Powers and Equipment
Cost
Power/Equipment
END
Something About Her
33
1) The Voice
5
Mental Illusions 10d6 (Human class of minds) (50 Active Points); Limited Power (Must hear and comprehend her commands; -1/2) vs Human.
[Note: Can make anyone within the sound of her voice feel, see, and experience what she tells them to.]
27
2) The Body
5
Negative Combat Skill Levels (-4 to opponent's OCV), Area Of Effect (8" Radius; +1 1/2), Selective (+1/4) (55 Active Points); Limited Power (Only works on those sexually attracted to women that can perceive her; -1)
[Note: Can distract those affected to the point of incompetence.]
36
3) Perfectly Divine
4
Healing BODY 4d6, Can Heal Limbs (45 Active Points); Can Only Heal Herself or Another Under Her Sway (-1/4)
Glock 17 Pistol, all slots OAF (Replacement via secret weapons cache; -1)
10
1) 9mm Ammo
[16]
Killing Attack - Ranged 1d6+1, 4 clips of 16 Charges (+1/4) (25 Active Points); OAF (Replacement via secret weapons cache; -1), Real Weapon (-1/4), Beam (-1/4) vs PD.
[Note: Standard FMJ NATO issue in 16 round capacity magazines]
7
2) Silencer
0
Invisibility to Hearing Group , Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (Replacement via secret weapons cache; -1)
1
3) Scope
0
+8 versus Range Modifier for Normal Sight (4 Active Points); OAF (-1), Extra Time (Extra Segment, Character May Take No Other Actions, -3/4)
Body Armor, all slots IIF (-1/4)
12
1) Kevlar and Nomex
0
Armor (6 PD/6 ED) (18 Active Points); Real Armor (-1/4), IIF (-1/4)
126
Total Powers and Equipment Points