| Cost |
Power |
END |
| 25 |
1)
Combat Armor With Helmet:
Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (Armor & Helmet; -1/2)
|
0 |
| 35 |
2)
Flight Harness:
Flight 15", x8 Noncombat, Combat Acceleration/Deceleration (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Restrainable (-1/2), OIF Durable (Jetpack; -1/2)
|
0 |
| 7 |
3)
Surface Cohesion Boots:
Clinging (normal STR) (10 Active Points); OIF Durable (-1/2)
|
0 |
| 83 |
4)
Variable Modulation Pistol:
EB 10d6 (vs. ED), Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; +1) (125 Active Points); OIF (Pistol; -1/2)
|
0 |
| 6 |
5)
Voice Scrambler:
Shape Shift (Hearing Group), Reduced Endurance (0 END; +1/2) (7 Active Points); IIF (Voicebox Scrambler; -1/4)
|
0 |
| 22 |
6)
Wrist Shield:
Force Field (10 PD/10 ED) (Not Included In Defense Totals), Reduced Endurance (0 END; +1/2), IPE (Fully Invisible; +1) (50 Active Points); Activation Roll 13- (-3/4), OIF (Wrist Shield Generator; -1/2)
|
0 |
| 2 |
1)
Clock:
Absolute Time Sense (3 Active Points); IIF (Goggles; -1/4)
|
|
| 2 |
2)
Compass:
Bump Of Direction (3 Active Points); IIF (Goggles; -1/4)
|
|
| 4 |
3)
Integrated PDA:
Eidetic Memory (5 Active Points); IIF (Goggles; -1/4)
|
|
| 3 |
4)
Optics:
+2 PER with Sight Group; OIF (Goggles; -1/2)
|
0 |
| 4 |
5)
Optics:
+4 versus Range Modifier for Sight Group; OIF (Goggles; -1/2)
|
0 |
| 8 |
6)
Optics:
+4 vs Concealment Modifier with All Attacks
|
|
| 8 |
7)
Optics:
+4 vs Range Modifier with All Attacks
|
|
| 24 |
8)
Optics:
Find Weakness 11- with All Attacks (30 Active Points); IIF (Goggles; -1/4)
|
0 |
| 3 |
9)
Optics:
Infrared Perception (Sight Group) (5 Active Points); OIF (Goggles; -1/2)
|
0 |
| 3 |
10)
Optics:
Nightvision (5 Active Points); OIF (Goggles; -1/2)
|
0 |
| 3 |
11)
Optics:
UV Perception (Sight Group) (5 Active Points); OIF (Goggles; -1/2)
|
0 |
| 2 |
12)
Rangefinder:
Absolute Range Sense (3 Active Points); IIF (Goggles; -1/4)
|
|
| 4 |
13)
Rapidity Frame Compression Compensator:
Rapid ( x10) with Sight Group (5 Active Points); IIF (Goggles; -1/4)
|
0 |
| 13 |
14)
Self Polarizing:
Sight Group Flash Defense (10 points), Resistant, Hardened (+1/4) (19 Active Points); OIF (Goggles; -1/2)
|
0 |
| 21 |
15)
Subspectral Scanner:
Spatial Awareness (Sight Group), Discriminatory, Analyze (32 Active Points); OIF (Goggles; -1/2)
|
0 |
| 6 |
1)
Attachable Rebreather:
Life Support (Safe in Low Pressure/Vacuum; Self-Contained Breathing) (12 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), OIF (Attachable Rebreather; -1/2)
|
0 |
| 15 |
2)
Command Comms:
Radio Perception/Transmission (Radio Group), +1 to PER Roll, Concealed (-3 with Radio Perception/Transmission PER Rolls), Discriminatory (19 Active Points); IIF (Helmet; -1/4)
|
0 |
| 4 |
3)
Hearing Protection:
Hearing Group Flash Defense (5 points) (5 Active Points); IIF (Helmet; -1/4)
|
0 |
| 4 |
4)
Hidden Recording Apparatus:
Eidetic Memory (5 Active Points); IIF (Helmet; -1/4)
|
|
| 12 |
5)
Psi Shielder:
+3 DECV versus all Mental Powers and attacks
|
|
| 26 |
6)
Psi Shielder:
MD (20 points total) (Resistant), Hardened (+1/4) (33 Active Points); IIF (Helmet; -1/4)
|
0 |
| 4 |
7)
Shielded Comms:
Radio Group Flash Defense (5 points) (5 Active Points); IIF (Helmet; -1/4)
|
0 |
| 40 |
Multipower, 60-point reserve, Requires A Fast Draw Skill Roll (No Active Point penalty to Skill Roll; Only To Change Slots; +0) (60 Active Points); Side Effects (Takes 1/2 Phase To Change Slots If RSR: Fast Draw Failed; -1/4); all slots IIF (Gadget; -1/4)
|
|
| 2u |
1)
Demolitions -- Shaped Charge:
Killing Attack - Ranged 2d6 (vs. ED), Time Delay (+1/4), Semi-Armor Piercing (+1/4), AOE (One Hex; +1/2) (60 Active Points); 3 Charges (-1 1/4), IIF (Gadget; -1/4)
