| Cost |
Power |
END |
| 35 |
Fire Powers: Elemental Control, 70-point powers | |
| 17 |
1) Fiery Form: Killing Attack - Ranged 1 1/2d6, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4), Damage Shield (Offensive; +3/4), Continuous (+1); Can be extinguished by normal firefighting practices (-1 1/2), Conditional Power Power Does Not Work In Water or Heavy Rain (-1/4), Side Effects, (Will incinerate anything she is wearing that is not fireproof; -0)
Notes: Heavy rain is any rainfall in excess of 7.5 mm or 0.3 inches per hour. | 3 |
| 23 |
2) Fiery Flight: Flight 25", x4 Noncombat, Leaves A Trail (+0), Reduced Endurance (1/2 END; +1/4); Restrainable (If Extinguished Like Any Other Fire; -1/4), Conditional Power Power Does Not Work In Water (-1/4) | 2 |
| 24 |
3) 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 |
| 15 |
4) Fire Shield: Force Field (20 PD/26 ED), Reduced Endurance (0 END; +1/2); Limited Power Power loses about half of its effectiveness in Heavy Rain (-1), Power Does Not Work In Water (-1/4)
Notes: Heavy rain is any rainfall in excess of 7.5 mm or 0.3 inches per hour. | 0 |
| 42 |
Fire Powers: Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Limited Power Power loses about half of its effectiveness in Heavy Rain (-1), Does Not Work In Water (-1/4)
Notes: Heavy rain is any rainfall in excess of 7.5 mm or 0.3 inches per hour. | |
| 3u |
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 |
| 3u |
2) Fire Blast: Energy Blast 15d6
Notes: This is a standard fiery blast. | 3 |
| 3u |
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 |
| 3u |
4) Fire Bolt: Killing Attack - Ranged 5d6
Notes: A powerful, concentrated bolt of fire. | 3 |
| 3u |
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 |
| 3u |
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 |
| 3u |
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 |
| 3u |
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 |
| 3u |
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 |
| 3u |
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 |
| 3u |
11) Fire Spray: Energy Blast 10d6, Autofire (5 shots; +1/2)
Notes: This attack creates sequential bolts of fire. | 3 |
| 3u |
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 Expendable (Easy to obtain new Focus; Random Flamable Items of Opportunity e.g. Driftwood and old pallets are common fuels on the beach; -1), Limited Range (20") (-1/4), Conditional Power Power Does Not Work If Exposed To Rainfall (-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 |
| 3 |
Campfire: Life Support (Safe in Intense Cold), Usable By Other (+1/4), Persistent (+1/2), Area Of Effect (2" Radius; +1 1/4); Linked (Fire Starter; Lesser Power can only be used when character uses greater Power at full value; -3/4) | 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 |
| 1 |
Q Costuming Mk 1.0a: Life Support (Safe in Intense Heat); OIF Flame Resistant (-1/2)
Notes: Keeps her from becoming naked every time she activates her powers. | 0 |
| 251 |
Total Powers Cost |