| Cost |
Name |
| 3 |
AK: San Francisco 14- |
| 3 |
Acrobatics 14- |
| 3 |
Acting 16- |
| 3 |
Breakfall 14- |
| 3 |
Bugging 14- |
| 3 |
Climbing 14- |
| 10 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Mainframes and Supercomputers, Military Computers) 14- |
| 3 |
Concealment 14- |
| 3 |
Contortionist 14- |
| 3 |
Conversation 16- |
| 3 |
Cryptography 14- |
| 0 |
Deduction 8- |
| 3 |
Electronics 14- |
| 3 |
High Society 16- |
| 0 |
Language: English (idiomatic) |
| 3 |
Language: Irish (completely fluent) |
| 3 |
PS: Computer Engineer 14- |
| 3 |
Paramedics 14- |
| 3 |
Persuasion 16- |
| 3 |
Riding 14- |
| 3 |
Scholar |
| 2 |
1) KS: Computer Databases 14- |
| 2 |
2) KS: Computer Hacking 14- |
| 2 |
3) KS: Computer Interfaces 14- |
| 2 |
4) KS: Computer Network Administration 14- |
| 2 |
5) KS: Computer Networking 14- |
| 2 |
6) KS: Computer Security 14- |
| 2 |
7) KS: Computer Viruses 14- |
| 2 |
8) KS: Various Computer Programming Languages 14- |
| 3 |
9) CuK: Hacker Community 14- |
| 3 |
Scientist |
| 2 |
1) SS: Computer Control Systems 14- |
| 2 |
2) SS: Neural Interface Technology 14- |
| 2 |
3) SS: Software Engineering 14- |
| 3 |
Security Systems 14- |
| 3 |
Seduction 16- |
| 3 |
Shadowing 14- |
| 3 |
Stealth 14- |
| 0 |
TF: Equines, Small Motorized Ground Vehicles |
| 3 |
Teamwork 14- |
| 15 |
+3 with all 'Computer'-based Skills |
| 122 |
Total Skills Cost |
| Cost |
Name |
| 5 |
Computer Link: various law enforcement agencies |
| 1 |
False Identity |
| 1 |
Fringe Benefit: Passport |
| 7 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 81 |
Telekinetic Powers: Multipower, 101-point reserve, all slots Not in tight places (-1/4) | |
| 8u |
1) Missile Projection: Energy Blast 11d6+1, Indirect (Any origin, any direction; +3/4) | 10 |
| 8u |
2) Up And Away!: Flight 15", Reduced Endurance (1/2 END; +1/4), No Gravity Penalty (+1/2), Ranged (+1/2), Usable As Attack (+1) | 4 |
| 8u |
3) Don't EVEN Move!: Entangle 8d6, 8 DEF, Reduced Endurance (1/2 END; +1/4) | 4 |
| 8u |
4) Telekinetic Dome: Force Wall (14 PD/10 ED/7 Flash Defense: Sight Group; 2" long and 1" tall), Reduced Endurance (1/2 END; +1/4) | 4 |
| 8u |
5) I'll Get That: Telekinesis (45 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4) | 4 |
| 24 |
Telekinesis: Elemental Control, 96-point powers, all slots Only works on twin sister and self (-1) | |
| 24 |
1) Telekinetic Flight: Flight 16", Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 2 people at once; +1/2), No Gravity Penalty (+1/2), Ranged (+1/2) | 0 |
| 26 |
2) Telekinetic Shield: Force Field (20 PD/20 ED), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2) | 0 |
| 20 |
Strong Minded: Mental Defense (26 points total) | 0 |
| 7 |
Twin Communications: Mind Link , Only with Sister, Any distance, Psychic Bond; Only With Others Who Have Mind Link (-1) | 0 |
| 5 |
I'm Not Impressed: +10 PRE; Defensive Only (-1) | |
| 7 |
SAAT Comm Unit: Radio Perception/Transmission (Radio Group); IIF (-1/4), Does not work in Water (-1/4) | 0 |
|
Nanobots
Notes: These nanobots provide the listed 'powers' and will function for about six months before going inert. They must be reset by the Time Ship if this happens. | |
| 25 |
1) Regeneration: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
Notes: Nanobots repair damage including regrowing limbs and reviving the subject from death. It will not, however, work if the subjects body is totally destroyed. | 0 |
| 12 |
2) Protected Sight: Sight Group Flash Defense (10 points), Hardened (+1/4) | 0 |
| 10 |
3) Chemical Resistance: Life Support (Immunity: All terrestrial poisons and chemical warfare agents)
Notes: Nanobots accelerated tissue regeneration will instantly repair any chemical type damage. | 0 |
| 10 |
4) Disease Resistance: Life Support (Immunity: All terrestrial diseases and biowarfare agents)
Notes: Nanobots function as super white cells and will instantly combat any disease, infection or biological intrusion such as parasites and biological poisons, i.e venom. | 0 |
| 8 |
5) Keen Eyed: +4 PER with Sight Group | 0 |
| 5 |
6) Dim Light Vision: Ultraviolet Perception (Sight Group) | 0 |
| 2 |
7) Stopped Aging: Life Support (Longevity: 400 Years)
Notes: Nanobots actually stop aging but can only do this for about 400 years, after that, the subject begins to age normally. | 0 |
| 306 |
Total Powers Cost |
|