| Cost |
Name |
| 20 |
+2 Overall |
| 16 |
+2 with All Combat |
| 9 |
+3 with Small Arms |
|
|
| 3 |
Acrobatics 13- |
| 3 |
Analyze: Meta-weaknesses 13- Notes: If given the chance to study his foes, Utility will develop custom tactics and devices to thwart metapowers and exploit weaknesses. |
| 3 |
Breakfall 13- |
| 3 |
Climbing 13- |
| 3 |
Computer Programming 13- |
| 3 |
Deduction 13- |
| 3 |
Demolitions 13- |
| 3 |
Electronics 13- |
| 2 |
CK: NYC 11- |
| 3 |
Lockpicking 13- |
| 3 |
Mechanics 13- |
| 3 |
Power: Gadgeteering (INT-based) 13- |
| 3 |
Security Systems 13- |
| 3 |
Stealth 13- |
| 3 |
Streetwise 13- |
| 3 |
Systems Operation 13- |
| 3 |
Tactics 13- |
| 3 |
Teamwork 13- |
| 3 |
Scholar |
| 3 |
1) KS: Superheroes (INT-based) (4 Active Points) 14- |
| 3 |
2) KS: The Superhuman World (INT-based) (4 Active Points) 14- |
| 3 |
3) KS: Superpowers (INT-based) (4 Active Points) 14- |
| 3 |
4) KS: Supervillains (INT-based) (4 Active Points) 14- |
| 113 |
Total Skills Cost |
| Cost |
Name |
| 5 |
Money: Well Off |
| 5 |
Total Perks Cost |
| Cost |
Name |
| 9 |
Ambidexterity (Eliminate Off Hand Penalty entirely) |
| 6 |
Lightning Reflexes: +4 DEX to act first with All Actions |
| 15 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 5 |
HTH Club: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (Focus - Billy Club; -1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) | 1 |
| 25 |
P90 Rifle: Killing Attack - Ranged 2d6 (vs. PD), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2), 4 Clips of 32 Charges (+1/2) (75 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4) Notes: Item also has inherent +2 OCV and +2 Rmod.
Utility may use a Laser Sight which will provide additional +1 OCV and Rmod if circumstances permit. | |
| 16 |
Grenades: Multipower, 45-point reserve, all slots: (45 Active Points); OAF (-1), 6 Charges (-3/4) | |
| 2u |
1) Lethal: Killing Attack - Ranged 2d6 (vs. PD), Explosion (+1/2) (45 Active Points) | |
| 2u |
2) Gas: Energy Blast 3 1/2d6 (vs. Life Support), Area Of Effect (One Hex; +1/2), No Normal Defense Standard (+1) (45 Active Points) | |
| 2u |
3) Chemical Attack: Drain END 2d6, Area Of Effect (4" Radius; +1 1/4) (45 Active Points) | |
| 2u |
4) Flash-Bangs: Flash 3d6 (Sight Group), Additional Sense Group: Hearing Group, Area Of Effect (2" Radius; +1) (40 Active Points) | |
| 1u |
5) Darkness Grenades: Darkness to Sight Group 3" radius (30 Active Points); 3 Charges (-1 1/4), OAF (-1), Real Weapon (-1/4) | |
| 25 |
LAW Rocket (Gary's Version, HERO version ruled incorrect.): Killing Attack - Ranged 4d6 (vs. ED), Armor Piercing x2 (+1) (120 Active Points); 1 Charges (-2), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Notes: Changed from Explosion damage to Double AP, since it is an Anti-Tank weapon designed to penetrate heavy armor. | |
| 22 |
Overloaded .50 Cal rifle with tungsten ammo: Killing Attack - Ranged 3d6 (vs. PD), +1 STUN Multiplier (+1/4), Armor Piercing x1 (+1/2) (79 Active Points); OAF (-1), Arrangement (-1/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), No Knockback (-1/4), 2 Clips of 8 Charges (-1/4) Notes: +2 OCV and Rmod, with additional +4 Rmod if braced and scoped. | |
| 29 |
Stronghold Pistol: (Total: 74 Active Cost, 29 Real Cost) Killing Attack - Ranged 1 1/2d6 (vs. PD), Penetrating (+1/2) (37 Active Points); 6 Charges (-3/4), Real Weapon (-1/4), No Knockback (-1/4) (Real Cost: 16) plus Drain Stun 3d6, Delayed Return Rate (points return at the rate of 5 per Minute) (+1/4) (37 Active Points); 6 Charges (-3/4), Linked to Killing Attack - Ranged (-1/2), Real Weapon (-1/4), Only if Target takes BOD from RKA Power does not work in Uncommon Circumstances (-1/4) (Real Cost: 13) Notes: Item also has an inherent +1 OCV | |
| 16 |
Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) | |
| 3 |
Omni-Visor: Infrared Perception (5 Active Points); OIF (-1/2) | |
| 3 |
Omni-Visor: Nightvision (5 Active Points); OIF (-1/2) | |
| 3 |
Omni-Visor: Increased Arc Of Perception (240-Degree) (Sight Group) (5 Active Points); OIF (-1/2) | |
| 6 |
Omni-Visor: High Range Radio Perception (12 Active Points); Sense Affected As Sight And Hearing Group As Well As Radio Group (-1/2), OIF (-1/2) | |
| 6 |
Omni-Visor: Flash Defense (6 points) (Sight Group) | |
| 10 |
Gas Mask: Life Support , Self-Contained Breathing | |
| 20 |
Luck 4d6 | |
| 35 |
Techie Toys: Variable Power Pool (Gadget Pool), 30 base + 5 control cost (45 Active Points); OAF (-1), VPP Can Only Be Changed Between Adventures (-1/2), Limited Class Of Powers Available - "Real" devices Slightly Limited (-1/4) | |
|
| |
| 233 |
Total Powers Cost |
| Cost |
Maneuver |
|
Generic Martial Art |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 5 |
3) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +6d6 Strike |
| 4 |
4) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +4d6 Strike |
| 3 |
5) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +2d6 +v/5, Target Falls |
| 8 |
6) +2 HTH Damage Class(es) |
| 1 |
7) Weapon Element: Clubs |
| 29 |
Total Martial Arts Cost |
|