Powers and Equipment
Cost
Power/Equipment
END
36
Super Powers Elemental Control, 90-point powers, (45 Active Points); all slots Only In Heroic Identity (-1/4)
156
1) Super Speed
4
Running +24" (30" total), x64 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable As Flight (Only Along A Surface; +1/4) (115 Active Points) (Real Cost: 115)
+25 DEX (Real Cost: 75)
+5 SPD (Real Cost: 50)
95
2) Super Strength
2
+50 STR, Reduced Endurance (1/2 END; +1/4) (64 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 64)
+30 CON (Real Cost: 60)
+20 REC (Real Cost: 40)
35
3) Invulnerability
0
Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points) (Real Cost: 48)
+7 PD (Real Cost: 7)
+11 ED (Real Cost: 11)
+5 BODY (Real Cost: 10)
Abilities
67
1) Improved Physiology
0
Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (Real Cost: 36)
Rapid ( x100,000) with Normal Sight (Real Cost: 15)
Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 11)
+1 SPD (10 Active Points); Limited Power (Only To Take Recoveries; -1) (Real Cost: 5)
52
Power Moves Multipower, 65-point reserve, (65 Active Points); all slots Only In Heroic Identity (-1/4)
3u
1) Flurry of Blows [Attack]
0
Autofire (5 shots; +1/2), Reduced Endurance (0 END From 1/2 END; +1/2) for up to 62 Active Points of Strength - 50 STR; 10d6 (62 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
[Note: Usable with standard Move By]
3u
2) Precise Blow [Attack]
5
Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Armor Piercing OR STUN Only & 0 END; +3/4) for up to 74 Active Points of Strength - 60 STR; 12d6 (55 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
[Note: Deliberate high damage "weak spot" punch or no damage "pulled" punch]
3u
3) Punch Them All [Attack]
6
Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 62 Active Points of Strength - 50 STR; 10d6 (62 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
[Note: Use w/Grab By to disarm a group]
3u
4) Sonic Blast [Attack]
6
Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); Limited Power (Cannot be used at supersonic speeds or against supersonic targets or through rarified air/vacuum; -1/2), Only In Heroic Identity (-1/4) vs ED.
2u
5) Updraft/Downdraft Vortex [Attack]
6
Telekinesis (40 STR) (60 Active Points); Limited Power (Only To Pull Flying Targets Down OR Slow Falling Targets; -1), Restrainable (-1/2), Affects Whole Object (-1/4), Must Pass Through Intervening Space (-1/4), Only In Heroic Identity (-1/4)
[Note: Move in a tight circle under a flying or falling target]
2u
6) Hurricane Handwave [Attack]
6
Flight 10", Only Non-Combat Velocity (x2 = 20"; +0), combat acceleration/deceleration (+1/4), Usable As Attack (Negated By Flight, Desolidification or Density Increase; +1), Area Of Effect (18" Line; +1) (65 Active Points); Restricted Path (Straight Line Away From Attacker; -1), Gestures, Requires Gestures throughout (-1/2), Only In Heroic Identity (-1/4)
3u
7) Hurricane Handwave [Defense]
2
Dispel 14d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (63 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)
5u
8) Vibratory Phasing [Defense]
0
Desolidification (affected by Force Beams/Fields/Walls), Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Heroic Identity (-1/4)
1u
9) Helicopter Hover/Treading Air [Travel]
3
Flight 12", No Turn Mode (+1/4) (30 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Concentration (1/2 DCV; -1/4), Only In Heroic Identity (-1/4)
4u
10) Pour it On [Travel]
0
Naked Advantage: combat acceleration/deceleration (+1/4), Reduced Endurance (0 END From 1/2 END; +1/4), rapid Noncombat movement (+1/4) for up to 86 Active Points (64 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
3u
11) Sonic Blast Through [Travel]
6
Tunneling 1" through 21 DEF material (65 Active Points); Instant (-1/2), no Noncombat movement (-1/4), Only In Heroic Identity (-1/4)
[Note: Blast through the wall, floor, or ground]
2u
12) Supercavitation Swimming [Travel]
3
Swimming +6" (8" total) (x64 Noncombat) (31 Active Points); Only In Heroic Identity (-1/4)
475
Total Powers and Equipment Points