| Cost |
Name |
| 3 |
Acrobatics 16- |
| 3 |
Acting 17- |
| 3 |
Animal Handler (Camels, Equines) 17- |
| 3 |
Breakfall 16- |
| 3 |
Bribery 17- |
| 3 |
Climbing 16- |
| 3 |
Combat Driving 16- |
| 3 |
Combat Piloting 16- |
| 12 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers, Military Computers) 16- |
| 3 |
Concealment 16- |
| 3 |
Conversation 17- |
| 3 |
Criminology 16- |
| 3 |
Deduction 16- |
| 3 |
Demolitions 16- |
| 3 |
Electronics 16- |
| 3 |
Fast Draw: Blades 16- |
| 3 |
Fast Draw: Bows 16- |
| 3 |
Fast Draw: Hand Guns 16- |
| 3 |
Forensic Medicine 16- |
| 3 |
Gadgeteering 16- |
| 3 |
Inventor 16- |
| 3 |
Jack of All Trades |
| 2 |
1) PS: Crime Scene Investigator 16- |
| 2 |
2) PS: Dancer 16- |
| 2 |
3) PS: Fletcher 16- |
| 2 |
4) PS: Musician 16- |
| 2 |
5) PS: Private Investigator 16- |
| 3 |
Linguist |
| 3 |
1) Language: English (idiomatic) |
| 2 |
2) Language: French (completely fluent) |
| 0 |
3) Language: Quenya (idiomatic; Native) |
| 0 |
4) Language: Sindarin (idiomatic; Native) |
| 0 |
5) Language: Westron (idiomatic; Native) |
| 3 |
Lockpicking 16- |
| 3 |
Mimicry 16- |
| 5 |
Musical Instrument Familiarity (Aerophones, Chordophones) 16- |
| 27 |
Navigation (Dimensional, Temporal) 28- |
| 3 |
Paramedics 16- |
| 3 |
Persuasion 17- |
| 3 |
Riding 16- |
| 3 |
Scholar |
| 2 |
1) KS: Ballads of the Green 16- |
| 2 |
2) KS: Cooking 16- |
| 2 |
3) KS: Dimensions 16- |
| 2 |
4) KS: Genocide 16- |
| 2 |
5) KS: Herbology 16- |
| 2 |
6) KS: Music 16- |
| 2 |
7) KS: Paranormals 16- |
| 2 |
8) KS: Songs of Lothlorien 16- |
| 2 |
9) KS: Way of the Bow 16- |
| 2 |
10) KS: Way of the Sword 16- |
| 2 |
11) KS: Wood Lore 16- |
| 3 |
Scientist |
| 2 |
1) SS: AI Engineering 16- |
| 2 |
2) SS: Anti-Matter Engineering/Technology 16- |
| 2 |
3) SS: Ballistics 16- |
| 2 |
4) SS: Botany 16- |
| 2 |
5) SS: Chemistry 16- |
| 2 |
6) SS: Criminal Psychology 16- |
| 2 |
7) SS: Criminology 16- |
| 2 |
8) SS: Electronics Engineering 16- |
| 2 |
9) SS: Pharmacology 16- |
| 2 |
10) SS: Teleportation Engineering/Technology 16- |
| 2 |
11) SS: Toxicology 16- |
| 2 |
12) SS: Zoology 16- |
| 3 |
Security Systems 16- |
| 3 |
Seduction 17- |
| 3 |
Shadowing 16- |
| 3 |
Sleight Of Hand 16- |
| 3 |
Stealth 16- |
| 3 |
Streetwise 17- |
| 12 |
Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 16- |
| 7 |
Systems Operation (Communications Systems, Medical Systems, Radar, Sensor Jamming Equipment, Sonar) 16- |
| 8 |
TF: Common Motorized Ground Vehicles, Combat Aircraft, Equines, Helicopters, Large Planes, Large Wind-Powered Boats, Small Motorized Boats, Small Planes, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles |
| 3 |
Teamwork 16- |
| 3 |
Tracking 16- |
| 3 |
Trading 17- |
| 3 |
Traveler |
| 2 |
1) AK: Bay Area 16- |
| 2 |
2) AK: New York City Underground 16- |
| 2 |
3) AK: Northern California 16- |
| 2 |
4) AK: Sherwood Forest 16- |
| 2 |
5) AK: The Road 16- |
| 2 |
6) CK: Berkeley 16- |
| 0 |
7) CK: Cinnabar 11- |
| 2 |
8) CK: New York City 16- |
| 2 |
9) CK: Oakland 16- |
| 2 |
10) CK: San Francisco 16- |
| 2 |
11) CK: Seattle 16- |
| 10 |
Two-Weapon Fighting (HTH) |
| 6 |
WF: Common Melee Weapons, Common Missile Weapons, Small Arms |
| 3 |
Weaponsmith (Arrows, Bows) 16- |
| 30 |
+5 with HTH and Ranged Combat |
| 24 |
: +8 vs. Range Modifier with All Attacks |
| 342 |
Total Skills Cost |
| Cost |
Name |
| 100 |
Base: The Wild Hunt Base |
| 2 |
