Powers and Equipment
Cost
Power/Equipment
END
Super Stength
105
1) Effortless Stength
Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (105 Active Points) applied to STR
180
2) Invulnerability
0
Physical Damage Reduction, Resistant, 75%, Hardened (x2; +1/2) (90 Active Points) (Real Cost: 90)
Energy Damage Reduction, Resistant, 75%, Hardened (x2; +1/2) (90 Active Points) (Real Cost: 90)
368
Super Speed Multipower, 552-point reserve, (552 Active Points); all slots Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)
[Note: Unified Power - Negative Adjustment Powers Affect All Super Speed Powers Jointly]
36u
1) Running
23
Running +111" (120" total), x1,024 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable as Flight (Only Along a Surface; +1/4), Variable Advantage (+1/4 Advantages; Reduced to 0 END OR combat acceleration/deceleration OR rapid non-combat movement; +1/2) (552 Active Points); Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)
24u
2) Flight/Instant Acceleration
0
Flight 25", Position Shift, x4,096 Noncombat, No Turn Mode (+1/4), Variable Advantage (+1/4 Advantages; Usable as Swimming/Tunneling/FTL; +1/2), Reduced Endurance (0 END; +1/2), Noncombat acceleration/deceleration (+1) (357 Active Points); Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)
Super Speed II, all slots Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)
[Note: Unified Power - Negative Adjustment Powers Affect All Super Speed Powers Jointly]
48
1) Reflexes
0
Rapid ( x1,000,000,000) with Normal Sight (27 Active Points) (Real Cost: 18)
Lightning Reflexes: +30 DEX to act first with All Actions (45 Active Points) (Real Cost: 30)
41
2) Fast and Accurate
+12 HTH and Ranged vs. non-speedsters (72 Active Points); Conditional Power (Does not work versus target using Super Speed SFX; -1/4), Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)
60
3) An Accurate Blur
+20 HTH and Ranged w/Autofire (120 Active Points); Limited Power (Only to negate Autofire Attack penalties to OCV; -1/2), Limited Power (Unified; -1/4), Only In Heroic Identity (-1/4)
576
Feats of Strength and Speed Variable Power Pool, 262 base + 314 control cost, Cosmic (+2) (655 Active Points); Limited Class Of Powers Available (Only Speedster and Brick Tricks; -1/4)
[Note: Speedster Tricks: fluid velocity & pressure, vibration & sonics; Brick Tricks: massive physical impact, moving huge masses]
0
1) A Blur of Blows
0
Autofire (10 shots; +1) for up to 70 Active Points of STR, Reduced Endurance (0 END; +1) (140 Active Points) Real Cost: 140
0
2) Cherenkov Flare
0
Sight Group Flash 21d6, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Explosion (-1 DC/2"; +3/4) (262 Active Points); No Range (-1/2) Real Cost: 175
[Note: Vibrates the surrounding air forcing its charged particles to flare]
0
3) Cutting Loose
0
Hand-To-Hand Attack +21d6, Reduced Endurance (0 END; +1/2), Armor Piercing (x2; +1) (262 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 175
0
4) Hurricane Handwave
0
Dispel Smoke/Gas/Mist 35d6, Reduced Endurance (0 END; +1/2), Area Of Effect (32" Cone; +1) (262 Active Points); No Range (-1/2), Restrainable (-1/2) Real Cost: 131 vs Smoke/Gas/Mist.
[Note: Rotate outstretched arm(s)/hand(s) to create a rush of air]
0
5) Seismic Strike
0
Double Knockback (+3/4), Explosion (Line; -1 DC/8"; +1 3/4) for up to 70 Active Points of STR, Reduced Endurance (0 END; +1/2) (262 Active Points); Limited Power (Only affects targets on the ground; -1/4) Real Cost: 210
[Note: Punch or stomp the ground to damage and hurl targets back]
0
6) Sonic Blast
10
Energy Blast 40d6, Reduced Endurance (1/2 END; +1/4) (250 Active Points); Limited Power (Cannot propagate through vacuum; -1/4) Real Cost: 200 vs ED.
[Note: Vibrations generate destructive sonics]
0
7) Sonic Blast II
11
Energy Blast 30d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (262 Active Points); Limited Power (Cannot propagate through vacuum; -1/4) Real Cost: 210 vs ED.
[Note: Vibrations generate destructive sonics]
0
8) Stratospheric Punch/Throw
2
MegaScale (1" = 1 km; +1/4) for up to 70 Active Points of STR (17 Active Points); Limited Power (Only Affects Knockback/Throwing Distance; -1/2) Real Cost: 11
0
9) 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
10) Thunderclap
0
Hearing Group Flash 25d6, Does Knockback (+1/4), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Explosion (-1 DC/2"; +3/4), Double Knockback (+3/4) (262 Active Points); No Range (-1/2), Restrainable (-1/2) Real Cost: 131
[Note: Sonic Boom is similar, but Explosion is a trailing cone and the power is linked to Running or Flight]
0
11) Too Fast To See
3
Invisibility to Sight, Touch and Hearing Groups (30 Active Points); Conditional Power (Only While Using a Super Speed Movement Power; -1/4), Limited Power (Does not work against Rapid advantaged senses; -1/4) Real Cost: 20
0
12) Updraft/Downdraft Vortex
10
Telekinesis (70 STR) (105 Active Points); Limited Power (Only to pull down flying targets or to slow the descent of falling targets; -1), Restrainable (-1/2), Affects Whole Object (-1/4), Limited Power (Must pass through intervening space; -1/4) Real Cost: 35
[Note: Moves in a tight circle beneath the target]
0
13) Vacuum Attack
10
Area Of Effect (up to 14" Radius; +1 1/4), Two-Dimensional (-1/4), No Normal Defense (Defense is: LS: Self Contained Breathing; +1), Continuous (+1) for up to 70 Active Points of STR, Reduced Endurance (1/2 END; +1/4) (262 Active Points); Restrainable (-1/2), Limited Power (Must pass through intervening space; -1/4) Real Cost: 150
[Note: Moves in a tight circle around the target]
0
14) Vibratory Phasing Intangibility
8
Desolidification (affected by similar vibrational phasing effects), Continuous (+1) (80 Active Points) Real Cost: 80
[Note: To carry another person add Usable Simultaneously +1/2 for 100 Active Points & Real Cost of 100]
0
15) [Typical Area Effect NA on STR Power]
0
[Advantages] (+1), Area Of Effect (up to 14" Radius; +1 1/4), Selective (+1/4) for up to 70 Active Points of STR, Reduced Endurance (0 END; +1/2) (262 Active Points) Real Cost: 262
Common to Project Members
370
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 20 BODY, Can Heal Limbs, Resurrection, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (506 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2) (Real Cost: 184)
Damage Resistance (45 PD/45 ED/20 Mental Def.), Hardened (x2; +1/2) (82 Active Points) (Real Cost: 82)
+30 Mental Defense (35 points total), Hardened (x2; +1/2) (47 Active Points) (Real Cost: 47)
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 15- (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
80
1) Luck of Heroes
0
Luck 16d6
50
2) Hardy
0
Hardened (x2; +1/2) (25 Active Points) applied to PD (Real Cost: 25)
Hardened (x2; +1/2) (25 Active Points) applied to ED (Real Cost: 25)
1993
Total Powers and Equipment Points