| Cost |
Name |
| 0 |
AK: South Korea 8- |
| 3 |
Acrobatics 12- |
| 0 |
Acting 8- |
| 3 |
Analyze: Magic 12- |
| 3 |
Breakfall 12- |
| 3 |
Bribery 12- |
| 3 |
Bureaucratics 12- |
| 0 |
Climbing 8- |
| 3 |
Concealment 12- |
| 3 |
Contortionist 12- |
| 0 |
Conversation 8- |
| 3 |
Deduction 12- |
| 3 |
Force of Will 13- |
| 4 |
Forgery (Clothing, Credit Cards, Identity Cards, Papers) 12- |
| 2 |
Gambling (Card Games) 12- |
| 7 |
High Society 14- |
| 6 |
Linguist |
| 1 |
1) Language: Cantonese (completely fluent) (3 Active Points) |
| 3 |
2) Language: English (completely fluent) |
| -1 |
3) Language: Korean (idiomatic) |
| 3 |
4) Language: Mandarin (completely fluent) |
| 3 |
Lipreading 12- |
| 3 |
Magic Research 12- |
| 3 |
Magic Skill 13- |
| 4 |
PS: Cooking 13- |
| 4 |
PS: Instructor 13- |
| 5 |
PS: Cons and Scams 14- |
| 0 |
Paramedics 8- |
| 3 |
Persuasion 12- |
| 15 |
Scholar |
| 0 |
1) KS: Alchemy 12- |
| 0 |
2) KS: Arcane and Occult Lore 12- |
| 0 |
3) KS: Conjuration Magic 12- |
| 0 |
4) KS: Demon Lore 12- |
| 0 |
5) KS: Divination 12- |
| 0 |
6) KS: Evocation Magic 12- |
| 0 |
7) KS: Magic Theory 12- |
| 0 |
8) KS: Potions 12- |
| 0 |
9) KS: Ritual Magic 12- |
| 0 |
10) KS: Tae Kwon Do 12- |
| 0 |
11) KS: Thaumaturgy 12- |
| 3 |
Security Systems 12- |
| 3 |
Seduction 12- |
| 3 |
Shadowing 12- |
| 3 |
Sleight Of Hand 12- |
| 3 |
Stealth 12- |
| 3 |
Streetwise 12- |
| 4 |
TF: Common Motorized Ground Vehicles, SCUBA, Surfing |
| 3 |
Trading 12- |
| 3 |
Ventriloquism 12- |
| 2 |
WF: Common Martial Arts Melee Weapons |
| 9 |
+3 with Martial Maneuvers |
| 15 |
+3 with all Pre-based Skills |
| 146 |
Total Skills Cost |
| Cost |
Name |
| 1 |
False Identity |
| 1 |
Total Perks 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 Technology 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) Distractions: Sight Group, Normal Hearing and Normal Smell Images 1" radius, +/-5 to PER Rolls (31 Active Points); 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) Real Cost: 10 | 3 |
| 0 |
2) Gate to the NeverNever: Extra-Dimensional Movement (Single Dimension, Any Location), Safe Blind Travel (+1/4) (31 Active Points); Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle. (-1/2), Gestures (-1/4), All Powers Must Cost END (-1/4) Real Cost: 9 | 3 |
| 0 |
3) Illusionary Disguise: Shape Shift (Sight, Hearing and Touch Groups, limited group of shapes), Imitation, Instant Change (41 Active Points); 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) Real Cost: 14 | 4 |
| 0 |
4) Mirror Images: Sight and Hearing Groups Images x4" Radius (+1/2), -5 to PER Roll; Set Effect (-1), 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) Real Cost: 11 | 4 |
| 0 |
5) Cloak Of Illusion: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe; 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) Real Cost: 15 | 4 |
| 0 |
6) Repositioning: +10 with DCV (50 Active Points); Requires A Force Of Will To Activate The Spell (-3/4), Costs Endurance (-1/2), Spell (-1/2), Cannot Penetrate A Magic Circle. (-1/2), All Powers Must Cost END (-1/4) Real Cost: 14 | 5 |
| 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 12- (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 one Attack 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) (30 Active Points); 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 |
| 113 |
Total Powers Cost |
| Cost |
Maneuver |
|
Tae Kwon Do |
| 5 |
1) Crescent Kick Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
| 5 |
2) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 6d6 Strike |
| 4 |
3) Front Kick: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike |
| 4 |
4) Punch/Elbow Strike: 1/2 Phase, +2 OCV, +0 DCV, 4d6 Strike |
| 5 |
5) Side or Roundhouse Kick: 1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike |
| 1 |
6) Weapon Element: Blades |
| 1 |
7) Weapon Element: Staffs |
| 25 |
Total Martial Arts Cost |
|