| Cost |
Name |
| 0 |
Acting 8- |
| 0 |
Climbing 8- |
| 0 |
Concealment 8- |
| 3 |
Concealment (Marine) 16- |
| 0 |
Conversation 8- |
| 3 |
Deduction 16- |
| 3 |
Forensic Medicine* 16- |
| 3 |
Linguist |
| 2 |
1) Language: English (idiomatic) |
| 0 |
2) Language: Greek (Ancient) (idiomatic) |
| 2 |
3) Language: Greek (Byzantine) (idiomatic) |
| 2 |
4) Language: Greek (Koine) (idiomatic) |
| 2 |
5) Language: Greek (Modern) (idiomatic) |
| 3 |
6) Language: Latin (idiomatic) |
| 3 |
Magic Research 16- Notes: 26- with Levels |
| 3 |
Magic Skill 16- Notes: 26- with levels |
| 3 |
PS: Doctor* 16- |
| 3 |
Paramedic* 16- |
| 3 |
Persuasion 13- |
| 3 |
Riding 15- |
| 3 |
Scholar |
| 2 |
1) KS: Abjuration Magic 16-Notes: Spells the Dispel, Suppress or Protect |
| 2 |
2) KS: Astrology 16- |
| 2 |
3) KS: Conjuration Magic 16-Notes: Spells to Summon |
| 2 |
4) KS: Demon Lore 16-Notes: Study taken up after the demonic Gemini joined the Zodiac |
| 2 |
5) KS: Enchanting Magic 16-Notes: Spells to control others |
| 2 |
6) KS: Evocation Magic 16-Notes: Spells utilizing raw power |
| 2 |
7) KS: Infectious Disease Control and Prevention* 16- |
| 2 |
8) KS: Magical Diseases and Curses 16- |
| 2 |
9) KS: Magical Research 16- |
| 2 |
10) KS: Marine Flora and Fauna 16- |
| 2 |
11) KS: Marine Herbalism 16- |
| 2 |
12) KS: Medical Practices* 16- |
| 2 |
13) KS: Transmutation Magic 16-Notes: Spells that Transform |
| 3 |
Scientist |
| 2 |
1) SS: Anatomy* 16- |
| 2 |
2) SS: Bacteriology* 16- |
| 2 |
3) SS: Biology 16- |
| 2 |
4) SS: Combat Medicine* 16- |
| 2 |
5) SS: Diagnostics* 16- |
| 2 |
6) SS: Emergency Medicine* 16- |
| 2 |
7) SS: Marine Biology 16- |
| 2 |
8) SS: Medicine* 16- |
| 2 |
9) SS: Neurology* 16- |
| 2 |
10) SS: Oncology* 16- |
| 2 |
11) SS: Pharmacology* 16- |
| 2 |
12) SS: Surgery* 16- |
| 2 |
13) SS: Toxicology* 16- |
| 2 |
14) SS: Veterinary Medicine* 16- |
| 2 |
15) SS: Virology* 16- |
| 0 |
Shadowing 8- |
| 3 |
Shadowing (Marine) 16- |
| 0 |
Stealth 8- |
| 3 |
Stealth (Marine) 15- |
| 2 |
Survival (Marine) 16- |
| 3 |
Teamwork 15- |
| 5 |
TF: Small Motorized Ground Vehicles, Small Rowed Boats, Small Wind-Powered Boats, Surfing, Swimming Beasts, Windsurfing |
| 3 |
Traveler |
| 2 |
1) AK: California Coastal Waters 16- |
| 2 |
2) AK: Drake's Bay Waters 16- |
| 2 |
3) AK: San Francisco Bay Waters 16- |
| 2 |
4) AK: The Aegaen Sea 16- |
| 2 |
5) AK: The Eastern Mediterranean Sea 16- |
| 2 |
6) AK: The Ionian Sea 16- |
| 1 |
7) CK: San Francisco 11- |
| 50 |
+10 with all Magic-based Skills |
| 24 |
+3 with all Magic-based Attacks |
| 20 |
+4 with any Medical Skills Notes: All Skills marked with * |
| 229 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Anonymity |
| 8 |
Computer Link: Zodiakos Kyklos Computer |
| 10 |
Contact: Ghost Archer (Contact has useful Skills or resources, Very Good relationship with Contact) 16- |
| 2 |
Deep Cover: Current 'Public' Identity |
| 1 |
False Identity: Varies |
| 1 |
Fringe Benefit: International Driver's License |
| 1 |
Fringe Benefit: Passport |
| 1 |
Fringe Benefit: License to practice medicine |
| 3 |
Fringe Benefit: Membership: Doctors Without Borders |
| 1 |
Passport (Canadian) |
| 6 |
Reputation: Brilliant doctor (the medical profession) 14-, +3/+3d6 |
| 37 |
Total Perks Cost |
| Cost |
Name |
| 3 |
Environmental Movement (no penalties on Underwater Movement) |
| 3 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 94 |
To the Sea Born: Swimming +28" (30" total) (x4 Noncombat), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2), Noncombat acceleration/deceleration (+1) | |
| 17 |
Nereid Magic: Elemental Control, 70-point powers, all slots Spell (-1/2), Requires A Magic Skill Roll (-1/2) | |
| 13 |
1) Body Of Water: Desolidification (affected by water, fire, cold attacks), Difficult To Dispel (x2 Active Points; +1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Cannot Pass Through Solid Objects (-1/2), Incantations (-1/4)Notes: Allows her to become as water | 0 |
| 26 |
2) Call Creatures of the Sea: Summon 4 350-point creatures, Sea Creatures (+1/2) (120 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), Incantations (-1/4)Notes: Generally this would be Orcas, Sperm Whales, Blue Whales, Great White Sharks, even the Kraken | 12 |
