| Cost |
Name |
| 3 |
Acrobatics 14- |
| 3 |
Acting 13- |
| 0 |
AK: Western Virginia 8- |
| 4 |
Animal Handler (Bovines, Camels, Equines) 13- |
| 3 |
Breakfall 14- |
| 3 |
Climbing 14- |
| 3 |
Combat Driving 14- |
| 3 |
Concealment 12- |
| 3 |
Conversation 13- |
| 0 |
Deduction 8- |
| 5 |
KS: Movie Stunt Work 14- |
| 0 |
Language: English (Idiomatic, native accent) |
| 3 |
Paramedics 12- |
| 3 |
Persuasion 13- |
| 3 |
PS: Stuntman 14- |
| 3 |
Riding 14- |
| 3 |
Seduction 13- |
| 3 |
Shadowing 12- |
| 3 |
Stealth 14- |
| 3 |
Streetwise 13- |
| 3 |
Teamwork 14- |
| 0 |
TF: Bovines, Camels, Equines, Small Motorized Ground Vehicles |
| 3 |
Tracking 12- |
| 9 |
+3 with Cinematic Brawling |
| 9 |
+3 with Concealment, Shadowing, Stealth |
| 9 |
+3 with Pulling A Punch Notes: As a professional stuntman, Aries is expert at Pulling his punch. |
| 8 |
+4 with Move-Thru |
| 95 |
Total Skills Cost |
| Cost |
Name |
| 8 |
Computer Link: Zodiakos Kyklos Computer |
| 2 |
Deep Cover: Current 'Public' Identity |
| 1 |
False Identity: Varies |
| 1 |
Fringe Benefit: International Driver's License |
| 1 |
Fringe Benefit: Passport |
| 13 |
Total Perks Cost |
| Cost |
Name |
| 5 |
Eidetic Memory Notes: Over the years, Aries has cultivated an excellent memory for conversations and events. |
| 5 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 53 |
Molecular Alignment: Multipower, 53-point reserve | |
| 5u |
1) Charge!: Running +20" (6"/26" total), Reduced Endurance (1/2 END; +1/4)Notes: This power allows him to align his molecules to go in one direction as a whole. | 2 |
| 5u |
2) Dispersal: Desolidification , Reduced Endurance (1/2 END; +1/4) (50 Active Points)Notes: This power allows him to align his molecules so as to pass through solid objects. | 2 |
| 5u |
3) Polarized: Invisibility to Sight, Hearing and Touch Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points)Notes: This power polarizes his molacules so that light, sound and even a touch passes though his body. | 2 |
| 2u |
4) Hide the Horns: Cosmetic Transform 2d6 (Horns to no horns and vice-versa), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Persistent (+1/2), Continuous (+1) (35 Active Points); Limited Target Limited (-1/2)Notes: Allows Aries to make his horns 'disappear'. Actually a side product of a combination of 'invisibility' and 'desolidification'. This is his goto state and he must consciously turn it off. It is a good visual indication something is about to happen when the horns come out. | 0 |
| 30 |
Tough Skin: Armor (10 PD/10 ED) | 0 |
| 15 |
Battlenet: Encrypted: Mind Link , Anyone With A Comm Unit, Any distance, No LOS Needed, Number of Minds (x16); Only With Others Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4) | 0 |
| 10 |
Hard Headed: Mental Defense (12 points total) | 0 |
| 5 |
Capricorn's Immortality Spell: Life Support (Longevity Immortal) | 0 |
| 4 |
Heavy: Knockback Resistance -2" | 0 |
|
Senses | |
| 50 |
1) Sight Senses: +10 versus Range Modifier for Sight plus N-Ray Perception (Sight Group), Discriminatory plus Infrared Perception (Sight Group), Discriminatory plus Ultraviolet Perception (Sight Group), Discriminatory | 0 |
| 37 |
2) Hearing Sense: Spatial Awareness (Hearing Group) plus Active Sonar (Hearing Group) | 0 |
| 20 |
3) Paranoia: Mental Awareness, Discriminatory, Targeting | 0 |
| 20 |
4) Situational Awarness: Increased Arc Of Perception (360-Degree) with Sight Group and Hearing Group | 0 |
| 18 |
5) Hyper Alert: +6 PER with All Sense Groups | 0 |
| 10 |
6) Sense of Smell: Tracking with Normal Smell plus Discriminatory with Normal Smell | 0 |
| 289 |
Total Powers Cost |
| Cost |
Maneuver |
|
Cinematic Brawling |
| 3 |
1) Backhand: 1/2 Phase, +2 OCV, -2 DCV, 12d6 |
| 5 |
2) Bar Slide: 1/2 Phase, -2 OCV, -2 DCV, 80 STR |
| 3 |
3) Body Slam: 1/2 Phase, +1 OCV, +1 DCV, 12d6 Strike; Target Falls |
| 4 |
4) Charge: 1/2 Phase, +0 OCV, -2 DCV, 14d6 +v/5 Strike, FMove |
| 4 |
5) Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block |
| 3 |
6) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 12d6 +v/5 Strike; You Fall, Target Falls; FMove |
| 5 |
7) Heroic Handshake: 1/2 Phase, +2 OCV, -2 DCV, Grab One Limb, 60 STR |
| 4 |
8) Hoist 'n' Heave: 1 Phase, 0 OCV, -2 DCV, 80 STR |
| 5 |
9) Tough-guy Fist Grab: 1/2 Phase, 0 OCV, -2 DCV, Grab One Limb, 70 STR |
| 4 |
10) Two-Fisted Smash: 1/2 Phase, 0 OCV, -2 DCV, 16d6 |
| 40 |
Total Martial Arts Cost |
|