Powers and Equipment
Cost
Power/Equipment
END
Shield (Defense), all slots OAF Unbreakable (-1), Restrainable (-1/2)
[Note: Captain America’s iconic weapon]
50
1) Indestructible
Combat Luck (42 PD/42 ED), Hardened (x2; +1/2) (126 Active Points); OAF Unbreakable (-1), Restrainable (-1/2)
[Note: Defeating PD/ED constitues circumventing rather than penetrating shield]
10
2) Deflect
0
Missile Deflection (Any Ranged Attack), Hardened (+1/4) (25 Active Points); OAF Unbreakable (-1), Restrainable (-1/2)
4
3) Shielding
+2 DCV w/Shield (10 Active Points); OAF Unbreakable (-1), Restrainable (-1/2)
[Note: As per normal shield.]
7
Shield (Offense) Multipower, 20-point reserve, (20 Active Points); all slots OAF (Shield; -1), Restrainable (-1/2), Only In Heroic Identity (Inaccessible While In Civilian Guise; -1/4)
[Note: Captain America’s iconic weapon]
1u
1) Shield Bash
2
Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Real Weapon (-1/4), Only In Heroic Identity (Inaccessible While In Civilian Guise; -1/4)
[Note: Damage as a standard club (4 DC)]
1u
2) Shield Edge
2
Killing Attack - Hand-To-Hand 1d6+1 (2 1/2d6 w/STR) (20 Active Points); OAF (Shield; -1), Restrainable (-1/2), Only In Heroic Identity (Inaccessible While In Civilian Guise; -1/4) vs PD.
[Note: Damage as a standard sword (4 DC)]
Shield Maneuvers
20
1) Throw Shield
5
Range Based On STR (+1/4), Indirect (Same origin, always fired away from attacker; +1/4), Area Of Effect (up to One Hex; +1/2), Selective (+1/4) for up to 43 Active Points of STR w/Martial Arts (54 Active Points); OAF Unbreakable (Shield; -1), Restrainable (-1/2), Linked (Shield Edge; -1/4)
[Note: Throwing Distance is 32" running, 16" standing, 8" prone for 30 STR w/ -10 STR required to lift the object.]
51
2) Throw Shield At Multiple Targets
6
Area Of Effect (up to 8" Radius; +1 1/4), Selective (+1/4); OAF Unbreakable (Shield; -1), Restrainable (-1/2) for up to 43 Active Points of STR w/Martial Arts (64 Active Points); Linked (Shield Edge; -1/4)
[Note: Shield Richochets from target to target]
1
3) Thrown Shield Returns
0
Teleportation: Fixed Location: Thower’s Hand (1 Locations), Usable By Other (Thrown Weapon Itself; +1/4), Inherent (+1/4), Persistent (+1/2), Indirect (Any origin, any direction; +3/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activated By Shield Being Thrown; +1) (4 Active Points); OAF (Returning Weapon; -1), Extra Time (Extra Segment, -1/2), Limited Power (Only When Weapon Thrown Half Possible Distance Or Less; -1/4), Must Pass Through Intervening Space (-1/4)
Unique
16
1) Super Soldier Perfection
0
Lack Of Weakness (-16) for Normal Defense
16
2) Super Soldier Perfection II
0
Lack Of Weakness (-16) for Resistant Defenses
55
3) Peerless Fighter
0
Find Weakness 16- with All Attacks
50
4) Tireless Fighter
+25 REC
20
5) Super Soldier Recovery
0
Healing 4 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Extra Time (Regeneration-Only) 6 Hours (-2 1/2), Self Only (-1/2)
10
6) Through The Window!
+20 PD (20 Active Points); Limited Power (Only Against Damage From Falls/Jumps; -1)
Uniform
11
1) IT’S CAPTAIN AMERICA!!!
+17 PRE (17 Active Points); Only In Heroic Identity (-1/4), Nonpersistent (-1/4)
24
2) ComLink
0
Radio Perception/Transmission (Radio Group), +5 to PER Roll, Targeting, Tracking (30 Active Points); IIF (-1/4)
[Note: Concealed in costume cowl or other clothing]
24
3) Chainmail But Better
0
Armor (10 PD/10 ED) (30 Active Points); Real Armor (-1/4)
[Note: Bodysuit of costume (which may be worn under civilian clothing)]
13
4) Ear Protection
0
Hearing Group Flash Defense (20 points) (20 Active Points); IIF (-1/4), Only In Heroic Identity (-1/4)
[Note: High tech earplugs with costume cowl]
384
Total Powers and Equipment Points