Cost |
Name |
1 |
Acrobatics 8- |
3 |
Acting 12- |
0 |
AK: Orange County 11- |
3 |
Breakfall 15- |
3 |
Combat Driving 15- |
1 |
KS: San Diego 8- |
3 |
Climbing 15- |
7 |
Concealment 14- |
3 |
Conversation 12- |
0 |
Deduction 8- |
3 |
KS: Automobile Repair 12- |
1 |
KS: Convience Store Security 8- |
3 |
KS: Internal Combustion Engines 12- |
0 |
Language: English (idiomatic) |
2 |
Language: Japanese (basic conversation) |
3 |
Mechanics 12- |
3 |
Paramedics 12- |
3 |
Persuasion 12- |
3 |
PS: Auto Mechanic 12- |
1 |
Seduction 8- |
3 |
Shadowing 12- |
3 |
Sleight Of Hand 15- |
3 |
Stealth 15- |
7 |
Streetwise 14- |
6 |
Survival (Urban) 14- |
3 |
Teamwork 15- |
4 |
TF: Common Motorized Ground Vehicles, Skateboarding, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles |
6 |
+2 with Fire Powers Multipower |
81 |
Total Skills Cost |
Cost |
Name |
0 |
Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14- |
0 |
Law Enforcement Rank: U.S Marshall |
0 |
Police Powers: Federal |
0 |
Weapon Permit: Licensed Superpowers |
0 |
Total Perks Cost |
|
|
Cost |
Power |
END |
31 |
Fire Powers: Elemental Control, 62-point powers | |
14 |
1) Fiery Form: Killing Attack - Ranged 1d6+1, Costs END Only To Activate (+1/4), Personal Immunity (+1/4), Damage Shield (Offensive; +3/4), Continuous (+1); Power does not if extinguished like any other fire (-1 1/2), Side Effects, (Will incinerate anything she is wearing that is not fireproof; -0) | 6 |
25 |
2) Fire Invulnerability: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1); Only To Protect Against Fire And Heat (-1), Always On (-1/2), Takes Normal Knockback (-1/2), Cannot Pass Through Solid Objects (-1/2) | 0 |
26 |
3) Fire Shield: Force Field (19 PD/23 ED), Reduced Endurance (0 END; +1/2); Power Does Not Work In Water (-1/4) | 0 |
75 |
Fire Powers: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Does Not Work In Heavy Rain Or In Water (-1/4) | |
6u |
1) Fire Ball: Energy Blast 10d6, Area Of Effect (One Hex; +1/2)
Notes: This attack creates a small, 2 meter, diameter ball of fire. | 3 |
6u |
2) Fire Blast: Energy Blast 15d6
Notes: This is a standard fiery blast. | 3 |
5u |
3) Fire Bolt: Killing Attack - Ranged 1d6, Continuous (+1), No Normal Defense (ED Force Field or Fire Powers; +1), Does BODY (+1)
Notes: This power creates a continuous stream of fire that will melt through just about anything, given time. | 3 |
6u |
4) Fire Bolt: Killing Attack - Ranged 5d6
Notes: A powerful, concentrated bolt of fire. | 3 |
6u |
5) Fire Bomb: Energy Blast 10d6, Explosion (+1/2)
Notes: The attack creates a ball of fire that explodes when it reaches its target. | 3 |
6u |
6) Fire Broil: Energy Blast 7d6+1, No Normal Defense (LS: Safe Enviroment: Intense Heat; +1)
Notes: This power effectively boils the blood of the target. | 3 |
6u |
7) Fire Call: Energy Blast 10d6, Uses Existing Fire (+0), Indirect (Any origin, always fired away from attacker; +1/2)
Notes: This power will call existing fire from any point to attack the target. | 3 |
6u |
8) Fire Extinguisher: Dispel Fire Powers 20d6, One At A Time (+1/4)
Notes: This power allows her to put out an existing fire, such as a house fire. | 3 |
6u |
9) Fire Hand: Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR), Reduced Endurance (0 END; +1/2)
Notes: The attack causes the user's hand to burst into flame increasing hand to hand damage . | 0 |
6u |
10) Fire Spear: Energy Blast 10d6, Armor Piercing x1 (+1/2)
Notes: This attack creates a bolt of fire so hot it will pierce armor. | 3 |
6u |
11) Fire Spray: Energy Blast 10d6, Autofire (5 shots; +1/2)
Notes: This attack creates sequential bolts of fire. | 3 |
5u |
12) Smoke Cloud: Darkness to Sight Group 4" radius; Does Not Work In High Winds Or Rain (-1/4) plus Energy Blast 2d6, No Normal Defense (LS: Self-Contained Breathing; +1), Area Of Effect (4" Radius; +1 1/4); Does Not Work In High Winds Or Rain (-1/4) | 3 |
38 |
Fire Control: Telekinesis (43 STR), Fine Manipulation; Only Works On Fire (-1)
Notes: This power gives the user the abilty to shape fire into any imaginable form. | 8 |
8 |
Fire Starter: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Costs END Only To Activate (+1/4), Uncontrolled (+1/2), Indirect (Any origin, any direction; +3/4), Continuous as long as there is fuel (+1); OAF (Focus: Random Flamable Items of Opportunity; -1), Limited Range (20") (-1/4)
Notes: This power starts a small fire that will burn and spread until all fuel is exhausted, just like a real fire. | 2 |
6 |
Campfire: Life Support (Safe in Intense Cold), Usable By Other (+1/4), Persistent (+1/2), Area Of Effect (2" Radius; +1 1/4)
Notes: Kena has created bonfires at the beach party and while not always useful in San Diego, perhaps in a colder climate ... it does not require fuel. | 0 |
5 |
Fire Sight: Infrared Perception (Sight Group) | 0 |
2 |
Self-Warming: Life Support (Safe in Intense Cold) | 0 |
2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
302 |
Total Powers Cost |
Equipment |
END |
Minuteman Earwig Radio: Encrypted: Radio Perception/Transmission (Radio Group), Concealed (-10 with Radio Perception/Transmission PER Rolls); IIF (-1/4) | 0 |
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Heatset; -1 1/4) | |
Q Body Armor Mk.3.0: Armor (1 PD/2 ED); OIF (-1/2) plus Life Support (Safe in Intense Heat); Only to prevent costume from burning (-1)
Notes: This is a simple 'cat suit' designed to safeguard Hellcat's modesty. It provides minimum protection from energy attacks in and of itself but will not turn to ash when Hellcat actives her powers. | 0 |
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