Cost |
Name |
2 |
AK: Plains of Fire 11- |
3 |
Acrobatics 13- |
0 |
Acting 8- |
3 |
Breakfall 13- |
3 |
Climbing 13- |
3 |
Concealment 12- |
0 |
Conversation 8- |
0 |
CuK: Home Culture 8- |
0 |
Deduction 8- |
3 |
Defense Maneuver I |
3 |
Fast Draw (Blades) 13- |
3 |
Language: English (fluent conversation) |
0 |
Language: Feline (idiomatic) |
19 |
Magic Skill 20- |
2 |
PS: Fire Warrior Mage 11- |
0 |
Paramedics 8- |
0 |
Persuasion 8- |
3 |
Scholar |
1 |
1) KS: Famous Warriors 11- |
1 |
2) KS: Fighting Styles 11- |
2 |
3) KS: Fire Magic 12- |
1 |
4) KS: Glasslands Creatures 11- |
1 |
5) KS: Kenjutsu 11- |
1 |
6) KS: KenjutsuFirecat Training 11- |
1 |
7) KS: Magic History 11- |
1 |
8) KS: Woodlore 11- |
3 |
Sleight Of Hand 13- |
3 |
Spell Research 12- |
3 |
Stealth 13- |
3 |
Streetwise 12- |
2 |
Survival (Temperate/Subtropical Plains, Tropical Plains) 12- |
0 |
TF: Bicycles, Small Motorized Ground Vehicles |
3 |
Tracking 12- |
10 |
Two-Weapon Fighting (HTH) |
5 |
Weapon Familiarity: Common Melee Weapons, Common Missile Weapons, Off Hand |
6 |
+2 with Firecat Training |
94 |
Total Skills Cost |
Cost |
Name |
3 |
Lightsleep |
3 |
Total Talents Cost |
|
|
Cost |
Power |
END |
26 |
Firecat Magic: Multipower, 52-point reserve, all slots Spell (-1/2), Requires A Magic Skill Roll (-1/2) | |
2u |
1) Dispel Magic: Dispel 13d6, One Power At A Time (+1/4) | 5 |
2u |
2) Fire Blast: Energy Blast 10d6 | 5 |
2u |
3) Hypnotic Flames: Mind Control 8d6, Telepathic (+1/4) | 5 |
2u |
4) Fire Ball: Energy Blast 6d6, Explosion (+1/2) | 4 |
2u |
5) Fire Bolt: Killing Attack (RKA) 3d6+1 | 5 |
1u |
6) Blinding Flame: Sight Group Flash 3d6, Explosion (+1/2) | 2 |
2u |
7) Smoking Fire: Darkness to Sight Group 5" radius | 5 |
1u |
8) Dancing Flame: Hearing Group Images 1" radius | 1 |
1u |
9) Fire Sight: Clairsentience (Sight Group); Limited Power: Only from fire to fire (-2) | 2 |
1u |
10) Torch: Sight Group Images Increased Size (4" radius; +1/2), +/-3 to PER Rolls, Alterable Size; Only To Create Light (-1) | 4 |
2u |
11) Searing Touch: Killing Attack (RKA) 2d6+1, Armor Piercing (+1/2); No Range (-1/2) | 5 |
3u |
12) Skin of Flame: Killing Attack (RKA) 1d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) | 0 |
|
| |
26 |
Firecat Weapons: Multipower, 52-point reserve, all slots OAF (Various Weapons; -1) | |
3u |
1) Fire Sword: Killing Attack (HTH) 2d6+1 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) | 0 |
3u |
2) Fire Shurikins: Killing Attack (RKA) 2d6, 30 Charges (+1/4), Autofire (5 shots; +1/2) | [30] |
2u |
3) Fire Dagger: Killing Attack (HTH) 1 1/2d6 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) | 0 |
27 |
Fire Shield: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Requires A Magic Skill Roll (-1/2) | 0 |
|
| |
54 |
Cheetah Speed: Running +34" (6"/40" total); No Noncombat movement (-1/4) Notes: Top Speed: 60 mph/96 kph | 7 |
13 |
See The Magic: Detect Detect: Detect Magic 12- (Sight Group), Discriminatory, Analyze | 0 |
175 |
Total Powers Cost |
Equipment |
END |
The Wild Hunt Comm Unit:
SpockNET: Encrypted: Mind Link ,
Anyone With A Comm Unit, Any distance, No LOS Needed, Number
of Minds (x32); 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)
plus SpockINFONET: Contact: Spock
(Contact has access to major institutions, Contact has
significant Contacts of his own, Contact has useful Skills
or resources, Very Good relationship with Contact) 18-
plus Teleporter Locator:
Teleportation: Floating Fixed Location (1 Locations); IIF
(-1/4) Notes: This All-in-One unit provides communications between team mambers, provides access to Spock, and provides Location beacon for Teleporter use. It has been 'paid' for by the Wild Hunt Base. | 0 |
Cost |
Maneuver |
|
Firecat Training |
4 |
1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR |
4 |
2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
4 |
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll |
4 |
4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
4 |
5) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike |
5 |
6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove |
5 |
7) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike |
5 |
8) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike |
5 |
9) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away |
0 |
10) Weapon Element: Blades |
2 |
11) Weapon Element: Empty Hand (Bind, Block, Disarm, Evade, Takeaway maneuvers only), Off Hand |
42 |
Total Martial Arts Cost |
|