| 60 |
Nuclear Fusion:
Multipower, 90-point reserve, (90 Active Points); all slots Extra Time (Extra Segment, -1/2)
|
|
| 2u |
1)
Energy Amplification:
Aid Energy Blast 6d6 (60 Active Points); Others Only (-1/2), Costs Endurance (-1/2), Extra Time (Extra Segment, -1/2)
|
6 |
| 6u |
2)
Heat Waves:
Tunneling 6" through 26 DEF material (90 Active Points); Extra Time (Extra Segment, -1/2)
|
9 |
| 6u |
3)
Nuclear Fire Blast:
Energy Blast 18d6 (90 Active Points); Extra Time (Extra Segment, -1/2)
|
9 |
| 4u |
4)
Nuclear Flare:
Sight and Radio Groups Flash 10d6 (55 Active Points); Extra Time (Extra Segment, -1/2)
|
5 |
| 4u |
5)
Radiation:
Change Environment 256" radius, +10 Points of Damage (90 Active Points); Gradual Effect (1 Minute; -1/2), Extra Time (Extra Segment, -1/2)
|
9 |
| 6u |
6)
Radiation Attack:
Killing Attack - Ranged 2d6, No Normal Defense (Life Support [Safe Environment: High Radiation]; +1), Does BODY (+1) (90 Active Points); Extra Time (Extra Segment, -1/2)
|
9 |
| 6u |
7)
Radiation Poisoning:
Drain CON 4d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4) (90 Active Points); Extra Time (Extra Segment, -1/2)
|
9 |
| 4u |
8)
Radio Blindness:
Darkness to Radio Group 10" radius, MegaScale (1" = 1 km; +1/4) (62 Active Points); Extra Time (Extra Segment, -1/2)
|
6 |
|
|
|
| 25 |
Nuclear Powers:
Elemental Control, 50-point powers
|
|
| 25 |
1)
Energy Leech I:
Absorption 10d6 (energy, Energy, Endurance Reserve) (50 Active Points)
|
|
| 35 |
2)
Energy Leech II:
Energy Damage Reduction, Resistant, 75% (60 Active Points)
|
|
| 35 |
3)
Heat Blast:
Energy Blast 12d6 (60 Active Points)
|
6 |
| 27 |
4)
Heat Propulsion:
Flight 16", x32 Noncombat (52 Active Points)
|
5 |
| 25 |
5)
Nuclear Energy Sheath:
Force Field (15 PD/25 ED/10 Power Defense) (50 Active Points)
|
5 |
|
|
|
| 40 |
Nuclear Power Battery:
Endurance Reserve (200 END, 20 REC) (40 Active Points)
|
|
| 6 |
Immunity:
Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat)
|
|
| 14 |
Body Armour:
Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)
|
|
| 5
|
Assembly Team Package |
|
AK: India and Protectorate of Pakistan 11-
|
|
AK: Mumbai, India 11-
|
|
Communicator: High Range Radio Perception (Radio Group); IIF (-¼) plus Scrambled Transmission Function: VPP (Scrambler Pool), 4 base +2 control cost; IIF (-¼), Only For One Language At A Time (-1)
|
|
Criminology 12-
|
|
KS: Police Procedure 11-
|
|
KS: Politics of India 11-
|
|
KS: The Assembly 11-
|
|
Monitored by The Assembly 11-
|
|
National Police Powers
|
|
Social Limitation: Subject to Orders
|
|
Teamwork 13-
|
|
3
|
Bureaucratics 13- |
|
3
|
Combat Piloting 13- |
| 0
|
Everyman Skills |
|
AK: Amritsar, India 11-
|
|
Acting 8-
|
|
Climbing 8-
|
|
Concealment 8-
|
|
Conversation 8-
|
|
Deduction 8-
|
|
Language: Hindi (Idiomatic, native accent)
[Notes: Native Language] |
|
PS: Commercial Pilot 11-
|
|
Paramedics 8-
|
|
Persuasion 8-
|
|
Shadowing 8-
|
|
Stealth 8-
|
|
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill] |
|
3
|
Interrogation 13- |
|
3
|
Language: English (completely fluent) |
|
1
|
Language: Urdu (basic conversation) |
| 13
|
Military Package |
|
Climbing 13-
|
|
Demolitions 12-
|
|
KS: Indian Airforce Customs and History 11-
|
|
KS: The Military World 11-
|
|
Navigation (Land) 12-
|
|
PS: Airforce Pilot 11-
|
|
Social Limitation: Civilians Just Don't Get It
|
|
Stealth 13-
|
|
Tactics 12-
|
|
WF: Small Arms, Blades
|
|
2
|
Navigation (Air) 12- |
|
3
|
Oratory 13- |
|
3
|
Paramedics 12- |
|
3
|
SS: Mathematics 12- |
|
5
|
SS: Nuclear Physics 14- |
|
3
|
Systems Operation 12- |
|
3
|
TF: Combat Aircraft, Helicopters, Large Planes, Small Planes |
| 15 |
Hunted: Mystery 8-
|
| 15 |
Monitored: Indian Airforce 8-
|
| 10 |
Physical Limitation: Must Use Powers At Full When Excited Or Angry
|
| 5 |
Physical Limitation: Sterile
|
| 15 |
Physical Limitation: Weird Biochemistry Requires Specialist Medical Care
|
| 15 |
Psychological Limitation: Civic Minded and Responsible
|
| 20 |
Psychological Limitation: Fervent Patriot
|
| 20 |
Psychological Limitation: The Ends Justify The Means
|
| 15 |
Social Limitation: Constantly Scrutinised By The Media, Government and Public
|
| 15 |
Social Limitation: Public Identity
|
| 5 |
Unluck: 1d6
|
| 15 |
Experience Points |