Fringe Benefit: Concealed Weapon Permit (where appropriate) |
| 1 |
Fringe Benefit: International Driver's License |
| 5 |
Fringe Benefit: International Police Powers |
| 1 |
Fringe Benefit: Passport |
| 2 |
Fringe Benefit: Private Investigator License |
| 15 |
Money: Filthy Rich |
| 6 |
Reputation: Really Bad News (Criminals Of All Stripe) 14-, +2/+2d6 |
| 6 |
Reputation: The Guy Who Gets Things Done (People In Need Of Help) 14-, +2/+2d6 |
| 3 |
Well-Connected |
| 4 |
1) Contact: Charles Driscole, SFPD Police Captain (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) 11- |
| 5 |
2) Contact: Director of the FBI (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) 11- |
| 6 |
3) Contact: Golden Avenger (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) 11- |
| 2 |
4) Contact: Jessica Lorenzo, Reporter, San Francisco Chronicle (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) 11- |
| 1 |
5) Contact: Pisces of the Zodiac (Contact limited by identity, Good relationship with Contact) 11- |
| 1 |
6) Contact: Raymond 'Stoney' Jackson, Information Broker (Contact has significant Contacts of his own, Contact limited by identity) 11- |
| 160 |
Total Perks Cost |
| Cost |
Name |
| 9 |
Ambidexterity (no Off Hand penalty) |
| 3 |
Absolute Range Sense |
| 3 |
Absolute Time Sense |
| 37 |
Danger Sense (general area, any danger, Function as a Sense) 16- |
| 2 |
Environmental Movement: Supreme Balance (no penalties on Balance Manevers) |
| 3 |
Lightsleep |
| 2 |
Trackless Stride |
| 20 |
Universal Translator 16- |
| 79 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
|
Equipment | |
| 37 |
Bow and Arrows: Multipower, 112-point reserve, all slots Invisible to Hearing Group, Source Only (+1/4); all slots OAF (-1), Requires two hands (-1/2), Cannot Be Bounced, Pushed or Spread (-1/2), Restrainable (-1/2), Real Weapon (-1/4) | |
| 2u |
1) Air Concussion Arrow: Energy Blast 9d6, Area Of Effect (5" Radius; +1); 12 Charges (-1/4) | [12] |
| 2u |
2) Air Entangle Arrow: Entangle 9d6, 9 DEF; 12 Charges (-1/4) | [12] |
| 2u |
3) Air Jet Arrow: Energy Blast 18d6; 8 Charges (-1/2) | [8] |
| 2u |
4) Air Soldiification Arrow: Energy Blast 9d6, No Normal Defense (Any Rigid PD; +1); 12 Charges (-1/4) | [12] |
| 2u |
5) Electro Arrow: Energy Blast 18d6, STUN Only; 8 Charges (-1/2), No Knockback (-1/4) | [8] |
| 2u |
6) Flare Arrow: Sight Group Flash 18d6; 8 Charges (-1/2) | [8] |
| 2u |
7) Molecular Scrambler Arrow: Energy Blast 12d6, Affects Desolidified Any form of Desolidification (+1/2); 12 Charges (-1/4) | [12] |
| 2u |
8) Rocket Arrow: Killing Attack - Ranged 6d6; 12 Charges (-1/4) | [12] |
| 2u |
9) Shape Charge Arrow: Killing Attack - Ranged 4d6, Armor Piercing (+1/2); 12 Charges (-1/4) | [12] |
| 2u |
10) Smoke Arrow: Darkness to Sight Group 9" radius; 6 Continuing Charges lasting 1 Turn each (-1/4) | [6 cc] |
| 20 |
Katana: Killing Attack - Hand-To-Hand 2d6+1 (4 1/2d6 w/STR) (+1 OCV), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) | 5 |
| 16 |
Wakizashi: Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR) (+1 OCV), +1 Increased STUN Multiplier (+1/4); OAF Unbreakable (-1), Real Weapon (-1/4), Required Hands One-Handed (-0) | 4 |
|
Inherent Powers | |
| 71 |
