Cost |
Power |
END |
20 |
1)
Gauntleted Fists:
Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (40 Active Points); Hand-To-Hand Attack (-1/2)
Notes:
8d6 Penetrating w/ STR + 12d6 vs ED from Damage Sheild
|
0 |
18 |
1)
Comm Sensors:
Radio Perception/Transmission (Radio Group), +1 to PER Roll, Concealed (-6 with Radio Perception/Transmission PER Rolls), Discriminatory, Analyze (27 Active Points)
|
0 |
3 |
2)
Light Amplification:
Nightvision (5 Active Points)
|
0 |
25 |
3)
Radar:
Radar (Radio Group), +1 to PER Roll, Concealed (-6 with Radar PER Rolls), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (37 Active Points)
|
0 |
3 |
4)
Space Worthy:
Environmental Movement (Zero G) (4 Active Points)
|
|
12 |
5)
Warning:
Danger Sense (self only, Out of Combat, Function as a Sense, Intuitional) (18 Active Points) 13-
|
|
50 |
Elemental Control, 150-point powers, (75 Active Points); all slots OIF (Power Belt; -1/2)
|
|
43 |
1)
Aura of Force Contingency:
Teleportation 25", Safe Blind Teleport (+1/4), MegaScale (1" = 1 km; +1/4), Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; When Knocked Out; +1) (150 Active Points); Must Pass Through Intervening Space (-1/4)
|
0 |
57 |
2)
Aura of Force Propulsion:
Flight 8", x128 Noncombat, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Usable Underwater, Combat Acceleration / Decceleration, No Turn Mode, Mega Scale 1km); +1/2), Noncombat Acceleration/Deceleration (+1) (161 Active Points)
|
0 |
76 |
3)
Aura of Force Protection:
(Total: 189 Active Cost, 126 Real Cost) Force Field (25 PD/25 ED/5 Mental Defense/5 Power Defense/5 Flash Defense: Sight Group), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (146 Active Points) (Real Cost: 97)
plus Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) (43 Active Points) (Real Cost: 29)
Notes:
SFX: Golden nimbus/aura originating from belt
|
0 |
23 |
4)
Aura of Force Regeneration:
Regeneration 7 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (150 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
|
0 |
80 |
5)
Aura of Force Repulsion:
Energy Blast 12d6 (vs. ED), Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (195 Active Points)
|
0 |
410 |
Total Powers Cost |
|