| Cost |
Name |
| 13 |
Lab: Anti-Matter Technology 14- |
| 13 |
Lab: Astronomy 14- |
| 13 |
Lab: Astrophysics 14- |
| 13 |
Lab: Ballistics 14- |
| 13 |
Lab: Biology 14- |
| 13 |
Lab: Botany 14- |
| 13 |
Lab: Chemistry 14- |
| 13 |
Lab: Cloak Technology 14- |
| 13 |
Lab: Computer Science 14- |
| 13 |
Lab: Criminolgy 14- |
| 13 |
Lab: Cybernetics 14- |
| 13 |
Lab: Desolidification 14- |
| 13 |
Lab: Electronics 14- |
| 13 |
Lab: Electronics Engineering 14- |
| 13 |
Lab: Force Field Technology 14- |
| 13 |
Lab: Foresics 14- |
| 13 |
Lab: Life Sciences 14- |
| 13 |
Lab: Magic 14- |
| 13 |
Lab: Marine Biology 14- |
| 13 |
Lab: Mechanics (Vehicle Maintainance) 14- |
| 13 |
Lab: Metallurgy 14- |
| 13 |
Lab: Parapsycology 14- |
| 13 |
Lab: Pharmacology 14- |
| 13 |
Lab: Physics 14- |
| 13 |
Lab: Plasma Technology 14- |
| 13 |
Lab: Starship Engineering 14- |
| 13 |
Lab: Subatomic Physics 14- |
| 13 |
Lab: Teleporter Technology 14- |
| 13 |
Lab: Toxicology 14- |
| 13 |
Lab: Zenobiology 14- |
| 13 |
Lab: Zoology 14- |
| 403 |
Total Skills Cost |
| Cost |
Name |
| 80 |
Spock: Computer; OIF Immobile (-1 1/2) |
| 45 |
25th Century Technology: Advanced Tech (+3 Levels) |
| 50 |
The Valley: Location: Distant; Alternate Dimension, Easily Defended |
| 13 |
The Valley: Grounds (x8,192 Base Size): approximately 100 square miles |
| 188 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
|
The Vault | |
| 356 |
The Vault: Matter Manipulation Generator: Variable Power Pool, 300 base + 56 control cost, Ranged (+1/2); OIF Immobile (-1 1/2), Range Limited To 128" (-1/4); all slots OAF (-1), All Powers Must Include Reduced END 1/2 (-1/4) Notes: This power provides all combat parts of the Vault's action sequences. These can include vehicles, people, monsters or even duplicates of villains and heroes. The technology used is about 500 years in advance of the rest of the world and is only understood by War Eagle. | |
| 25 |
The Vault: Matter Manipulator Generator: Multiple Units: 32 units total Notes: This power allows the creation of up to 32 seperate events within the Vault area. These can be innocent bystanders or Sable's encounter with Sabertooth. This also allows internal defense of the Manor and it's immediate area as well as being utilized for additional 'staff'. | |
| 56 |
The Vault: Holographic Generator: Sight, Hearing, Radio, Smell/Taste and Touch Groups, Combat Sense, Detect and Spatial Awareness Images Increased Size (128" radius; +1 3/4), +/-5 to PER Rolls, Reduced Endurance (1/2 END; +1/4); OIF Immobile (-1 1/2), No Range (-1/2) Notes: This power provides a totally believable background setting for the Vault. It includes all non-combat background images and other touches such as animals, the smell of food cooking at a diner, etc. | 7 |
|
Power Supply System | |
| 145 |
Primary Anti-Matter Power System: Endurance Reserve (1000 END, 100 REC) Reserve: OIF Immobile (-1 1/2) Notes: (x2 number of items) | 0 |
|
Holding Cells | |
| 54 |
Phaser Security System: Energy Blast 10d6, No Normal Defense (Rigid Cover; +1), Area Of Effect: Covers the Entire Cell Block (10" Any Area; +1); IIF Immobile (-1 1/4), No Range (-1/2) Notes: This power can deliver blasts to any or all cells including the non-cell areas of the detention center. | 15 |
|
Med Lab | |
| 43 |
Autodoc System: Healing, 210-point powers, all slots OAF Immobile (-2), Only While Inside The Autodoc (-1/2), Requires A Paramedics Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Notes: (x6 number of items)
Four units are in the Manor, two are also located in Hunt Jr. Paramedic Skill Roll is at -10: The Autodoc Scanner's Perception Roll is Complimentary to the operator's Paramedics Skill Roll. | |
| 22 |