Walk the Road: Extra-Dimensional Movement (Any Point in Time, Any Physical Location), Usable By Other (+1/4), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Continuous (+1); Side Effects, Side Effect occurs automatically whenever Power is used (Requires an INT roll the first time entering a new dimension; -1), Extra Time (Full Phase, -1/2), Gate (-1/2), Gestures: Ripping the Fabric of Time and Space (-1/4), Requires A Navigation (Dimensional/Temporal) Skill Roll To Arrive At The Correct Location/Time (At -12; -1/4) | 0 |
| 66 |
Cosmic Powers: Variable Power Pool, 30 base + 15 control cost, Cosmic (+2); all slots Power Cannot Be Pushed (-1/4)
Notes: This power can create just about anything Archer dreams up. | |
| 0 |
1) Agile Flight: No Turn Mode (+1/4) for up to 120 Active Points of Flight Real Cost: 24
Notes: Removes turn mode from flight | 3 |
| 0 |
2) Alien Attack: Shape Shift (Sight and Touch Groups) plus +17 PRE; Only to induce fear (-1/4) Real Cost: 21
Notes: This was used once as a joke but proved so effective, he decided to keep it in his repertoire. | 1 |
| 0 |
3) Alter DNA: Major Transform 1d6+1 (From current DNA to selected DNA, Genetics manipulation), Improved Results Group (Can alter DNA within 'humanoid' types) (+1/2) Real Cost: 24
Notes: See notes in POWERS/TACTICS | 3 |
| 0 |
4) Altered Forms: Shape Shift (Sight and Touch Groups, any roughly humaniod shape), Costs END Only To Change Shape (+1/4) Real Cost: 23 | 2 |
| 0 |
5) Analyze DNA: Detect DNA 19- (Unusual Group), Discriminatory, Analyze Real Cost: 10 | 0 |
| 0 |
6) Arctic Warmth: Change Environment 4" radius (+2 Temperature Level Adjustment, Long-Lasting 20 Minutes), MegaScale (1" = 1 km; +1/4); Extra Time (1 Minute, Only to Activate, -3/4) Real Cost: 14
Notes: Will increase the ambiant temperature of a 4 kilometers radius area by 2 levels. (@ 30 degrees f) | 3 |
| 0 |
7) Armor Up! I: Armor (10 PD/10 ED) Real Cost: 24 | 0 |
| 0 |
8) Armor Up! II: Armor (20 PD/0 ED) Real Cost: 24 | 0 |
| 0 |
9) Armor Up! III: Armor (0 PD/20 ED) Real Cost: 24 | 0 |
| 0 |
10) Attack from the Road: Transdimensional (Single Dimension; +1/2) for up to 46 Active Points of the Katana Real Cost: 18
Notes: This was a one-shot attempt to attack a target from the Road into a single dimension, successfully, as it turned out. Whether such an attack will be used again in the future is questionable. | 2 |
| 0 |
11) Camp (Arctic): Force Wall (2 PD/2 ED; 2" long and 1" tall) (Opaque Normal Sight), Costs END Only To Activate (+1/4) plus Life Support (Eating: Provides one week of food and water for two; Safe in Intense Cold; Sleeping: Provides sleeping bags for two), Usable Simultaneously (up to 2 people at once; +1/2) Real Cost: 22
Notes: This creates a dome-shaped tent made of a leather-like material. It is two meters across and will contain food and water for two for one week. It also that will contain a pair of sleeping bag of a type appropriate for outside weather. The dome itself is insulted from outside temperatures and maintains a comfortable 70 degrees. | 2 |
| 0 |
12) Camp (Desert): Force Wall (2 PD/2 ED; 2" long and 1" tall) (Opaque Normal Sight), Costs END Only To Activate (+1/4); Physical Manifestation (-1/4) plus Life Support (Eating: Provides one week of food and water for two; Safe in Intense Heat; Sleeping: Provides sleeping bags for two), Usable Simultaneously (up to 2 people at once; +1/2) Real Cost: 19
