Powers and Equipment
Cost
Power/Equipment
END
34
Exoskeleton Primary Systems Elemental Control, 102-point powers, all slots Uses END Reserve (+0) (51 Active Points); all slots OIF (-1/2)
23
1) Structural Shell
2
(Total: 105 Active Cost, 58 Real Cost) Armor (19 PD/19 ED), Hardened (x2; +1/2) (85 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 48) plus Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF (-1/2), Costs Endurance (-1/2) (Real Cost: 10)
20
2) Protective Energy Skin
20
(Total: 102 Active Cost, 51 Real Cost) Force Field (10 Mental Defense), Costs END Only To Activate (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Activated by pertinent attack; +3/4) (20 Active Points); OIF (-1/2), Real Armor (-1/4), Increased Endurance Cost (x2 END; -1/4) (Real Cost: 10) plus Force Field (10 Power Defense), Costs END Only To Activate (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Activated by pertinent attack; +3/4) (20 Active Points); OIF (-1/2), Real Armor (-1/4), Increased Endurance Cost (x2 END; -1/4) (Real Cost: 10) plus Force Field (10 Flash Defense: Sight Group), Costs END Only To Activate (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Activated by pertinent attack; +3/4) (20 Active Points); OIF (-1/2), Real Armor (-1/4), Increased Endurance Cost (x2 END; -1/4) (Real Cost: 10) plus Force Field (10 Flash Defense: Hearing Group), Costs END Only To Activate (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Activated by pertinent attack; +3/4) (20 Active Points); OIF (-1/2), Real Armor (-1/4), Increased Endurance Cost (x2 END; -1/4) (Real Cost: 10) plus Force Field (10 Flash Defense: Radio Group), Hardened (+1/4), Costs END Only To Activate (+1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Activated by pertinent attack; +3/4) (22 Active Points); OIF (-1/2), Real Armor (-1/4), Increased Endurance Cost (x2 END; -1/4) (Real Cost: 11)
39
3) Neural Net
0
(Total: 130 Active Cost, 81 Real Cost) +30 DEX (90 Active Points); OIF (-1/2) (Real Cost: 60) plus Universal Translator 19- (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +20 INT (20 Active Points); Limited Power (Only for ExoSkeleton abilities; -1), OIF (-1/2) (Real Cost: 8)
29
ExoSkeleton Combat Systems Elemental Control, 86-point powers, all slots Uses END Reserve (+0) (43 Active Points); all slots OIF (-1/2)
19
1) Enhanced Strength
3
+50 STR, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (87 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Real Weapon (-1/4)
29
2) Structural Durability
0
(Total: 86 Active Cost, 57 Real Cost) +15 BODY (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +50 STUN (50 Active Points); OIF (-1/2) (Real Cost: 33) plus Healing ExoSkeleton BODY 1 point, Decreased Re-use Duration (1 Hour; +1/2), Reduced Endurance (0 END; +1/2) (6 Active Points); OIF (-1/2) (Real Cost: 4)
19
3) Combat A.I.
0
(Total: 86 Active Cost, 47 Real Cost) +20 INT (20 Active Points); OIF (-1/2) (Real Cost: 13) plus Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); OIF (-1/2), Linked (Data Processors; -1/4) 19- (Real Cost: 12) plus Universal Translator 19- (20 Active Points); OIF (-1/2), Linked (Data Processors; -1/2) (Real Cost: 10) plus +3 All Combat (Combat A.I., Innate) (24 Active Points); OIF (-1/2), Real Weapon (-1/4), Linked (Data Processors; -1/4) (Real Cost: 12)
20
4) Enhanced Senses
0
(Total: 88 Active Cost, 56 Real Cost) Radar (Sight Group), Concealed (-3 with Radar PER Rolls), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (33 Active Points); OIF (-1/2), Nonpersistent (-1/4) (Real Cost: 19) plus High Range Radio Perception (Hearing Group), Concealed (-3 with High Range Radio Perception PER Rolls), Discriminatory (20 Active Points); OIF (-1/2) (Real Cost: 13) plus Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Nightvision, Discriminatory (10 Active Points); OIF (-1/2) (Real Cost: 7) plus +5 PER with all Sense Groups (15 Active Points); OIF (-1/2) (Real Cost: 10)
22
5) Stealth
3
(Total: 87 Active Cost, 58 Real Cost) Invisibility to Sight, Hearing, Radio and Mental Groups and Detect , Reduced Endurance (1/2 END; +1/4) (47 Active Points); OIF (-1/2) (Real Cost: 31) plus Mental Illusions 2d6+1 (Human, Alien, and Machine, Additional Class of Minds and Additional Class of Minds classes of minds), Reduced Endurance (1/2 END; +1/4) (40 Active Points); OIF (-1/2) (Real Cost: 27)
ExoSkeleton Support Systems, all slots OIF (-1/2)
43
1) Main Power
0
Endurance Reserve (400 END, 30 REC) Reserve: (70 Active Points); OIF (-1/2), Linked (Structural Shell; Greater Power is Constant or in use most or all of the time; -1/4); REC: (30 Active Points); OIF (-1/2)
55
2) Jet Propulsion
10
Flight 20", Position Shift, x32 Noncombat, Uses END Reserve (+0), Variable Advantage (+1/4 Advantages; Limited Group of Advantages; Usable As Swimming OR Useable As Leaping OR Combat acceleration/deceleration OR No Turn Mode; +1/2) (97 Active Points); OIF (-1/2), Linked (Structural Shell; Greater Power is Constant or in use most or all of the time; -1/4)
8
3) Combat A.I. Learned Combat Skill
+2 All Combat (Combat A.I., Learned) (16 Active Points); Linked (Combat A.I.; -1/2), OIF (-1/2)
2
4) Combat A.I. Learned Defensive Skill
+1 DCV (Combat A.I., Learned) (5 Active Points); Linked (Combat A.I.; -1/2), OIF (-1/2)
46
ExoSkeleton Functions Multipower, 80-point reserve, all slots Uses END Reserve (+0) (80 Active Points); Real Armor (-1/4); all slots OIF (-1/2)
3u
1) Gauntlet Energy Weapon
8
Energy Blast 16d6 (80 Active Points); OAF (-1), Real Weapon (-1/4) vs ED.
3u
2) Gauntlet Energy Weapon
8
Energy Blast 9d6, Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Armor Piercing OR Penetrating OR Autofire (5 shots) OR +2 STUN Modifier OR Reduced Endurance (0 END); +3/4) (79 Active Points); OAF (-1), Real Weapon (-1/4) vs ED.
3u
3) Gauntlet Claws
3
Killing Attack - Hand-To-Hand 3d6 (6d6 w/STR), Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (79 Active Points); OAF (-1), Real Weapon (-1/4) vs PD.
3u
4) Elbow/Knee Talons
8
Killing Attack - Hand-To-Hand 3d6 (5d6 w/STR), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Armor Peircing OR Penetrating OR +2 STUN Modifier OR Reduced Endurance (0 END); +3/4) (79 Active Points); OAF (-1), Real Weapon (-1/4) vs PD.
3u
5) Emergency Power
0
Aid Main Power END 3d6, Can Add Maximum Of 24 Points, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; Trigger activates if END reserve reduced by 20 or more in one phase; +3/4) (58 Active Points); OIF (-1/2), Only Restores to Starting Values (-1/2)
423
Total Powers and Equipment Points