Powers and Equipment
Cost
Power/Equipment
END
Spider Sense, all slots Unified Power (Spider Sense; -1/4)
38
1) Sense Danger
Danger Sense (immediate vicinity, any danger, Analyze, Discriminatory, Function as a Sense) (48 Active Points); Unified Power (Spider Sense; -1/4) 20-
22
2) Sense Opponent
Combat Sense (Discriminatory, Sense) (28 Active Points); Unified Power (Spider Sense; -1/4) 20-
16
3) Track Spider Tracer
0
Detect Spider Tracer 16- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense, Telescopic: +14, Tracking (29 Active Points); Limited Power (Must plant a Spider Tracer on target; -1/2), Unified Power (Spider Sense; -1/4)
11
4) Evasive Acrobatics
0
Missile Deflection (Any Ranged Attack) (20 Active Points); Restrainable (-1/2), Unified Power (Spider Sense; -1/4)
51
5) Amazing Moves
Combat Luck (45 PD/45 ED) (90 Active Points); Requires An Acrobatics Roll (-1/2), Unified Power (Spider Sense; -1/4)
“Your Friendly Neighborhood Spider-Man”
10
1) Wallcrawling
0
Clinging (normal STR)
10
2) Rooftop Brawler
+20 PD (20 Active Points); Limited Power (Only vs Falls, Knockback Damage; -1)
8
3) Resilient
0
Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 20 Minutes (-2), Self Only (-1/2) (Real Cost: 6)
Life Support (Extended Breathing: 1 END per Minute) (Real Cost: 2)
5
4) Spider Tracer
[8]
Radio Group and Danger Sense Images 1" radius, Invisible to Radio Group (Encrypted passive response signal to Spider Sense only; +1/4) (12 Active Points); 8 Charges (-1/2), IAF (Miniature electronic device; -1/2), No Range (-1/2)
111
Webslinging Variable Power Pool, 90 base + 21 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (180 Active Points); Limited Class Of Powers Available (Webbing; -1), Restrainable (-1/2), Visible (Webbing; -1/4), IIF (Two independently useable web shooters; -1/4), Real Weapon (-1/4); all slots OAF (Web Line; -1)
0
1) Webswinging
2
Swinging 35", x4 Noncombat, Usable As Gliding (Car Surfing, sliding down surfaces or along lines, etc.; +1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); OAF (Web Line; -1) Real Cost: 30
0
2) Web Line
0
Stretching 12", Reduced Endurance (0 END; +1/2) (90 Active Points); OAF Unbreakable (-1), Always Direct (-1/4), Range Modifier Applies (-1/4), Limited Power (No damage from striking or squeezing; -1/4) Real Cost: 33
0
3) Web Bonds
0
Entangle 5d6, 5 DEF, Takes No Damage From Attacks Limited Group (+1/4), Reduced Endurance (0 END; +1/2) (87 Active Points); Set Effect (Hands Only/Feet Only) (-1), OAF (Web Line; -1), Limited Range (80"; -1/4), Limited Power (Only lasts 1 hour; -1/4) Real Cost: 25
0
4) Web Snare
0
Entangle 3d6, 5 DEF, Takes No Damage From Attacks (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Trigger can expire (it has a time limit), Character does not control activation of personal Trigger; Web entraps any who happen into it unknowingly; +1/2), Reduced Endurance (0 END; +1/2) (90 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), OAF (Web Line; -1), Limited Range (80"; -1/4), Limited Power (Only lasts 1 hour; -1/4) Real Cost: 26
0
5) Web Blind Fold
0
Sight Group Flash 7d6, Reduced Endurance (0 END; +1/2), Continuous (+1) (87 Active Points); OAF (Web Line; -1), Beam (-1/4), Does Not Work Against Desolidified Characters (-1/4), Limited Power (Only lasts one hour; -1/4), Limited Power (Can be removed from non-stick surface; -1/4) Real Cost: 29
0
6) Web Parachute
0
Gliding 12" (12 Active Points); OAF (Web Line; -1), Gestures, Requires Gestures throughout (-1/2) Real Cost: 5
0
7) Add More Webbing
0
Aid 2 1/2d6, Can Add Maximum Of 45 Points, any Web power one at a time (+1/4), Continuous (+1) (90 Active Points); OAF (Web Line; -1), Gestures, Requires Gestures throughout (-1/2), Limited Power (Only Lasts One Hour; -1/4) Real Cost: 33
68
“There’s no time to test it…” Variable Power Pool (Gadget Pool), 60 base + 8 control cost, (90 Active Points); 2 Charges (-1 1/2), VPP Powers Can Be Changed Only In Given Circumstance (Access to Lab or Workshop; -1/2); all slots Requires An Inventor Roll (-1/2)
350
Total Powers and Equipment Points