Powers and Equipment
Cost
Power/Equipment
END
Armored Form, all slots Only In Heroic Identity (-1/4)
34
1) Exoskeleton: Strength
+40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4)
216
2) Exoskeleton: Strength II
0
Armor Piercing (x3; +1 1/2) for up to 120 Active Points of STR, Reduced Endurance (0 END; +1/2) (270 Active Points); Only In Heroic Identity (-1/4)
273
3) Exoskeleton: Armor
0
Armor (25 PD/25 ED), Hardened (x3; +3/4) (131 Active Points) (Real Cost: 105)
Physical Damage Reduction, Resistant, 75%, Hardened (x3; +3/4) (105 Active Points) (Real Cost: 84)
Energy Damage Reduction, Resistant, 75%, Hardened (x3; +3/4) (105 Active Points) (Real Cost: 84)
392
4) Exoskeleton: Thrusters
21
Flight 100", Position Shift, x512 Noncombat, Reduced Endurance (1/2 END; +1/4), No Turn Mode (+1/4), Variable Advantage (+1/4 Advantages; Reduced to 0 END ORcombat acceleration/deceleration OR rapid non-combat movement OR Usable as Swimming/Tunneling/FTL; +1/2) (490 Active Points); Only In Heroic Identity (-1/4)
400
5) Exoskeleton: Beam Projectors
22
Energy Blast 40d6, Reduced Endurance (1/2 END; +1/4), No Range Modifier (via nanite targeting A.I. assist; +1/2), Double Knockback (+3/4) (500 Active Points); Only In Heroic Identity (-1/4) vs ED.
[Note: A force beam projector configured upon each armored hand]
621
Exoskeleton: Nanite Constructs & Brick Tricks Variable Power Pool (Gadget Pool), 335 base + 286 control cost, Cosmic (+2) (836 Active Points); Visible (gadgets are external and change form as function changes, exoskeletal muscles enlarge for Brick Tricks; -1/4), Only In Heroic Identity (Armored Form required; -1/4), Limited Class Of Powers Available Slightly Limited (Brick Tricks and Gadgets from nanites morphing the Exoskeleton; -1/4)
0
1) Impeller Beam
0
Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) for up to 200 Active Points of Exoskeleton: Beam Projectors (300 Active Points) Real Cost: 300
[Note: 40d6 vs ED, Dbl KB, No Range Modifiers w/2x AP at 0 END]
0
2) Impeller Beam, Multiple Target Lock
0
Reduced Endurance (0 END; +1/2), Area Of Effect (up to 20" Radius; +1) for up to 200 Active Points of Exoskeleton: Beam Projectors (300 Active Points) Real Cost: 300
[Note: 40d6 vs ED, Dbl KB, No Range Modifiers w/20" radius or 41" Cone or 80" Line AE at 0 END]
0
3) Basic (Passive) Sensor Suite, Full Deploy
0
+12 PER with Sight Group, Hearing Group and High Range Radio Perception (Real Cost: 60)
+24 versus Range Modifier for Sight Group, Hearing Group and Radio Group (Real Cost: 108)
Microscopic ( x100) with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Analyze with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Discriminatory with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Increased Arc Of Perception (360 Degrees) with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Tracking with Sight Group, Hearing Group and Radio Group (Real Cost: 30)
Infrared Perception (Sight Group) (Real Cost: 5)
Ultraviolet Perception (Sight Group) (Real Cost: 5)
Ultrasonic Perception (Hearing Group) (Real Cost: 3)
[Note: Includes enhanced normal sight and hearing as well as passive RADAR, SONAR, and LIDAR]
0
4) Nano-Mesh Containment Casing
[16]
Entangle 12d6, 12 DEF, 16 Charges (+0), Backlash (+1/2) (180 Active Points) Real Cost: 180
0
5) Nano-Mesh Net
[16]
Entangle 12d6, 12 DEF, 16 Charges (+0), Takes No Damage From Attacks (+1/2) (180 Active Points) Real Cost: 180
0
6) Shoulder Launcher: Micro-Missiles
[16]
Killing Attack - Ranged 9d6-1, 16 Charges (+0), Indirect (+1/4), Autofire (3 shots; +1/4), Armor Piercing (x2; +1) (325 Active Points) Real Cost: 325 vs ED.
