Stunning Smash
    With a heavy blow you rattle your opponent’s brain around in its skull.
    Encounter * Innate Melee Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 2[W] + Strength modifier damage and target is dazed until the end of your
    next turn.
    Brick: Target is stunned until the end of your next turn.

    Fearsome Roar
    A battle cry or bestial growl sends chills through all your enemies.
    Encounter * Innate Fear
    Standard Action Close Burst 1
    Special: This action does not provoke attacks of opportunity.
    Target: All enemies in burst.
    Attack: Charisma vs Will
    Hit: Target is -2 to attacks in addition to penalties from being marked, if the
    Brawler chooses to mark them.

    Fling Foe
    You take a grabbed foe and fling outward away from you.
    Encounter * Innate
    Standard Action Melee
    Requirement: You must already have target grabbed.
    Target: Creature Grabbed
    Attack: Strength vs Reflex
    Hit: Slide target up to a number of squares in a straight line equal to your
    Strength modifier, stopping at the first enemy-occupied square. Target
    takes 1d8 + Strength modifier damage and is knocked prone. Make
    secondary attack.
    Secondary Target: Enemy in square you throw opponent.
    Secondary Attack: Strength vs AC
    Secondary Hit: 1d8 + Strength modifier damage and is knocked prone.
    Miss: Slide target a number of squares equal to your Strength modifier, he lands
    on his feet.

    Heavy Handed
    Brawlers are infamous for striking horrendously hard.
    Encounter * Innate Weapon
    Brute: Add “Reliable” to keywords
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 2[W] + Strength modifier damage.

    Level 1 Daily Brawler Mutations

    Dodge This!
    You can’t dodge this.
    Daily * Innate Weapon
    Requirement: Improvised weapon at least one square in size.
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs Fortitude
    Hit: [W] + Strength modifier damage and target is Immobilized (save ends) and
    knocked prone. You are disarmed of the weapon.
    Miss: Half damage target is knocked prone. You are disarmed of the weapon.

    Monstrous Blow
    You lash out with terrible strength.
    Daily * Innate Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 3[W] + Strength modifier damage and target is stunned.

    Shockwave
    A shockwave radiates out from the impact with your opponent
    Daily * Innate Weapon
    Standard Action Close Burst 1
    Requirement: You must be unarmed to use this power.
    Target: All creatures in burst
    Attack: Strength vs Reflex
    Hit: 2[W] + Strength modifier damage and target is knocked prone. All targets
    are marked.

    Level 2 Utility Brawler Mutations

    Wall Breaker
    Brawlers cause massive drops in property value.
    Encounter * Innate
    Minor Personal
    Effect: Until the end of your next turn, add your Strength Score + ½ your level to
    any Strength check meant to break an object.

    Combat Furor
    You thrive on the chaos of battle.
    Daily * Innate Healing
    Minor Personal
    Prerequisite: Bolstering Fury
    Effect: Until the end of the encounter, any temporary Hit Points you gain from
    Bolstering Fury are permanent Hit Points until you hit your
    maximum hit points.

    Fling Ally
    Your massive strength can be used to move your friends around as well as your
    enemies, whether they want you to or not.
    Encounter * Innate
    Move Action Melee
    Target: One adjacent ally
    Effect: Slide the target a number of squares equal to your Strength modifier, your
    ally does not provoke attacks of Opportunity for this movement.

    Easy Strength
    You make feats of strength look easy.
    Encounter * Innate
    Minor Action Personal
    Effect: Make an Athletics or Strength check as part of this action, even if it would
    normally be a Standard Action.

