| Cost |
Name |
| 0 |
Acting 8- |
| 0 |
AK: Belfast Area 8- |
| 0 |
Climbing 8- |
| 0 |
Concealment 8- |
| 0 |
Conversation 8- |
| 0 |
CuK: Irish Culture 8- |
| 0 |
Deduction 8- |
| 2 |
KS: Irish Folk Songs 11- |
| 0 |
Language: English (Idiomatic) |
| 0 |
Language: Irish (Idiomatic) |
| 2 |
Musical Instrument Familiarity (Chordophones) 11- |
| 0 |
Paramedics 8- |
| 0 |
Persuasion 8- |
| 3 |
PS: Musician 14- |
| 0 |
PS: Student 11- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 0 |
TF: Bicycles, Small Motorized Ground Vehicles |
| 7 |
Total Skills Cost |
| Cost |
Name |
| 5 |
Latent Psionic |
| 5 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
|
The Powers of the Banshee | |
| 29 |
1) Banshee's Death Sense: Danger Sense (immediate vicinity, any danger, Function as a Sense, Targeting Sense, Telescopic (+10)); Only Senses Impending Death (-1) 18-Notes: The user will only sense impending death whether by accident, malice or natural causes. This is subject to the GM's design. The range of this sense without range modifiers coming into play is about 256 meters but even so at ranges of up to about 8000 meters (5 miles) the possibility of the sense detecting a death is 8-. Only at ranges of 32000 meters (20 miles) or greater, does a death become undetectable. The Targeting aspect of the power is only used to direct the user to the location of the impending death. | |
| 23 |
2) Cry of the Banshee: Hearing Group Images 1" radius, +/-8 to PER Rolls, Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Set Effect (only to amplify character's voice; -1), Power Only Works During the Night (-1/2) plus +50 PRE, Ranged (+1/2); No Conscious Control (-2), Offensvie Only (-1), Can Only Cause Fear (-1/2), Power Only Works at Night (-1/2), Linked (The Banshee's Wail; Lesser Power can only be used when character uses greater Power at full value; -1/2)Notes: The Cry of the Banshee occurs once the user arrives at the death site. It will usually last until just before sunrise, or if the user is summoned to another death site. Under normal circumstances the PRE attack from the Cry is +3d6. +1d6 for surprise (no one expects it): +1d6 for Soliloquy (i.e. a scary AF Scream: +1d6 for the reputation of a Banshee | 0 |
| 16 |
3) Flight of the Banshee: Flight 20", Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Power Only Works at Night (-1/2), no Noncombat movement (-1/4)Notes: The course of this flight is always to the death site. The user cannot control it. | 0 |
| 13 |
4) Banshee Ghost Form: Desolidification , Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Does Not Protect Against Damage (-1), Instant (-1/2), Only To Pass Through Barriers That Prevent Her Reaching Death Site (-1/4)Notes: This power only allows the user to pass through anything that might block the path to the death site. It is only active for the time it takes to pass through the blockage and provides no defenses. It actives automatically and the user has no control over it. | 0 |
| 5 |
5) Form of the Banshee: Shape Shift (Sight and Hearing Groups), Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Conditional Power Power Only Works at Night (-1/2)Notes: This power gives the user the appearaance of a ghost version of herself. She has no control over it. | 0 |
|
Other Metahuman Powers | |
| 33 |
1) Can't Be Killed: Healing 2d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) | 0 |
| 5 |
2) Immortal: Life Support (Longevity: Immortal) | 0 |
| 5 |
3) Night Sight: Nightvision | 0 |
| 129 |
Total Powers Cost |
|