Cost |
Name |
3 |
Acting 13- (16-) |
0 |
AK: Tidewater, VA 8- |
1 |
Breakfall 8- |
3 |
Bribery 13- (16-) |
3 |
Bureaucratics 13- (16-) |
0 |
Climbing 8- |
0 |
Concealment 8- |
3 |
Conversation 13- (16-) |
0 |
CuK: Southern Culture 8- |
3 |
Deduction 13- |
3 |
Interrogation 13- (16-) |
3 |
Jack of All Trades |
2 |
1) PS: Dancer (3 Active Points) 12- |
2 |
2) PS: Lawyer (3 Active Points) 13- (16-) |
2 |
3) PS: Negotiator (3 Active Points) 13- (16-) |
3 |
Language: American Sign Language (completely fluent) |
0 |
Language: English (completely fluent; literate) (4 Active Points) |
2 |
Language: Japanese (basic conversation) |
3 |
Oratory 13- (16-) |
0 |
Paramedics 8- |
3 |
Persuasion 13- (16-) |
3 |
Research (Legal) 13- |
3 |
Seduction 13- (16-) |
3 |
Scholar |
2 |
1) KS: Cooking 13- |
2 |
2) KS: Criminal Law 13- |
2 |
3) KS: Criminal Psychology 13- |
3 |
4) KS: Modern Dance 14- |
1 |
5) KS: Savate 8- |
0 |
Shadowing 8- |
0 |
Stealth 8- |
0 |
TF: Small Motorized Ground Vehicles |
3 |
Trading 13- (16-) |
1 |
WF: Cane |
62 |
Total Skills Cost |
Cost |
Name |
1 |
Fringe Benefit: Passport |
0 |
Contact: U.S. Minuteman Project (access to major institutions, has significant individual Contacts, Very Good relationship with Contact), Organization Contact (x3) 14- |
0 |
Law Enforcement Rank: U.S Marshall |
0 |
Police Powers: Federal |
0 |
Weapon Permit: Licensed Superpowers |
1 |
Total Perks Cost |
|
|
Cost |
Power |
END |
75 |
Telepathic Powers: Multipower, 75-point reserve
Notes: NOTE: Powers in this MP cannot be used through My Point of View power. | |
7u |
1) Deep Telepathy: Telepathy 15d6
Notes: This power is a full-on assault on another's mind with no subitlty. | 7 |
7u |
2) Befuddlement: Drain INT 2 1/2d6, Ranged (+1/2), Lingering up to 1 Turn (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points)
Notes: This power is mental 'noise' that makes it difficult for the target to think clearly. | 7 |
7u |
3) You're Blind!: Sight Group, Normal Hearing and Mental Awareness Flash 6d6, Based On EGO Combat Value (Mental Defense applies; +1) (72 Active Points)
Notes: This power effectively tells the target that their eyes no long function properly. | 7 |
7u |
4) Mass Confusion: Change Environment 16" radius (-7 INT Roll and all INT-based Skills, Alterable Size, Multiple Combat Effects), Personal Immunity (+1/4)
Notes: This is a field of mental static that makes clear thinking difficult. She can adjust the area that it covers from 16" radius to a single hex as needed. | 7 |
6u |
5) Mind Lock: Entangle 3d6, 3 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points); Cannot Form Barriers (-1/4)
Notes: This power tells the target that their muscles no longer work on command. | 7 |
5u |
6) You Can't See Us: Invisibility to Hearing Group and Normal Sight , No Fringe, Usable Simultaneously (up to 4 people at once; +3/4), Based On EGO Combat Value (Mental Defense applies; +1) (69 Active Points); Only Works Against Sentient Beings the User Is Aware of (-1/2)
Notes: This power tells those in the area effectively that 'you see nothing, you hear nothing'. | 7 |
6u |
7) Stealthy Read: (Total: 75 Active Cost, 60 Real Cost) Telepathy 9d6 (Real Cost: 45) plus Telepathy + 6d6 (30 Active Points); Only To Make Telepathy Undetectable By Victim (-1) (Real Cost: 15)
Notes: This power allows the user to telepathically read a target but also makes them forget that it happened. | 7 |
6u |
