| Cost |
Name |
| 2 |
AK: St. Thomas 11- |
| 0 |
Acting 8- |
| 3 |
Breakfall 11- |
| 3 |
Climbing 11- |
| 3 |
Combat Driving 11- |
| 3 |
Concealment 12- |
| 3 |
Conversation 13- |
| 0 |
Deduction 8- |
| 13 |
Force of Will 18- |
| 1 |
Instructor 8- |
| 5 |
KS: Magic Theory 14- |
| 0 |
Language: English (Idiomatic) |
| 15 |
Magic Research 18- |
| 13 |
Magic Skill 18- |
| 3 |
Mechanics 12- |
| 1 |
PS: Civil Engineer 12- |
| 3 |
Paramedics 12- |
| 3 |
Persuasion 13- |
| 3 |
SS: Civil Engineering 12- |
| 3 |
Shadowing 12- |
| 3 |
Stealth 11- |
| 0 |
TF: Small Motorized Ground Vehicles |
| 3 |
Tactics 12- |
| 1 |
Teamwork 8- |
| 3 |
WF: Common Melee Weapons, Staffs |
| 8 |
+1 with All Combat |
| 6 |
+2 with Magic |
| 104 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Fringe Benefit: Warden Commander |
| 3 |
Total Perks Cost |
| Cost |
Name |
| 0 |
Magical Talent (30> AP) |
| 0 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 35 |
Magic Spells: Variable Power Pool (Magic Pool), 31 base + 4 control cost, Requires A Magic Skill Roll To Change The Spell (+0); Magic Aura: 3d6 damage (only affects the environment near the character, randomly occurs unless the character becomes emotional then it always occurs; -1/2); all slots Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) | |
| 0 |
1)
Avalanche Riding: Running +6" (13" total) (12 Active Points); Side Effects (-1/2) Real Cost: 3 | 1 |
| 0 |
2) Earthmoving: Telekinesis (19 STR) (29 Active Points); Only Versus Earth/Rock (-1/2) Real Cost: 8 | 3 |
| 0 |
3) Gate to the NeverNever: Extra-Dimensional Movement (Single Dimension, Any Location), Safe Blind Travel (+1/4) (31 Active Points); Gestures (-1/4) Real Cost: 9 | 3 |
| 0 |
4) Quake: Energy Blast 3 1/2d6, Personal Immunity (+1/4), Explosion (+1/2) (31 Active Points); No Range (-1/2), Only Affects Grounded Targets (-1/4) Real Cost: 8 | 3 |
| 0 |
5) Mud Blob: Sight Group Flash 6d6 (30 Active Points); Does Not Work Against Desolidified Characters (-1/4) Real Cost: 9 | 3 |
| 0 |
6) Rock Blast: Energy Blast 6d6 (30 Active Points) Real Cost: 10 | 3 |
| 0 |
7) Rocky Skin: Armor (9 PD/9 ED) (27 Active Points); Costs Endurance (-1/2) Real Cost: 8 | 3 |
| 0 |
8) Shard Blast: Killing Attack - Ranged 2d6 (30 Active Points) Real Cost: 10 | 3 |
| 0 |
9) Stony Prison: Entangle 2 1/2d6, 3 DEF (30 Active Points); Only Versus Grounded Targets (-1/4) Real Cost: 9 | 3 |
| 0 |
10) Tunnel Creation: Tunneling 6" through 6 DEF material (30 Active Points) Real Cost: 10 | 3 |
| 42 |
Wizard's Staff: Aid 4d6, any one Magic Spell power one at a time (+1/4); OAF (-1), Self Only (-1/2) plus Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) plus +4 with Force of Will; OAF (-1) | 0 |
| 35 |
Warden's Sword: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) plus Dispel 19d6, any magical spell, one at a time (+1/4), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1) | 0 |
| 15 |
Soul Gaze: Telepathy 4d6, Reduced Endurance (0 END; +1/2), Continuous (+1), Cumulative (96 points; +1); Eye Contact Required (-1), Only To Read The 'Soul' (-1), Humans Only (-1/2), Either Party May Break Contact (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4) | 0 |
| 12 |
Blasting Rod: Reduced Endurance (1/2 END; +1/4) for up to 45 Active Points of single spell; OAF (-1), Gestures (-1/4), Incantations (-1/4) plus +4 with Rock Blast Spell Only; OAF (-1), Gestures (-1/4), Incantations (-1/4) | 0 |
| 9 |
Wizard's Sight: Detect The True Nature Of Things 12- (Sight Group), Discriminatory, Analyze, Inherent (+1/4); Extra Time (Full Phase, -1/2), Leaves Permanent Memory Of What Is Seen (-1/2) | 0 |
| 5 |
Wizard's Regeneration: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Month, -5), Self Only (-1/2) Notes: This power only heals lost body parts and scars and takes a very long time. | 0 |
| 2 |
Wizard's Longevity: Life Support (Longevity: 400 Years) | 0 |
| 155 |
Total Powers Cost |
| Cost |
Maneuver |
|
Weapons Combat |
| 5 |
1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike |
| 4 |
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike |
| 4 |
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove |
| 4 |
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 5 |
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike |
| 4 |
6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 28 STR to resist Shove; Block, Abort |
| 4 |
7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 28 STR to Shove |
| 0 |
8) Weapon Element: Blades |
| 1 |
9) Weapon Element: Staffs |
| 31 |
Total Martial Arts Cost |
|