0
7) Physical Analysis/Chromatograph
0
Detect Physical Composition A Large Class Of Things 16-/28- (Unusual Group), Discriminatory, Analyze, Microscopic: x10,000,000, Range, Sense, Telescopic: +14, Tracking (60 Active Points) Real Cost: 60
0
8) Stealth Mode/Cloak
0
Invisibility to Sight, Hearing, Radio, Mental and Smell/Taste Groups, Detect and Danger Sense , No Fringe, Reduced Endurance (0 END; +1/2) (87 Active Points); Extra Time (Delayed Phase, -1/4) Real Cost: 70
0
9) Stealth Hack
30
Telepathy 20d6 (Machine class of minds), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1), Cumulative (480 points; +1) (300 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Real Cost: 109
[Note: Able to secretly access data of electronic systems, manipulate their data, implant or influence their programming, etc.]
0
10) Virus
30
Mind Control 30d6 (Machine class of minds), Cumulative (720 points; +1) (300 Active Points) Real Cost: 300 vs Machine.
[Note: Take control of electronic and cybernetic systems]
0
11) Brutal Flurry
0
Hand-To-Hand Attack +10d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1), Armor Piercing (x3; +1 1/2) (225 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 150
[Note: Batter a target with blow after unanswered blow]
0
12) Lift it Whole
0
MegaScale (1" = 1 km; +1/4), Area Of Effect (up to One Hex; +1/2) for up to 120 Active Points of STR, Reduced Endurance (0 END; +1/2), Continuous (+1) (225 Active Points); Limited Power (Only to lift/move large objects intact; -1) Real Cost: 112
[Note: Keep large structures intact while moving them via nanite field effects]
0
13) Seismic Strike
0
Explosion (Line; -1 DC/3"; +1/2), Double Knockback (+3/4) for up to 120 Active Points of STR, Reduced Endurance (0 END; +1/2) (225 Active Points); Limited Power (Only affects targets on the ground; -1/4) Real Cost: 180
[Note: Punch or stomp the ground to damage and hurl targets back]
0
14) Stratospheric Punch/Throw
0
MegaScale (1" = 1 km; +1/4) for up to 120 Active Points of STR, Reduced Endurance (0 END; +1/2) (45 Active Points); Limited Power (Only Affects Knockback/Throwing Distance; -1/2) Real Cost: 30
[Note: Send the target sailing through the air]
0
15) Super Strength Smash Through
0
Tunneling 1" through 24 DEF material, Reduced Endurance (0 END; +1/2), Trigger (a Zero Phase Action, resets automatically, immediately; +3/4) (166 Active Points); no Noncombat movement (-1/4) Real Cost: 133
[Note: Smash through a wall, floor, etc.]
0
16) Thunderclap
0
Hearing Group Flash 20d6, Personal Immunity (+1/4), Does Knockback (+1/4), Reduced Endurance (0 END; +1/2), Double Knockback (+3/4), Explosion (-1 DC/3"; +1) (225 Active Points); No Range (-1/2), Restrainable (-1/2) Real Cost: 112
[Note: Deafen and scatter surrounding foes]
Common to Project Members
229
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 (40 PD/40 ED/20 Mental Def.), Hardened (x3; +3/4) (87 Active Points) (Real Cost: 87)
+30 Mental Defense (35 points total), Hardened (x3; +3/4) (56 Active Points) (Real Cost: 56)
34
2) Com-Link
0
High Range Radio Perception (Radio Group), Concealed (-12 with High Range Radio Perception PER Rolls) (Real Cost: 24)
Universal Translator 16- (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
10
1) Luck of Heroes
0
Luck 2d6
20
2) Easy Strength
Reduced Endurance (1/2 END; +1/4) (20 Active Points) applied to STR
90
3) Hardy
0
Hardened (x3; +3/4) (45 Active Points) applied to PD (Real Cost: 45)
Hardened (x3; +3/4) (45 Active Points) applied to ED (Real Cost: 45)
2319
Total Powers and Equipment Points