| Cost |
Name |
| 0 |
AK: Walnut Creek CA 8- |
| 0 |
Acting 8- |
| 3 |
Breakfall 14- |
| 3 |
Bureaucratics 12- |
| 3 |
CK: San Diego 13- |
| 3 |
Climbing 14- |
| 3 |
Concealment 13- |
| 2 |
Contortionist 10- |
| 3 |
Conversation 12- |
| 0 |
CuK: Home Culture 8- |
| 3 |
Deduction 13- |
| 3 |
Instructor 13- |
| 0 |
Language: English (Idiomatic) |
| 2 |
Language: Japanese (basic conversation) |
| 2 |
Navigation (Underground) 13- |
| 3 |
PS: Baseball Player 14- |
| 2 |
PS: Earth Scientist 10- |
| 3 |
Paramedics 13- |
| 3 |
Persuasion 12- |
| 3 |
Research 13- |
| 3 |
Scholar |
| 4 |
1) KS: Baseball Rules 15- |
| 1 |
2) KS: Criminal Law 8- |
| 1 |
3) KS: Federal Law Enforcement Procedures 11- |
| 1 |
4) KS: Federal Meta-Human Regulations 8- |
| 4 |
5) KS: Major League Baseball 15- |
| 4 |
6) KS: San Francisco Giants 15- |
| 3 |
Scientist |
| 1 |
1) Science Skill: Geology 10- |
| 1 |
2) Science Skill: Geomorphology 10- |
| 1 |
3) Science Skill: Geophysics 10- |
| 1 |
4) Science Skill: Plate Tectonics 10- |
| 1 |
5) Science Skill: Speleology 10- |
| 1 |
6) Science Skill: Vulcanology 10- |
| 2 |
Shadowing 10- |
| 3 |
Stealth 14- |
| 2 |
Survival (Underground) 13- |
| 0 |
TF: Bicycles, Small Motorized Ground Vehicles |
| 3 |
Tactics 13- |
| 3 |
Teamwork 14- |
| 84 |
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 |
Name |
| 3 |
Bump Of Direction |
| 3 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 101 |
Earthquake Powers: Multipower, 101-point reserve, all slots Personal Immunity (+1/4); all slots Only When In Contact With The Ground (-1/4) | |
| 6u |
1) Earthquake!: Energy Blast 6 1/2d6, Reduced Penetration on any target not anchored to the ground (+0), Explosion (+1/2), MegaScale (1" = 10 km; +1/2), Continuous (+1); Only affects targets in contact with the ground (-1/4), Does No Knockback (-1/4)
Notes: This power could be used to destroy an entire city and is the power Mike dreads the very thought of using. | 10 |
| 3u |
2) Localized Earthquake: Energy Blast 10d6, Area Of Effect (4" radius; +1); Only works on structures (-1), No Range (-1/2), No Knockback (-1/4), Only affects targets in contact with the ground (-1/4)
Notes: With this power Mike is able to touch a building or structure and subject it a limited earthquake. | 10 |
| 6u |
3) Earth Shaker: Drain Running 3 1/2d6, Reduced Endurance (1/2 END; +1/4), Explosion (+1/2), Continuous (+1); Only Affects Targets on the Ground (-1/4)
Notes: This power causes the ground to shift and roll under foot, slowing movement. | 4 |
| 4u |
4) Earth Ripple: Telekinesis (34 STR), Area Of Effect Nonselective (20" Line; +3/4) (89 Active Points); Side Effects: 1 1/2d6 RKA to Ground Along Path of Attack, occurs automatically whenever Power is used (only affects the environment near the character; -1/2), Only Affects Targets on the Ground (-1/4), Only to push away (-1/4)
Notes: This power will create a ripple in the earth that will push anything in its area of effect away from the user. This includes not only people but anything not tied down, like cars. | 9 |
| 7u |
5) Earth Blast: Energy Blast 13d6+1, Indirect (from the ground, any direction; +1/2); Only affects targets in contact with the ground (-1/4), Side Effects: 1 1/2d6 RKA to ground at point of origin, occurs automatically whenever Power is used (only affects the environment near the target; -0)
Notes: This power causes a sudden uptrust of pavement, sidewalk, stone, etc. from the earth. | 10 |
| 5u |
6) Earth Wall: Force Wall (18 PD; 10" long and 4" tall) (Opaque Sight Group, Varying Dimensions) (89 Active Points); Side Effects: 1 1/2d6 RKA to Ground the Length of the Wall, occurs automatically whenever Power is used (only affects the environment; -1/2)
Notes: This power causes a wall to rise up that is constructed of whatever material consistant with the surrounding terrain. This will damage/destroy such things a sidewalks and roadways. | 9 |
| 4u |
7) Earthen Dam: Force Wall (22 PD; 4" long and 1" tall) (Opaque Sight Group, Varying Dimensions), MegaScale (1" = 1 km; +1/4) (101 Active Points); Side Effects: 1 1/2d RKA to Ground Along Length of the Wall (Area Effect Line), Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment; -1 1/2)
