| Cost |
Power |
END |
| 47 |
Sonic Gauntlets: Multipower, 70-point reserve, all slots Uses END from the Power Pack (+0) (70 Active Points); all slots OIF (-1/2) | |
| 5u |
1) Sonic Blast: Energy Blast 14d6 (70 Active Points) | 7 |
| 5u |
2) Low-Powered Sonic Blast: Energy Blast 11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points) | 2 |
| 4u |
3) Ultrasonic Blast: Energy Blast 9d6, Armor Piercing (+1/2) (67 Active Points) | 7 |
| 4u |
4) Infrasonic Blast: Energy Blast 9d6, Explosion (+1/2) (67 Active Points) | 7 |
| 5u |
5) Sonic Cone: Energy Blast 7d6, Area Of Effect (8" Cone; +1) (70 Active Points) | 7 |
| 5u |
6) Shriekers: Hearing Group Flash 11 1/2d6, Area Of Effect (3" Radius; +1) (69 Active Points) | 7 |
| 37 |
Technical Support: VPP (Gadge Pool), 30 base + 7 control cost, (45 Active Points); VPP Powers Can Be Changed Only In Le Sone's Laboratory (-1/2); all slots OIF (-1/2) | |
| 27 |
Power Pack: Endurance Reserve (200 END, 20 REC) (40 Active Points); OIF (-1/2) | 0 |
| 20 |
Armored Diving Suit: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) | 0 |
| 20 |
Sonar: Active Sonar (Hearing Group), +5 to PER Roll, Concealed (-5 with Active Sonar PER Rolls), Increased Arc of Perception (30 Active Points); OIF (-1/2) | 0 |
| 7 |
Armored Diving Suit: Life Support (Safe in High Pressure; Self-Contained Breathing) (11 Active Points); OIF (-1/2) | 0 |
| 7 |
Underwater Propulsion Pack: Swimming +10" (12" total) (10 Active Points); OIF (Diving Suit; -1/2) | 1 |
| 9 |
Auditory Sensors: Ultrasonic Perception (Hearing Group), Targeting (13 Active Points); OIF (Headset; -1/2) | 0 |
| 6 |
Wrist Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Headset; -1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) | 0 |
| 208 |
Total Powers Cost |