| Cost |
Name |
| 0 |
AK: Boston Area 8- |
| 3 |
AK: The Valley of the Wild Hunt 15- |
| 3 |
Acting 12- |
| 3 |
Breakfall 12- (16-) |
| 3 |
Bureaucratics 12- |
| 0 |
Climbing 8- |
| 3 |
Cloak 15- |
| 3 |
Concealment 15- |
| 3 |
Conversation 12- |
| 5 |
Cramming |
| 3 |
Criminology 15- |
| 0 |
CuK: The Legal Culture 8- |
| 3 |
Deduction 15- |
| 3 |
Fascade 15- |
| 3 |
High Society 12- |
| 3 |
Hoist 15- |
| 3 |
Instructor 15- |
| 3 |
Interrogation 12- |
| 0 |
Language: English (Idiomatic) |
| 3 |
Oratory 12- |
| 1 |
PS: Lawyer 15- |
| 3 |
Paramedics 15- |
| 3 |
Persuasion 12- |
| 3 |
Research 15- |
| 3 |
Scholar |
| 2 |
1) KS: Court Procedures 15- |
| 2 |
2) KS: Criminal Law 15- |
| 2 |
3) KS: Criminal Psychology 15- |
| 1 |
4) KS: Dance 11- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 2 |
Survival (Temperate/Subtropical Forests) 15- |
| 0 |
TF: Bicycles, Small Motorized Ground Vehicles |
| 3 |
Tactics 15- |
| 3 |
Teamwork 12- (16-) |
| 3 |
Veil 15- |
| 10 |
+5 with Pulling A Punch |
| 91 |
Total Skills Cost |
| Cost |
Name |
| 12 |
Base: The Wild Hunt Base |
| 12 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 50 |
Mental Powers: Multipower, 75-point reserve, all slots Extra Time (Full Phase, -1/2) | |
| 5u |
1) Stun: Ego Attack 7 1/2d6 | 7 |
| 5u |
2) Convince: Mind Control 15d6 | 7 |
| 5u |
3) Locate: Mind Scan 15d6 | 7 |
| 5u |
4) Read: Telepathy 15d6 | 7 |
| 5u |
5) Speed of Thought: Teleportation 25", x16 Noncombat, x4 Increased Mass | 7 |
| 5u |
6) Vacate: Teleportation 5", No Relative Velocity, Position Shift, x2 Increased Mass, Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) | 3 |
| 24 |
Mental Discipline: Mental Defense (30 points total) | 0 |
| 7 |
Knows When To Close His Eyes: Sight Group Flash Defense (10 points); Activation Roll 14- (-1/2) | 0 |
| 0 |
Mental Awareness | 0 |
| 7 |
Psion Form: Elemental Control, 20-point powers, all slots Only In Heroic Identity (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) | |
| 25 |
1) +60 STR; No Figured Characteristics (-1/2) | 6 |
| 25 |
2) +20 DEX; No Figured Characteristics (-1/2) | |
| 20 |
3) +25 CON; No Figured Characteristics (-1/2) | |
| 5 |
4) +10 BODY; No Figured Characteristics (-1/2) | |
| 7 |
5) +21 PD | |
| 12 |
6) +28 ED | |
| 7 |
7) Damage Resistance (20 PD/20 ED) | 0 |
| 219 |
Total Powers Cost |
| Equipment |
END |
| The Wild Hunt Comm Unit: 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 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 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 |
|