| Cost |
Name |
| 3 |
Acrobatics 12- (14-) |
| 0 |
Acting 8- |
| 3 |
Breakfall 12- (14-) |
| 2 |
CK: Detroit 11- |
| 2 |
CK: Los Angeles 11- |
| 2 |
CK: Seattle 11- |
| 0 |
Climbing 8- |
| 8 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers) 12- |
| 0 |
Concealment 8- |
| 0 |
Conversation 8- |
| 0 |
Deduction 8- |
| 0 |
Language: English (Idiomatic) |
| 1 |
PS: IT Tech 12- |
| 5 |
Paramedics 13- |
| 0 |
Persuasion 8- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 3 |
Streetwise 11- |
| 0 |
TF: Small Motorized Ground Vehicles |
| 2 |
WF: Common Melee Weapons |
| 31 |
Total Skills Cost |
|
|
| Cost |
Power |
END |
| 30 |
Star Powers: Elemental Control, 90-point powers, all slots Only Works At Night (-1/2) | |
| 33 |
1) Star Bolt: Killing Attack - Ranged 5d6, Reduced Endurance (1/2 END; +1/4) | 3 |
| 31 |
2) Star Flare: Sight Group Flash 14 1/2d6, Reduced Endurance (1/2 END; +1/4) | 3 |
| 30 |
3) Star Lanes: Teleportation 20", x32 Noncombat, Reduced Endurance (0 END; +1/2) | 0 |
| 30 |
4) Star Shield: Force Field (10 PD/10 ED/10 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) | 0 |
|
Star Light Power-Up, all slots Only Works At Night (-1/2) | |
| 15 |
1) Increased Dexterity: +10 DEX; No Figured Characteristics (-1/2) | |
| 15 |
2) Density of the Stars: +15 BODY; No Figured Characteristics (-1/2) | |
| 20 |
3) Speed of Light: +3 SPD | |
| 10 |
Shielded Vision: Sight Group Flash Defense (10 points) | 0 |
| 10 |
Starlight Vision: Ultraviolet Perception (Sight Group), Discriminatory | 0 |
| 7 |
Instant Change (one set of clothing): Cosmetic Transform 2d6 (Clothing into costume and vice-versa); Limited Target Limited (-1/2) | 1 |
| 7 |
Mask Rebreather: Life Support (Self-Contained Breathing); OIF (-1/2) | 0 |
| 238 |
Total Powers Cost |
| Cost |
Maneuver |
|
Dirty Infighting |
| 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; 25 STR to Disarm roll |
| 4 |
3) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
| 4 |
4) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND |
| 4 |
5) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike |
| 5 |
6) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike |
| 25 |
Total Martial Arts Cost |
|