| Cost |
Power |
END |
| 25 |
Alchemical Power:
Endurance Reserve (200 END, 5 REC) (25 Active Points)
|
0 |
| 26 |
1)
Auric Support:
Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 400 Years; Safe in Intense Cold; Safe in Intense Heat)
|
0 |
| 22 |
2)
Coalesce:
Healing 1 BODY, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
|
0 |
| 5 |
3)
Internal Alchemy:
Power Defense (5 points)
|
0 |
| 8 |
4)
Unmoveable:
Knockback Resistance -5" (10 Active Points); Nonpersistent (-1/4)
|
0 |
| 10 |
5)
Universe Bending Will:
Luck 2d6
|
0 |
| 21 |
6)
Quicksilver Skin:
Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); Visible (-1/4)
|
0 |
| 24 |
Multipower, 30-point reserve, (30 Active Points); all slots Physical Manifestation (-1/4)
|
|
| 2u |
1)
Metallic Plating:
Aid DEF 1d6 (standard effect: 3 points), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (30 Active Points)
Notes:
The Mineur Orb turns to Alluminum and allows Alliage to coat objects with a metallic sheen that gives them added durability.
|
0 |
| 2u |
2)
Mineral Strength:
Transfer 1d6 (standard effect: 3 points) (DEF to PD), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (30 Active Points) (uses END Reserve)
Notes:
The Mineur Orb turns to Alluminum and allows Alliage to absorb the durability of other objects into herself.
|
3 |
| 2u |
3)
Freeflow:
Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Only In Contact With A Surface (-1/4)
Notes:
The Mineur Orb turns to Quicksilver and rolls in front of Alliage forming a slippery carpet upon which she slides effortlessly.
|
0 |
| 2u |
4)
Alloyed Aegis:
Force Field (10 Flash Defense: Mental Group/10 Flash Defense: Hearing Group/10 Flash Defense: Sight Group) (30 Active Points) (uses END Reserve)
Notes:
The Mineur Orb turns to Alluminum, and projects a protective aura around Alliage.
|
3 |
| 2u |
5)
Glamour:
+30 PRE (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve)
Notes:
The Mineur Orb turns to Alluminum and invisbily grants Alliage beguiling charm.
|
3 |
| 2u |
6)
Argent Glimmer:
Sight Group Images Increased Size (8" radius; +3/4), +/-2 to PER Rolls (28 Active Points) (uses END Reserve)
Notes:
The Mineur Orb turns to Silver and allows Alliage to project whatever image she can imagine.
|
3 |
| 2u |
7)
Ferrous Disruption:
Dispel Mechanical Powers 8d6, any Mechanical power one at a time (+1/4) (30 Active Points) (uses END Reserve)
Notes:
The Mineur Orb turns to Iron and projects a reddish beam that causes mechanical objects to seize up, rust out, suffer metal fatigue, and other wise fail.
|
3 |
| 2u |
8)
Auric Jolt:
Aid REC 2d6 (standard effect: 6 points), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (30 Active Points)
Notes:
The Mineur Orb turns to Gold and projects a restorative light.
|
0 |
| 2u |
9)
Shocking:
Energy Blast 3d6 (vs. NND), No Normal Defense (Grounded, Insulated, Not Conductive; +1) (30 Active Points) (uses END Reserve)
Notes:
The Mineur Orb turns to Copper and projects a painful shocking bolt.
|
3 |
| 2u |
10)
Lead Feat:
Density Increase (2,600 kg mass, +30 STR, +6 PD/ED, -6" KB) (30 Active Points) (uses END Reserve)
Notes:
The Mineur Orb turns to Lead and invisibly grants Alliage great strength, though at the cost of great density.
|
3 |
| 1u |
11)
Slippery:
+30 STR (30 Active Points); Only vs Grabs & Entangles (-1 1/2), No Figured Characteristics (-1/2) (uses END Reserve)
Notes:
The Mineur Orb turns to Quicksliver and projects a slipery coating around Alliage.
|
3 |
| 2u |
12)
Argent Aura:
Force Field (10 Mental Defense/5 Power Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points)
Notes:
The Mineur Orb turns to Silver and projects a silvery aura around Alliage.
