Cost |
Name |
0 |
AK: Home Town Area 8- |
3 |
Acting 12- |
3 |
Breakfall 13- |
0 |
Climbing 8- |
3 |
Concealment 15- |
3 |
Conversation 12- |
0 |
CuK: Home Culture 8- |
3 |
Deduction 15- |
0 |
Language: English (Idiomatic) |
23 |
Magic Skill 25- |
0 |
PS: Paranormal Investigator 11- |
3 |
Paramedics 15- |
3 |
Persuasion 12- |
3 |
Scholar |
2 |
1) KS: Arcane and Occult Lore 15- |
2 |
2) KS: Evocation Magic 15- |
2 |
3) KS: Magic Item Crafting 15- |
4 |
4) KS: Magical Research 17- |
2 |
5) KS: Scroll Making 15- |
2 |
6) KS: Spellcraft 15- |
2 |
7) KS: Undead Lore 15- |
2 |
8) KS: Undead Lore 15- |
0 |
Shadowing 8- |
0 |
Stealth 8- |
0 |
TF: Bicycles, Small Motorized Ground Vehicles |
65 |
Total Skills Cost |
|
|
Cost |
Power |
END |
110 |
Magic Power Pool: Variable Power Pool, 80 base + 40 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2); all slots Spell (-1/2), Gestures (-1/4), Incantations (-1/4) | |
0 |
1) Attack Spells: Real Cost: 0 | 0 |
0 |
2) Blinding: Darkness to Sight Group 1" radius, Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2), Ranged (+1/2), Usable As Attack (+1) Real Cost: 16
Notes: This Spell allows her to cast it on a specific target effectively 'gluing' it to that target. Being Uncontrolled allows her to feed a set amount of END into maintaining the spell for a set duration. | 1 |
0 |
3) Dazzle: Sight Group Flash 14d6 Real Cost: 35 | 7 |
0 |
4) Dazzle Crowd: Sight Group Flash 7d6, Area Of Effect (4" Radius; +1) Real Cost: 35 | 7 |
0 |
5) Disembodied Hand: Telekinesis (33 STR), Affects Porous, Fine Manipulation Real Cost: 35 | 7 |
0 |
6) Fireball: Killing Attack - Ranged 3d6, Area Of Effect (One Hex; +1/2) Real Cost: 33 | 7 |
0 |
7) Lightning Strike: Killing Attack - Ranged 5d6-1 Real Cost: 35 | 7 |
0 |
8) Stun Crowd: Energy Blast 7d6, STUN Only (+0), Area Of Effect (4" Radius; +1) Real Cost: 35 | 7 |
0 |
9) Stun Gas: Energy Blast 7d6, No Normal Defense ([Standard]; +1) Real Cost: 35 | 7 |
0 |
10) Defense Spells: Real Cost: 0 | 0 |
0 |
11) Magic Wall: Force Wall (15 PD/15 ED) Real Cost: 37 | 7 |
0 |
12) Mental Fortress: Force Wall (20 Mental Defense) Real Cost: 25 | 5 |
0 |
13) Self-preservation: Force Field (15 PD/15 ED), Costs END Only To Activate (+1/4) Real Cost: 18 | 3 |
0 |
14) Travel Spells: Real Cost: 0 | 0 |
0 |
15) Aloft: Flight 10" Real Cost: 10 | 2 |
0 |
16) A Flock: Flight 10", Usable Simultaneously (up to 4 people at once; +3/4) Real Cost: 17 | 3 |
0 |
17) Be Elsewhere: Teleportation 30", No Relative Velocity Real Cost: 35 | 7 |
0 |
18) Mad Dash: Teleportation 16", No Relative Velocity, Usable Simultaneously (up to 4 people at once; +3/4) Real Cost: 36 | 7 |
0 |
19) Trackless Stride: Gliding 3"; Ground Gliding (-1/4) Real Cost: 1 | 0 |
0 |
20) Utility Spells: Real Cost: 0 | 0 |
0 |
21) Change Weather: Change Environment 4" radius (Long-Lasting 20 Minutes, Varying Combat Effects), Varying Effect Weather Related Effects Only (+1/4), Variable Advantage: Megascale (+1/4 Advantages; +1/2) Real Cost: 26 | 5 |
0 |
22) Cloaking: Invisibility to Sight Group , No Fringe, Usable Simultaneously (up to 4 people at once; +3/4) Real Cost: 26 | 5 |
0 |
23) Detect Magic: Detect A Class Of Things 15- (Mystic Group), Discriminatory, Range, Sense Real Cost: 8 | 0 |
0 |
24) Fresh Air: Life Support (Self-Contained Breathing), Usable Simultaneously (up to 4 people at once; +3/4) Real Cost: 8 | 0 |
0 |
25) Scrying: Clairsentience (Sight Group And Normal Hearing), Discriminatory, Mobile Perception Point (can move up to 12" per Phase), Costs END Only To Activate (+1/4) Real Cost: 25 | 4 |
23 |
Wizard's Staff: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2) plus Reduced Endurance (1/2 END; +1/4) for up to 80 Active Points of Spells; OAF (-1) plus +1 with Staff Combat; OAF (-1) | 0 |
12 |
Focusing Wand: Aid 2d6, any one Magic Spell power one at a time (+1/4); OAF (-1), Self Only (-1/2) plus +1 with any Attack Spell; OAF (-1) | 0 |
145 |
Total Powers Cost |
Cost |
Maneuver |
|
Staff Combat |
4 |
1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
4 |
2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
4 |
3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike |
3 |
4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +1 DC Strike, Target Falls |
0 |
5) Weapon Element: Staff |
15 |
Total Martial Arts Cost |
|