Cost |
Power |
END |
24 |
Elemental Control, 60-point powers, (30 Active Points); all slots Extra Time (Full Phase, Only to Activate, -1/4)
|
|
28 |
1)
Fiery Aura:
CE 1" radius, +3 Points of Damage, +3 Temperature Level Adjustment, -3 OCV, Multiple Combat Effects, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (80 Active Points); No Range (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)
|
0 |
15 |
2)
Fireborne:
Absorption 6d6 (energy, Energy to END), Absorption As A Defense (x2) (60 Active Points); Limited Phenomena (Fire Only) (-1/2), Costs END (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) (uses END Reserve)
|
6 |
17 |
3)
Hands of Fire I:
Energy Blast 13d6 (vs. ED) (65 Active Points); Restrainable (Hands; -1/2), Extra Time (Instant Activation Modifier; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) (uses END Reserve)
|
6 |
22 |
4)
Hands of Fire II:
Energy Blast 8 1/2d6 (vs. ED), Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (AoE 1 Hex Accurate, Explosion, Explosion (Cone), Explosion (Line)); +3/4) (86 Active Points); No Range (-1/2), Restrainable (Hands; -1/2), Extra Time (Instant Activation Modifier; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) (uses END Reserve)
|
3 |
17 |
Multipower, 30-point reserve, (30 Active Points); all slots Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4)
|
|
1u |
1)
Enflame:
Aid any Fire Effect 2d6, Can Add Maximum Of 20 Points, one effect at a time (+1/4) (30 Active Points); Costs END (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
|
6 |
1u |
2)
Missile Melting:
Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4) (uses END Reserve)
|
6 |
2u |
3)
Extinguish:
Dispel Fire 8d6, One At A Time (+1/4) (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
|
6 |
1u |
4)
Pyrokinesis:
Telekinesis (20 STR) (30 Active Points); Only Works On Fire (-1), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
|
6 |
4 |
Temperature Control:
Life Support (Safe in Intense Cold; Safe in Intense Heat)
|
0 |
12 |
Fiery Stamina:
Endurance Reserve (60 END, 6 REC) (12 Active Points)
|
0 |
144 |
Total Powers Cost |
|
Cost |
Name |
6 |
+2 with Hands of Fire |
3 |
Streetwise 12- |
2 |
Survival (Urban) 12- |
3 |
CK: San-San (INT-based) 12- |
3 |
PS: Runner (INT-based) 12- |
17 |
Total Skills Cost |
Cost |
Name |
1 |
Equipment Points: 37 |
3 |
Fringe Benefit: Improved Equipment Availability Level 1 Gear / Enforcement |
2 |
Reputation: Capable Meta Boomer with Fire Powers (A medium-sized group) 11-, +2/+2d6 |
6 |
Total Perks Cost |
|