| Cost |
Name |
| 3 |
AK: San Francisco's Chinatown 12- |
| 7 |
Acrobatics 16- |
| 3 |
Acting 12- |
| 7 |
Breakfall 16- |
| 2 |
CK: San Diego 11- |
| 7 |
Climbing 16- |
| 4 |
Computer Programming (Hacking and Computer Security, Personal Computers) 12- |
| 3 |
Concealment 12- |
| 3 |
Conversation 12- |
| 2 |
CuK: Chinatown 11- |
| 3 |
Deduction 12- |
| 2 |
Language: Cantonese (fluent conversation) |
| 3 |
Language: English (completely fluent) |
| 0 |
Language: Japanese (completely fluent) |
| 3 |
PS: Gamer Girl 14- |
| 3 |
Paramedics 12- |
| 3 |
Persuasion 12- |
| 3 |
SS: Software Engineering 12- |
| 3 |
Scholar |
| 2 |
1) KS: Anime 12- |
| 2 |
2) KS: Computer Game Design 12- |
| 1 |
3) KS: Criminal Law 8- |
| 1 |
4) KS: Federal Law Enforcement Procedures 11- |
| 1 |
5) KS: Federal Meta-Human Regulations 8- |
| 4 |
6) KS: Free Running 14- |
| 3 |
Shadowing 12- |
| 3 |
Sleight Of Hand 14- |
| 3 |
Stealth 14- |
| 3 |
Streetwise 12- |
| 2 |
TF: Bicycles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Tactics 12- |
| 3 |
Teamwork 14- |
| 10 |
Two-Weapon Fighting (HTH) |
| 9 |
+3 with Computer Programning, Computer Game Design, Software Engineering |
| 114 |
Total Skills Cost |
| Cost |
Name |
| 9 |
Reputation: Top gamer girl (A large group (international gamers)) 14-, +3/+3d6 |
| 5 |
Money: Gaming prizes and endorsements: Well Off |
| 1 |
Fringe Benefit: Passport |
| 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 |
| 15 |
Total Perks Cost |
| Cost |
Name |
| 3 |
Lightning Reflexes: +2 DEX to act first with All Actions |
| 3 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 60 |
Wind Powers: Multipower, 75-point reserve, (75 Active Points); all slots Power Does Not Work Underwater or in a Vacuum (-1/4) | |
| 6u |
1) Breath of Fresh Air: Dispel Gas/Smoke-based attacks 12 1/2d6, Area Of Effect (9" Cone; +1) | 7 |
| 5u |
2) Clear Skies: Change Environment (Clear Skies) 128" radius (Long-Lasting 1 Day)
Notes: Clears fog, rain, snow, etc.) | 6 |
| 5u |
3) Dust Cloud: Darkness to Sight and Smell/Taste Groups 5" radius, Personal Immunity (+1/4)
Notes: Code Word: Woody | 7 |
| 6u |
4) Flurries: Change Environment (Snow storm) 128" radius (-1 Temperature Level Adjustment, Long-Lasting 1 Day), MegaScale (1" = 1 km; +1/4)
Notes: Creates a snow storm | 7 |
| 6u |
5) Grit Cloud: Sight Group Flash 8 1/2d6, Area Of Effect Nonselective (4" Radius; +3/4)
Notes: Code Word: Maddy | 7 |
| 6u |
6) Grit Devil: Sight Group Flash 15d6 | 7 |
| 6u |
7) Pea Soup: Change Environment (Fog) 128" radius (-6 to Normal Hearing PER Rolls, Long-Lasting 1 Hour), MegaScale (1" = 1 km; +1/4)
Notes: Create dense fog | 7 |
| 6u |
8) Raining Day: Change Environment (Rain) 128" radius (Long-Lasting 1 Day), MegaScale (1" = 1 km; +1/4)
Notes: Creates a rain storm. | 7 |
| 6u |
9) Thunderstorm: Change Environment (Thunderstorm) 128" radius (+1 Points of Damage (Lightning Strikes), Long-Lasting 1 Day), MegaScale (1" = 1 km; +1/4)
Notes: Creates a thunderstorm (1 pip of electrical damage will randomly strike several times a minute along with the attendent thunder). | 7 |
| 6u |
10) Wind Blast Indirect: Energy Blast 8 1/2d6, Indirect (Any origin, any direction; +3/4) | 7 |
| 6u |
11) Wind Blast: Energy Blast 15d6 | 7 |
| 3u |
12) Wind Gusts: Telekinesis (50 STR) (75 Active Points); Only to Push Away (-1), Affects Whole Object (-1/4) | 7 |
| 6u |
13) Wind Shear: Flight 15", Ranged (+1/2), Usable As Attack: Defense is Flight (+1) | 7 |
| 26 |
Wind Control: Elemental Control, 52-point powers | |
| 17 |
1) Wind Aura: Change Environment 1" radius (+3 Points of Flash Damage (Sight Group), +3 Points of Telekinetic STR, Multiple Combat Effects), Personal Immunity (+1/4), Costs END Only To Activate (+1/4) (52 Active Points); No Range (-1/2)
Notes: Causes a wind that surrounds her that is strong enough to blow light objects around. This wind tugs at her hair and clothes so that it looks like she is standing in the wind even indoors. It also blows up fine grit and dust that can get into the eyes temporarily blinding any that approach to closely. | 4 |
| 26 |
2) Wind Sailing: Flight 15", Usable Simultaneously (up to 4 people at once; +3/4) (52 Active Points) | 5 |
| 26 |
3) Wind Shield: Force Field (20 PD/20 ED), Costs END Only To Activate (+1/4) (50 Active Points) | 4 |
| 26 |
4) Wind Wall: Force Wall (10 PD/10 ED) (50 Active Points) | 5 |
| 26 |
Sense Air Movement/Displacement: Spatial Awareness (Touch Group), Discriminatory, Increased Arc Of Perception (360 Degrees); Does Not Work on Desolid Targets (-1/4)
Notes: Code Word: Harvey. Fujiko can feel air currents and air displacement, including Invisible targets without the appropriate Invisibility i.e. Invisible to touch. | 0 |
| 7 |
Free Running: Clinging (normal STR); Only if appropriate surfaces (-1/2) | 0 |
| 3 |
Free Running: Swinging 5"; IAF (Appropriate street scenery; -1/2) | 1 |
| 2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
| 9 |
Batons: Hand-To-Hand Attack +2d6; OAF (-1), Hand-To-Hand Attack (-1/2)
Notes: (x2 number of items) | 1 |
| 1 |
Q Costuming Mk 1.0: Life Support (Safe in Intense Cold); OIF Durable (-1/2) | 0 |
| 302 |
Total Powers Cost |
| Equipment |
END |
| Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage | 0 |
| Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Headset; -1 1/4), Subject to WIFI Limitations (-1/2) | |
| Cost |
Maneuver |
|
Martial Arts |
| 3 |
1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4 1/2d6 Strike |
| 5 |
2) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike |
| 5 |
3) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove |
| 4 |
4) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
6) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs |
| 3 |
7) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls |
| 2 |
8) Weapon Element: Batons, Empty Hand, Off Hand |
| 30 |
Total Martial Arts Cost |
|