    Traveler
    Innate Striker
    Power Source:
    Role:
    Key Abilities:

    Armor Proficiencies:
    Weapon Proficiencies:
    Bonus to Defense:

    Hit Points at First Level:
    Hit Points per Level:
    Healing Surges per Day:

    Trained Skills:
    Class Skills:

    Build Options:
    Class Traits:


    Fly
    Leap
    Run
    Teleport

    Projector
    Innate Striker
    Power Source:
    Role:
    Key Abilities:

    Armor Proficiencies:
    Weapon Proficiencies:
    Bonus to Defense:

    Hit Points at First Level:
    Hit Points per Level:
    Healing Surges per Day:

    Trained Skills:
    Class Skills:

    Build Options:
    Class Traits:


    Aura
    Blasts

    Elementalist
    Innate Controller
    Power Source:
    Role:
    Key Abilities:

    Armor Proficiencies:
    Weapon Proficiencies:
    Bonus to Defense:

    Hit Points at First Level:
    Hit Points per Level:
    Healing Surges per Day:

    Trained Skills:
    Class Skills:

    Build Options:
    Class Traits:


    Destroyer
    Shaper

    Mentalist
    Innate Leader
    Power Source:
    Role:
    Key Abilities:

    Armor Proficiencies:
    Weapon Proficiencies:
    Bonus to Defense:

    Hit Points at First Level:
    Hit Points per Level:
    Healing Surges per Day:

    Trained Skills:
    Class Skills:

    Build Options:
    Class Traits:


    Warrior
    Guide

    Avatar
    Mystic Leader
    Power Source:
    Role:
    Key Abilities:

    Armor Proficiencies:
    Weapon Proficiencies:
    Bonus to Defense:

    Hit Points at First Level:
    Hit Points per Level:
    Healing Surges per Day:

    Trained Skills:
    Class Skills:

    Build Options:
    Class Traits:


    Battle
    Devoted

    Champion
    Power Source: Mystic. Champions have been chosen by mystical forces
    to act as a defender and enforcer for their goals.
    They are empowered by those forces in ways that
    are ethereal in source, but very real in effect.
    Role: Defender. Champions, whether of fear or hope, exist to stand firm
    against the enemies of their mission. Sometimes they have sought out this destiny, other times it has been thrust on them, but all are driven to complete it.
    Key Abilities: Strength, Wisdom, Charisma

    Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale, Plate,
    All Shields
    Weapon Proficiencies: All Simple Melee, All Martial Melee, All Simple
    Ranged, All Martial Ranged
    Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

    Hit Points at First Level: 15 + Constitution Score
    Hit Points per Level: 6
    Healing Surges per Day: 10 + Constitution Modifier

    Trained Skills: Religion or Arcana. Add any 3 of the following skills.
    Class Skillsiplomacy (Cha), Endurance (Con), Heal (Wis), History (Int),
    Insight (Wis), Intimidate (Cha)

    Build Options: Enforcer, Protector
    Class Traits: Weapon of Power, Mystic Challenge, Lay on Hands

    Traits:

    Weapon of Power: All champions are equipped with a signature magic
    weapon, the discovery of which imbued them with their purpose and
    power. Each weapon is unique in appearance and capability as determined by the powers chosen by the champion. At character creation, the champion chooses a weapon and a damage type that applies to their weapon. This choice can’t be retrained.

    Any power with the keyword “Icon” requires this weapon to use.

    All Weapons gain a bonus to Attack and Damage and Critical
    Damage based on the character’s level. The critical damage is of
    the type chosen by the player.

    Attack/Damage Critical
    Level 1st – 5th +1 +1d8
    Level 6th – 10th +2 +2d8
    Level 11th – 15th +3 +3d8
    Level 16th – 20th +4 +4d8
    Level 21st – 25th +5 +5d8
    Level 26th – 30th +6 +6d8

    Weapons: If stats are not mentioned, they are 1d8 damage and +2
    proficiency bonus.

    Heavy Blade – 1d10 damage, Proficiency bonus increased to +3
    Light Blade and Shield – 1d6 damage, +3 prof bonus, +2 AC/Refl
    Mace and Shield – 1d8 damage, +1AC/Reflex
    Hammer – range 5/10 returning
    Axe – High Crit, 1d10 damage
    Spear and Helmet – Reach, +1 AC (-1 to hit rabbits – j/k)
    Staff – +1 AC/Reflex
    Unarmed – 1d6 damage, Proficiency bonus increased to +3, can’t
    be removed from you

    Energy Types: Necrotic or Radiant. This damage can take many forms,
    including lightning bolts, black mists, icy chills, fire and so on, but
    regardless of the appearance the damage is either Necrotic or
    Radiant.

