| Cost |
Power |
END |
| 5 |
1)
Hearing Group Flash Defense (8 points) (8 Active Points); OIF (Earpieces; -1/2)
|
0 |
| 5 |
2)
Radio Group Flash Defense (8 points) (8 Active Points); OIF (Earpieces; -1/2)
|
0 |
| 8 |
3)
Radio Perception/Transmission (Radio Group), Concealed (-2 with Radio Perception/Transmission PER Rolls) (12 Active Points); OIF (Earpieces; -1/2)
|
0 |
| 2 |
4)
Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (Earpieces; -1/2)
|
0 |
| 3 |
1)
+2 PER with Sight Group (4 Active Points); OIF (Goggles; -1/2)
|
0 |
| 2 |
2)
Absolute Range Sense (3 Active Points); OIF (Goggles; -1/2)
|
|
| 2 |
3)
Absolute Time Sense (3 Active Points); OIF (Goggles; -1/2)
|
|
| 2 |
4)
Bump Of Direction (3 Active Points); OIF (Goggles; -1/2)
|
|
| 3 |
5)
IR Perception (Sight Group) (5 Active Points); OIF (Goggles; -1/2)
|
0 |
| 3 |
6)
Nightvision (5 Active Points); OIF (Goggles; -1/2)
|
0 |
| 4 |
7)
Penalty Skill Levels: +2 vs. Focus modifiers with All Attacks (6 Active Points); OIF (Goggles; -1/2)
|
|
| 8 |
8)
Penalty Skill Levels: +4 vs. Range Modifier with All Attacks (12 Active Points); OIF (Goggles; -1/2)
|
|
| 5 |
9)
Sight Group Flash Defense (8 points) (8 Active Points); OIF (Goggles; -1/2)
|
0 |
| 3 |
10)
UV Perception (Sight Group) (5 Active Points); OIF (Goggles; -1/2)
|
0 |
| 18 |
1)
Armored Weave:
Armor (9 PD/9 ED) (27 Active Points); OIF (Trenchcoat; -1/2)
|
0 |
| 1 |
2)
Concealing:
LoW (-2) for Resistant Defenses (2 Active Points); OIF (Trenchcoat; -1/2)
|
0 |
| 1 |
3)
Warm:
LS (Safe in Intense Cold) (2 Active Points); OIF (Trenchcoat; -1/2)
|
0 |
| 26 |
Variable Power Pool (Gadget Pool), 20 base + 6 control cost, (30 Active Points); VPP Powers Can Be Changed Only In Lab (-1/2), Slightly Limited Class Of Powers Available (Gadgets; -1/4)
|
|
| 0 |
1)
Rapid Ascender / Descender:
Swinging 10", No Gravity (+1/2) (15 Active Points); Restricted Path (Up / Down Only; -1), 3 Continuing Charges lasting 1 Turn each (-3/4) Real Cost: 5
|
[3 cc] |
| 0 |
2)
Self Protection Field:
FF (5 PD/5 ED/5 Mental Defense/5 Power Defense) (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1) Real Cost: 10
|
[1 cc] |
| 0 |
3)
Smoke Grenades:
CE 2" radius, -2 to Sight Group PER Rolls (13 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), Range Based On STR (-1/4), Can Be Missile Deflected (-1/4) Real Cost: 5
|
[2 cc] |
|
Notes:
Sample Configurations:
|
| 85 |
Variable Power Pool (Gadget Pool), 50 base + 35 control cost, No Penalty on Skill Roll (Inventor) (+1/2), Powers Can Be Changed As A Half-Phase Action (+1/2); all slots Reduced Endurance (0 END; +1/2) (112 Active Points); OIF (Rifle; -1/2), Attacks Only (-1/4)
Notes:
Sample Configurations:
|
|
| 0 |
1)
Atrophying Ray:
Drain STR 3d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
2)
Blaster Ray:
EB 10d6 (vs. ED), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
3)
Dazzler Ray:
Sight Group Flash 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
4)
Double Tap Ray:
EB 6d6 (vs. PD), Autofire (2 shots; +1/4), Reduced Endurance (0 END; +1/2), Double Knockback (+3/4) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
5)
Electrical Disruption Ray:
Dispel Tech Devices 14d6+1, any Tech power one at a time (+1/4), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
6)
Electrified Distortion Field Ray:
Darkness to Sight and Radio Groups 2" radius, Ranged (+1/2), Reduced Endurance (0 END; +1/2), UAA (+1) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
7)
Englobing Ray:
FW (8 PD/8 ED; 2" long and 1" tall), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (73 Active Points); Attack Only (-1/2) Real Cost: 49
|
0 |
| 0 |
8)
Explosion Ray:
EB 7d6+1 (vs. ED), Explosion (+1/2), Reduced Endurance (0 END; +1/2) (74 Active Points) Real Cost: 74
|
0 |
| 0 |
9)
Grow Ray:
Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,742 kg, -2 DCV, +2 PER Rolls to perceive character, 4.5 m tall, 2.3 m wide), Uncontrolled (+1/2), Ranged (+1/2), Reduced Endurance (0 END; +1/2), UAA (Power Defense; +1) (70 Active Points) Real Cost: 70
|
0 |
| 0 |
10)
Lifeforce Catalyzer Ray:
Healing Simplified 3 1/2d6, Ranged (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points) Real Cost: 70
|
0 |
| 0 |
11)
Lifeforce Tranference Ray:
Transfer 2d6 (STUN to STUN), UBO (+1/4), Delayed Return Rate (Points Lost) (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
12)
Mutant Suppression Ray:
Suppress Mutant Powers 4d6, all Mutant powers simultaneously (+2), Reduced Endurance (0 END; +1/2) (70 Active Points) Real Cost: 70
|
0 |
| 0 |
13)
Napalm Spray:
RKA 1d6 (vs. ED), Explosion (Cone; -1 DC/2"; +1/2), Uncontrolled (+1/2), Sticky (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Penetrating (x2; +1) (75 Active Points); No Range (-1/2) Real Cost: 50
|
0 |
| 0 |
14)
Pain Ray:
RKA 2d6 (vs. PD), Penetrating (+1/2), +2 Increased STUN Multiplier (+1/2), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
15)
Particle Ray:
RKA 3d6+1 (vs. PD), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
16)
Psychotropic Ray:
EB 5d6 (vs. ED), Reduced Endurance (0 END; +1/2), AVLD (Mental Defense; +1 1/2) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
17)
Radii Ray:
EB 6d6 (vs. ED), Reduced Endurance (0 END; +1/2), AOE (5" Radius; +1) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
18)
Rapid Fire Ray:
EB 8 1/2d6 (vs. ED), Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1/2) (75 Active Points) Real Cost: 75
|
0 |
| 0 |
19)
Shrink Ray:
Shrinking (0.4509 m tall, 1.701 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +6" KB), Uncontrolled (+1/2), Ranged (+1/2), Reduced Endurance (0 END; +1/2), UAA (Power Defense; +1) (70 Active Points) Real Cost: 70
|
0 |
| 0 |
20)
Tesla Cage Ray:
Entangle 4d6, 4 DEF, Takes No Damage From Attacks Limited Group (Physical; +1/4), Reduced Endurance (0 END; +1/2) (70 Active Points) Real Cost: 70
|
0 |
| 186 |
Total Powers Cost |