| Cost |
Name |
| 0 |
Acting 8- |
| 0 |
AK: York Area 8- |
| 0 |
Climbing 8- |
| 0 |
Concealment 8- |
| 0 |
Conversation 8- |
| 0 |
CuK: British Culture 8- |
| 10 |
SS: Mathamatics 19- |
| 0 |
Deduction 8- |
| 0 |
Language: English (Idiomatic) |
| 0 |
Paramedics 8- |
| 0 |
Persuasion 8- |
| 0 |
PS: Player's Choice 11- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 0 |
TF: Bicycles, Small Motorized Ground Vehicles |
| 10 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Lightning Calculator |
| 3 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 15 |
Kinetic Energy Control: Elemental Control, 30-point powers | |
| 28 |
1) Kinetic Movement: Running +20" (26" total), Reduced Endurance (1/2 END; +1/4); Turn Mode (-1/4)
Notes: This has a Turn Mode as it takes a little effort to redirect her kinetic energy. | 2 |
| 15 |
2) Kinetic Strength: +10 STR, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (Modifiers affect Base Characteristic)
Notes: This power allows her to utilize her control over kinetic energy to increase her STR as well as increase any knockback she does. If she is concerned about a target being in the way of some possible danger i.e. oncoming car/train, she will 'push' the target out of the way with enough force to insure they clear the impact area. | 1 |
| 13 |
3) Kinetic Punch: Hand-To-Hand Attack +4d6, Double Knockback (+3/4); Hand-To-Hand Attack (-1/2)
Notes: This power increases her physical attacks, punch, kick, etc., by about 1600% (4d6) and imparts an increase in knockback. This makes her punch 8d6 EB Double Knockback. | 3 |
| 16 |
4) Kinetic Shield: Force Field (24 PD), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Power loses about half of its effectiveness if the attack is 'slow', such as a punch or other hand to hand attack (-1) | 0 |
| 103 |
5) Stop Dead: Energy Blast 15d6, Indirect (Always Comes From Directly In Front Of The Target; +1/2), Double Knockback (+3/4); Only Works On Moving Characters/Objects (-1/2)
Notes: On average this will stop anything moving up to @30". Anything less than @30" will be knocked back. Anything more then @30" will be slowed by that much. The damage comes from the sudden stop, like hitting a wall. | 17 |
| 19 |
6) Stop Slowly: Suppress 3d6, any movement power generating kinetic energy power one at a time (+1/4), Line Of Sight (+1/2), Indirect (Always Comes From Directly In Front Of The Target; +1/2)
Notes: This will only work on movement that involves kinetic energy. It will not work on Teleportation. This power can be used on anything the user can spot. It can stop a car, a train, even an airplane by canceling its forward momentum. As soon as she stops using the power the object may resume its movement using standard acceleration. If the target is a vehicle, it must be driven or piloted to resume its travel. A target such as a falling body, simply stops once it touches a surface. If it has not reached a surface, the fall begins again with normal falling acceleration. | 3 |
| 2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
| 12 |
Insulated Body Suit: Armor (0 PD/10 ED); IIF (-1/4)
Notes: As her kinetic defenses only effect physical attacks, the government has commissioned an insulating body suit that is effective against not only electrical attacks but it is also somewhat reflective to protect against light-based attacks like Lasers and heat resistant for fire-based attacks. It also provides protection for temperature extremes. | 0 |
| 3 |
Insulated Body Suit: Life Support (Safe in Intense Cold; Safe in Intense Heat); IIF (-1/4) | 0 |
| 226 |
Total Powers Cost |
|