Notes: This creates a dome-shaped tent made of a leather-like material. It is two meters across and will contain food and water for two for one week. It also that will contain a pair of sleeping bag of a type appropriate for outside weather. The dome itself is insulted from outside temperatures and maintains a comfortable 70 degrees. | 2 |
| 0 |
13) Create Water: Major Transform 2d6 (Air Into Water, Evaporation) Real Cost: 24
Notes: This power allows Archer to create small amounts (up to 12 gallons) of water by drawing the moisture from the air. 1 BODY = 1 gallon | 3 |
| 0 |
14) Crime Scene Kit: +2 with Criminology; OAF (-1) Real Cost: 2
Notes: Commonly things like evidence bags, tweezers, small jars, fingerprint powder with brush, etc. | |
| 0 |
15) Dexterity Boost: +10 DEX; No Figured Characteristics (-1/2) Real Cost: 17 | |
| 0 |
16) Feed the Masses: Life Support (Eating: Creates one week worth of food), Usable Simultaneously (up to 2,048 people at once; +3) Real Cost: 3
Notes: This will create a huge pile of stores that will provide enough sustainance for about 2000 people for a week. Archer tends to produce food suitable for the environment and always 'preserved' in some way. The food produced is not limited to only people food and he has been know to provide a herd or two with an equivalant amount to fodder. | 0 |
| 0 |
17) Flight Boost II: MegaScale (1" = 1 km; +1/4) for up to 120 Active Points of Flight Real Cost: 24
Notes: Maximum Speed 33554.03 mph / 54000 kph: Circumbavigation time: 44.53 minutes. | 3 |
| 0 |
18) Flight Boost: x64 Noncombat to Flight, combat acceleration/deceleration (+1/4), Reduced Endurance (1/2 END; +1/4), No Gravity Penalty (+1/2) Real Cost: 24
Notes: Increases noncombat flight from x8 to x64: Maximum Non-Combat Speed 5011.81 mph / 8064.00 kph. | 1 |
| 0 |
19) Equipment Storage: Extra-Dimensional Movement (Single Dimension); Inanimate Objects Only (-1), Gestures (-1/4) Real Cost: 8
Notes: This allows him to store inanimate objects in a pocket dimension and call it forth when needed. Flexing his left hand calls the bow and quiver. Flexing the right hand calls the swords. Shrugging his shoulders calls the backpack. Tugging his collar at his throat calls the cloak. | 2 |
| 0 |
20) Gene Splicing: Minor Transform 1d6 (Transforms two seperate DNA strands into a melded DNA strand) Real Cost: 8 | 1 |
| 0 |
21) Gift of Immortality: Major Transform 1d6 (Mortal Being to Immortal Being, Rejection of Gift), No Normal Defense (Immorality/Power Defense/Undead; +1) Real Cost: 24
Notes: This power will make a target immortal and may take a few phases to exceed the BODY of a target. As it can only be healed by an expressed rejection of the Gift, it will only work on sentient beings. | 3 |
| 0 |
22) Gift of Youth: Minor Transform 3d6 (Older creature to younger creature, Normal Aging) Real Cost: 24
Notes: This power reverses the effects of aging only and is 'healed' back through normal aging. | 3 |
| 0 |
23) Grant Elvish Lifespan: Usable By Other (+1/4) for up to 5 Points of Immortality Real Cost: 0 | 1 |
| 0 |
24) Green Glow: Healing BODY 1d6, Can Heal Limbs, Continuous (+1) Real Cost: 24
Notes: This is probably Archer's most commonly used power and can heal a target back to full health from the brink of death. It will regenerate missing or damaged body parts to the original condition provided the injury does not kill the target before healing is complete. The amount of time required depends on the severity of the wounds. | 3 |
| 0 |
