| Cost |
Power |
END |
| 60 |
Electricity Attacks: Multipower, 75-point reserve, (75 Active Points); Power Does Not Work if standing in, floating in or sw2imming in, Water (-1/4)
Notes: If Thundervbolt is standing in water his powers are effectivelt grounded. | |
| 6u |
1) Lightning Blast: Energy Blast 15d6 (75 Active Points); Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) | 7 |
| 6u |
2) Chain Lightning: Energy Blast 7d6+1, Reduced Endurance (Half END; +1/2), Autofire (5 shots; +1/2) (74 Active Points); Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) | 2 |
| 6u |
3) Lightning Bolt: Killing Attack - Ranged 4d6, Reduced Endurance (Half END; +1/4) (75 Active Points); Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) | 3 |
| 6u |
4) Ball Lightning: Energy Blast 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) | 7 |
| 4u |
5) Lightning Punch: (Total: 74 Active Cost, 38 Real Cost) Hand-To-Hand Attack +7d6, Reduced Endurance (Half END; +1/4) (44 Active Points); Hand-To-Hand Attack (-1/2), Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) (Real Cost: 25) plus Sight Group Flash 6d6 (30 Active Points); No Range (-1/2), Linked (-1/2), Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) (Real Cost: 13) | 4 |
| 3u |
6) Electrical Control: Mind Control (Machine class of minds) 10d6, Telepathic (+1/4), Reduced Endurance (Half END; +1/4) (75 Active Points); No Range (-1/2), Requires A Skill Roll (-1/2), Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) | 3 |
| 24 |
Electrical Composition: Elemental Control, 60-point powers, (30 Active Points); all slots Conditional Power Power Does Not Work if standing in, floating in or swimming in, Water (-1/4) | |
| 24 |
1) Electrical Form: Force Field (15 PD/25 ED), Reduced Endurance (0 END; +1/2) (60 Active Points) | 0 |
| 24 |
2) Ride the Arc: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points) | 0 |
| 17 |
3) Lightning Riding: Teleportation 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Only Between Conductors Or Through Wires (-1/2) | 0 |
| 45 |
Electrical Form: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) | 0 |
| 10 |
Inner Eyelid: Sight Group Flash Defense (10 points) | 0 |
| 7 |
SAAT Comm Unit: Radio Perception/Transmission (Radio Group); IIF (-1/4), Does not work in Water (-1/4) | 0 |
|
Nanobots
Notes: These nanobots provide the listed 'powers' and will function for about six months before going inert. They must be reset by the Time Ship if this happens. | |
| 25 |
1) Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
Notes: Nanobots repair damage including regrowing limbs and reviving the subject from death. It will not, however, work if the subjects body is totally destroyed. | 0 |
| 12 |
2) Protected Sight: Sight Group Flash Defense (10 points), Hardened (+1/4) | 0 |
| 10 |
3) Chemical Resistance: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)
Notes: Nanobots accelerated tissue regeneration will instantly repair any chemical type damage. | 0 |
| 10 |
4) Disease Resistance: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
Notes: Nanobots function as super white cells and will instantly combat any disease, infection or biological intrusion such as parasites and biological poisons, i.e venom. | 0 |
| 8 |
5) Keen Eyed: +4 PER with Sight Group | 0 |
| 5 |
6) Dim Light Vision: Ultraviolet Perception (Sight Group) | 0 |
| 2 |
7) Stopped Aging: Life Support (Longevity: 400 Years)
Notes: Nanobots actually stop aging but can only do this for about 400 years, after that, the subject begins to age normally. | 0 |
| 314 |
Total Powers Cost |