Old Hickory Utility Powers

Duel Challenge
Old Hickory At-Will Utility
Sir, I challenge you to a duel!
At-WillVerbal, Bravura, Morale, Aimed
Minor ActionClose Burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you mark another target or if you fail to engage the target. The first time each round that the target violates your mark, it takes 15 Morale damage. On your turn, you must either attack the target or end your turn adjacent to it to be considered to be engaging the target..

Total Defense
Old Hickory At-Will Utility
You take a moment to defend yourself.
At-WillTactics, Dodge
Standard ActionPersonal
Effect: You gain a +2 bonus to all defenses until the end of your next turn.

Run
Old Hickory At-Will Utility
You push yourself to move faster.
At-WillReflexes
Move ActionPersonal
Effect: You move up to your speed + 2 squares. You have a -5 penalty to attack rolls and grant combat advantage until the start of your next turn.

Aid Another
Old Hickory At-Will Utility
You run interference for an ally, either helping to defend them or making an opponent easier to hit.
At-WillTactics
Standard ActionMelee 1
Target: One creature
Attack: +22 (STR) vs. 20
Hit: Choose an ally. The ally chosen gets +2 on their next attack roll against the target, or gains +2 to all defenses against the target's next attack. Either bonus ends if not used by the end of your next turn.
Special: For each additional 10 points that you succeed on your attack roll (20, 30, etc.) you grant an additional +1 bonus.

Kinetic Escape
Old Hickory At-Will Utility
You use a burst of energy from your cane to try and escape.
At-WillTechnology, Device (Cane), Concussive
Move ActionPersonal
Requirement: You must be grabbed, or subject to another effect that allows an escape attempt.
Effect: Make a check at +16 (STR) vs. Fortitude against the creature or effect. If you succeed, you end the grab and can shift 1 square as a part of this move action.

Second Wind
Old Hickory Scene Utility
You quickly boost your force field to protect yourself.
SceneTechnology, Gear (Vest), Power Suit, Shielding, Intellect, Force Field
Standard ActionPersonal
Effect: You spend a healing surge to recover Shielding hit points. You also gain a +2 bonus to all defenses until the end of your next turn.

Greater Tuning
Old Hickory Scene Utility
You greatly empower your force field, providing yourself great protection in advance of an attack.
SceneTechnology, Gear (Vest), Power Suit, Force Field, Intellect
Minor ActionPersonal
Effect: You gain resist 10 to all damage until the end of your next turn.

Instant Protection
Old Hickory Scene Utility
With a quick adjustment, your force field condenses in response to an attack, providing an instant of extra protection.
SceneTechnology, Gear (Vest), Power Suit, Force Field, Intellect
Immediate InterruptPersonal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 21 points.

Resilience Field
Old Hickory Stunt Utility
With a quick adjustment, your force field becomes more resistant to damage.
StuntTechnology, Gear (Vest), Force Field, Intellect, Power Suit, Container
Minor ActionPersonal
Effect: Until the container is dismissed, you gain resist 3 to all damage.

Boosted Field
Old Hickory Stunt Utility
You crank up your force field's power consumption, granting yourself greater continuing protection.
StuntTechnology, Gear (Vest), Power Suit, Force Field, Intellect, Container
Minor ActionPersonal
Effect: Until the container is dismissed, you gain resist 5 to all damage and a +1 bonus to all defenses except Will.

Desperate Upgrade
Old Hickory Stunt Utility
As the tide of battle turns against you, you push your technology to its limit of protection.
StuntTechnology, Gear (Vest), Power Suit, Force Field, Intellect, Bravura
Immediate ReactionPersonal
Trigger: You become bloodied
Effect: You gain resist 5 to all damage until the end of the Scene.

Field Extension
Old Hickory Stunt Utility
You modulate your force field so that it maintains itself around your cane, imparting extra energy into your attacks.
StuntTechnology, Gear (Vest), Device (Cane), Construct, Concussive, Intellect, Power Suit
Minor ActionPersonal
Effect: Until the end of the Scene, you gain a +1 bonus to attack rolls made with your power cane, and it deals 1d6 extra Construct damage on a hit. In addition, you can score a critical hit with your power cane on a roll of 18-20 against creatures vulnerable to Concussive or Construct damage.

Parrying Blow
Old Hickory Stunt Utility
You quickly block an incoming attack with your power cane.
StuntTechnology, Device (Cane), Bludgeon, Metal, Tactics
Immediate ReactionMelee 1
Trigger: An enemy adjacent to you makes a melee, ranged, or Aimed attack that has you as a target
Attack: +26 (STR) vs. the triggering attack
Hit: The triggering attack misses you.

Old Hickory Utility Powers

The B-Team Heronator