Cost |
Name |
3 |
AK: San Diego 12- |
3 |
AK: Venice, CA 12- |
0 |
Acting 8- |
3 |
Breakfall 14- |
3 |
Climbing 14- |
2 |
Computer Programming (Personal Computers) 12- |
3 |
Concealment 12- |
3 |
Conversation 13- |
0 |
Deduction 8- |
3 |
Electronics 12- |
0 |
Language: English (Idiomatic) |
1 |
Language: Japanese (basic conversation) |
1 |
PS: Cooking 8- |
1 |
PS: Electrical Engineer 8- |
3 |
Paramedics 12- |
3 |
Paramedics 12- |
0 |
Persuasion 8- |
1 |
SS: Electrical Engineering 8- |
3 |
Scholar |
1 |
1) KS: Anime 11- |
1 |
2) KS: Criminal Law 8- |
1 |
3) KS: Federal Law Enforcement Procedures 11- |
1 |
4) KS: Federal Meta-Human Regulations 8- |
1 |
5) KS: Religous Philosophy 11- |
3 |
Shadowing 12- |
3 |
Stealth 14- |
1 |
TF: SCUBA, Small Motorized Ground Vehicles |
3 |
Tactics 12- |
3 |
Teamwork 14- |
6 |
+2 with all Electric Power attacks |
60 |
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 |
60 |
Electrical Powers: Multipower, 75-point reserve, all slots Does Not Work in Water (-1/4) | |
4u |
1) DC Paralysis: Entangle 2 1/2d6, 3 DEF, Takes No Damage From Attacks All Attacks (+1/2), Continuous (+1); Lockout (must maintain contact with victim; loss of contact negates entangle) (-1/2), Cannot Form Barriers (-1/4) | 7 |
6u |
2) Electric Blast: Energy Blast 15d6 | 7 |
6u |
3) Explosive Blast: Energy Blast 10d6, Explosion (+1/2) | 7 |
6u |
4) Piercing Blast: Energy Blast 10d6, Armor Piercing (+1/2) | 7 |
6u |
5) Deadly Blast: Killing Attack - Ranged 5d6 | 7 |
6u |
6) Shock and Awe: Sight and Hearing Groups Flash 14d6 | 7 |
6u |
7) General EMP Versus Devices: Dispel Electrical Devices 6d6, Area Of Effect (5" Radius; +1), All Powers Simultaneously (+2) | 7 |
6u |
8) Power Down: Drain Electrical Powers 4d6+1, One Power At A Time (+1/4), Ranged (+1/2) | 7 |
20 |
Electrical Powers: Elemental Control, 50-point powers, all slots Does Not Work in Water (-1/4) | |
20 |
1) Electrical Field: Force Field (16 PD/24 ED), Costs END Only To Activate (+1/4) | 4 |
12 |
2) Move Like Lightning: Teleportation 25"; Increased Endurance Cost (x2 END; -1/2), Must Pass Through Intervening Space (-1/4) | 10 |
20 |
OHM Effect: Energy Damage Reduction, Resistant, 50%; Only Works Against Electricity (-1/2) | 0 |
20 |
Absorb Power: Absorption 8d6 (energy, END/STUN); Only vs. Electrical-based Powers (-1) | 0 |
20 |
Lightning Punch: Hand-To-Hand Attack +6d6; Hand-To-Hand Attack (-1/2) | 3 |
17 |
Living Battery: Endurance Reserve (72 END, 12 REC) Reserve: , Usable By Other (+1/4); Only to Power Technological Electrical Devices (-1/4), Does Not Work in Water (-1/4); REC: Does Not Work in Water (-1/4)
Notes: Can sustain 2 END per phase indefinitely. Can sustain 3 END per phase for 72 phases. Can sustain 4 END per phase for 36 phases. Can sustain 5 END per phase for 24 phases. Can sustain 6 END per phase for 18 phases. Can sustain 7 END per phase for 12 phases. | 0 |
12 |
Electrosense: Detect Electrical Energy Fields 14- (Sight Group), Discriminatory | 0 |
247 |
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 |
|
Commando Training |
3 |
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls |
4 |
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike |
4 |
3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
4 |
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs |
4 |
5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on |
4 |
6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll |
4 |
7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
4 |
8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
31 |
Total Martial Arts Cost |
|