25) Healing Aura: Healing BODY 1d6, Area Of Effect (2" Radius; +1), Continuous (+1); Extra Time (1 Minute, Only to Activate, -3/4) Real Cost: 15
Notes: This power is an extention, literally, of Archer's Green Glow and enables him to heal any number of people within the radius of effect. It takes a full minute for him to prepare for this power. | 3 |
| 0 |
26) Instant Change: Cosmetic Transform 2d6 (standard effect: 6 points) (Clothing worn to another set of clothing, Changing Clothes), Improved Results (Any Clothing) (+1/4); Limited Target (Clothing) (-1/2), No Range (-1/2) Real Cost: 5
Notes: He has used this power several times to create more approriate clothing for someone in need. It can be as simple as altering the size or repairing rips or worn areas. It is 'healed' by changing the clothes or wearing the hole in it again. | 1 |
| 0 |
27) Jungle Chill: Change Environment 4" radius (-2 Temperature Level Adjustment, Long-Lasting 20 Minutes), MegaScale (1" = 1 km; +1/4); Extra Time (1 Minute, Only to Activate, -3/4) Real Cost: 14
Notes: Will decrease the ambiant temperature of a 4 kilometers radius area by 2 levels (@30 degrees f) | 3 |
| 0 |
28) Makeover!: Shape Shift (Sight and Touch Groups), Reduced Endurance (0 END; +1/2), Persistent (+1/2) Real Cost: 21
Notes: He uses this only to hide his elvish features. | 0 |
| 0 |
29) Medical Kit: +1 with Paramedics Real Cost: 2
Notes: Contains bandages, scalpels, sutures, needles, antibotics, analgesics, surgical scissors, tape, splints, torniquete, alcohol, forecepts, etc. With his healing powers, there is rarely a need, however it is handy should someone else require one while he is otherwise occupied. | |
| 0 |
30) Mind Castle: +10 Mental Defense (30 points total) plus Damage Resistance (20 Mental Def.) Real Cost: 16
Notes: For those nasty killer Mentalists. | 0 |
| 0 |
31) Print DNA: Eidetic Memory Real Cost: 4 | |
| 0 |
32) Purify Water: Minor Transform 3d6 (Polluted Water To Clean Water, Introduction Of New Pollutants) Real Cost: 24
Notes: This power allows Archer to purify up to 18 gallons of water at a time. 1 BODY = 1 gallon | 3 |
| 0 |
33) Purify Air: Minor Transform 1d6 (Polluted Air To Clean Air, Introduction Of New Pollutants), MegaScale (1" = 1 km; +1/4), Area Of Effect (4" Radius; +1 1/2); Extra Time (1 Minute, -1 1/2) Real Cost: 10
Notes: This power allows Archer to Purify the air over a large area such as in the midst of a forest fire or some form of gas attack. It takes about a minute for him to cover the entire area. | 3 |
| 0 |
34) Rain Cloud: Change Environment 4" radius (Long-Lasting 20 Minutes), MegaScale (1" = 1 km; +1/4); Extra Time (1 Minute, Only to Activate, -3/4) Real Cost: 12
Notes: This power allow Archer to wring rain from the sky and will cover a large area. Once started it will continue for about 20 minutes. It will take about a minute for the clouds to form. | 2 |
| 0 |
35) Recovery Boost: +15 REC Real Cost: 24 | |
| 0 |
36) Regeneration: Healing 1d6, 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) Real Cost: 10
Notes: This is Archer's usual 'default' power as it provides him with Regeneration. | 0 |
| 0 |
37) Speed Boost: +3 SPD Real Cost: 24
Notes: Only used against a Speedster | |
| 0 |
38) Strength Boost: +30 STR; No Figured Characteristics (-1/2) Real Cost: 17
Notes: Commonly used to augment his STR. | 3 |
| 0 |
