| Cost |
Name |
| 0 |
AK: Chicago 8- |
| 0 |
CK: San Diego 8- |
| 0 |
Acting 8- |
| 3 |
Breakfall 14- |
| 17 |
Brick Tricks 20- |
| 3 |
Climbing 14- |
| 0 |
Concealment 8- |
| 0 |
Conversation 8- |
| 0 |
Deduction 8- |
| 0 |
Language: English (Idiomatic) |
| 1 |
Mechanics 8- |
| 3 |
PS: Medical Student 13- |
| 3 |
Paramedics 13- |
| 0 |
Persuasion 8- |
| 3 |
Research 13- |
| 3 |
Scholar |
| 2 |
1) KS: Bicycle Design/Repair 13- |
| 1 |
2) KS: Criminal Law 8- |
| 1 |
3) KS: Federal Law Enforcement Procedures 11- |
| 1 |
4) KS: Federal Meta-Human Regulations 8- |
| 3 |
Scientist |
| 1 |
1) SS: Combat Medicine 10- |
| 1 |
2) SS: Medicine 10- |
| 1 |
3) SS: Oncology 10- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 0 |
TF: Bicycles, Small Motorized Ground Vehicles |
| 3 |
Tactics 13- |
| 3 |
Teamwork 14- |
| 53 |
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 |
| 40 |
Brick Tricks: Multipower, 60-point reserve, all slots Requires A Brick Trick Skill Roll (-1/2) | |
| 2u |
1) Bearhug: EB 6d6, NND (defense is Life Support [Self-Contained Breathing]; +1); Must Follow Grab (-1/2), No Range (-1/2), Requires A Brick Tricks Roll (-1/2), Side Effects (if character fails roll, opponent takes character's full STR damage; -1/4) | 6 |
| 2u |
2) Improvised Weaponry: EB 8d6, Variable Special Effects (+1/2); OIF (appropriate materials of opportunity; -1/2), Extra Time (Full Phase, -1/2), Limited Range (15"; -1/4), Side Effects (almost always causes considerable damage to the environment; -0)
Notes: Telephone pole, lightpole, manhole cover, car, motorcycle, slabs of sidewalk, etc. | 6 |
| 2u |
3) Improvised Defense: Force Wall (9 PD/9 ED; 1" long and 2" tall) (Opaque Sight Group); Side Effects, (almost always causes considerable damage to the environment; -1/2), Ablative BODY Only (-1/2)
Notes: This can be a rolled section of road, a stack of cars or anything similiar. | 6 |
| 3u |
4) Scattershot: EB 6d6, Area Of Effect (7" Cone; +1); OIF (appropriate materials of opportunity; -1/2)
Notes: Can be a handful of rocks etc. | 6 |
| 1u |
5) Stronger Than A Locomotive: +60 STR; Only To Stop Moving Objects (-2), No Figured Characteristics (-1/2)
Notes: Plants her feet and stops whatever is moving. | 6 |
| 2u |
6) The Big Wrap-Up: Entangle 6d6, 6 DEF; OIF (appropriate materials of opportunity; -1/2), No Range (-1/2), Extra Time (at least a Full Phase, and often longer, depending on how long it takes to get the materials, -1/2), Defense Depends On Materials Used (-1/2), Side Effects (may cause considerable damage to the environment; -0)
Notes: Pipe, lightpole, I beam, cable, etc. | 6 |
| 2u |
7) Thunderclap: Hearing Group Flash 8d6, Hole In The Middle (the one hex the character is standing in when he uses the power; +1/4), Does Knockback (+1/4), Explosion (-1 DC/3"; +1); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2) | 6 |
| 34 |
Shockwave: Hole In The Middle (the hex the character stands in when he uses the power; +1/4), Explosion (+1/2) for up to 80 Active Points of STR, Only Does Knockdown, Not Knockback (-0), Side Effects (may cause considerable damage to the environment; -0); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4) | 6 |
| 31 |
Tough Skin: Damage Resistance (30 PD/20 ED), Hardened (+1/4) | 0 |
| 22 |
Flying Leap: Flight 20", x4 Noncombat; May Not Make More Than Two 60 Degree Turns Without Landing First (-1/2), Once Starts Descending May Not Ascend Without Landing First (-1/2) | 4 |
| 11 |
Fast Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) | 0 |
| 10 |
Chemical Immunity: Life Support (Immunity All terrestrial poisons and chemical warfare agents) | 0 |
| 10 |
Just Plain Tough All Around: Power Defense (10 points) | 0 |
| 6 |
Heightened Awareness: +2 PER with all Sense Groups | 0 |
| 5 |
Super-Sensitive Eyes: Nightvision | 0 |
| 2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
| 2 |
She Can Hold Her Breath: Life Support (Extended Breathing: 1 END per Minute)
Notes: She can hold her breath for about an hour. | 0 |
| 1 |
Tough Body Structure: Life Support (Safe in High Pressure) | 0 |
| 1 |
Q Costuming Mk 1.0: Life Support (Safe in Intense Cold); OIF Durable (-1/2) | 0 |
| 189 |
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 |
|
Brick Tricks Martial Art |
| 4 |
1) Bearhug I: 1/2 Phase, +0 OCV, +0 DCV, 20d6 Crush, Must Follow Grab |
| 5 |
2) Bearhug II: 1/2 Phase, -2 OCV, +0 DCV, Grab Two Limbs, 2d6 NND |
| 4 |
3) Big Push: 1/2 Phase, +0 OCV, +0 DCV, 95 STR to Shove |
| 4 |
4) Break Free: 1/2 Phase, +0 OCV, +0 DCV, 95 STR vs. Grabs |
| 4 |
5) Deadly Smash: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
| 5 |
6) Deadly Throw: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 , Target Falls |
| 5 |
7) Fist-Grab: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block |
| 3 |
8) Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 90 STR for holding on |
| 5 |
9) Legbreaker: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 1d6 +1 , Disable |
| 4 |
10) Punch: 1/2 Phase, +2 OCV, +0 DCV, 18d6 Strike |
| 4 |
11) Slam: 1/2 Phase, -1 OCV, -1 DCV, STR +2d6 Strike; Grab Two Limbs; Target Falls |
| 3 |
12) Tackle: 1/2 Phase, +0 OCV, -1 DCV, 16d6 +v/5 Strike; You Fall, Target Falls; FMove |
| 4 |
13) Toughness: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 3 |
14) Wrestler's Throw: 1/2 Phase, +2 OCV, +1 DCV, 16d6 Strike; You Fall, Target Falls |
| 57 |
Total Martial Arts Cost |
|