    Lay on Hands: Champions can heal the injuries of their comrades with but a single mystic touch.

    Lay on Hands
    Your mystic touch eases your ally’s wounds.
    At Will * Mystic Healing
    Minor Action Melee touch
    Special: You can use this a number of times per day equal to your Wisdom modifier, but only once per round.
    Target: One Creature
    Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

    Mystic Challenge:

    Mystic Challenge
    Powerful energies strike down those you’ve marked.
    At Will * Mystic
    Minor Action Close Burst 5
    Target: One Creature in Burst

    You mark the target. The target stays marked until you use this power on another target or you fail to engage it. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

    While marked, the target takes a -2 to hit for any attack that doesn’t include you as a target. Also, it takes damage of a type appropriate to your weapon equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. This damage increases to 6 + your Intelligence modifier at 11th level and to 9 + your Intelligence modifier at 21st level.

    On your turn, you must engage the target you targeted or target a different target. To engage the target you must either attack it or end your turn adjacent to it. If none of these conditions occur by the end of your turn, the marked condition ends and you can’t use the targeting laser on your next turn.

    You can use Mystic Challenge once per round.

    Champion Invocations

    Level 1 At Will Champion Invocations

    Valiant Strike
    The impossible odds facing you only fuel your excellence.
    At Will * Mystic Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC (+1 for every adjacent opponent)
    Hit: 1[W] + Strength modifier damage.

    Fated Strike
    The blow was not driven by luck, but by fate.
    At Will * Mystic Icon
    Free Action Melee Weapon
    Trigger: You strike a critical blow with your Weapon of Power.
    Effect: You make a secondary attack.
    Secondary Target: All enemies adjacent to target.
    Secondary Attack: Charisma vs Reflex
    Secondary Hit: Charisma modifier damage of the
    appropriate energy type.

    Opening Strike
    Every strike you make leaves the opponent open to another.
    At Will * Mystic Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 1[W] + Strength modifier damage. You grant an ally with 5 squares
    of the target a +2 to attack until the end of your next turn.

    Stepping Strike
    Your strike opens up an opportunity for you to change position.
    At Will * Mystic Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs Reflex
    Hit: Strength modifier damage.
    Effect: Shift 1 square.

    Level 1 Encounter Champion Invocations

    Fearsome Smite
    When you strike, the force of your blow causes your foe to shudder and
    second guess his tactics.
    Encounter * Mystic Icon
    Standard Action Melee Weapon
    Target One Creature
    Attack: Charisma vs AC
    Hit: 2[W] + Charisma modifier damage of the appropriate energy type
    damage. Target takes a penalty on attacks rolls equal to your Wisdom modifier.
    Necrotic: Make Secondary Attack
    Secondary Target: All enemies adjacent to target.
    Secondary Attack: Charisma vs Will
    Secondary Hit: Target suffers a -2 penalty to attacks until
    the end of your next turn.

    Shielding Smite
    A translucent golden shield forms around a nearby ally as you strike.
    Encounter * Mystic Icon
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Charisma vs AC
    Hit: 2[W] + Charisma modifier damage of the appropriate energy type
    damage.
    Effect: One Ally within 5 squares of you gains a Power Bonus to AC
    equal to your Wisdom modifier until the end of your next
    turn.
    Radiant: All allies adjacent to the shielded ally gain a +1 Power
    bonus to AC until the end of your next turn.

    Leading Strike
    With a flurry of striking and footwork you can encourage an opponent to
    go where you want him.
    At Will * Mystic Weapon
    Standard Action Melee Weapon
    Target: One Creature
    Requirement: Target must be marked by you.
    Attack: Charisma vs Will
    Hit: 1[W] damage.
    Effect: Shift up to two squares after the attack and slide target two squares
    to be adjacent to you.

    Destined Smite
    Fate and destiny guide your hand in your mission.
    Encounter * Mystic Weapon Reliable
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 2[W] + Strength modifier damage.

