| Cost |
Name |
| 0 |
AK: South Bay 8- |
| 7 |
Acting 14- |
| 1 |
Alchemy 8- |
| 3 |
Climbing 12- |
| 3 |
Concealment 13- |
| 0 |
Conversation 8- |
| 0 |
Deduction 8- |
| 5 |
Force of Will 14- |
| 15 |
Scholar |
| 0 |
1) KS: Alchemy Components 8- |
| 0 |
2) KS: Evocation 8- |
| 0 |
3) KS: Magic Theory 8- |
| 0 |
4) KS: Occult Lore 8- |
| 0 |
5) KS: Potions 8- |
| 0 |
6) KS: Ritual Magic 8- |
| 0 |
7) KS: Summoning Spells 8- |
| 0 |
8) KS: Thaumaturgy 8- |
| 0 |
9) KS: Warding Spells 8- |
| 0 |
Language: English (Idiomatic) |
| 1 |
Language: Latin (basic conversation) |
| 1 |
Language: Spanish (basic conversation) |
| 1 |
Magic Research 8- |
| 3 |
Magic Skill 13- |
| 5 |
PS: Artist 14- |
| 0 |
Paramedics 8- |
| 0 |
Persuasion 8- |
| 1 |
SS: Archaeology 8- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 0 |
TF: Two-Wheeled Muscle-Powered Ground Vehicles |
| 4 |
WF: Blades, Bows, Handguns, Staffs |
| 50 |
Total Skills Cost |
| Cost |
Name |
| 10 |
Contact: Jeff and Jo Bridges (Contact has useful Skills or resources, Contact is totally loyal to character) 15- |
| 51 |
Foo Dog Protector |
| 61 |
Total Perks Cost |
| Cost |
Name |
| 22 |
Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional) 13- |
| 50 |
Magical Savant: >90 AP |
| 72 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 114 |
Magic Spells: Variable Power Pool (Magic Pool), 100 base + 14 control cost, Requires A Magic Skill Roll To Change The Spell (+0); Magic Aura: 3d6 damage (only affects Technology near the character, always occurs whenever the character becomes emotional; -1/2); all slots Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Side Effects (only affects the environment near the target if EGO roll fails; -1/4), Incantations (-1/4), All Powers Must Cost END (-1/4) | |
| 0 |
1) Ascendi: Flight 10", Usable As Attack (+1) (40 Active Points); Cannot Penetrate a Magic Circle (-1/2) Real Cost: 11Notes: This spell is a wind variant that picks up the target and moves them at the will of the caster. | 4 |
| 0 |
2) Defendi: Force Wall (8 PD/8 ED), Costs END Only To Activate (+1/4), Cannot Be Escaped With Teleportation (+1/4), Difficult To Dispel (x2 Active Points; +1/4), Hardened (+1/4), Backlash (+1/2) (100 Active Points); No Range (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 27 | 9 |
| 0 |
3) Fuego: Killing Attack - Ranged 6 1/2d6 (100 Active Points); Cannot Penetrate a Magic Circle (-1/2) Real Cost: 28Notes: A fire-based spell that can be set at any power level from lighting a candle (1 pip) to burning down a house (6 1/2d6). | 10 |
| 0 |
4) Tepesco: Minor Transform 2d6 (Cold food to warm food) (20 Active Points); Cannot Penetrate a Magic Circle (-1/2) Real Cost: 6 | 2 |
| 0 |
5) Gate to the NeverNever: Extra-Dimensional Movement (Single Dimension, Any Location), Safe Blind Travel (+1/4), Usable Simultaneously (up to 8 people at once; +1) (56 Active Points); Gestures (-1/4) Real Cost: 17 | 6 |
| 28 |
Sympathetic Magic: Succor 33d6+1 (standard effect: 100 points); Only Works On Ash Darke (-2 1/2), 1 Continuing Charge: Fuel: Recharge with END: lasting 1 Turn (-1), Only To Boost The Next Magic Spell Cast (-1/2), Cannot Be Pushed (-1/4), Full Power Only (-1/4), Affect Stops When The Next Spell Is Cast (-1/4), Costs Endurance (Only Costs END to Recharge; -1/4) | 17 |
| 19 |
Wizard's Staff: Aid 1d6, any one Magic Spell power one at a time (+1/4); OAF (-1), Self Only (-1/2) plus +1 with Force of Will; OAF (-1) plus Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) | 0 |
| 17 |
Blasting Rod: Reduced Endurance (1/2 END; +1/4) for up to 150 Active Points of Feugo Spell; OAF (-1), Gestures (-1/4), Incantations (-1/4) plus +1 with Feugo Spell Only; OAF (-1), Gestures (-1/4), Incantations (-1/4) | 0 |
| 15 |
Green Thumb: Change Environment: Makes Plants Bloom and Thrive 4" radius, Reduced Endurance (0 END; +1/2), Persistent (+1/2); No Range (-1/2), Dependent on Positive Emotions (-1/2) | 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 |
| 9 |
Portents: Precognitive Clairsentience (Sight Group); No Conscious Control (-2), Precognition Only (-1), Time Modifiers (-1/2) | 4 |
| 6 |
Wizard's Sight: Detect The True Nature Of Things 13- (Sight Group), Discriminatory, 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 |
| 230 |
Total Powers Cost |
| Cost |
Maneuver |
|
Weapons Combat |
| 4 |
1) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike |
| 4 |
2) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 5 |
3) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike |
| 0 |
4) Weapon Element: Blades |
| 1 |
5) Weapon Element: Staffs |
| 14 |
Total Martial Arts Cost |
|