| 13 |
3) Drowning: Killing Attack - Ranged 1d6, Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), No Normal Defense (LS: Breathe water/Self-Contained Breathing or does not need to breathe; +1), Does BODY (+1), Continuous (+1) (71 Active Points); Gestures (-1/4), Incantations (-1/4), IIF (Water; -1/4)Notes: Fills the lungs of the target with water. Difficult to stop: Pisces must stop it herself, or someone must perform Rescue Breathing on the target for the full duration of the attack. In normal situations she will feed 30 END into the power, enough for ten Phases. She has not used this spell to its full effect in almost two thousand years. | 3 |
| 14 |
4) Ice Shards: Killing Attack - Ranged 3d6+1, Explosion (+1/2) (75 Active Points); Gestures (-1/4), Incantations (-1/4), IIF (Water; -1/4)Notes: Creates flash-frozen razor sharp ice shards | 7 |
| 14 |
5) Jet of Steam: Killing Attack - Ranged 3d6+1, Armor Piercing (+1/2) (75 Active Points); Gestures (-1/4), Incantations (-1/4), IIF (Water; -1/4)Notes: Superheats water into steam and ejects it under high pressure | 7 |
| 15 |
6) Life Guard: (Total: 71 Active Cost, 30 Real Cost) Succor: Swimming 4d6, Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Usable Simultaneously (up to 8 people at once; +1); Gestures (-1/4), Incantations (-1/4) (Real Cost: 22) plus Life Support (Breathe Underwater; Safe in High Pressure; Safe in Intense Cold), Usable Simultaneously (up to 8 people at once; +1) (Real Cost: 8)Notes: Can grant increased swimming and the ability to survive underwater to up to 8 people. | 2 |
| 9 |
7) Liquid Control: Telekinesis (33 STR), Affects Porous, Reduced Endurance (1/2 END; +1/4) (74 Active Points); Only Affects Liquids (-1/2), Gestures, Required throughout (-1/2), Incantations (Required throughout; -1/2), Concentration, required throughout (1/2 DCV; -1/2), Affects Whole Object (-1/4)Notes: Can lift about 400 gal. of liquid | 3 |
| 9 |
8) Repel Marine Creatures: Mind Control 6 1/2d6 (Animal class of minds), Area Of Effect (6" Radius; +1 1/4) (74 Active Points); single command: go away (-1), Non-mammalian Marine Creatures only (-1), Does Not Provide Mental Awareness (-1/4)Notes: She uses this power to discourage any overly interested predators of the deep. Also scares the crap out of every other fish nearby. | 7 |
| 16 |
9) Rip Tide: Suppress: Swimming 5d6+1, Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), Continuous (+1) (74 Active Points); Gestures (-1/4), Incantations (-1/4)Notes: Creates a riptide against the target | 3 |
| 12 |
10) Siren's Call: Mind Control 15d6 (75 Active Points); OIF (Focus: Lyre; -1/2), Gestures (-1/4), Incantations (-1/4), Does Not Provide Mental Awareness (-1/4) | 7 |
| 14 |
11) Soak: Dispel Fire-based Powers 10d6, One At A Time (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (5" Radius; +1) (75 Active Points); Gestures (-1/4), Incantations (-1/4), IIF (Water; -1/4) | 3 |
| 14 |
12) Splash In The Face: Sight and Hearing Groups Flash 11d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4), IIF (Water; -1/4) | 3 |
| 11 |
13) The Siren's Kiss: Energy Blast 4 1/2d6, Reduced Endurance (1/2 END; +1/4), No Normal Defense (Power DEF or body that lacks liquids; +1), Does BODY (+1) (75 Active Points); Victim At Least 50% Immersed In Water Gets A Free Recovery Of This Damage Each Phase (-1/2), No Range (-1/2), No Knockback (-1/4), Gestures (The Kiss; -1/4)Notes: This is the famous Siren's Kiss used once she has Enthralled her target into kissing her with the Siren's Call. | 3 |
| 7 |
14) Unpollute: Major Transform 2d6 (Polluted Water into Unpolluted Water, New pollution), MegaScale (1" = 10 km; +1/2), Area Of Effect (5" Radius; +1) (75 Active Points); Side Effects, occurs automatically whenever Power is used (7 1/2d6 END Drain; -2), Increased Endurance Cost (x5 END; -2)Notes: She has always been able to cleanse the waters around her and once, a very long time ago, it was easy. Times change and with industrial pollution becoming a tremendous problem, what was once simple has become a nearly impossible. Now to use this power is to exhaust herself into a near coma. She is not afraid to use the power but as it would be fighting a losing battle she must be very selective. She will use it for things such as a major oil spill to save her aquatic family without hesitation. | 35 |
