Cost |
Power |
END |
5 |
1)
Reach:
Stretching 1"
|
1 |
7 |
2)
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 |
8 |
3)
Heavy:
Knockback Resistance -4"
|
0 |
31 |
4)
Metal Skin:
Damage Resistance (25 PD/25 ED), Hardened (+1/4) (31 Active Points)
|
0 |
2 |
5)
Space Age Metals:
Lack Of Weakness (-2) for Normal Defense
|
0 |
2 |
6)
Space Age Metals:
Lack Of Weakness (-2) for Resistant Defenses
|
0 |
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)
|
|
14 |
3)
Tireless:
Reduced Endurance (0 END; +1/2) (14 Active Points) applied to Running
|
|
35 |
4)
Tireless:
Reduced Endurance (0 END; +1/2) (35 Active Points) applied to STR
|
|
5 |
5)
Tireless:
Reduced Endurance (0 END; +1/2) (5 Active Points) applied to Leaping
|
|
12 |
1)
Radio Sensors:
High Range Radio Perception (Radio Group)
|
0 |
6 |
2)
Sensor Enhancements:
+2 PER with all Sense Groups
|
0 |
18 |
3)
Visual Sensors:
(Total: 18 Active Cost, 18 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)
|
0 |
190 |
Total Powers Cost |