| Cost |
Name |
| 2 |
AK: Kgalagadi Transfrontier Park 11- |
| 2 |
AK: Soweto Area 11- |
| 0 |
Acting 8- |
| 3 |
Breakfall 14- |
| 3 |
Climbing 14- |
| 3 |
Concealment 12- |
| 0 |
Conversation 8- |
| 2 |
CuK: Zulu Culture 11- |
| 0 |
Deduction 8- |
| 2 |
KS: South African Fauna 11- |
| 3 |
Linguist |
| 2 |
1) Language: Afrikaans (fluent conversation) |
| 1 |
2) Language: English (fluent conversation) |
| 1 |
3) Language: Nama (fluent conversation) |
| 1 |
4) Language: Sotho (fluent conversation) |
| 0 |
5) Language: Zulu (Idiomatic) |
| 2 |
Navigation (Land) 12- |
| 0 |
PS: Park Ranger 11- |
| 3 |
Paramedics 12- |
| 0 |
Persuasion 8- |
| 2 |
SS: Zoology 11- |
| 3 |
Shadowing 12- |
| 3 |
Stealth 14- |
| 3 |
Streetwise 12- |
| 3 |
Survival (Desert, Tropical Plains) 12- |
| 1 |
TF: Bicycles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Tracking 12- |
| 1 |
WF: Spears |
| 49 |
Total Skills Cost |
|
|
| Cost |
Power |
END |
| 75 |
Aether Powers: Multipower, 60-point reserve, all slots Reduced Endurance (1/2 END; +1/4)
Notes: His powers are the elements of earth, air, fire and water. | |
| 6u |
1) Aether Blast: Killing Attack - Ranged 3d6, Variable Special Effects (Any of the Four Elements; +1/4)
Notes: This attack can be any of the four elements, earth, air, fire or water. | 3 |
| 5u |
2) Air Riding: Flight 25", x8 Noncombat; Reduced END to 0 (-1/4)
Notes: Maximum combat speed: 55.94 mph / 90 kph. Maximum non-combat speed 447.48 mph /720 kph. | 3 |
| 6u |
3) Call Fire: Energy Blast 12d6
Notes: This is his most common attack choice. | 3 |
| 6u |
4) Call Rain: Change Environment 8" radius (-1 Temperature Level Adjustment, -4" of any one mode of Movement, Long-Lasting 1 Hour, Multiple Combat Effects), MegaScale (1" = 1 km; +1/4)
Notes: With this power he can call up a rain storm that lasts about an hour leaving the area quite muddy. It covers a huge 8 kilometer radius area. There is also a cooling effect that will drop the temperature about 10 to 20 degree but not below freezing. | 3 |
| 6u |
5) Call Water: Dispel Fire Powers 11 1/2d6, One At A Time (+1/4), Area Of Effect (One Hex; +1/2)
Notes: This pulls moisture from the air to extingish fires. It can cover a two meter area. | 3 |
| 6u |
6) Dust Storm: Change Environment 4" radius (-6 to Normal Sight PER Rolls, Alterable Size, Long-Lasting 20 Minutes, Multiple Combat Effects), MegaScale (1" = 1 km; +1/4), Personal Immunity (+1/4)
Notes: With this power he is able to call up a wind that stirs up dust, grit,and anything small enough to create a 4 kilometer radius cloud of roiling dust. He can alter the size to something smaller if he wishes, down to about one square kilometer. | 3 |
| 6u |
7) Earth Moving: Tunneling 6" through 12 DEF material, Reduced Endurance (1/2 END; +1/4)
Notes: With this power, he is able to tunnel through most materials and he has used it to pull people from beneath collapsed buildings on a number of occasions. | 2 |
| 3u |
8) Pyrokinesis: Telekinesis (25 STR), Area Of Effect (One Hex; +1/2); Only Works On Fire (-1)
Notes: This would allow him to control any fire, its shape, area of coverage, height, etc. He has used it in the past to open paths to safety for others through grass fires. | 3 |
| 27 |
Find Water: Detect Water 12- (Unusual Group), Range, Sense, Targeting, Telescopic: +4, MegaScale (1" = 1 km; +1/4)
Notes: Aether can sense water at great distances, even underground. He has been known to find water for a village and dig the well with his Earth Moving. | 0 |
| 15 |
Stone Skin: Armor (10 PD/10 ED); Ablative BODY Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Visible (-1/4)
Notes: This covers his body with a layer of what looks like baked clay. It can be chipped away (ablated) but he can renew it be dropping the power and reactivating it. Note END when doing so. | 3 |
| 2 |
High Temperature Tolerence: Life Support (Safe in Intense Heat) | 0 |
| 1 |
Meta-Human Lifespan: Life Support (Longevity: 200 Years) | 0 |
| 164 |
Total Powers Cost |
|