    Level 1 Daily Champion Invocations

    Champion’s Oath
    As you strike, your power heals one of your allies.
    Daily * Mystic Icon Healing
    Standard Action Melee Weapon
    Target: One Creature
    Attack: Strength vs AC
    Hit: 3[W] + Strength modifier damage of the appropriate energy type
    damage and an ally within 5 squares may use a healing surge.
    Miss: An ally with 5 squares may use a healing surge.

    Delirium of Wrath
    You engulf your enemies in searing ribbons of energy.
    Daily * Mystic Icon
    Standard Action Ranged 5
    Target: One Creature
    Attack: Charisma vs Reflex
    Hit: 3d8 + Charisma modifier damage of the appropriate energy type and
    the target is dazed until the end of your next turn. In addition, the target takes a -2 penalty to AC. (save ends)
    Miss: Half damage and the target is dazed until the end of your next turn.

    On Pain of Death
    Your invocation wracks your foe with terrible pain whenever he makes an
    attack.
    Daily * Mystic Icon
    Standard Action Ranged 5
    Target: One Creature
    Attack: Charisma vs Will
    Hit: 3d8 + Charisma modifier damage of the appropriate energy type.
    Once per round, the target takes 1d8 damage after making
    any attacks on its turn (save ends).
    Miss: Half damage. Once per round, the target takes 1d4 damage after
    making any attacks on its turn (save ends).

    Level 2 Utility Champion Invocations

    Astral Speech
    You speak with such compelling conviction that othesr find it difficult to
    refute your beliefs and claims.
    Daily * Mystic
    Minor Action Personal
    Effect: You gain a +4 to diplomacy rolls until the end of the encounter.

    Martyr’s Blessing
    You step into an attack made against an adjacent ally.
    Daily * Mystic
    Immediate Interrupt Close Burst 1
    Trigger: An adjacent ally is hit by a ranged or melee attack.
    Effect: You are hit by the attack instead.

    Protective Circle
    You trace a circle around you that expands swiftly to encompass allies in
    its shielding glow.
    Daily * Mystic Icon Zone
    Standard Action Close Burst 3
    Effect: Creates a zone that until the end of the encounter, grants you and
    allies within it a +1 to AC

    Summon Icon
    With a magical word, you summon forth your magical weapon from where
    it has fallen.
    At Will * Mystic
    Standard Action Range 5
    Requirement: Weapon must be within your line of sight.
    Effect: Your weapon returns to you.


    Mage
    Mystic Controller
    Power Source:
    Role:
    Key Abilities:

    Armor Proficiencies:
    Weapon Proficiencies:
    Bonus to Defense:

    Hit Points at First Level:
    Hit Points per Level:
    Healing Surges per Day:

    Trained Skills:
    Class Skills:

    Build Options:
    Class Traits:


    War Wizard
    Control Wizard


    Modern Armor AC Check Penalty Speed Weight Cost

    Cloth +0 0 0 4 1
    Concealable +2 0 0 15 25
    Tactical +3 -1 0 25 30

    Battle 6 -1 -1 40 40
    Riot 7 0 -1 45 45
    Hard Suit 8 -2 -1 50 50

    Unarmed
    Proficient Bonus +2
    Damage 1d4
    Group Unarmed

    Firearms

    Simple Handguns
    Light Pistol
    Proficient Bonus +2
    Damage 1d4
    Range 8/16
    Clip Size 8+1
    Load Minor
    Group Light Hand Gun
    Traits Off Hand, Jams
    Light Revolver
    Proficient Bonus +2
    Damage 1d6
    Range 6/12
    Clip Size 6
    Load Move
    Group Light Hand Gun
    Traits Off Hand
    Medium Pistol
    Proficient Bonus +2
    Damage 1d6
    Range 8/16
    Clip Size 8+1
    Load Minor
    Group Heavy Hand Gun
    Traits Off Hand, Jams
    Medium Revolver
    Proficient Bonus +2
    Damage 1d8
    Range 6/12
    Clip Size 6
    Load Move
    Group Heavy Hand Gun
    Traits Off Hand

    Simple Longarms
    Hunting Rifle
    Proficient Bonus +3
    Damage 1d10
    Range 15/30
    Clip Size 4
    Load Move
    Group Rifle
    Traits Two-Handed
    Shotgun
    Proficient Bonus +3
    Damage 1d8
    Range 5/10
    Clip Size 5
    Load Move
    Group Shotgun
    Traits Two-Handed, High Crit

