| Cost |
Power |
END |
| 13 |
Electrical Powers: Elemental Control, 40-point powers, (20 Active Points); all slots OIF (-1/2) | |
| 13 |
1) EM Force Field: Force Field (14 PD/21 ED/5 Flash Defense: Sight Group) (40 Active Points); OIF (-1/2) | 4 |
| 8 |
2) EM Absorbtion: Absorption 8d6 (standard effect: 24 points) (energy, Endurance Reserve) (40 Active Points); Limited Power Power loses about half of its effectiveness (Only EM Blasts (Lasers, Radiation, Electricity); -1), OIF (-1/2) | 0 |
| 13 |
3) Flight 18" (36 Active Points); OIF (-1/2) | 4 |
| 18 |
Endurance Reserve (200 END, 8 REC) Reserve: (28 Active Points); Side Effects - Overload (>180 Will build up 1 hex uncontrolled energy field, >200 Will explode in electromagnetic pulse, Will naturally discharge at 180 if out of combat with the Bracers on.; -1) | 0 |
| 7 |
Bio Field: Energy Blast 1d6, Damage Shield (Offensive; +3/4), Continuous (+1) (14 Active Points); Linked (Damage Shield; -1/2), Increased Endurance Cost (x2 END; -1/2) | 2 |
| 47 |
BioEnergy Blast: Multipower, 70-point reserve, (70 Active Points); all slots OIF (-1/2) | |
| 4u |
1) Damage Shield: Energy Blast 4d6, Penetrating (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (65 Active Points); OIF (-1/2) | 6 |
| 2u |
2) Focused Electrical Pulse: Energy Blast 9d6+1, Armor Piercing (+1/2) (70 Active Points); Increased Endurance Cost (x2 END; -1/2), Restrainable (-1/2), OIF (-1/2), Beam (-1/4) | 14 |
| 3u |
3) Standard Electrical Pulse: Energy Blast 9d6+1, Penetrating (+1/2) (70 Active Points); Restrainable (-1/2), OIF (-1/2), Beam (-1/4) | 7 |
| 3u |
4) Unfocused Electrical Pulse (Stun): Energy Blast 9d6+1, STUN Only (+0), Penetrating (+1/2) (70 Active Points); Restrainable (-1/2), OIF (-1/2) | 7 |
| 2u |
5) Electromagnetic Pulse: Suppress 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only on Electrical Powers/Equipment; -1 1/2), OIF (-1/2) | 7 |
| 3u |
6) Electrical Arc: Energy Blast 8d6, Indirect (Same origin, always fired away from attacker; Represents Arcing Fire and conducting through metal, etc.; +1/4), Penetrating (+1/2) (70 Active Points); Restrainable (-1/2), OIF (-1/2) | 7 |
| 3u |
7) Chain Lightning: Energy Blast 5d6, Penetrating (+1/2), Area Of Effect (4" Any Area; +1), Selective (+1/4) (69 Active Points); Restrainable (-1/2), OIF (-1/2) | 7 |
| 2 |
Life Support (Safe in High Radiation) | 0 |
| 2 |
Helmet Visor: Nightvision (5 Active Points); OIF (-1/2), Linked (Endurance Reserve; Helmet Powered by End Reserve (albeit > 1 per round); -1/2) | 0 |
| 5 |
Helmet Ear Piece (w/ HUD): Radio Perception/Transmission (Radio Group) (10 Active Points); Linked (Endurance Reserve; As Night Vision; -1/2), OIF (-1/2) | 0 |
| 2 |
Refined Recovery: Endurance Reserve (1 END, 2 REC) Reserve: (3 Active Points); OIF (Part of Suit Wieving; -1/2), Linked to END Reserve (Endurance Reserve; Lesser Power can only be used when character uses greater Power at full value; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; Greater Power is Constant or in use most or all of the time; -1/4) | 0 |
| 150 |
Total Powers Cost |