39) Xtreme Survival: Life Support (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), Usable Simultaneously (up to 2 people at once; +1/2); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 20
Notes: This power acts as an environmental suit that is proof against most adverse conditions. It can be used by two people at once. | 3 |
| 40 |
Molecular Control: Elemental Control, 140-point powers, all slots Does not work in water, vacuum or above 10000' altitude (-3/4) | |
| 40 |
1) Molecular Direction: Flight 35", x8 Noncombat, combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2)
Notes: Combat Speed 78.31 mph / 128.00 kph; Non-combat Speed 626.48 mph / 1008.00 kph | 0 |
| 40 |
2) Molecular Dispersal: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible to Sight Group (+1/2), Usable Simultaneously (up to 8 people at once; +1) | 0 |
| 40 |
3) Molecular Polarization: Invisibility to Sight, Hearing, Mental and Smell/Taste Groups, Spatial Awareness, Detect and Normal Touch , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable Simultaneously (up to 2 people at once; +1/2) | 0 |
| 40 |
4) Molecular Shield: Force Field (20 PD/20 ED), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) | 0 |
| 22 |
The Joining: Mind Link , Any Member Of His Family, Any Dimension/Any Distance, Number of Minds (x16), Psychic Bond; Only With Others Who Have Mind Link (-1) | 0 |
| 22 |
Missile Blocking: Missile Deflection (Any Ranged Attack), +5 with Missile Deflection, Adjacent Hex (+1/2); OAF (Bow, or blade; -1)
Notes: Using either his bow or one of his two blades, Archer is able to deflect incoming attacks targeted at him or anyone in an adjacent hex. | 0 |
| 16 |
Strength of Will: Mental Defense (30 points total) | 0 |
| 15 |
Toughness of Body: Power Defense (15 points) | 0 |
| 10 |
Elvish Eyes: Sight Group Flash Defense (10 points) | 0 |
| 10 |
Elvish Eyes: Ultraviolet Perception (Sight Group), Discriminatory | 0 |
| 10 |
Elvish Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents) | 0 |
| 9 |
Trained Observer: +3 PER with all Sense Groups | 0 |
| 5 |
Elvish Lifespan: Life Support (Longevity Immortal) | 0 |
| 5 |
Elvish Physiology: Lack Of Weakness (-5) for Normal Defense | 0 |
| 5 |
Lungs of a Sea Elf: Life Support (Can Breath Water) | 0 |
| 559 |
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 |
| Cost |
Maneuver |
|
Mastery of The Blade |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 5 |
2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
| 4 |
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 55 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) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike |
| 5 |
8) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 55 STR to take weapon away |
| 4 |
9) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 55 STR |
| 1 |
10) Weapon Element: Bind, Block, Disarm, Evade, Takeaway Only: Empty Hand |
| 1 |
11) Weapon Element: Blades, Staffs |
|
Mastery of the Bow |
| 4 |
1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC |
| 3 |
2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike |
| 5 |
3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment |
| 5 |
4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike |
| 4 |
5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC |
| 5 |
6) Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike, FMove |
| 1 |
7) Weapon Element: Bows, Handguns |
| 69 |
Total Martial Arts Cost |
|