Cost |
Name |
0 |
AK: Tulsa, OK. 8- |
0 |
Acting 8- |
3 |
Climbing 12- |
0 |
Concealment 8- |
3 |
Conversation 12- |
0 |
Deduction 8- |
1 |
KS: Fire Fighting 8- |
1 |
KS: Shipboard Damage Control 8- |
1 |
KS: The Military World 8- |
1 |
KS: U.S. Naval History And Customs 8- |
0 |
Language: English (Idiomatic) |
0 |
PS: Sailor (probably boatswain's mate) 11- |
0 |
Paramedics 8- |
3 |
Persuasion 12- |
0 |
Shadowing 8- |
0 |
Stealth 8- |
0 |
TF: Small Motorized Ground Vehicles |
1 |
Tactics 8- |
3 |
Teamwork 12- |
4 |
WF: Common Melee Weapons, Small Arms |
21 |
Total Skills Cost |
|
|
Cost |
Power |
END |
62 |
Pyrokinesis: Multipower, 62-point reserve | |
6u |
1) Fire Blast: Energy Blast 12d6 | 6 |
6u |
2) Fire Ball: Energy Blast 6d6, Area Of Effect (3" Radius; +1) | 6 |
6u |
3) Fire Bolt: Killing Attack - Ranged 4d6 | 6 |
2u |
4) Firesculpting: Telekinesis (30 STR), Fine Manipulation; Only Works On Fire (-1) | 5 |
1u |
5) Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1); Limited Range (20") (-1/4) | 0 |
4u |
6) Flame Aura: Killing Attack - Hand-To-Hand 1 1/2d6, Damage Shield (+1/2), Continuous (+1); No STR Bonus (-1/2) | 6 |
2u |
7) Heat Wall: Force Wall (12 PD); Concentration (1/2 DCV; -1/4) | 3 |
2u |
8) Heat Metal: Minor Transform 2d6 (Metal objects into other shapes) | 2 |
68 |
Immune to Fire: Desolidification , Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1), Invisible Power Effects (Fully Invisible; +1); Only To Protect Against Fire/Heat-based Attacks (-1), Cannot Pass Through Solid Objects (-1/2) | 0 |
5 |
Thermal Vision: Infrared Perception (Sight Group) | 0 |
164 |
Total Powers Cost |
Cost |
Maneuver |
|
Street Fighting |
4 |
1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
4 |
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm roll |
4 |
3) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6 |
5 |
4) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, 20 STR to Throw |
4 |
5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
4 |
6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND |
4 |
7) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike |
5 |
8) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 8 1/2d6 Strike |
3 |
9) Tackle: 1/2 Phase, +0 OCV, +0 DCV, +v/5; You Fall, Target Falls |
3 |
10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4 1/2d6 +v/5, Target Falls |
1 |
11) Weapon Element: Clubs |
41 |
Total Martial Arts Cost |
|