| Tumbler | |
| Naturally athletic, or a well trained athlete, either way Tumblers use their acute balance and phenomenal agility to good effect in any physical encounter. | |
| Cost | Ability |
| 55 | Savant Package Deal |
| 24 | Acrobatic Skills Package Deal |
| 10 | Evasion: (Flying
Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove) Snatch n Run (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove) |
| 8 | Tumbling: +6" Running, RSR: Breakfall Roll (-1/2) |
| 97 | Total Cost of Abilities |
| Value | Disadvantages |
| -15 | Psychological Limitation: Competitive (Common, Strong) |
|
+82 |
Total Cost of Package |
| Savant | |
| Savants are handy folk to have around, naturally skilled and adept at a wide variety of things. Possessed of a certain flair and panache, Savants are highly skilled or innately talented or both, able to make the impossible look easy. Jacks-of-all-trades, Savants often become adventurers for the sheer challenge and perhaps a relief from the boredom of dealing with normal people. | |
| Savants are often motivated by a desire to learn a new thing or two, or to test their wits against a worthy opponent. Savants usually concentrate on picking up new Skills, Perks, and information which might serve them in good stead. | |
| Cost | Ability |
| 4 | Quick Study: WF: Common Melee, Common Missile |
| 20 | Puissant: +2 with Overall |
| 6 | Talented: Pick any 2 Skill Enhancers: (Jack of All Trades, Linguist, Traveler, Scholar) |
| 8 | Athletic: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) |
| 17 | Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11- |
| Value | Disadvantages |
| 0 | None |
|
+55 |
Total Cost of Package |
| Cost | Options |
| 1 | Literacy w/ Native Language |
| +10 | Deadly Blow: +1d6 Killing, any circumstance, any weapon (+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2)) |
| 20 | More Puissant: +2 with Overall |
| 18 | Fisticuffs: Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls |
| 5 | *Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove) |
| 15 | Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1) |
| 15 | Scroll Use: Scroll Comprehension +5 |
| 15 | Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10) |
| 25 | Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range |
| 2 | *Sense Traps: Add Sense to above: +2 points |
| 15 | Open Lock: Lock picking (DEX based) + 6 |
| 30 | Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4) |
| 25 | Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15) |
| 15 | Better Lucky than Good: 3d6 Luck |
| 15 | Improved Lightning Reflexes: +10 with All Actions |
| -10 | Psychological Limitation: Swashbuckler Mentality (Common, Moderate) |
| -15 | Psychological Limitation: Curious (Common, Strong) |
| -15 | Psychological Limitation: Self Centered (Common, Strong) |
| -15 | Psychological Limitation: Competitive (Common, Strong) |
| Acrobatics Skills | |
| Many characters receive training or possess natual talents enabling them to perform stunning feats of physical dexterity, gymnastics, and/or tumbling. | |
| Cost | Ability |
| 6 | Environmental Movement: +2 to Offset Penalty For Being On A Narrow Surface |
| 5 | Acrobatics +1 |
| 5 | Breakfall +1 |
| 2 | PS: Acrobat/Tumbler |
| 5 | Acrobatic Fighting: +1 All Combat; RSR: Acrobatics or Breakfall (-1/2) |
| Value | Disadvantages |
| None | |
|
+24 |
Total Cost of Package |