Powers and Equipment
Cost
Power/Equipment
END
56
Powers of The Trinity Elemental Control, 140-point powers, (70 Active Points); all slots OIHID (-1/4)
56
1) Air: Speed
0
Flight 25", Position Shift, x64 Noncombat, combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (140 Active Points); OIHID (-1/4)
56
2) Fire & Air: Defense
0
EB 8 1/2d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (140 Active Points); OIHID (-1/4) vs ED.
56
3) Air & Ice: Defense
0
FF (30 PD/30 ED/10 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (140 Active Points); OIHID (-1/4)
56
4) Elemental Blasts Yin
14
EB 11d6, Variable Special Effects (Limited Group of SFX; Fire/Heat OR Ice/Cold OR Air/Wind; +1/4), Armor Piercing (+1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Reduced END-0 END OR Affects Desolid OR NND-LS vs. SFX-Heat, Cold, or Self-contained breathing; +3/4) (137 Active Points); OIHID (-1/4) vs ED.
56
5) Elemental Blasts Yang
14
EB 11d6, Variable Special Effects (Limited Group of SFX; Fire/Heat OR Ice/Cold OR Air/Wind; +1/4), Armor Piercing (+1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Reduced END-0 END OR Affects Desolid OR NND-LS vs. SFX-Heat, Cold, or Self-contained breathing; +3/4) (137 Active Points); OIHID (-1/4) vs ED.
48
Elementary Applications Multipower, 60-point reserve, (60 Active Points); all slots Only In Heroic Identity (-1/4)
4u
1) Point Defense
0
Missile Deflection (Any Ranged Attack), Variable Special Effects (Fire/Heat OR Ice/Cold OR Air/Wind; +1/4), No Range Modifier (+1/2), Full Range (+1) (55 Active Points); Only In Heroic Identity (-1/4)
3u
2) Elemental Hand
4
Telekinesis (23 STR), Variable Special Effects (FIre OR Ice OR Wind; +1/4) (43 Active Points); Only In Heroic Identity (-1/4)
4u
3) Burn Through
6
Tunneling 1" through 19 DEF material (59 Active Points); no Noncombat movement (-1/4), Only In Heroic Identity (-1/4)
3u
4) Douse Flame
2
Dispel Fire/Heat 15d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); No Range (-1/2), Only In Heroic Identity (-1/4) vs Fire/Heat.
2u
5) Star Bright
[3]
Sight Group Flash 4d6, Personal Immunity (+1/4), Armor Piercing (+1/2), Explosion (-1 DC/3"; +1) (55 Active Points); 3 Charges (-1 1/4), No Range (-1/2), Only In Heroic Identity (-1/4)
2u
6) Hot Zone
[3 cc]
Change Environment 8" radius, +14 Temperature Level Adjustment, Side Effect (Flammables in vicinity may ignite; +0) (59 Active Points); No Range (-1/2), 3 Continuing Charges lasting 1 Minute each (-1/2), Explosion (-1/4), Only In Heroic Identity (-1/4)
2u
7) Frigid Zone
[3 cc]
Change Environment 8" radius, -14 Temperature Level Adjustment, Side Effect (Fluids & flora in vicinity may freeze; +0) (59 Active Points); No Range (-1/2), 3 Continuing Charges lasting 1 Minute each (-1/2), Explosion (-1/4), Only In Heroic Identity (-1/4)
2u
8) Ice Sheet
[3 cc]
Change Environment (create Ice sheet, DEX roll to move on) 8" radius, -11 to Characteristic Roll or Skill Roll (50 Active Points); 3 Continuing Charges lasting 1 Minute each (-1/2), Only Affects Characters Moving On The Ground (-1/4), Only In Heroic Identity (-1/4)
4u
9) Icy Bonds
[12]
Entangle 6d6, 6 DEF (60 Active Points); 12 Charges (-1/4), Only In Heroic Identity (-1/4)
3u
10) Hurricane Winds
2
Dispel 12d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (54 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)
1u
11) Hurricane Winds II
3
Flight 9", x8 Noncombat, Limited Power (Only Noncombat Movement; +0), Usable By Other (+1/4) (35 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Only In Heroic Identity (-1/4)
1u
12) Create Vortex
[6 cc]
Telekinesis (40 STR) (60 Active Points); Only Affects Objects Above Him (-1), Only To Pull Towards Or Push Away (-1/2), Restrainable (-1/2), Affects Whole Object (-1/4), Limited Range (30"; -1/4), Must Pass Through Intervening Space (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), Only In Heroic Identity (-1/4)
[Note: Air column to cushion falling target(s) or vaccuum to pull down flying target(s)]
Subtext Powers
80
1) Strong
1
+25 STR, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OIHID (-1/4) (Real Cost: 25)
+10 CON (20 Active Points); OIHID (-1/4) (Real Cost: 16)
+18 REC (36 Active Points); OIHID (-1/4) (Real Cost: 29)
+25 END (13 Active Points); OIHID (-1/4) (Real Cost: 10)
26
2) Tough
0
+13 PD, Hardened (+1/4) (16 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 13)
+14 ED, Hardened (+1/4) (18 Active Points); OIHID (-1/4) (Modifiers affect Base Characteristic) (Real Cost: 13)
39
3) Fast
0
+10 INT (10 Active Points); OIHID (-1/4) (Real Cost: 8)
+13 DEX (39 Active Points); OIHID (-1/4) (Real Cost: 31)
48
4) Hardy
0
LS (Eating: Character only has to eat once per year; 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; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per year)
13
5) Resilient
0
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)
621
Total Powers and Equipment Points