Cost |
Name |
0 |
AK: Phoenix AZ 8- |
0 |
Acting 8- |
0 |
Climbing 8- |
4 |
Computer Programming (Computer Networks, Personal Computers) 13- |
0 |
Concealment 8- |
0 |
Conversation 8- |
0 |
CuK: Arizona Culture 8- |
0 |
Deduction 8- |
3 |
Electronics 13- |
0 |
Language: English (Idiomatic) |
3 |
PS: Electrical Engineer 13- |
0 |
Paramedics 8- |
0 |
Persuasion 8- |
0 |
Shadowing 8- |
3 |
SS: Electrical Engineering 13- |
0 |
Stealth 8- |
2 |
Survival (Desert) 13- |
2 |
Systems Operation (Communications Systems) 13- |
0 |
TF: Bicycles, Small Motorized Ground Vehicles |
17 |
Total Skills Cost |
Cost |
Name |
0 |
Fringe Benefit: Security Clearance: Top Secret |
0 |
Total Perks Cost |
|
|
Cost |
Power |
END |
70 |
Electrical Powers: Multipower, 70-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Power Does Not Work In Water (-1/4) | |
6u |
1) Ball Lightning: Energy Blast 7d6, Area Of Effect (4" Radius; +1) | 3 |
3u |
2) Direct Current Punch: Hand-To-Hand Attack +4 1/2d6, Double Knockback (+3/4) (40 Active Points); Hand-To-Hand Attack (-1/2) plus Entangle 2d6, 2 DEF, Only Versus Targets With Muscles Or Comparative Structures (+0), Takes No Damage From Attacks All Attacks (+1/2) (30 Active Points); Vulnerable (Electrical; -1), No Range (-1/2), Linked (Hand-To-Hand Attack; -1/2), Cannot Form Barriers (-1/4) | 3 |
4u |
3) EMP: Dispel 5 1/2d6, Area Of Effect (5" Radius; +1), all Electronic powers simultaneously (+2); No Range (-1/2) | 3 |
6u |
4) Lighting Bolt: Killing Attack - Ranged 5d6-1 | 3 |
5u |
5) Lightning Field: Killing Attack - Ranged 2d6-1, Damage Shield (+1/2), Continuous (+1) | 3 |
6u |
6) Lightning Stike: Energy Blast 14d6 | 3 |
6u |
7) Power Down: Drain Electrical Powers 4d6, One Power At A Time (+1/4), Ranged (+1/2) | 3 |
4u |
8) Burnout: Dispel Electronics/Electrical Power Supplies 23d6; No Range (-1/2) | 3 |
6u |
9) Thunder and Lightning: Hearing and Radio Groups and Normal Sight Flash 10d6, Personal Immunity (+1/4), Explosion (+1/2) | 3 |
24 |
Electrical Control: Elemental Control, 60-point powers, all slots Power Does Not Work In Water (-1/4) | |
17 |
1) Arc Travel: Teleportation 20", Reduced Endurance (0 END; +1/2); Only Through Items That Conduct Electricity (-1/2) | 0 |
24 |
2) Electric Shield: Force Field (16 PD/24 ED/8 Mental Defense), Costs END Only To Activate (+1/4) | 5 |
2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
2 |
Goggles: Sight Group Flash Defense (5 points); OAF Fragile (-1 1/4) | 0 |
185 |
Total Powers Cost |
Cost |
Maneuver |
|
Basic Training |
4 |
1) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
4 |
2) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike |
4 |
3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
12 |
Total Martial Arts Cost |
|