Major Savage VPP Gadgets  
SUPERPOWERS!
Cost  Power END
Modular Marine Battle Armor Gadgets
7   1)   Air Recycler Life Support (Self-Contained Breathing) (10 Active Points); OIF Durable (Armored Flight Suit; -1/2) 0
10   2)   Energy Dispersion Field Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF Durable (Heavy Assault Armor; -1/2) 0
10   3)   Inertial Dampening Field Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Durable (Heavy Assault Armor; -1/2) 0
15   4)   Shoulder Mounted Pintel Spotlight Sight Group Images Increased Size (4" radius; +1/2) (8" Cone; +0), +/-4 to PER Roll, 1 Continuing Fuel Charge lasting 1 Day (+1/2) (44 Active Points); Only To Create Light (-1), No Range (-1/2), OIF (High Intensity Spotlight; -1/2) [1 cc]
20   5)   Suit Servos +20 Servos: STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2)
5   6)   Suit shielding Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (8 Active Points); OIF Durable (Armored Space Suit; -1/2) 0
30   7)   Tactical Jump-Jets Leaping +25" (2"/27" forward, 1"/13 1/2" upward) (Accurate), Reduced Endurance (0 END; +1/2) (45 Active Points); OIF Durable (Tactical Armor; -1/2)
10   8)   Extra Armor Plating I Armor (4 PD/4 ED), Hardened (+1/4) (15 Active Points); OIF Durable (Armor Plates; -1/2) 0
10   9)   Extra Armor Plating II Armor (4 PD/4 ED), Hardened (+1/4) (15 Active Points); OIF Durable (Armor Plates; -1/2)
Notes: Stackable With Extra Armor Plating I for +8 PD +8 ED
0
12 Battlefield Visual Disorienter (Total: 39 Active Cost, 12 Real Cost) Tactical Camoflauge: Invisibility to Sight Group (20 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OIF (Light Bender; -1/2) (Real Cost: 7)
plus
Displaced Shadow Copy: Sight Group Images 1" radius, +/-3 to PER Roll (19 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), Only to play back one action taken by self in a loop (-1), IAF (Hologram Projector; -1/2) (Real Cost: 5)
[1 cc]
18 Bio-monitor Simplified Healing 4d6, Trigger (Drop to 0 BODY or 0 STUN) (Self Resetting; +1/2) (60 Active Points); 3 Charges (-1 1/4), OIF (Bio-monitor Module; -1/2), Self Only (-1/2) [3]
12 Hullcutter Tunneling 1" through 19 DEF material (59 Active Points); 1 Charge (-2), Extra Time (Extra Phase, Delayed Phase, -1), OIF (-1/2), Concentration (1/2 DCV; -1/4) [1]
14 Hyper-spatial phase adjuster Teleportation 10", No Relative Velocity, Position Shift (35 Active Points); 6 Charges (-3/4), OIF (Phase Adjuster; -1/2), Must Pass Through Intervening Space (-1/4) [6]
30 M34-P Plasma Accelerator Pistol Energy Blast 6d6 (vs. ED), Explosion (+1/2), Penetrating (+1/2) (60 Active Points); OIF (Plasma Accelerator Pistol; -1/2), No Knockback (-1/4), 12 Charges (-1/4) [12]
20 M990-SFP3 Stasis Field Projector Entangle 3d6, 5 DEF, Cannot Be Escaped With Teleportation (+1/4) (50 Active Points); 6 Charges (-3/4), OIF (Stasis Field Projector; -1/2), Cannot Form Barriers (-1/4) [6]
24 MT-05-P Field Tactical Theta-ray Projector Energy Blast 6d6 (vs. ED), No Normal Defense (FF vs ED) (Standard; +1) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), OIF (Wrist-mounted Theta-ray Projector; -1/2), 12 Charges (-1/4) [12]
7 Modular Jet Assist Pack Flight 10", combat acceleration/deceleration (+1/4) (25 Active Points); 1 Continuing Charge lasting 1 Minute (-1), OIF Durable (Modular Jet Assist Pack; -1/2), Must Be Used At Full Effect (When the Jet Assist is on, must Fly at least 10"; -1/2), Requires A Skill Roll (Combat Piloting; -1/2), no Noncombat movement (-1/4) [1 cc]
26 Personal Defense Screen Force Field (9 PD/9 ED), Hardened (+1/4), Persistent (+1/2), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (58 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), IAF (Personal Defense Belt; -1/2) [2 cc]
30 Personal Field Tactical Sidearm Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points); OIF (Heavy Energy Pistol; -1/2), 2 clips of 8 Charges (-1/4), Beam (-1/4) [8]
8 S32-03P Jamming Pack Darkness to Radio Group 2" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OIF (Jammer Module; -1/2), No Range (-1/2) 0
16 Scanner Module Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (32 Active Points); OIF (Scanner Module; -1/2), Sight, Unusual [very common Sense] (-1/2) 0
6 Subspectral Variator
Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); IAF (-1/2)
plus
Lack Of Weakness (-5) for Normal Defense (5 Active Points); IAF (-1/2)
0
13 Subspectral Visual Disrupter Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Chameleon (-1/2), OIF (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4) 0
30 PRIMUS Null Collar Drain Superhuman Powers 1d6, 1 Recoverable Continuing Charge lasting 1 Hour (+1/4), Uncontrolled (+1/2), Continuous (+1), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4), all Superhuman powers simultaneously (+2) (60 Active Points); OIF (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2) [1 rc]
30 PRIMUS Null Ray Drain Superhuman Powers 3d6, any Superhuman power one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (60 Active Points); OIF (-1/2), 8 Charges (-1/2) [8]
26 PRIMUS Sonic Emitting Riot Deterrent Device Energy Blast 3d6+1 (standard effect: 10 STUN) (vs. ED), Personal Immunity (+1/4), Time Delay (+1/4), Area Of Effect (7" Radius; +1), Continuous (+1), Attack Versus Limited Defense (Flash Defense (Hearing); +1 1/2) (85 Active Points); 1 Continuing Charge lasting 1 Minute (-1), OIF (-1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Can Be Missile Deflected (-1/4), Cannot Be Used With Multiple-Power Attacks (-1/4) [1 cc]
27 PRIMUS Stun Gun Energy Blast 8d6 (standard effect: 24 STUN) (vs. ED), No Normal Defense (Make a CON Roll; +1/2) (60 Active Points); OIF (-1/2), 8 Charges (-1/2), Beam (-1/4) [8]
13 PRIMUS Tangle Wire Grenades Change Environment 4" radius, -3 DCV, Personal Immunity (+1/4), Time Delay (+1/4) (37 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), IAF (Mini-Grenades; -1/2), Range Based On Strength (-1/4), Can Be Missile Deflected (-1/4) [3 cc]
13 PRIMUS Ultra Cuffs Entangle 4d6, 8 DEF (60 Active Points); 1 Recoverable Charge (-1 1/4), Set Effect (Hands Only) (-1), No Range (-1/2), OIF (Cuffs; -1/2), Cannot Form Barriers (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) [1 rc]
492 Total Powers Cost
Power List created with Hero Designer (version 2006053109)