|
[3] |
| 2u |
2)
Demolitions -- Wallcutter:
Tunneling 1" through 19 DEF material (59 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 4 Charges (-1), OIF (-1/2)
|
[4] |
| 5u |
3)
Gizmo -- Dimensional Shifter:
Teleportation 20", Reduced Endurance (0 END; +1/2) (60 Active Points); IIF (Gadget; -1/4)
|
0 |
| 4u |
4)
Gizmo -- Flare Gun:
Sight Group Images Increased Size (32" radius; +1 1/4), + 5 to PER Rolls, 3 Continuing Charges lasting 20 Minutes each (+0) (56 Active Points); IIF (Gadget; -1/4)
|
[3 cc] |
| 4u |
5)
Gizmo -- Spring Blade:
Killing Attack - Hand-To-Hand 3d6-1 (4d6 - 1 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (60 Active Points); No Knockback (-1/4), IIF (Gadget; -1/4)
|
0 |
| 3u |
6)
Gizmo -- Stun Knuckles:
Hand-To-Hand Attack +6d6, No Normal Defense ([Extraordinarily Common Defense]; Make A Con Roll; +1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)
|
0 |
| 2u |
7)
Grenade -- Caltrops:
Change Environment 1" radius, +10 Points of Damage, Long-Lasting 1 Hour (60 Active Points); 3 Charges (-1 1/4), Only When In Contact With The Ground (-1/4), Can Be Missile Deflected (-1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4)
|
[3] |
| 4u |
8)
Grenade -- Concussion:
Energy Blast 4d6+1 (vs. NND (LS: High Pressure)), 16 Charges (+0), Can Be Missile Deflected (+0), Explosion (-1 DC/2"; +3/4), NND ([Standard]; Life Support: High Pressure; +1) (60 Active Points); Range Based On Strength (-1/4), IIF (Gadget; -1/4)
|
[16] |
| 2u |
9)
Grenade -- Explosion:
Energy Blast 8d6 (vs. ED), Can Be Missile Deflected (+0), Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), Range Based On Strength (-1/4), IIF (Gadget; -1/4)
|
[3] |
| 3u |
10)
Grenade -- Force Screen Generator:
Force Wall (9 PD/9 ED; 2" long and 1" tall), 8 Continuing Charges lasting 1 Turn each (+0), Hardened (+1/4) (59 Active Points); Restricted Shape (Dome) (-1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4)
|
[8 cc] |
| 2u |
11)
Grenade -- Frag:
RKA 3d6-1 (vs. ED), Can Be Missile Deflected (+0), Explosion (+1/2) (60 Active Points); 3 Charges (-1 1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4)
|
[3] |
| 3u |
12)
Grenade -- Ground Slick:
Change Environment 1" radius, -3 DCV, -3 DEX Roll and all Skill Rolls based on DEX, -3" of Leaping, -3" of Running, Long-Lasting 20 Minutes, Multiple Combat Effects, 16 Charges (+0) (57 Active Points); Range Based On STR (-1/4), Can Be Missile Deflected (-1/4), IIF (Gadget; -1/4)
|
[16] |
| 3u |
13)
Grenade -- Jammer:
Darkness to Radio Group 8" radius, 4 Continuing Charges lasting 20 Minutes each (+1/4), Personal Immunity (+1/4) (60 Active Points); Can Be Missile Deflected (-1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4)
|
[4 cc] |
| 3u |
14)
Grenade -- Smoker:
Darkness to Sight Group 4" radius, 12 Continuing Charges lasting 1 Minute each (+1/2) (60 Active Points); Can Be Missile Deflected (-1/4), Range Based On STR (-1/4), IIF (Gadget; -1/4)
|
[12 cc] |
| 3u |
15)
Grenade -- Willie Peter:
Energy Blast 4d6 (vs. EB), Can Be Missile Deflected (+0), Explosion (+1/2), Sticky (+1/2), Continuous (+1) (60 Active Points); Range Based On Strength (-1/4), 6 Continuing Charges lasting 1 Turn each (-1/4), IIF (Gadget; -1/4)
|
[6 cc] |
| 99 |
Variable Power Pool (Gadget Pool), 75 base + 24 control cost, No Penalty To Inventor Skill Roll (+1/2) (130 Active Points); Must Have Parts / Items Available (-1/2), Slightly Limited (Gadgets; -1/4); all slots OIF (All Slots Must Have Focus For At Least -1/2; -1/2)
Notes:
Whatever "Gadget" The Plot Requires Or Provides
|
|
| 537 |
Total Powers Cost |