| 16 |
15) Water Mastery: Suppress Water-based Powers 5d6, all water-based powers simultaneously (+2); Gestures (-1/4), Incantations (-1/4) | 7 |
| 31 |
Magic Skills: Multipower, 77-point reserve, all slots Requires A Magic Skill Roll (-1/2), Spell (-1/2), Incantations (-1/4), Gestures (-1/4) | |
| 1u |
1) Banish Demons: Extra-Dimensional Movement (to the Abyss), x2 Increased Weight, Usable As Attack (+1); Only vs. Demons (-2), OAF: Holy Symbol (cross ... yes, she is a Christian) (-1)Notes: This is how the original Gemini was returned to Hell | 5 |
| 2u |
2) Block Magic Energy: Force Wall (24 ED), Costs END Only To Activate (+1/4); Only to Block Magic Energy Attacks (-2) | 6 |
| 3u |
3) Dispel Magic: Dispel 20d6, any magic power one at a time (+1/4) (75 Active Points) | 7 |
| 3u |
4) Dispel All Magic: Dispel 8d6, all [special effect] powers simultaneously (+2) (72 Active Points) | 7 |
| 1u |
5) Deflect Magic: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Magic-based Attacks only (-1) | 0 |
| 3u |
6) Dome of Protection: Force Wall (12 PD/12 ED; 2" long and 1" tall), Costs END Only To Activate (+1/4)Notes: Usually used to protected a fallen comrade while she heals them | 6 |
| 2u |
7) Healing Spell: Healing BODY 7d6, Can Heal Limbs; Power loses all of its effectiveness if injures/damage is more than a few months old. (-2)Notes: While she has the power to heal terrible injuries, she is limited in that those injuries have to be realatively recent, within the last few months. For this reason she is unable to restore Taurus to his former glory. | 7 |
| 32 |
Nereid Echo: Active Sonar (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic: +10, Tracking; Only in water (-1/4) Notes: Extremely accurate, long range active sonar. | 0 |
| 30 |
Water Current Sense: Detect Physical Vibrations 21-/16- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting Sense; Only In Contact With Water (-1/4) Notes: She can use this sence in conjuction with Call Water to find invisible targets, locate targets on the other side of a barrier etc. | 0 |
| 23 |
Nereid Water Awareness: Detect A Single Thing 21-/16- (Smell/Taste Group), Increased Arc Of Perception (360 Degrees), Range, Targeting Notes: She always knows the location of the nearest water source. | 0 |
| 21 |
Nereid Affinity: Telepathy 5d6 (Animal class of minds), Reduced Endurance (0 END; +1/2), Continuous (+1); Marine Mammals Only (-1), Requires verbalization (throughout; -1/2), Communication Only (-1/4), Does Not Provide Mental Awareness (-1/4) | 0 |
| 20 |
Siren Form: Shape Shift (Sight, Touch and Mystic Groups), Costs END Only To Change Shape (+1/4) Notes: This allows her to change her shape between human and her natural nereid, meremaid-like, form. | 2 |
| 18 |
Nereid Regeneration: Healing 2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) | 0 |
| 17 |
Call Water: Change Environment 16" radius, Long-Lasting 20 Minutes; Side Effects (Causes pipes to burst and ground water to erupt in her area when no open source of water is available; 1d6 RKA AOE Radius; -3/4) Notes: She uses this power to flood the area around her (usually only a few inches of water) providing both the water she needs for her other spells and a 'sounding board' for her Water Current Sense. | 3 |
| 16 |
Ancient Mind: Mental Defense (20 points total) | 0 |
| 15 |
Nereid Toughness: Damage Resistance (10 PD/20 ED) | 0 |
| 8 |
Nereid Physiology: Life Support (Expanded Breathing: Breathe Water; Safe in High Pressure; Safe in Intense Cold) | 0 |
| 8 |
Nereid Rapport: Animal Handler (Aquatic Animals) 16- | |
| 6 |
Nereid Underwater Senses: +5 PER with all Sense Groups (15 Active Points); Power Only Works In Water (-1 1/2) | 0 |
| 5 |
Nereid Longevity: Life Support (Longevity: Immortal) | 0 |
| 5 |
Nereid Eyes: Underwater Vision | 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 |
| 599 |
Total Powers Cost |
|