Notes: This power causes a wall to rise up that is constructed of whatever material consistant with the surrounding terrain. The wall created can be up to 64 km length with a height of 125 meters by increasing the length while lowering the height. | 10 |
| 2u |
8) Quake-Proof: Armor (10 PD/0 ED), Usable By Other (+1/4), MegaScale (1" = 1 km; +1/4), Area Of Effect (2" Radius; +1); Costs Endurance (-1/2), Only affects objects anchored in the ground (-1/4)
Notes: The purpose of this power is to reduce or even prevent damage from an earthquake. It will effectively reinforce any object anchored into the ground such as buildings or trees, i.e. anything with a foundation or root structure. | 4 |
| 6u |
9) Quake Suppression: Suppress Earthquakes 9d6, Area Of Effect (One Hex; +1/2), MegaScale (1" = 100 km; +3/4); No Range (-1/2)
Notes: This power is used to lessen the severity of natural earthquakes. | 10 |
| 52 |
Predict Earthquakes: Precognitive Clairsentience (Touch Group), Analyze, Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting, Reduced Endurance (0 END; +1/2), Persistent (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (195 Active Points); Precognition Only (-1), Always On (-1/2), No Range (-1/2), Time Modifiers (-1/2), Only When In Contact With The Ground (-1/4)
Notes: This sense allows Mike to fairly accurately predict the location and magnitude of earthquakes anywhere on the planet. The time until the earthquake is based on his Touch Preception roll using the Time Modification Table at -2 per step. He predictions are 100% accurate if the quake will hit in the next 20 minutes. As there are millions of earthquakes every year, he has learned to automatically filter out any with a magitude of less the 6.0 on the Richter Scale. Magnitude 7+ occur every two to three weeks and most are in the ocean, With this power he can give at least a twenty minutes warning. He has, in the past, predicted a few quakes as far off as a month. | 0 |
| 61 |
Feel An Earthquake: Detect A Single Thing 13- (Touch Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +10, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4); Only When In Contact With The Ground (-1/4)
Notes: As long as Mike is in contact with the earth he is able to determine the severity and location, within a kilometer, of an earthquake anywhere on the planet. As there are millions of earthquakes every year, he has learned to automatically filter out any with a magnitude of less than 6.0 on the Richter Scale. Magnitude 7+ occur every two to three weeks and most are in the ocean. As there is nothing he can do, he will just report undersea quakes to warn of a possible Tsunami. This is not a predictive ability. | 0 |
| 32 |
Sense Vibrations: Detect Physical Vibrations 13- (Touch Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting Sense (40 Active Points); Only In Contact With Ground (-1/4)
Notes: Mike is able to sense even slight vibrations and can sense things like movement inside a closed room, or an invisible target just walking. This is accurate enough to allow him to target the origin of such vibrations. | 0 |
| 16 |
Hypersensative Touch: +8 PER with Touch Group | 0 |
| 15 |
See Through The Earth: N-Ray Perception: Blocked by metals, wood, water (Sight Group), Discriminatory | 0 |
| 13 |
Earth Riding: Running +10" (7"/17" total); Side Effects: 1 pip RKA to Ground Along Path of Travel, occurs automatically whenever Power is used (only affects the environment; -1/2)
Notes: When used, this power does minor damage along the travel path such as cracks in roads/sidewalks or ripples in open ground. If used indoors, structural damage may occur. | 2 |
| 2 |
Meta-Human Lifespan: Life Support (Longevity: 400 Years) | 0 |
| 22 |
Q Costuming Armor Mk 2.0: Armor (10 PD/10 ED); OIF (-1/2) plus Life Support (Safe in Intense Cold)
Notes: Provides insulation against cold. | 0 |
| 357 |
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) | |
|