8) Communicative Telepathy: Telepathy 8d6, Usable Simultaneously (up to 4 people at once; +3/4); Communication Only (-1/4)
Notes: This power allows two-way communications but does not allow the user to delve any deeper than what the target allows (basically surface thoughts directed at the user). | 7 |
|
| |
50 |
Telepathic Time Stop: Entangle 4d6, 4 DEF (Stops Normal Sight, Hearing, Touch, Smell, Sense of Time), Takes No Damage From Physical Attacks: (+1/4), Works Against EGO, Not STR (+1/4), Selective (+1/4), Reduced Endurance (0 END; +1/2), Based on ECV (Mental Defense applies; +1), Area Of Effect (21" Radius; +1); Activation Roll 8- (-2), Mental Defense Adds To EGO (-1/2), Stops Working If Mentalist Is Stunned (-1/2), No Range (-1/2), Cannot Form Barriers (-1/4), Susceptible to Mental Powers (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4)
Notes: Effectively Seer, Giselle, Slater, and Venatrix are immune to this power as would be anyone else with Mental Defense. | 0 |
28 |
My Point of View: Clairsentience (Sight Group And Normal Hearing), x16 Range (4,720"), Mobile Perception Point (can move up to 96" per Phase), Transmit: Through The Connection, Costs END Only To Activate (+1/4); Concentration, throughout use of Power (0 DCV; Character is almost totally unaware of nearby events; -1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4)
Notes: She is able to freely move her 'Point of View' to any place within her range and at a very high speed. She is also able to transmit what she is seeing to those with whom she has an established mind link. This will give those in the Mind Link the benefit of her Night and Heat Vision. | 7 |
27 |
The Connection: Mind Link , Human class of minds, Any Willing Target, Any distance, Number of Minds (x16); Requires verbalization to communicate (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) | 4 |
24 |
Thinks Faster Than You: +3 SPD; only with non-physical actions (-1/4) | |
15 |
Tough Minded: Mental Defense (21 points total) | 0 |
15 |
Far-Seeing: +10 versus Range Modifier for Sight Group | 0 |
12 |
Skilled Communicator: +15 PRE; Only with PRE-based skills (-1/4) | |
5 |
Night Vision: Ultraviolet Perception (Sight Group) | 0 |
5 |
Heat Vision: Infrared Perception (Sight Group) | 0 |
0 |
Mental Awareness | 0 |
|
| |
24 |
Insulated Ballistic Armor: Armor (10 PD/10 ED); IIF (Focus: ; -1/4) | 0 |
331 |
Total Powers Cost |
Equipment |
END |
Minuteman Earwig: Mind Link , Specific Group of Minds, Any distance, No LOS Needed, Number of Minds (x32); Subject to RF Frequency Limitations (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4), Sense Affected As Radio Sense Group (-1/4)
Notes: Utilizes satellites to provide nearly world-wide coverage | 0 |
Government Computer Network: Computer Link; OAF Fragile (Focus: Monocle Heatset; -1 1/4), Subject to WIFI Limitations (-1/2) | |
Cost |
Maneuver |
|
Savate |
4 |
Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
4 |
Coup de pied bas: 1/2 Phase, +0 OCV, +2 DCV, 3 1/2d6 Strike |
5 |
Coup de pied chasse: 1/2 Phase, -2 OCV, +1 DCV, 5 1/2d6 Strike |
3 |
Footsweep: 1/2 Phase, +2 OCV, -1 DCV, 2 1/2d6 Strike, Target Falls |
|
Weapons may be used with |
4 |
Crochet (Hook): 1/2 Phase, +2 OCV, +0 DCV, 3 1/2d6 Strike |
4 |
Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 18 STR to Disarm roll |
5 |
Direct (Jab/Cross): 1/2 Phase, +1 OCV, +3 DCV, 1 1/2d6 Strike |
1 |
Weapon Element: Clubs (Cane) |
30 |
Total Martial Arts Cost |
|