8
Strength
8
Stamina
6
Agility
1
Dexterity
6
Fighting
1
Intellect
7
Awareness
0
Presence
Initiative: +6
Offense
Attack Resist Notes
Fists of the City +1 DC 25 250/500/1000
Throw +1 DC 23
Unarmed +12 DC 23
Ageless Avatar
You do not age, and are immune to poison, starvation and thirst, suffocation. You regenerate one damage level (i.e., one checkbox or one bruise) every 2 rounds.
Doorways of the City
You can teleport up to 120 miles, as long as your start and end points both 1) are within a city and 2) have a door that you can walk through. The door always opens easily, even if it is locked (though it relocks behind you automatically). You cannot bring other people with you or leave the door open behind you, though you can carry up to 50 lbs. of gear. You do not need to be familiar with your destination, just able to describe it generally. Activating this power is a move action.
Eyes of the City
You gain a +6 bonus to your Awareness. You can see through all forms of visual concealment (darkness, smoke, etc.), and can detect forensic-level visual and tactile details on anything you can see or touch. You have an unerring sense of direction and distance. You can hear and understand radio transmissions. You can use Perception to mentally sense danger or to mentally track a quarry through a city environment. By concentrating, you can divine details about the past (postcognition) or future (precognition) of an object or location in a city. Your normal present-day senses don't work when using post- or precognition.
Fists of the City
You can telekinetically control up to 25 tons of "urban materials" (bricks, concrete, asphalt, metal girders, etc.) out to a range of 1,000 ft. You can use the controlled material to attack targets or perform maneuvers such as trip, disarm, etc.
Footsteps of the City
You leave no visible trace or footprints when you move through a city, and are unaffected by difficult terrain.
Strength of the City
You gain a +6 bonus to Strength, Stamina, Agility, and Fighting while in a city.
Voice of the City
You can communicate with inanimate objects and structures that are "part of" the city (lamp posts, dumpsters, alleyways, etc.), reading impressions about events directly affecting them or in their immediate area.
Defenses
  • Dodge 9
  • Parry 9
  • Toughness 11/9
  • Fortitude 9
  • Will 8
Damage
  • Bruises
  • Dazed
  • Staggered
  • Incapacitated
Fatigue
  • Fatigued
  • Exhausted

Base Movement Speed 2 miles/hour, 30 feet/round (run 4 miles/hour, 60 feet/round; swim 0.5 miles/hour, 6 feet/round)

Jump Distance Running jump: 23 ft.; standing: 11.5 ft.; vertical: 4.6 ft.; standing vert.: 2.3 ft.

Throwing Distance Throw 25 tons 6 feet; throw 6 tons 30 feet; throw 3200 lbs. 120 feet

Hero Points
Advantages

All-Out Attack Trade up to −5 active defense for up to +5 attack bonus.

Connected Call in assistance or favors with a Persuasion check.

Defensive Roll 2+1 active defense bonus to Toughness per rank.

Extraordinary Effort Gain two benefits when using extra effort.

Fast Grab Make a free grab check after an unarmed attack.

Favored Environment: Urban +2 circumstance bonus to attack or active defense in chosen environment.

Improved Grab Make grab attacks with one arm. Not vulnerable while grabbing.

Improved Hold −5 circumstance penalty to escape from your holds.

Luck Re-roll a die roll once per session.

Move-by Action Move both before and after your standard action.

Takedown 2 Free extra attack when you incapacitate a minion.

Skills
  • Acrobatics +12
  • Athletics +13
  • Close Combat: Unarmed +8
  • Deception +2
  • Expertise: Streetwise +3
  • Insight +15
  • Intimidation +2
  • Investigation +9
  • Perception +15
  • Persuasion +6
  • Sleight of Hand -
  • Stealth +11
  • Technology -
  • Treatment -
  • Vehicles -

Amnesia Jack Strider's memories are riddled with blank spots, some of which span decades. Events that occurred during those time periods may have a way of catching up to him.

Motivation: Responsibility Jack Strider is somehow mystically compelled to protect cities in general and Emerald City in particular. He couldn't stop doing it even if he wanted to.

Power Loss Jack Strider loses all of his power if he ventures more than a few miles outside of a developed urban area. Even in a small town or suburb, he may be fatigued or partially weakened.

Relationship Jack Strider has a somewhat contentious relationship with his ex-girlfriend, Angelica Jones, a flame-controller who operates in Portland under the codename Ignitrix.