| Cost |
Name |
| 3 |
Acrobatics 12- |
| 3 |
Acting 13- |
| 3 |
Breakfall 12- |
| 3 |
Bribery 13- |
| 3 |
Climbing 12- |
| 10 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Artificial Intelligence, Mainframes and Supercomputers) 15- |
| 3 |
Concealment 15- |
| 3 |
Conversation 13- |
| 3 |
Deduction 15- |
| 3 |
Disguise 15-
Notes: He uses this skill to make himself look like decrepit bum. |
| 3 |
Electronics 15- |
| 3 |
Instructor 15- |
| 3 |
Inventor 15- |
| 3 |
Linguist |
| 0 |
1) Language: English (idiomatic) |
| 2 |
2) Language: French (completely fluent) |
| 2 |
3) Language: German (completely fluent) |
| 2 |
4) Language: Greek (Modern) (completely fluent) |
| 0 |
5) Language: Irish (idiomatic) |
| 2 |
6) Language: Italian (completely fluent) |
| 2 |
7) Language: Latin (completely fluent) |
| 2 |
8) Language: Scottish Gaelic (completely fluent) |
| 2 |
9) Language: Welsh (completely fluent) |
| 3 |
Mechanics 15- |
| 6 |
Navigation (Air, Astral, Land, Space, Temporal) 15- |
| 3 |
Paramedics 15- |
| 3 |
Persuasion 13- |
| 3 |
Research 15- |
| 3 |
Riding 12- |
| 3 |
Scholar |
| 2 |
1) KS: 17th and 18th century English History 15- |
| 2 |
2) KS: Irish Folk Lore 15- |
| 2 |
3) KS: Isaac Newton 15-
Notes: Time Lord knew Isaac Newton personally |
| 2 |
4) KS: Natural Philosophy 15- |
| 2 |
5) KS: Replicator Program Design 15- |
| 2 |
6) KS: Replicator Programming 15- |
| 2 |
7) KS: Time Ship's Maintanance and Repair 15- |
| 3 |
Scientist |
| 2 |
1) SS: Astrophysics 15- |
| 2 |
2) SS: Electrical Engineering 15- |
| 2 |
3) SS: Magnetic Engineering 15- |
| 2 |
4) SS: Mathematics 15- |
| 2 |
5) SS: Mechanical Engineering 15- |
| 2 |
6) SS: Metallurgy 15- |
| 2 |
7) SS: Microelectronics 15- |
| 2 |
8) SS: Nuclear Physics 15- |
| 2 |
9) SS: Optics 15- |
| 2 |
10) SS: Physics 15- |
| 2 |
11) SS: Quantum Physics 15- |
| 2 |
12) SS: Solid State Physics 15- |
| 2 |
13) SS: Structural Engineering 15- |
| 2 |
14) SS: Sub-Atomic Physics 15- |
| 2 |
15) SS: Tachyon Physics 15- |
| 2 |
16) SS: Temporal Physics 15- |
| 3 |
Shadowing 15- |
| 3 |
Stealth 12- |
| 3 |
Streetwise 13- |
| 4 |
Survival (Temperate/Subtropical, Mountain) 15- |
| 9 |
Systems Operation (Analyzers, FTL Communications, Life Support Systems, Personnel Support Systems, Radar, Radio, Replicator System, Scanners, Temporal Communications, Temporal Sensors, Temporal Transport System) 15- |
| 3 |
Tactics 15- |
| 6 |
TF: Carts/Carriages, Equines, Rafts, Sleds, Small Rowed Boats, Small Wind-Powered Boats, Time Ship |
| 3 |
Trading 13- |
| 3 |
Traveler |
| 2 |
1) AK: Ireland 15- |
| 2 |
2) AK: The British Isles 15- |
| 2 |
3) CK: Cambridge 15- |
| 2 |
4) CuK: Irish Culture 15- |
| 10 |
WF: Beam Weapons, Energy Weapons, Axes, Maces, Hammers, and Picks, Blades, Bows, Clubs, Flails, Javelins and Thrown Spears, Polearms and Spears, Staffs, Thrown Knives, Axes, and Darts, Thrown Rocks, Two-Handed Weapons |
| 18 |
+3 with HTH and Ranged Combat |
| 15 |
+3 with DCV |
| 224 |
Total Skills Cost |
| Cost |
Name |
| 15 |
Advanced Tech |
| 3 |
Anonymity |
| 80 |
Base: Eire |
| 80 |
Vehicle: Time Ship |
| 1 |
False Identity |
| 15 |
Money: Filthy Rich |
| 194 |
Total Perks Cost |
| Cost |
Name |
| 3 |
Absolute Time Sense |
| 5 |
Eidetic Memory |
| 8 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 27 |
MIP-150 Ion Pstol: Multipower, 50-point reserve, all slots 32 Charges (+1/4); all slots OAF (-1), Limited Range 50" (-1/4) | |
| 2u |
1) Lethal Setting: Killing Attack - Ranged 3d6+1 | 0 |
| 2u |
2) Non-Lethal Setting: Energy Blast 10d6 | 0 |
| 2u |
3) Stun Setting: Energy Blast 5d6, No Normal Defense (rED; +1) | 0 |
|
Combat Suit, all slots OIF (-1/2)
