| Cost |
Power |
END |
| 17 |
Plasma Control: Elemental Control, 50-point powers, all slots OIF (-1/2) | |
| 69 |
1) Plasma Blast: Energy Blast 9 1/2d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2), No Range Modifier (+1/2) plus Hearing Group Flash 3d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2), No Range Modifier (+1/2) | 6 |
| 17 |
2) Plasma Shield: Force Field (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) | 2 |
| 23 |
3) Plasma Jets: Flight 24", Reduced Endurance (1/2 END; +1/4) | 2 |
|
Plasma Combat Suit, all slots OIF (-1/2) | |
| 37 |
1) Micro Servo System: +50 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2) | |
| 18 |
2) Plasma Blast Boost: Energy Blast 5 1/2d6, Activation Roll 15-, Burnout (+0), Reduced Endurance (1/2 END; +1/4), No Range Modifier (+1/2); Linked (Plasma Blast; Lesser Power can only be used when character uses greater Power at full value; -3/4), 8 Charges (-1/2) | [8] |
| 13 |
3) Self-contained Life Support: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) | 0 |
| 8 |
4) Comm System: High Range Radio Perception (Radio Group) | 0 |
| 8 |
5) Telescopic HUD: +8 versus Range Modifier for Hearing Group | 0 |
| 7 |
6) Ballistic Padding: +10 PD | |
| 4 |
7) Insulated Padding: +6 ED | |
| 3 |
8) Polarized Face Plate: Hearing Group Flash Defense (5 points) | 0 |
| 224 |
Total Powers Cost |