| Cost |
Name |
| 0 |
AK: Inverness, Scotland 8- |
| 0 |
Acting 8- |
| 0 |
Climbing 8- |
| 0 |
Concealment 8- |
| 0 |
Conversation 8- |
| 0 |
Deduction 8- |
| 15 |
Force of Will 18- |
| 0 |
Language: English (Idiomatic) |
| 3 |
Language: Scottish Gaelic (completely fluent) |
| 3 |
Magic Research 11- |
| 15 |
Magic Skill 18- |
| 15 |
Scholar |
| 0 |
1) KS: Alchemy 11- |
| 0 |
2) KS: Arcane and Occult Lore 11- |
| 0 |
3) KS: Conjuration Magic 11- |
| 0 |
4) KS: Demon Lore 11- |
| 0 |
5) KS: Divination 11- |
| 0 |
6) KS: Evocation Magic 11- |
| 0 |
7) KS: Magic Theory 11- |
| 0 |
8) KS: Ritual Magic 11- |
| 0 |
9) KS: Thaumaturgy 11- |
| 0 |
PS: Sales 11- |
| 3 |
PS: Wood Carving 12- |
| 0 |
Paramedics 8- |
| 0 |
Persuasion 8- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 0 |
TF: Small Motorized Ground Vehicles |
| 10 |
+5 with Missile Deflection |
| 15 |
+5 with Missile Reflection |
| 79 |
Total Skills Cost |
| Cost |
Name |
| 25 |
Magical Practitioner (50> AP) |
| 25 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 57 |
Magic Spells: Variable Power Pool (Magic Pool), 50 base + 7 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 Powers Must Cost END (-1/4); all slots Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2) | |
| 0 |
1) Gate to the NeverNever: Extra-Dimensional Movement (Single Dimension, Any Location), Safe Blind Travel (+1/4) (31 Active Points); Gestures (-1/4) Real Cost: 10 | 3 |
| 0 |
2) Kinetic Blast: Energy Blast 5 1/2d6, Indirect (Any origin, any direction; +3/4) (49 Active Points); Must come from the direction of a solid object (-1/4) Real Cost: 16 | 5 |
| 0 |
3) Kinetic Shove: Telekinesis (19 STR), Indirect (Any origin, any direction; +3/4) (50 Active Points); Can only push (-1/2), Must come from the direction of a solid object (-1/4), Affects Whole Object (-1/4) Real Cost: 13 | 5 |
| 0 |
4) Kinetic Theft: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2) Real Cost: 5 | 1 |
| 0 |
5) Reversal Kinetic: Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Costs Endurance (-1/2) Real Cost: 11 | 3 |
| 0 |
6) Far Reversal Kinetic: Missile Deflection (Bullets & Shrapnel), Missile Reflection, Adjacent Hex (+1/2) (42 Active Points); Costs Endurance (-1/2) Real Cost: 13 | 4 |
| 0 |
7) Far Theft: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Costs Endurance (-1/2) Real Cost: 9 | 3 |
| 27 |
Wizard's Staff: Aid 2d6, 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 +2 with Force of Will; 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 |
| 13 |
Detect Lines of Kinetic Force: Detect 11- (Sight Group), Discriminatory, Analyze | 0 |
| 9 |
Wizard's Sight: Detect The True Nature Of Things 11- (Sight Group), Discriminatory, Analyze, Inherent (+1/4); Extra Time (Full Phase, -1/2), Leaves Permanent Memory Of What Is Seen (-1/2) | 0 |
| 7 |
Blasting Rod: Reduced Endurance (1/2 END; +1/4) for up to 50 Active Points of single spell; OAF (-1), Gestures (-1/4), Incantations (-1/4) plus +1 with Kinetic Blast Spell Only; OAF (-1), Gestures (-1/4), Incantations (-1/4) | 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 |
| 135 |
Total Powers Cost |
|