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MHR Days of Future Past/Bishop

Bishop

P
D4
D6
D8
D10
D12
M
D4
D6
D8
D10
D12
E
D4
D6
D8
D10
D12

Afilliations Solo D10 Buddy D8 Team D6

Distinctions Mutant Policeman
Branded
Dark Future Survivor
D4+1 PP or D8

Power Set 1 ENERGY BATTERY
Energy Blast d8 Enhanced Stamina D8
Enhanced Stamina D8 Superhuman Durability d10
SFX: Energy Absorption. On a successful reaction against an energy-based attack, convert your opponent's effect die into an ENERGY BATTERY stunt or step up an ENERGY BATTERY power by +1 for your next action. Spend a Doom Die if opponent's action succeeds.
SFX: Energy Burst. Step up or double ENERGY BLAST power when targeting a single target, then shutdown ENERGY BLAST. Activate an opportunity to recover.
SFX: Invulnerability. Step back an ENERGY BATTERY power to ignore physical stress or trauma caused by an energy attack.
SFX: Self-Healing. Step back an ENERGY BATTERY power to recover your own physical stress or step back your own physical trauma.
Limit: Overload. Shutdown highest rated power on opponent's extraordinary success and add a d6 or step up the lowest die in the doom pool. Activate an opportunity to recover.
Limit: Mutant. When affected by mutant-specific complications or tech, add a d6 or step up the lowest die in the doom pool.

Power Set 2 CYBERNETIC ARM
Weapon D8 Superhuman Strength D10
SFX: Area Attack. Add a d6 for each additional target and keep an extra effect die.
SFX: Clawed Tendrils. Add a d6 to dice pool then step up effect die by +1 when creating complications.
Limit: Gear. Shutdown CYBERNETIC ARM and add a d6 or step up the lowest die in the doom pool. Activate an opportunity to recover.

Specialties Combat Expert D8 Covert Expert D8
Crime Master D10 Tech Expert D8
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