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Meanstreak
| Dex: 07 | Str: 05 | Bod: 12 | Motivation: Mercenary |
| Int: 04 | Wil: 03 | Min: 04 | Occupation: Mercenary |
| Inf: 04 | Aur: 03 | Spi: 03 | Resources {or Wealth}: 004 |
| Init: 015 | HP: 025 |
Powers: Claws: 12, Projectile weapons: 11, Sharpness (Claws, Projectile weapons): 03, Telepathy: 07
Skills: Accuracy (Claws, Projectile weapons): 08
Advantages: None demonstrated
Connections: Mercenary scene (Low)
Drawbacks: Minor Rage
The best defence
Most New Extremists will spend their HPs offensively, spending everything on a mix of AV and OV within the first three Phases or so.
This allowed them to credibly engage the JLA, since the League doesn’t generally spend HPs on a bunch of nobodies. But the tide turned as the New Extremists ran dry - and their more powerful opponents regrouped, started two-teaming them, shook off the Stuns, etc.
Game Stats — DC Adventures
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Meanstreak — Averaged PL 10.8
| STR | STA | AGL | DEX | FGT | INT | AWE | PRE |
| 04 | 12 | 02 | 03 | 06 | 01 | 01 | 01 |
Some sort of telepathic power ● 15 points ● Descriptor: Mental
- Mental Communication 2
- 7 points in undocumented minor telepathic abilities likely having to do with gradual brainwashing
Energy blades Array ● 15 points ● Descriptor: Energy
- Shaped as a melee weapon — Strength-Based Close Slashing Damage 8, Improved critical 2, Power Attack
- Shaped as a thrown weapon — Strength-based Ranged Slashing Damage 7, Improved Critical 1, Reduced Range 2, Power Attack
All-out Attack, Close Attack 4, Ranged Attack 2
None demonstrated
Athletics 2 (+6), Close combat (Unarmed) 1 (+11), Close combat (Swords) 3 (+13), Deception 1 (+2), Insight 1 (+2), Perception 3 (+4), Ranged combat (Thrown blades) 7 (+12)
| Initiative +2 |
| Unarmed +11, Close, Damage 4 |
| Energy blade (wielded) +13, Close, Damage 12 |
| Energy blade (thrown) +12, Ranged (Diminished 2), Damage 11 |
| Dodge | 11 | Fortitude | 12 |
| Parry | 11 | Toughness | 12 |
| Will | 3 |
Temper Violent, sadistic thug
Alien origin ? Might be Almerican
Trade-off areas Attack & Effect PL 13, Dodge/Toughness PL 12, Parry/Toughness PL 12, Fort & Will PL 8
Point total 121 Abilities 60, Defences 15, Skills 9, Powers 30, Devices 00, Advantages 7. Equiv. PL 9.
The New Extremists normally front-load their assaults. They’ll spend any Hero Points they have in the first round to raise mediocre and poor dice rolls, concentrating on the offensive but leaving little for defense. Thus, they’ll hit quite hard at first, but then run dry and be easier to mop up than you’d expect. They also prefer offensive tactics - for instance Gunshot normallly uses All-Out Attack, especially early in the fight.
Meanstreak’s Averaged PL might increase significantly if her undocumented telepathic powers turn out to boost her weak Will save — which was simply left at lowish levels since we don’t know what her telepathic abilities are and whether she has any sort of mental defenses.
