Cost |
Name |
10 |
Agent Training: +2 with a group of similar Skills Notes: MITHRIL Agent training - Acting, Disguise, Bugging, Demolitions, Interrogation, Cryptography, etc |
10 |
Basic Training: +2 with a group of similar Skills Notes: Military basic training - Breakfall, Climbing, Navigation, Tactics, Teamwork, etc |
10 |
Entertainer: +2 with a group of similar Skills Notes: Skills related to her amateur music performance career. PS: Guitarist, Acting, Conversation, Teamwork, Sleight of Hand |
3 |
Analyze: Magic 13- |
3 |
Analyze: Style 13- |
3 |
Analyze: Psionics 13- |
8 |
Marksman: +2 with a broadly-defined category of attacks Notes: Small arms, infantry support weapons, ArmSlave weapons |
3 |
Mecha Pilot: +1 with any three related Skills Notes: Combat Piloting, Mechanic, Systems Operation |
3 |
Rock Star: PS: Guitarist 13- |
6 |
USMC Hand to Hand Training: +2 with Martial Maneuvers |
3 |
Acrobatics 14- |
3 |
Acting 13- |
3 |
Breakfall 14- |
3 |
Bugging 13- |
3 |
Bureaucratics 13- |
3 |
Climbing 14- |
3 |
Combat Driving 14- |
3 |
Combat Piloting 14- |
3 |
Concealment 13- |
3 |
Conversation 13- |
3 |
Cryptography 13- |
3 |
Deduction 13- |
3 |
Demolitions 13- |
3 |
Disguise 13- |
3 |
Electronics 13- |
3 |
Fast Draw (Handgun) 14- |
3 |
Instructor 13- |
3 |
Interrogation 13- |
3 |
Linguist |
2 |
1) Language: Arabic (Modern) (fluent conversation; literate) (3 Active Points) |
1 |
2) Language: Cantonese (basic conversation; literate) (2 Active Points) |
0 |
3) Language: English (idiomatic; literate) (5 Active Points) |
3 |
4) Language: Japanese (completely fluent; literate) (4 Active Points) |
1 |
5) Language: Old High Atlantean (basic conversation; literate) (2 Active Points) |
2 |
6) Language: Russian (fluent conversation; literate) (3 Active Points) |
2 |
7) Language: Thai (fluent conversation; literate) (3 Active Points) |
3 |
Lockpicking 14- |
3 |
Mechanics 13- |
2 |
Navigation (Land) 13- |
2 |
PS: Mercenary 11- |
3 |
Paramedics 13- |
3 |
Persuasion 13- |
3 |
Scholar |
2 |
1) Fighting Style (Military Hand-to-Hand): KS: Specific Martial Art (3 Active Points) 13- |
1 |
2) KS: Legends And Lore (2 Active Points) 11- |
2 |
3) KS: Magic and Magical Systems (3 Active Points) 13- |
2 |
4) KS: Military Hardware of the world (3 Active Points) 13- |
2 |
5) KS: Military Laws & Regulations (3 Active Points) 13- |
1 |
6) KS: Music and Musicians (2 Active Points) 11- |
2 |
7) KS: Organic Technology (3 Active Points) 13- |
2 |
8) KS: Psionics (3 Active Points) 13- |
2 |
9) KS: Terrorist & Militia Groups (3 Active Points) 13- |
3 |
Security Systems 13- |
3 |
Shadowing 13- |
3 |
Sleight Of Hand 14- |
3 |
Stealth 14- |
3 |
Streetwise 13- |
3 |
Systems Operation 13- |
2 |
TF: Common Motorized Ground Vehicles, Anthropomorphic Mecha, Two-Wheeled Motorized Ground Vehicles |
3 |
Tactics 13- |
3 |
Teamwork 14- |
3 |
Tracking 13- |
3 |
Traveler |
1 |
1) AK: South-East Asia (2 Active Points) 11- |
1 |
2) CK: San Francisco (2 Active Points) 11- |
1 |
3) CuK: Afghan (2 Active Points) 11- |
1 |
4) CuK: Japan (2 Active Points) 11- |
1 |
5) CuK: Military Culture & Tradition (2 Active Points) 11- |
1 |
6) CuK: Old Atlantis (2 Active Points) 11- |
1 |
7) CuK: San Fran Music Scene (2 Active Points) 11- |
4 |
WF: Small Arms, Blades, Unarmed Combat, Vehicle Weapons |
205 |
Total Skills Cost |
Cost |
Name |
67 |
Kestrel : Vehicles & Bases |
67 |
Total Perks Cost |
|
|
Cost |
Power |
END |
40 |
Ainur Spells: Multipower, 81-point reserve, (81 Active Points); all slots Requires An EGO Roll (-3/4), Incantations (-1/4) | |
1u |
1) Nightvision (5 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4) | 0 |
1u |
2) Infrared Perception (Sight Group) (5 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4) | 0 |
1u |
3) Protection from Normal Missiles: Missile Deflection (Any Ranged Attack) (20 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4) | 0 |
1u |
4) Psychic Sight: Detect Emotions A Class Of Things 13- (Mental Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting (25 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4) | 0 |
2m |
5) Power Weapon: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Requires An EGO Roll (-3/4), Hand-To-Hand Attack (-1/2), Incantations (-1/4)Notes: 6.25 points per DC | 1 |