1) Healing 6d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), all Physical Characteristics simultaneously (+2); Gradual Effect (1 Hour; -1 1/4), Others Only (-1/2) | 0 |
| 17 |
2) Healing 6d6, Reduced Endurance (0 END; +1/2), all Mental Characteristics simultaneously (+2); Gradual Effect (1 Hour; -1 1/4), Others Only (-1/2), Only To Repair Damage From Drains etc. (-1/2) | 0 |
| 23 |
Autodoc Scanner: Detect Medical Condition 24- (Unusual Group), Discriminatory, Analyze, Microscopic: x10,000, Rapid: x100, Targeting, Transmit; OAF Immobile (-2), Only Within The Autodoc (-1/2) Notes: (x2 number of items)
One is located in the Med Lab at the Wild Hunt, the other is located at the Med Lab in Hunt Jr. | 0 |
|
Comm Suite | |
|
Communications System, all slots Requires A System Operations: Communications Skill Roll (No Active Point penalty to Skill Roll; +0); all slots OIF Immobile (-1 1/2) | |
| 80 |
1) Long Range Communications System: High Range Radio Perception (Radio Group), +3 to PER Roll, Concealed (-7 with High Range Radio Perception PER Rolls), Discriminatory, Analyze, Perceive into a related group of dimensions, Targeting, Tracking, Ranged (1,000") (+1/2), No Range Modifier (+1/2), MegaScale (10,000,000 km max total Range) (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) | 0 |
| 16 |
2) SpockNET Base Station: Mind Link , Specific Group of Minds, Any dimension, No LOS Needed, Number of Minds (x32) (55 Active Points); OIF Bulky (-1), Only With Others With SpockNET A Comm Unit (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2) | 0 |
| 42 |
SpockNET: Encrypted: Mind Link , Anyone With A Comm Unit, Any distance, No LOS Needed, Number of Minds (x32); Only With Others With A SpockNet Comm Unit (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4) Notes: (x32 number of items) | 0 |
|
Teleporter System | |
| 30 |
Teleporter System: Elemental Control, 150-point powers, all slots OIF Immobile (-1 1/2) | |
| 25 |
1) Local Valley Teleport: Teleportation 20", x16 Increased Mass, x512 Noncombat, Usable Simultaneously (up to 2 people at once; +1/2); Costs Endurance (-1/2)Notes: This teleport is used to move the team and family around the valley in an emergency. Ghost Archer frowns upon using it just to move from one place to another. Spock also uses it to move the Vault robots around. | 15 |
| 66 |
2) Global Teleport: Teleportation 15", No Relative Velocity, x16 Increased Mass, Transdimensional (Related Group of Dimensions; +3/4), Usable As Attack (+1), MegaScale: (15000 km Range) (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4)Notes: The teleport is used to move the team around the world and can be used by them to not only move themselves remotely but teleport others as well. | 0 |
| 29 |
Teleport Locators: Current Members and Family: Teleportation: Floating Fixed Location (1 Locations); IIF (-1/4) Notes: (x32 number of items)
This represents teleporter locator devices that are given to members that allow the teleporter to teleport others to that location. | 0 |
|
Life Support System | |
| 7 |
1) Sealable Environment: Life Support (Self-Contained Breathing); Costs Endurance (-1/2)Notes: All buildings can be sealed completely. | 1 |
| 2 |
2) Food Stores: Life Support (Eating: Supplies Must Be Replenished Once Per Year)Notes: Stores can also be replenished by gardening, hunting and fishing. | 0 |
| 2 |
3) Radiation Shielding: Life Support (Safe in High Radiation)Notes: This is inherent in the building material. | 0 |
| 1 |
4) Heating System: Life Support (Safe in Intense Cold); Costs Endurance (-1/2) | 1 |
| 1 |
5) Air Conditioning System: Life Support (Safe in Intense Heat); Costs Endurance (-1/2) | 1 |
| 1042 |
Total Powers Cost |
|