| Cost |
Name |
| 3 |
Acrobatics 16- |
| 3 |
Acting 13- Notes: This really only allows him to 'act' human while teaching or at a chess tourament. |
| 0 |
Acting 8- Notes: This represents his 'acting' ability under normal circumstances. |
| 3 |
Breakfall 16- |
| 3 |
Climbing 16- |
| 3 |
Combat Piloting 16- |
| 18 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 18- |
| 3 |
Concealment 15- |
| 0 |
Conversation 8- Notes: War Eagle still has problems with small talk. |
| 3 |
Deduction 15- |
| 3 |
Disguise 15- |
| 3 |
Instructor 15- |
| 3 |
Interrogation 13- |
| 3 |
Inventor 15- |
| 4 |
Language: English (completely fluent) |
| 0 |
Language: Romulan (idiomatic) |
| 3 |
Lockpicking 16- |
| 3 |
Mechanics 15- |
| 6 |
Navigation (Air, Hyperspace, Land, Marine, Space) 15- |
| 3 |
Oratory 13- |
| 3 |
Paramedics 15- |
| 3 |
Persuasion 13- |
| 3 |
PS: Professor 15- |
| 3 |
Research 15- |
| 3 |
Riding 16- |
| 3 |
Scholar |
| 2 |
1) KS: Academic Politics 15- |
| 2 |
2) KS: Astronavigation 15- |
| 5 |
3) KS: Chess 18- |
| 2 |
4) KS: Earth's Paranormals 15- |
| 2 |
5) KS: Romulan History 15- |
| 2 |
6) KS: Starship Tactics 15- |
| 3 |
Scientist |
| 2 |
1) SS: Anti-Gravity Technology 15- |
| 2 |
2) SS: Anti-Matter Technology 15- |
| 2 |
3) SS: Astronomy 15- |
| 2 |
4) SS: Astrophysics 15- |
| 2 |
5) SS: Cloak Technology 15- |
| 2 |
6) SS: Computer Science 15- |
| 2 |
7) SS: Electrical Engineering 15- |
| 2 |
8) SS: Exobiology 15- |
| 2 |
9) SS: Force Field Technology 15- |
| 2 |
10) SS: Life Sciences 15- |
| 2 |
11) SS: Mechanical Engineering 15- |
| 2 |
12) SS: Metallurgy 15- |
| 2 |
13) SS: Planetology 15- |
| 2 |
14) SS: Plasma Technology 15- |
| 2 |
15) SS: Starship Engineering 15- |
| 2 |
16) SS: Subatomic Physics 15- |
| 3 |
Security Systems 15- |
| 3 |
Shadowing 15- |
| 3 |
Stealth 16- |
| 2 |
Survival (Desert) 15- |
| 10 |
Systems Operation (Communications Systems, Environmental Systems, FTL Sensors, Phaser, Plasma, Radar, Sensor Jamming Equipment, Sonar) 15- |
| 9 |
TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Equines, Helicopters, Large Planes, Small Planes, Tracked Military Vehicles, Wheeled Military Vehicles |
| 3 |
Tactics 15- |
| 3 |
Teamwork 16- |
| 3 |
Traveler |
| 2 |
1) AK: Bay Area 15- |
| 2 |
2) AK: Monterey 15- |
| 2 |
3) AK: Romulan Empire 15- |
| 2 |
4) AK: Silicone Valley 15- |
| 2 |
5) CK: San Francisco 15- |
| 2 |
6) CuK: College Academia 15- |
| 2 |
7) CuK: Romulan Culture 15- |
| 11 |
WF: Beam Weapons, Common Melee Weapons, Energy Weapons, Small Arms, Off Hand, Vehicle Weapons (Romulan Starship) |
| 2 |
Weaponsmith (Energy Weapons) 15- |
| 9 |
+3 with Plasma Rifle |
| 9 |
+3 with the Romulan Way |
| 222 |
Total Skills Cost |
| Cost |
Name |
| 50 |
Base: The Valley of the Wild Hunt |
| 2 |
Deep Cover: Professor Jason Williamson |
| 1 |
Fringe Benefit: Tenured Profession (Stanford) |
| 6 |
Reputation: Respected Professor of Astrophysics/Astronomy (The Academic World/NASA) 14-, +3/+3d6 |
| 3 |
Reputation: World-class Chess Master (The Chess World) 14-, +3/+3d6 |
| 20 |
Vehicle: War Eagle's Hover Board |
| 82 |
Total Perks Cost |
| Cost |
Name |
| 10 |
Universal Translator 15-; OAF (Tricoder; -1) |
| 10 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 36 |
