Powers and Equipment
Cost
Power/Equipment
END
25
Inertial Capacitance Elemental Control, 76-point powers, (38 Active Points); all slots Limited Power (Power Cannot Be Pushed; -1/4), Only In Heroic Identity (-1/4)
62
1) Super Speed Locomotion
5
Running +20" (26" total), x128 Noncombat, Usable As Flight (Only Along A Surface; +1/4), Reduced Endurance (1/2 END; +1/4), combat acceleration/deceleration (+1/4) (131 Active Points); Limited Power (Power Cannot Be Pushed; -1/4), Only In Heroic Identity (-1/4)
47
2) Super Speed Reflexes
0
+17 DEX (Real Cost: 51)
+5 SPD (Real Cost: 50)
+1 SPD (10 Active Points); Limited Power (Only To Take Recoveries; -1) (Real Cost: 5)
25
3) Super Strength
+37 STR, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (74 Active Points); Only In Heroic Identity (-1/4), Limited Power (Power Cannot Be Pushed; -1/4)
31
4) Super Resilient
0
+14 PD (Real Cost: 14)
+20 ED (Real Cost: 20)
Damage Resistance (12 PD/12 ED) (12 Active Points) (Real Cost: 8)
+2 BODY (Real Cost: 4)
+12 CON (Real Cost: 24)
+4 REC (Real Cost: 8)
+10 END (Real Cost: 5)
34
Super Sonics Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2), Only In Heroic Identity (-1/4)
2u
1) Sonic Blast
6
Energy Blast 12d6 (60 Active Points); Limited Power (cannot be used at supersonic speed, against supersonic targets, nor propagate through a vacuum; -1/2), Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4) vs ED.
2u
2) Sonic Blast II
2
Dispel 8d6, Reduced Endurance (1/2 END; +1/4), Expanded Effect (any Object/Gadget one at a time; +1/4), Cumulative (192 points; +1) (60 Active Points); Limited Power (cannot be used at supersonic speed, against supersonic targets, nor propagate through a vacuum; -1/2), Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)
[Note: Resonant frequency shatters or shakes apart target]
3u
3) Sonic Blast III
6
Tunneling 1" through 19 DEF material (59 Active Points); Restrainable (-1/2), no Noncombat movement (-1/4), Only In Heroic Identity (-1/4)
[Note: Blast through the wall, floor, or ground.]
2u
4) Sonic Boom
5
Hearing Group Flash 9d6, Area Of Effect (6" Cone; +1) (54 Active Points); No Range (-1/2), Restrainable (-1/2), Limited Power (Must Follow Movement; -1/4), Only In Heroic Identity (-1/4)
[Note: The effect of the Mach cone points back along the route of travel.]
2u
5) Speed Punch Combo
3
Autofire (5 shots; +1/2) for up to 60 Active Points of STR + Martial Art Maneuver (7d6) (30 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
3u
6) Punch Them All
6
Area Of Effect (up to 6" Radius; +1), Selective (+1/4), Two-Dimensional (-1/4) for up to 60 Active Points of STR + Martial Art Maneuver (7d6) (60 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
[Note: Can also disarm opponents when used with Takeaway or Martial Disarm]
3u
7) Vacuum Vortex
6
Energy Blast 4 1/2d6, Area Of Effect (One Hex; +1/2), No Normal Defense (Does not breathe OR self contained breathing; +1) (57 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4) vs PD.
[Note: Suck the air out of target(s) lungs]
2u
8) Deflect/Snatch Bullets
0
Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
3u
9) Hurricane Handwave
2
Dispel 13d6, Reduced Endurance (1/2 END; +1/4), any one Gas/Mist/Smoke power at a time (+1/4) (58 Active Points); Restrainable (-1/2), Limited Range (60"; -1/4), Only In Heroic Identity (-1/4)
2u
10) Hurricane Handwave II
6
Flight 12", Ranged (+1/2), Usable As Attack (Defenses Include Flight, Density Increase, Desolidification, and Power Defense; +1) (60 Active Points); Only In Straight Lines (-1/2), Instant (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)
1u
11) Helicopter Hover/Treading Air
3
Flight 12", No Turn Mode (+1/4) (30 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Restrainable (-1/2), Concentration (1/2 DCV; -1/4), Only In Heroic Identity (-1/4)
3u
12) Speedster Healing
0
Healing BODY 4d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Self Only (-1/2), Restrainable (-1/2), Only In Heroic Identity (-1/4)
2u
13) Super Cavitation Swimming
4
Swimming +18" (20" total) (x64 Noncombat) (43 Active Points); Restrainable (-1/2), Only In Heroic Identity (-1/4)
2u
14) Running Jump
2
Leaping +13" (24" forward, 5 1/2" upward) (Accurate, x128 Noncombat), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Forward Movement Only (-1), Restrainable (-1/2), Only In Heroic Identity (-1/4)
256
Total Powers and Equipment Points