4m |
6) Empowered Weapon: Succor Any weapon wielded, only while wielding 4d6+1 (standard effect: 13 points), Reduced Endurance (1/2 END; +1/4), Can Apply (Remove) Adders (+1) (49 Active Points); Requires An EGO Roll (-3/4), Self Only (-1/2), Incantations (-1/4)Notes: Can add Advantages to Weapon attacks, such as Elemental types or Armor Piercing. Allows for one +1/2 modifier (AP, Affects Desolid, etc) or two +1/4 mods. | 2 |
2u |
7) Distant Hand: Telekinesis (20 STR), Fine Manipulation (40 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4) | 4 |
4m |
8) Force Field (18 PD/18 ED), Reduced Endurance (1/2 END; +1/4) (45 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)Notes: 0.8 AP per point of PD/ED | 2 |
2u |
9) Mental Blast: Ego Attack 4d6 (40 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)Notes: 20 pool points | 4 |
2u |
10) Psychic Static: Mental and Mystic Groups Flash 4d6, Area Of Effect (8" Radius; +1 1/2) (42 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)Notes: 8.5 AP per die at 2" radius
9.5 at 4", 10.5 at 6" | 4 |
4m |
11) Psychic ECM: Darkness to Mental and Mystic Groups 8" radius (45 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4)Notes: 5 AP base to add Mystic and 5 AP per inch of radius | 4 |
2u |
12) Suppress Magic 8d6, any [special effect] power one at a time (+1/4) (50 Active Points); Requires An EGO Roll (-3/4), Incantations (-1/4) | 5 |
5 |
Ainur Aura: Elemental Control, 10-point powers | |
7 |
1) Life Support (Immunity: All terrestrial diseases and biowarfare agents; Longevity: 400 Years) (12 Active Points) | 0 |
7 |
2) Swift Stride: Running +6" (12" total) (12 Active Points) | 1 |
7 |
3) Combat Precog: Combat Luck (6 PD/6 ED) (12 Active Points) | |
5 |
4) +1 SPD (10 Active Points) | |
5 |
5) Mental Defense (14 points total) (10 Active Points) | 0 |
5 |
6) Alternate Recharge: Healing Stun/End 2 1/2d6 (25 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Minute; -1 3/4), Self Only (-1/2), Extra Time (Delayed Phase, -1/4), Gestures (-1/4)Notes: Extra Time is actually Half-Phase Action, not Delayed Phase | 2 |
5 |
7) Mental Awareness, Discriminatory, Tracking (10 Active Points) | 0 |
12 |
8) Chi/Psi Sense: Detect A Class Of Things and Each Extra Thing or Class of Things 13- (Mental Group), Increased Arc Of Perception (360 Degrees), Sense (17 Active Points) | 0 |
15 |
Guns. Lots of Guns.: Multipower, 31-point reserve, (31 Active Points); all slots OAF (-1) | |
1u |
1) Glock 10mm: Killing Attack - Ranged 2d6 (30 Active Points); OAF (-1), 2 clips of 8 Charges (-1/4), Real Weapon (-1/4) | [8] |
1u |
2) Kukri Knife: Killing Attack - Hand-To-Hand 1 1/2d6 (2 1/2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (31 Active Points); OAF (-1), Real Weapon (-1/4) | 1 |
1u |
3) MP-5 SMG: Killing Attack - Ranged 1 1/2d6, 2 clips of 12 Charges (+0), Autofire (3 shots; +1/4) (31 Active Points); OAF (-1), Real Weapon (-1/4) | [12] |
1u |
4) Satedan Stun Pistol: Energy Blast 6d6, STUN Only (+0), 2 clips of 12 Charges (+0) (30 Active Points); OAF (-1), Real Weapon (-1/4) | [12] |
1u |
5) Mini-Grenade: Energy Blast 4d6, Explosion (+1/2) (30 Active Points); OAF (-1) | 3 |
1u |
6) Confoam Mini-Grenade: Entangle 3d6, 3 DEF (30 Active Points); OAF (-1) | 3 |
145 |
Total Powers Cost |
Cost |
Maneuver |
4 |
Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC |
5 |
Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike |
4 |
Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC |
4 |
Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm |
4 |
Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 28 STR to Disarm |
4 |
Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 33 STR vs. Grabs |
3 |
Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 28 STR for holding on |
4 |
Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike |
3 |
Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3 1/2d6 +v/5, Target Falls |
5 |
Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3 1/2d6 +v/5; FMove |
4 |
Weapon Element: Blades, Default Element, Handguns, Submachine Guns, Vehicle Weapons |
44 |
Total Martial Arts Cost |
|