| Cost |
Name |
| 3 |
AK: Castro District 11- |
| 0 |
Acting 8- |
| 3 |
Breakfall 11- |
| 3 |
Climbing 11- |
| 3 |
Concealment 11- |
| 0 |
Conversation 8- |
| 0 |
Deduction 8- |
| 13 |
Force of Will 17- |
| 0 |
Language: English (Idiomatic) |
| 3 |
Magic Research 11- |
| 13 |
Magic Skill 17- |
| 0 |
PS: Organic Grocer 11- |
| 3 |
Paramedics 11- |
| 0 |
Persuasion 8- |
| 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- |
| 1 |
7) KS: Magic Theory 12- |
| 0 |
8) KS: Potions 11- |
| 0 |
9) KS: Ritual Magic 11- |
| 0 |
10) KS: Thaumaturgy 11- |
| 3 |
Shadowing 11- |
| 3 |
Stealth 11- |
| 1 |
TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 6 |
+2 with Brawling |
| 73 |
Total Skills Cost |
| Cost |
Name |
| 2 |
Reputation (A small to medium sized group) 8-, +2/+2d6 |
| 1 |
Fringe Benefit: Warden |
| 3 |
Total Perks Cost |
| Cost |
Name |
| 20 |
Magical Journeyman (40> AP) |
| 20 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 46 |
Magic Spells: Variable Power Pool (Magic Pool), 40 base + 6 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) Gate to the NeverNever: Extra-Dimensional Movement (Single Dimension, Any Location), Safe Blind Travel (+1/4) (31 Active Points); Gestures (-1/4) Real Cost: 9Notes: The gate to the NeverNever can only be opened by a wizard with at least a Class 7 power level. | 3 |
| 0 |
2) Force Blast: Energy Blast 8d6 Real Cost: 13 | 4 |
| 0 |
3) Force Shackles: Entangle 4d6, 4 DEF; Costs END To Maintain (-1/4) Real Cost: 12 | 4 |
| 0 |
4) Force Barrier: Force Wall (6 PD/6 ED; 5" long and 2" tall) Real Cost: 13 | 4 |
| 0 |
5) Force Spear: Killing Attack - Ranged 2 1/2d6 Real Cost: 13 | 4 |
| 0 |
6) Force Platform: Force Bridge (8 PD; 11" long and 1" tall); Horizontal Only (-1) Real Cost: 10 | 4 |
| 19 |
Wizard's Staff: Aid 1d6, 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 +1 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 |
| 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 |
| 6 |
Blasting Rod: Reduced Endurance (1/2 END; +1/4) for up to 40 Active Points of single spell; OAF (-1), Gestures (-1/4), Incantations (-1/4) plus +1 with Force 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 |
| 102 |
Total Powers Cost |
| Cost |
Maneuver |
|
Brawling |
| 4 |
1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 18 STR to Disarm roll |
| 4 |
3) Eye Gouge: 1/2 Phase, -1 OCV, -1 DCV, Flash 4d6 |
| 5 |
4) Hoist 'n' Heave: 1/2 Phase, -2 OCV, -2 DCV, Grab Two Limbs, 20 STR to Throw |
| 4 |
5) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 |
| 4 |
6) Low Blow: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND |
| 4 |
7) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 3 1/2d6 Strike |
| 5 |
8) Roundhouse/Two-Fisted Smash: 1/2 Phase, -2 OCV, +1 DCV, 5 1/2d6 Strike |
| 3 |
9) Tackle: 1/2 Phase, +0 OCV, +0 DCV, +v/5; You Fall, Target Falls |
| 3 |
10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 1 1/2d6 +v/5, Target Falls |
| 1 |
11) Weapon Element: Clubs |
| 41 |
Total Martial Arts Cost |
|