Powers and Equipment
Cost
Power/Equipment
END
Super Stength
30
1) Effortless Stength
Reduced Endurance (0 END; +1/2) (30 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)
Super Speed
461
1) Movement
0
Flight 80", Position Shift, x512 Noncombat, No Turn Mode (+1/4), Variable Advantage (+1/4 Advantages; combat acceleration/deceleration OR rapid non-combat movement OR Usable as Swimming/Tunneling/FTL; +1/2), Reduced Endurance (0 END; +1/2) (461 Active Points)
45
2) Reflexes
0
Rapid ( x100,000) with Normal Sight and Normal Touch (Real Cost: 30)
Lightning Reflexes: +10 DEX to act first with All Actions (Real Cost: 15)
40
3) Inertial Control
0
Knockback Resistance -30" (60 Active Points); Linked (Flight; -1/4), Only In Heroic Identity (-1/4)
Size Shifting, all slots Only In Heroic Identity (-1/4)
100
1) Titanic Size
10
Growth (+100 STR, +20 BODY, +20 STUN, -20" KB, 1.046E8 kg, -13 DCV, +13 PER Rolls to perceive character, 191 m tall, 95.5 m wide), Costs END Only To Activate (+1/4) (125 Active Points); Only In Heroic Identity (-1/4)
[Note: Usual Indoor Size: 10 feet (2 levels of growth, 70 STR/14d6/400 tons, +2 BODY & STUN, -2 KB) Usual Minimum Outdoor Size: 15 feet (4 levels of growth, 80 STR/16d6/1600 tons, +4 BODY & STUN, -4 KB) Maximum Size: 60 stories tall (160 STR/32d6/100 megatons, +20 BODY & STUN, -20 KB, -8 DCV)]
17
2) Astounding Agility
0
+5 DCV w/Growth (25 Active Points); Linked (Titanic Size; +1 DCV per Level of Growth to negate DCV penalty; -1/4), Only In Heroic Identity (-1/4)
[Note: Skillfully evasive in combat even while a giant]
150
3) Titanic Durability
0
Armor (50 PD/50 ED), Hardened (x2; +1/2) (225 Active Points); Linked (Titanic Size; +5 PD/+5 ED per 2 levels of Growth; -1/4), Only In Heroic Identity (-1/4)
[Note: At 10 feet: 50 PD/50 ED; at 15 feet: 55 PD/55 ED]
100
4) Ant Size
10
Shrinking (0.0018 m tall, 9.294E-8 kg mass, -20 PER Rolls to perceive character, +20 DCV, takes +30" KB), Costs END Only To Activate (+1/4) (125 Active Points); Only In Heroic Identity (-1/4)
[Note: Able to become as small as 1/16 inch tall, becoming extremely difficult to detect or target while retaining the magnitude of power possessed when human sized]
540
Energy Powers & Feats of Strength and Speed Variable Power Pool, 300 base + 240 control cost, No Skill Roll Required (+1) (600 Active Points); Limited Class Of Powers Available (Only Brick and Speedster Tricks and the single pre-defined RKA; -1/4)
0
1) Flurry of Blows
12
Hand-To-Hand Attack +20d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2), Armor Piercing (x2; +1) (300 Active Points); Hand-To-Hand Attack (-1/2) Real Cost: 200
[Note: Batter a target with blow after unanswered blow]
0
2) Hyperphase Beam
30
Killing Attack - Ranged 8d6, Limited Power (Must Use With Haymaker Maneuver; +0), No Normal Defense (Defense: having primarily human DNA; +1/2), Does BODY (+1) (300 Active Points); Beam (-1/4), Only In Heroic Identity (-1/4) Real Cost: 200 vs NND.
[Note: 10d6+1 Kaiju killer]
0
3) Lift it Whole
24
MegaScale (1" = 1 km; +1/4), Area Of Effect (up to One Hex; +1/2) for up to 160 Active Points of STR, Continuous (+1) (240 Active Points); Limited Power (Only to lift/move large objects intact; -1) Real Cost: 120
[Note: Keep large structures intact while moving them by manipulating their inertia a bit as with flight power]
0
4) Hit Them All
0
Area Of Effect (up to 32" Radius; +1 1/2) for up to 80 Active Points of STR, Reduced Endurance (0 END; +1/2) (180 Active Points) Real Cost: 180
[Note: Crowd control; Use a Strike or other Maneuver on everyone in a football field sized area]
0
5) 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.]
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 (34 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 14- (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
44
1) Hardy
0
Hardened (x2; +1/2) (22 Active Points) applied to PD (Real Cost: 22)
Hardened (x2; +1/2) (22 Active Points) applied to ED (Real Cost: 22)
2132
Total Powers and Equipment Points