| Cost |
Power |
END |
| 70 |
Flameout: Multipower, 70-point reserve | |
| 7u |
1) Fireball: Energy Blast 9d6+1, Area Of Effect (One Hex; +1/2)
Notes: For hitting those 'fast' targets. | 7 |
| 7u |
2) Extinguish Fire: Dispel Fire Powers 10d6, One At A Time (+1/4), Area Of Effect (4" Radius; +1)
Notes: Wood/House Fire is about 2d6RKA or 30 points. Since the Average this power will generate is 30 points. on average this power will put out a 4" Radius Fire per phase. In the case of Oil or Chemical Fires, about 45 points, it will probably take two pahses to put out that area. For a fire-based Opponent this power will reduce any attacks by an average of 30 points or 6d6 EB / 2d6 RKA. | 7 |
| 7u |
3) Fiery Sphere: Entangle 4d6, 5 DEF, Backlash (+1/2) (67 Active Points)
Notes: This creates a fiery sphere around a target that does no damage in and of itself, however trying to escape will cause damage (basklash). | 7 |
| 6u |
4) Fire Blast: Energy Blast 14d6 (70 Active Points); Beam (-1/4)
Notes: This is a standard single target Energy Blast. | 7 |
| 4u |
5) Fiery Prison: Killing Attack - Ranged 1d6+1, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1); Targets Only Take Damage If They Touch Cage Or Move In/Out Of The Affected Hex (-1/2)
Notes: This power creates a fiery cage around the target. It does not act as an entangle and oes direct damage to any trying to pass out of it or into it. It does not hinder movement in any way. | 0 |
| 7u |
6) Heat Sink: Drain STUN and END 7d6
Notes: Points Drained are divided equally with STUN getting round offs. On average it will Drain 10 STUN and 20 END. This can be adjusted for the final distribution, more STUN less END or the other way around. | 7 |
| 7u |
7) Heat Sink II: Drain END 7d6
Notes: This would Drain an average of 42 END! | 7 |
| 7u |
8) Heat SInk III: Drain STUN 7d6
Notes: This would Drain and average of 21 STUN | 7 |
| 7u |
9) Dehydrate: Drain BODY 7d6
Notes: This one would Drain BODY be drying out the target. It would be an average of 10 BODY drained, WHOLEY CRAP. This might be a little much, too Deadly. | 7 |
| 55 |
Riding the Flame: Flight 25", Custom Adder, x4 Noncombat
Notes: This was moves out of the MP to allow its use while attacking. Max Combat Speed: 46.61 MPH/75 KPH. Max Non-combat Speed: 186.45 MPH/300 KPH. Max Sustained Flight Time: 300 phases. | 5 |
| 18 |
Damage Resistance (15 PD/20 ED)
Notes: ED has been increased to reflect the fire power and so the this power has been increased to match. | 0 |
| 14 |
Life Support (Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) | 0 |
| 10 |
See Through The Smoke: N-Ray Perception (Sight Group)
Notes: Can see through smoke as if clear air. Removed Combat Sense and replaced it with this. Cheaper and more relable. | 0 |
| 5 |
Thermal Vision: Infrared Perception (Sight Group) | 0 |
| 2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
|
Q's Firefighter Armor, all slots OIF (-1/2)
Notes: This is a suit of armor that can be used by anyone. There are plans to start issuing them to fire departments around the country once a manufacturer has been found. | |
| 16 |
1) Insulated Ceramic Armor: Armor (5 PD/10 ED) | 0 |
| 7 |
2) Radio Comms: Radio Perception/Transmission (Radio Group)
Notes: This is a standard Fire Department radio imbedded in the helmet. It is only for use when firing a fire. | 0 |
| 10 |
3) Rescue Breathing Equipment: Life Support (Self-Contained Breathing), Usable Simultaneously (up to 2 people at once; +1/2); 2 Continuing Fuel Charges lasting 20 Minutes each (-0)
Notes: This is nothing more than a small face mask he can put over a victim's face allowing them to breathe normally. It also provided Self-contained Breathing for the wearer, not that Flameout needs it but it is a nice touch for the public version. | [2 cc] |
| 7 |
4) Strength Augmentation: +10 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2)
Notes: As the armor is fairly heavy, Q has incorporated his standard flat motors that increase the wearer's strength considerably. | |
| 5 |
5) Fire Blanket: +10 ED, Usable By Other (+1/4); 2 Recoverable Charges (-1)
Notes: These are a standard fire blanket that can be used to cover a victim. While it will protect from normal fires, it does not protect from direct contact with flames (Killing Attacks). He carries 2. | |
| 1 |
6) Insulation: Life Support (Safe in Intense Heat)
Notes: Protects the wearer from heat, not that Flameout needs it but for the production model ... | 0 |
| 279 |
Total Powers Cost |