|
0 |
| 2u |
13)
Quicksilver Skin:
Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Visible (-1/4)
Notes:
The Mineur Orb turns to Quicksilver and spins around Alliage; a Quicksilver sheath forms around her body protecting her from harm.
|
0 |
| 48 |
Multipower, 60-point reserve, (60 Active Points); all slots Physical Manifestation (-1/4)
|
|
| 5u |
1)
Lead Poisoning:
Drain INT 6d6 (60 Active Points) (uses END Reserve)
Notes:
The Moyenne Orb turns to Lead; if Alliage can touch it to someone their higher reasoning functions are severely hampered.
|
6 |
| 4u |
2)
Freeflow:
Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Only In Contact With A Surface (-1/4)
Notes:
The Moyenne Orb turns to Quicksilver and rolls in front of Alliage forming a slippery carpet upon which she slides effortlessly.
|
0 |
| 3u |
3)
Argent Blade:
Killing Attack - Hand-To-Hand 2d6+1 (2 1/2d6 w/STR) (vs. PD), Affects Desolidified Any form of Desolidification (+1/2) (52 Active Points); No Knockback (-1/4) (uses END Reserve)
Notes:
The Moyenne Orb turns to Silver and grows both a sharp blade and a hilt, witth orb forming the pommel.
|
5 |
| 5u |
4)
Argent Illumination:
Dispel Darkness 16d6, any Darkness power one at a time (+1/4) (60 Active Points) (uses END Reserve)
Notes:
The Moyenne Orb turns to Silver and projects a beam of shining light that shatters any form of unnatural darkness.
|
6 |
| 3u |
5)
Shining Orb:
Darkness to Sight Group 3" radius, Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Can Be Missile Deflected (-1/4)
Notes:
The Moyenne Orb turns to Silver and projects a globe of silvery light that, if not deflected, blossoms into a shining sphere that blocks sight.
|
0 |
| 5u |
6)
Shiny:
Sight Group Flash 6d6, Area Of Effect (7" Cone; +1) (60 Active Points) (uses END Reserve)
Notes:
The Moyenne Orb turns to Silver and projects a bright silvery light that blinds others.
|
6 |
| 5u |
7)
Auric Pep:
Aid END 6d6 (60 Active Points)
Notes:
The Moyenne Orb turns to Gold and projects a soothing light that grants vigor.
|
0 |
| 5u |
8)
Auric Revelation:
Healing Flash Damage 6d6 (60 Active Points) (uses END Reserve)
Notes:
The Moyenne Orb turns to Gold and projects a soothing light that heals the senses.
|
6 |
| 5u |
9)
Galvanic Arc:
Killing Attack - Ranged 4d6 (vs. ED) (60 Active Points) (uses END Reserve)
Notes:
The Moyenne Orb turns to Copper and projects a bolt of powerful electricity.
|
6 |
| 5u |
10)
Zap:
Dispel Electronics 16d6, any Electrical power one at a time (+1/4) (60 Active Points) (uses END Reserve)
Notes:
The Moyenne Orb turns to Copper and shines a reddish beam that grounds electronic devices, causing damage to objects.
|
6 |
| 5u |
11)
Slippery Form:
Desolidification (affected by Magic), Reduced Endurance (1/2 END; +1/4), Difficult To Dispel (x2 Active Points; +1/4) (60 Active Points) (uses END Reserve)
Notes:
The Moyenne Orb turns to Quicksilver and Alliage takes on the malleable properties of mystical Mercury becoming effectively Desolid.
|
2 |
| 2u |
12)
Rebounding Arc:
Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Only vs Energy (-1), Costs Endurance (-1/2) (uses END Reserve)
Notes:
The Moyenne Orb turns to Copper, intercepts incoming energy attacks, and redirects them.
|
5 |
| 4u |
13)
Quicksilver Skin:
Armor (16 PD/16 ED), Hardened (+1/4) (60 Active Points); Visible (-1/4)
Notes:
The Moyenne Orb turns to Quicksilver and spins around Alliage; a Quicksilver sheath forms around her body protecting her from harm.