Plasma Rifle: Multipower, 100-point reserve, all slots OAF (-1), Power Cannot Be Bounced (-1/4), Power Cannot Be Pushed (-1/4), Power Does Not Work In Water (-1/4) | |
| 3u |
1) Plasma Blast: Energy Blast 20d6; No Knockback (-1/4) | 10 |
| 3u |
2) Plasma Ball: Energy Blast 13d6+1, Area Of Effect (One Hex; +1/2); No Knockback (-1/4) | 10 |
| 3u |
3) Plasma Shotgun: Energy Blast 13d6+1, Autofire (5 shots; +1/2); No Knockback (-1/4) | 10 |
| 3u |
4) Plasma Bomb: Energy Blast 11d6+1, Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2); No Knockback (-1/4) | 10 |
| 3u |
5) Plasma Bolt: Killing Attack - Ranged 5d6+1, +1 Increased STUN Multiplier (+1/4); No Knockback (-1/4) | 10 |
| 3u |
6) Plasma Envelope: Entangle 6d6, 7 DEF, Backlash (+1/2) | 10 |
| 43 |
Plasma Gun Micro-Fusion Reactor: Endurance Reserve (200 END, 30 REC) Reserve: OIF (-1/2) | 0 |
| 37 |
Romulan Survival Harness: Elemental Control, 110-point powers, all slots OIF (-1/2) | |
| 77 |
1)
Shields:Force Field (15 PD/15 ED) (Protect Carried Items), Persistent (+1/2), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) plus
Life Support System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); Linked (Shields; Lesser Power can only be used when character uses greater Power at full value; -3/4) | 0 |
| 38 |
2) Anti-Grav System: Flight 25", x64 Noncombat, Reduced Endurance (0 END; +1/2) | 0 |
| 37 |
3) Cloaking Device: Invisibility to Sight, Hearing, Radio and Smell/Taste Groups, Combat Sense and Spatial Awareness , No Fringe, Persistent (+1/2), Reduced Endurance (0 END; +1/2) | 0 |
| 17 |
Romulan Armor: Armor (10 PD/10 ED); OIF (-1/2), Real Armor (-1/4) | 0 |
|
Romulan Helmet, all slots OIF (-1/2) | |
| 7 |
1) Mental Defense (14 points total) | 0 |
| 7 |
2) Radio Perception/Transmission (Radio Group) | 0 |
| 7 |
3) Hearing Group Flash Defense (10 points) | 0 |
| 7 |
4) Sight Group Flash Defense (10 points) | 0 |
| 7 |
5) Ultraviolet Perception (Sight Group), Discriminatory | 0 |
| 7 |
6) Ultrasonic Perception (Hearing Group), +2 to PER Roll, Discriminatory | 0 |
| 7 |
Honor Knife: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR); Independent (-2), OAF (-1) | 3 |
| 4 |
Romulan Rapid Healing: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Hour, -3), Self Only (-1/2) | 0 |
| 1 |
Romulan Longevity: Life Support (Longevity: 200 Years) | 0 |
| 10 |
Human Disguise: Shape Shift (Sight and Touch Groups), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (5 Minutes, Only to Activate, -1), IAF (Makeup/Prosthetics; -1/2) | 0 |
| 367 |
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 |
|
The Romulan Way |
| 4 |
1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
| 5 |
2) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike |
| 4 |
3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
4) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm |
| 4 |
5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
6) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike |
| 3 |
7) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls |
| 4 |
8) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND |
| 5 |
9) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike |
| 1 |
10) Weapon Element: Blades, Empty Hand |
| 38 |
Total Martial Arts Cost |
|