The Ohio Gangster Class Features

Swap Power Cells (1st Level): You gain the Swap Power Cells power.

Swap Power Cells
Ohio Gangster Class Feature
You transfer power between force fields, re-arranging defenses to your liking.
At-WillTechnology, Gear (Rings), Intellect
Standard ActionClose Burst 1
Target: You and one ally in burst, or two allies in burst
Effect: One healing surge is transferred from one target to another target. You cannot use this power to transfer healing surges from yourself to an ally.

Boost Power Cells (1st Level): You can enhance the power cells of your allies’ equipment. At the beginning of an adventure, you create two enhanced power cells. At 16th level, you instead create three enhanced power cells. During a short rest, an ally can expend a healing surge to replenish one of your enhanced power cells. You also get the Boosted Power Cell: Replenish Force Field and the Boosted Power Cell: Enhance Force Field powers.

Boosted Power Cell: Replenish Force Field
Ohio Gangster Class Feature
You toss an ally a boosted power cell to replenish the power of their force field.
At-WillIntellect, Shielding, Force Field
Minor ActionClose Burst 5
Target: You or one ally in burst
Effect: The target regains Shielding hit points equal to their healing surge value + your Intelligence modifier, and you expend an enhanced power cell.
Level Increase: Surge + Int + 2 at 6th level, Surge + Int + 4 at 11th level, Surge + Int + 6 at 16th level, Surge + Int + 8 at 21st level, Surge + Int + 10 at 26th level

Boosted Power Cell: Enhance Force Field
Ohio Gangster Class Feature
You toss an ally a boosted power cell to enhance the power of their force field.
At-WillIntellect, Shielding, Force Field
Minor ActionClose Burst 5
Target: You or one ally in burst
Effect: The target gains a +1 bonus to Defense, Fortitude, and Reflex until the end of the scene, and you expend an enhanced power cell. The target can end the bonus as a free action to gain temporary Shielding hit points equal to their healing surge value + your Intelligence modifier.
Level Increase: Surge + twice INT mod THP at 11th level, Surge + triple INT mod THP at 21st level.

Force Drain (1st Level): You gain the Force Drain power.

Force Drain
Ohio Gangster Class Feature
You ensure the harm of a foe by drawing upon the defenses of friends.
At-WillTechnology, Gear (Rings), Intellect
Free ActionPersonal
Trigger: You make an attack roll or a damage roll as a part of a class Stunt attack power and dislike the result
Effect: You can reroll the triggering roll but must use the second result. In addition, each ally within 10 squares of you loses a number of hit points equal to half their healing surge value.

Leader, Not A Doer (1st Level): You grant an additional +1 bonus to allies when making an Aid Another check.

Clever Boost (1st Level): You add your Intelligence modifier to the hit points you heal with Force Field Boost.

My Safety First (1st Level): As long as you are not bloodied, you gain a +2 bonus to all defenses, and when you grant combat advantage to enemies they do not gain a +2 bonus on attack rolls against you. When you are bloodied, you take a -1 penalty to all defenses.

Peak Performance (1st Level): As long as you are not bloodied, you gain a+1 bonus to attack rolls.

Can’t Bullshit A Bullshitter (1st Level): You have Resist Fascination equal to 5 + 1/2 your class level, and you have a +5 bonus to saving throws against Charm and Trickery effects.

Force Fields Don’t Bleed (1st Level): You have a +5 bonus to saving throws against Wound effects.

Force Field Protection (1st Level): You use your Intelligence to determine your Reflex instead of your Dexterity or Wisdom.

Technological Hit Points (1st Level): Characters apply first aid to you with the Technology skill rather than the Medicine skill.

Kinetic Strike (1st Level): Whenever you use a power that has a range of ‘Melee or Ranged’ as a Melee power, it gains the ‘Hand-To-Hand (Protected)’ keyword.

Equipment (1st Level): You have two pieces of equipment; your forceweave vest and your power rings. Both are made of Metal and contain micro-circuitry (and are thus considered to be Electronic). Both are Gear, meaning you begin play with them equipped and you cannot be disarmed except when unconscious or helpless. If you lose your forceweave vest, your hit points change to Avoidance, your Defense changes to Dodge, you cannot spend healing surges (unless a power or effect specifically allows you to), and your defenses (except Will), maximum hit points, bloodied value, and surge value are all reduced by half. You also lose access to Gear powers and associated traits if you lose access to the relevant piece of equipment.

More Clever Than Smart (1st Level): Your Intelligence score cannot exceed your Charisma score.

No Life Support (1st Level): You are Vulnerable to Homeostatic and Toxic damage at a value of 5 + 1/2 your level. You also have a -3 penalty to saving throws against such effects.

No Sensory Filter (1st Level): You are Vulnerable to Light and Sonic damage at a value of 5 + 1/2 your level. You also have a -3 penalty to saving throws against such effects.

No Mental Shielding (1st Level): You are Vulnerable to Mental and Stability damage at a value of 5 + 1/2 your level. You also have a -3 penalty to saving throws against such effects.

Fused Circuits (1st Level): You are Vulnerable to Electromagnetic and Microwave damage at a value of 5 + 1/2 your level. You also have a -3 penalty to saving throws against such effects.

Old Habits (1st Level): Your first Stunt attack of an adventure must always be Force Multiplication.

No Force Field To Target (1st Level): Any of your abilities that target allies can only target allies who have the ‘Force Field Shielding’ subtype keyword.

Weapon Enhancement (2nd Level): You gain a +1 bonus to the attack and damage rolls of preferred powers. This bonus increases to +2 at 7th level, +3 at 12th level, +4 at 17th level, +5 at 22rd level, and +6 at 27th level. In addition, when you score a critical hit with such powers, you deal an extra 1d6 points of damage per point of bonus, of the same type as the triggering power.

Force Field Enhancement (2nd Level): You gain a +1 bonus to all defenses except Will. This bonus increases to +2 at 7th level, +3 at 12th level, +4 at 17th level, +5 at 22nd level, and +6 at 27th level.

Bastard’s Will (4th Level): You gain a +1 bonus to Will. This bonus increases to +2 at 9th level, +3 at 14th level, +4 at 19th level, +5 at 24th level, and +6 at 29th level.

The Ohio Gangster Class Features

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