|
0 |
| 72 |
Multipower, 90-point reserve, (90 Active Points); all slots Physical Manifestation (-1/4)
|
|
| 6u |
1)
Wall of Alchemy:
Force Wall (18 PD; 4" long and 1" tall), Hardened (+1/4), Transparent to ED Attacks (+1/2) (89 Active Points); Restricted Shape (Dome; -1/4) (uses END Reserve)
Notes:
The Principal Orb turns to Quicksilver and forms a misty wall of glittering particles that coallesce together when impacted or crossed to form a transluscent barrier.
|
9 |
| 5u |
2)
Brazen Maul :
Hand-To-Hand Attack +7d6, Attack Versus Limited Defense (Power Defense; +1 1/2) (87 Active Points); Hand-To-Hand Attack (-1/2) (uses END Reserve)
Notes:
The Principal Orb turns to Copper and froms a handle; in this form it can be weilded as a club of mystical capabilities, inflicting 8 1/2d6 N damage vs Power Defense.
|
9 |
| 6u |
3)
Freeflow:
Flight 25", x8 Noncombat, Reduced Endurance (0 END; +1/2) (90 Active Points); Only In Contact With A Surface (-1/4)
Notes:
The Principal Orb turns to Quicksilver and rolls in front of Alliage forming a slippery carpet upon which she slides effortlessly.
|
0 |
| 4u |
4)
Transmutation:
Minor Transform 7d6 (Any Metal Into Other Metal, Another Application Of This (or similar) Power), Improved Target Group (Metal; +1/4) (87 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2) (uses END Reserve)
Notes:
The Principal Orb cycles through all of the metals rapidly, and causes an object made of one metal to turn into another sort of metal.
|
9 |
| 7u |
5)
Alchemical EMP:
Change Environment (Electro-Magnetic Field) 128" radius, Long-Lasting 20 Minutes, Invisible Power Effects (Fully Invisible; +1) (90 Active Points) (uses END Reserve)
Notes:
The Principal Orb turns to Copper and realease a huge discharge of energy which destroys unsheilded electronics.
|
9 |
| 3u |
6)
Ferric Rust:
Killing Attack - Ranged 6d6 (vs. PD) (90 Active Points); Only vs Ferrous Metal (-2) (uses END Reserve)
Notes:
The Principal Orb turns to Iron and causes Ferrous Metal to rapidly corrode.
|
9 |
| 7u |
7)
Magnetic Barrage:
Killing Attack - Ranged 3d6-1 (vs. PD), Autofire (3 shots; +1/4), Penetrating (x2; +1) (90 Active Points) (uses END Reserve)
Notes:
The Principal Orb turns to Iron and spins rapidly, flinging three sharp shards at high speed.
|
9 |
| 5u |
8)
Magnetokinesis:
Telekinesis (40 STR), Reduced Endurance (0 END; +1/2) (90 Active Points); Only Versus Ferrous Metals (-1/2)
Notes:
The Principal Orb turns to Iron and casts ferric red light that can magnetically move Ferrous Metals
|
0 |
| 7u |
9)
Make Heavy:
Entangle 4d6, 5 DEF, Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Backlash (+1/2) (90 Active Points) (uses END Reserve)
Notes:
The Principal Orb turns to Lead and casts a mystic beam that renders a target so heavy it cannot move.
|
9 |
| 7u |
10)
Auric Rejuvenation:
Healing Simplified 9d6 (90 Active Points) (uses END Reserve)
Notes:
The Principal Orb turns to Gold and casts a healing light.
|
9 |
| 7u |
11)
Brilliant Light:
Energy Blast 18d6 (vs. ED) (90 Active Points) (uses END Reserve)
Notes:
The Principal Orb turns to Gold and projects a light so bright it can kill.
|
9 |
| 5u |
12)
Arcing Bolt:
Energy Blast 9d6 (vs. ED), Area Of Effect (5" Any Area; +1) (90 Active Points); No Range (-1/2) (uses END Reserve)
Notes:
The Principal Orb turns to Copper and projects a sizzling bolt of energy that electrifies anything in its chaotic path.
|
9 |
| 6u |
13)
Quicksilver Skin:
Armor (24 PD/24 ED), Hardened (+1/4) (90 Active Points); Visible (-1/4)
Notes:
The Principal Orb turns to Quicksilver and spins around Alliage; a Quicksilver sheath forms around her body protecting her from harm.
|
0 |
| 417 |
Total Powers Cost |