    Military Handguns
    Heavy Pistol
    Proficient Bonus +2
    Damage 1d8
    Range 8/16
    Clip Size 12+1
    Load Minor
    Group Heavy Hand Gun
    Traits High Crit, Jams, Versatile*
    *Used two-handed grants a +1 to Attack instead of damage.
    Heavy Revolver
    Proficient Bonus +2
    Damage 1d10
    Range 6/12
    Clip Size 6
    Load Move
    Group Heavy Hand Gun
    Traits Off Hand
    Machine Pistol
    Proficient Bonus +2
    Damage 1d6
    Range 7/14
    Clip Size 30+1
    Load Minor
    Group Automatic
    Traits Off Hand, Jams

    Military Longarms
    Assault Rifle
    Proficient Bonus +3
    Damage 1d8
    Range 10/20
    Clip Size 30+1
    Load Minor
    Group Automatic
    Traits Two-Handed Jams
    Sniper Rifle
    Proficient Bonus +3
    Damage 1d12
    Range 20/40
    Clip Size 6+1
    Load Minor
    Group Automatic
    Traits Two-Handed, Jams
    Combat Shotgun
    Proficient Bonus +3
    Damage 1d8
    Range 7/14
    Clip Size 10
    Load Minor
    Group Shotgun
    Traits Two-Handed, High Crit




  16. Would like a multi-armed body-type to be added eventually...though I'm aware that's a HUGE undertaking

    a) multi-armed would actually be two skeletons, one female, one male

    b) every costume part and every animation would have to be redone for both skeleton types

    I'm aware that's hours of work.

    Still, it doesn't stop me for one day hoping to be able to put up a Kali-esque character
  17. His is a name I know as well as any boardy...being the occasional lurker myself...

    have some memories of his posts...I'll offer up my prayers to his loved ones
  18. Quote:
    Originally Posted by Hyperstrike View Post
    Tell that to Viggo Mortensen!

    have to say I can't think of a movie they both appeared in together, but then the only movie I know of for Mortensen is LotR
  19. found a solution

    when this happens, I open the task manager and manually end the NClauncher process

    after that it runs fine
  20. I'd like a skirmisher AT based around the Assault sets a la dominator

    and Sword and gun is just one of the sets I'd like to see in such an AT


    it could be Assault/Self-Buff
  21. Quote:
    Originally Posted by Arcanaville View Post

    As to the whole "Paragon being controlled by Korea" thing, I'm afraid I'm not sufficiently ignorant of how the devs work to comment on that intelligently. No, that's not a typo.
    You have a distinctly unique handle on the English language.
  22. Quote:
    Originally Posted by Alpha-One View Post
    One factor that seems to be ignored is history itself. Today's military leadership study Roman battles of yesteryear to learn not only the strategies and tactics used by Roman commanders to defeat their enemies, but also how the Romans reacted and adapted to sudden changes in the tactical situation and overcame them, or failed to overcome them, and why. And this is at the academic level, so even junior officers are well aware of what a Roman legion is capable of in depth and breadth.

    The Roman commanders, however, are up against an absolute unknown. The initial engagements would be absolutely horrific losses for them, and they'd be up against an enemy that has a very good chance of accurately predicting what they will be doing next.

    "Know yourself and know your enemy. Then you will own the field of battle." - Sun Tzu
    actually, it's been mentioned a couple of times
  23. Quote:
    Originally Posted by BrandX View Post
    This is the internet! It's our job, NO, OUR DUTY, to encourage!

    random debate is one of my favorite past-times, actually.....I've had thirty minute pre-debate discussions with my brother where we identify what definitions we're using for words like spirituality and religion before we ever get to the topic we're actually debating
  24. ...I only have limited usable art of the characters for this book...and most of it predates their current visual design for some things...

    Would you say the vids here would be useful or is it too much me throwing stuff at the wall?

    http://www.youtube.com/playlist?list=PL7E3F21E8AE8C528A