Notes: Originally designed as an EVA suit however, over the centuries, it has been redesigned and upgrades into a full combat suit. | |
| 30 |
1) Anti-Grav Flight: Flight 20", x4 Noncombat | 4 |
| 25 |
2) Enhanced Force Field: Force Field (10 PD/10 ED) (Protect Carried Items), Hardened (+1/4) | 4 |
| 20 |
3) Armored Structure: Armor (10 PD/10 ED) | 0 |
| 20 |
4) Micro Fusion Reactor: Endurance Reserve (100 END, 20 REC) | 0 |
| 20 |
5) EVA Life Support: Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) | 0 |
| 10 |
6) Long Range Magnifaction: +10 versus Range Modifier for Sight Group | 0 |
| 7 |
7) RF Sensors/Transmitter: Radio Perception/Transmission (Radio Group) | 0 |
| 7 |
8) Glare Shielding: Sight Group Flash Defense (10 points) | 0 |
| 7 |
9) Sound Dampening: Hearing Group Flash Defense (10 points) | 0 |
| 3 |
10) IR Sensors: Infrared Perception (Sight Group) | 0 |
| 3 |
11) UV Sensors: Ultraviolet Perception (Sight Group) | 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) (70 Active Points); 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 |
|
Analyzers/Scanners | |
| 13 |
1) Bio-Scanner: Detect Life 12- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception, Tracking (33 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Affected As Sight and Hearing Group as Well As Radio Group (-1/2) plus Eidetic Memory (5 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Only To Remember Things Detected (-1/2) | 0 |
| 10 |
2) Medical Scanner: Detect Medical Condition 12- (Unusual Group), Discriminatory, Analyze, Microscopic (x100): x100 (24 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Affected As Sight and Hearing Group as Well As Radio Group (-1/2) plus Eidetic Memory (5 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Only To Remember Things Detected (-1/2) | 0 |
| 10 |
3) Soil Analyzer: Detect Soil Composition 12- (Unusual Group), Discriminatory, Analyze, Microscopic (x100): x100 (24 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Affected As Sight and Hearing Group as Well As Radio Group (-1/2) plus Eidetic Memory (5 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Only To Remember Things Detected (-1/2) | 0 |
| 9 |
4) Atmospheric Analyzer: Detect Atmospheric Composition 12- (Unusual Group), Discriminatory, Analyze, Increased Arc of Perception (20 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Affected As Sight and Hearing Group as Well As Radio Group (-1/2) plus Eidetic Memory (5 Active Points); OAF (-1), Requires A System Operation Roll (-1/2), Only To Remember Things Detected (-1/2) | 0 |
| 7 |
Basic Medical Supplies: Healing 2 BODY; Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1), Requires A Paramedic Roll (-1/2), 30 Charges (+1/4) | [30] |
| 5 |
Nightsight: Nightvision | 0 |
| 3 |
Life Support (Immunity: Alcohol) | 0 |
| 314 |
Total Powers Cost |
| Cost |
Maneuver |
|
Weapons Combat |
| 5 |
1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +7 DC Strike |
| 4 |
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +5 DC Strike |
| 4 |
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +5 DC +v/5 Strike, FMove |
| 4 |
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 5 |
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon +3 DC Strike |
| 4 |
6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 43 STR to resist Shove; Block, Abort |
| 4 |
7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 43 STR to Shove |
| 0 |
8) Weapon Element: Blades |
| 1 |
9) Weapon Element: Axes, Maces, and Picks |
| 1 |
10) Weapon Element: Clubs |
| 1 |
11) Weapon Element: Polearms |
| 1 |
12) Weapon Element: Shields |
| 1 |
13) Weapon Element: Staffs |
| 12 |
14) +3 HTH Damage Class(es) |
| 47 |
Total Martial Arts Cost |
|