Cost |
Power |
END |
17 |
1)
Determined:
+30 STUN (30 Active Points); Only Usable Vs Opponents With 100+ Greater Character Points Or In Hopeless Situations (-3/4)
|
|
21 |
2)
Stalwart:
Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Only Usable Vs Opponents With 100+ Greater Character Points Or In Hopeless Situations (-3/4)
|
0 |
23 |
3)
Perserverance:
+20 REC (40 Active Points); Only Usable Vs Opponents With 100+ Greater Character Points Or In Hopeless Situations (-3/4)
|
|
80 |
Multipower, 100-point reserve, (100 Active Points); all slots Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
Notes:
SFX: Force (Bright white nimbus, hums as it displaces air)
|
|
7u |
1)
Concussive Stunner:
Energy Blast 10d6 (vs. PD), No Normal Defense (FF, FW, LS: High Pressure) (Standard; +1) (100 Active Points); Beam (-1/4), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
|
10 |
7u |
2)
Overcharged Salvo:
Energy Blast 20d6 (vs. PD) (100 Active Points); Beam (-1/4), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
|
10 |
6u |
3)
Point-blank Primary Cannon Discharge:
Hand-To-Hand Attack +13d6+1, Reduced Endurance (0 END; +1/2) (100 Active Points); Hand-To-Hand Attack (-1/2), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
|
0 |
7u |
4)
Primary Cannon:
Energy Blast 13d6+1 (vs. PD), Reduced Endurance (0 END; +1/2) (100 Active Points); Beam (-1/4), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
|
0 |
6u |
5)
Wide Angle Blast:
Energy Blast 10d6 (vs. PD), Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-1/2), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
|
10 |
7u |
6)
Tactical Weapons Assortment:
Energy Blast 10d6 (vs. PD), Variable Advantage (+1/2 Advantages; +1) (100 Active Points); Beam (-1/4), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
Notes:
Green = Penetrating, Yellow = AP, Red = Explosion, Magenta = NRM, Lime = 1 Hex Accurate, Purple = Autofire x5, etc.
|
10 |
8u |
7)
Actuated Energy Grid Interdiction System:
(Total: 100 Active Cost, 80 Real Cost) Missile Deflection (Any Ranged Attack), Full Range (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Incoming Hostile AoE; +1) (60 Active Points); Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) (Real Cost: 48)
plus Detect Hostile Area Of Effect Attack 24-/22- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting (40 Active Points); Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4) (Real Cost: 32)
Notes:
A small targeting drone is released from a housing in War Man's chest and hovers near War Man, occassionally scanning the area. When deflection activates, War Man fires 5 Pale Blue Rays from his fingertips that converge on target.
|
0 |
6u |
8)
Force Lance:
Hand-To-Hand Attack +8d6, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Explosion (Line; -1 DC/5"; +1) (100 Active Points); Hand-To-Hand Attack (-1/2), Noisy / Visible / High Energy Signature (All of War-Man's blasts are very noticeable, granting a +3 PER Bonus to detect them.; -1/4)
|
4 |
42 |
1)
Internal Control Systems:
Life Support (Eating Character only has to eat once per week; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; 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)
|
0 |
3 |
2)
Memory Banks:
Eidetic Memory (5 Active Points); Only To Record/Store Digital Media (-1/2)
|
|
15 |
3)
Tireless:
Reduced Endurance (0 END; +1/2) (15 Active Points) applied to STR
|
|
6 |
4)
Tireless:
Reduced Endurance (0 END; +1/2) (6 Active Points) applied to Running
|
|
3 |
5)
Tireless:
Reduced Endurance (0 END; +1/2) (3 Active Points) applied to Leaping
|
|
30 |
6)
Boot Thrusters:
Flight 10", Variable Advantage (+1/4 Advantages; Limited Group of Advantages (Combat Acceleration / Deceleration, Usable Underwater, No Turn Mode, MegaScale 1km); +1/2), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (0 END, No Gravity Penalty, MegaScale 1km, Combat Acceleration / Deceleration); +3/4) (45 Active Points); Restrainable (-1/2)
|
4 |
4 |
1)
Heavy:
Knockback Resistance -2"
|
0 |
19 |
2)
Metal Skin:
Damage Resistance (15 PD/15 ED), Hardened (+1/4) (19 Active Points)
|
0 |
2 |
3)
Space Age Metals:
Lack Of Weakness (-2) for Normal Defense
|
0 |
2 |
4)
Space Age Metals:
Lack Of Weakness (-2) for Resistant Defenses
|
0 |
7 |
5)
System Self Repair:
Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Minute (-1 1/2), Self Only (-1/2)
|
0 |
12 |
1)
Radio Sensors:
High Range Radio Perception (Radio Group)
|
0 |
6 |
2)
Sensor Enhancements:
+2 PER with all Sense Groups
|
0 |
26 |
3)
Visual Sensors:
(Total: 26 Active Cost, 26 Real Cost) Infrared Perception (Sight Group) (Real Cost: 5)
plus Ultraviolet Perception (Sight Group) (Real Cost: 5)
plus +5 versus Range Modifier for Sight Group (Real Cost: 7)
plus Penalty Skill Levels: +4 vs. Range Modifier with Weapons Array (Real Cost: 8)
|
0 |
4 |
4)
Standard A/V ports:
Usable Simultaneously (up to 8 people at once; +1) for up to 12 Active Points of HRRP (12 Active Points); OAF Bulky (Requires Standard And Appropriate AV Equipment To Hook Up To; -1 1/2), Arrangement (-1/4)
|
1 |
376 |
Total Powers Cost |