Powers and Equipment
Cost
Power/Equipment
END
Common to Project Members
138
1) Evolved Physiology
0
Life Support (Eating: Character only has to eat once per week; 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 week), Inherent (+1/4) (57 Active Points) (Real Cost: 57)
Healing 1 BODY, Can Heal Limbs, Resurrection, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (79 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 29)
Damage Resistance (15 PD/15 ED/12 Mental Def.), Hardened (+1/4) (26 Active Points) (Real Cost: 26)
+20 Mental Defense (24 points total), Hardened (+1/4) (26 Active Points) (Real Cost: 26)
55
2) Com-Link
0
High Range Radio Perception (Radio Group), Concealed (-12 with High Range Radio Perception PER Rolls), Discriminatory, Analyze, Telescopic: +12, Tracking (Real Cost: 45)
Universal Translator 13- (20 Active Points); Limited Power (Only verbal and only romance, germanic, semitic, slavic language families and Hindi, Japanese, Korean, Mandarin, Swahili, Tamil, and Zulu; -1) (Real Cost: 10)
Subtext
5
1) Luck of Heroes
0
Luck 1d6
198
Total Powers and Equipment Points