Junkrat - PL 10
AbilitiesStrength 2, Stamina 4, Agility -1, Dexterity 2, Fighting 5, Intellect 2, Awareness 0, Presence 0
Advantages
Inventor
Skills
Close Combat: Unarmed 3 (+8), Expertise: Streetwise 6 (+8), Intimidation 6 (+6), Perception 5 (+5), Ranged Combat: Steel Trap: Affliction 8 10 (+12), Sleight of Hand 6 (+8), Technology 4 (+6)
Powers
Concussion Mine (Easily Removable)
Concussion Mine: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, DC 16, Feature: Adheres to surfaces, Increased Range: ranged, Linked: Move Object: Move Object 4, Triggered: 2 uses - Move action)
(AE) Leaping: Leaping 2 (Alternate; Leap 30 feet at 8 miles/hour)
Mine Blast: Move Object 4 (800 lbs.; Linked: Concussion Mine: Burst Area Damage 6; Limited Direction: Away From Mine)
Frag Launcher: Burst Area Damage 6 (Easily Removable, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged, Ricochet: 1 bounce)
Rip Tire: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged, Indirect: fixed point, directed away)
Steel Trap: Affliction 8 (1st degree: Hindered, 2nd degree: Immobile, DC 18; Alternate Resistance (Dodge), Increased Range: ranged, Triggered: 2 uses - Enemy entering Trap; Limited Degree, Notes: Overcome By Strength)
Tough: Protection 4 (+4 Toughness)
Offense
Initiative -1
Concussion Mine: Burst Area Damage 6 (DC 21)
Frag Launcher: Burst Area Damage 6 (DC 21)
Grab, +5 (DC Spec 12)
Mine Blast: Move Object 4, +2 (DC 14)
Rip Tire: Burst Area Damage 10 (DC 25)
Steel Trap: Affliction 8, +12 (DC Dog/Fort/Will 18)
Throw, +2 (DC 17)
Unarmed, +8 (DC 17)
Complications
Disability: Junkrat copes well with his artificial leg but there may be some situations where it may cause problems.
Power Move: Junkrat's Rip Tire move can only be used once per scene.
Defense
Dodge 5, Parry 7, Fortitude 9, Toughness 8, Will 8
Costs
Abilities 28 + Powers 70 + Advantages 1 + Skills 20 (40 ranks) + Defenses 21 = 140
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