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1)
Mystic Girding
:
No Hit Locations (10 Active Points); Perceivable (Supernatural Awareness; -1/4)
Notes:
Real Cost: 8
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0
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2)
Mystic Resistance
:
Resistant (+1/2) applied to ED
Notes:
Real Cost: 3
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3)
Mystic Resistance
:
Resistant (+1/2) (3 Active Points) applied to PD
Notes:
Real Cost: 3
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:
Variable Power Pool (Magic Pool), 28 base + 45 control cost; Hermetic Lore Skill is used to change Spells, (51 Active Points); Requires Access To Spell Books And Time To Change Powers (Spells Listed Are Samples From Known Spells List) (-1/2), Hermetic Wizardry Rote Spells Only (-1/2), Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Ritual, Window Of Opportunity, Incantations, Increased END Cost, Side Effects, Gestures, Requires a Roll; -1/2); -1/2)
Notes:
Real Cost: 37
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1)
Darians Ward
:
Damage Negation (-3 DCs Physical, -3 DCs Energy), Usable By Other (+1/4), Grantor can take back power at any time, Recipient must remain within Line of Sight of Grantor (37 Active Points); Increased Endurance Cost (x5 END; -2), Requires A Roll (Skill roll; Hermetic Lore; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Perceivable (Supernatural Awareness; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 9
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20
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2)
Mystic Cloak
:
Stealth 14-, Usable By Other (+1/2), Grantor can take back power at any time, Recipient must be within Limited Range of the Grantor for power to be granted, Recipient must remain within Line of Sight of Grantor (13 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Requires A Roll (Skill roll; Hermetic Lore; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Perceivable (Supernatural Awareness; -1/4) Real Cost: 5
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1
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3)
Mystic Mending
:
Healing BODY 1d6 (10 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Requires A Roll (Skill roll; Hermetic Lore; -1/2), Concentration (1/2 DCV; -1/4) Real Cost: 4
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1
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4)
Melindas Shroud
:
Invisibility to Sight and Hearing Groups (25 Active Points); Requires A Roll (Skill roll; Hermetic Lore; -1/2), Only When Not Attacking (-1/2), Costs END To Maintain (Half END Cost; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) Real Cost: 10
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2
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, 11- base (3 points), -2 effect penalty for 9-, +3 to 12- (3 points) = 6 Real Cost
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1)
Effect
:
Killing Attack - Ranged 2d6, Variable Advantage (+1/2 Advantages; (IPE: Obvious Power, Inobvious to Sight & Hearing, x1 Endurance Cost, AoE: Accurate, AoE: Explosion); +3/4) (52 Active Points); Cannot Use Targeting (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4), Limited Range (16 meters; -1/4)
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10
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2)
Spell Skill 12-
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, 11- base (3 points), -1 effect penalty for 10-, +2 unused AP bonus for 12- = 3 Real Cost
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1)
Effect
:
Leaping +21m (4m/25m forward, 2m/12 1/2m upward) (Accurate), Usable By Other (+1/4), Grantor can take back power at any time, Recipient must remain within Line of Sight of Grantor (19 Active Points); Increased Endurance Cost (x2 END; -1/2), Perceivable (Supernatural Awareness; -1/4), Costs END To Maintain (Half END Cost; -1/4)
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4
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2)
Spell Skill 12-
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, 11- base (3 points), -1 effect penalty for 10-, +2 unused AP bonus for 12- = 3 Real Cost
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1)
Effect
:
Variable Advantage (+1/2 Advantages; (Affects Desolid, Area Of Effect: Accurate, Area Of Effect: Any 4 2m Areas, Line of Sight); +3/4) for up to 30 Active Points of Killing Attack - Ranged (22 Active Points); OIF (Pistol of Opportunity; -1/2), Perceivable (Supernatural Awareness; -1/4)
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2
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2)
Spell Skill 12-
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1)
Colt .45 M1911 - Hendricks Special
:
Killing Attack - Ranged 2d6 (30 Active Points); OAF (Colt .45 M1911 ; -1), STR Minimum 10 (-1), Real Weapon (-1/4), 2 clips of 12 Charges (-0)
Notes:
Real Cost: 9
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[12]
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2)
Professional Wardrobe
:
+1/+1d6 Striking Appearance (vs. all characters) (3 Active Points); IAF (-1/2)
Notes:
Real Cost: 2
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3)
Tactical Xenon Flashlight Attachment
:
(Provides Sufficient Illumination To See A 1 hex Area Within 10m) (2 Active Points); OIF Arrangement (Under-barrel Mount; -3/4)
Notes:
Real Cost: 1
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4)
Cell Phone - Reliable
:
Notes:
Real Cost: 1
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5)
Flashlight (Provides Sufficient Illumination To See A 1 hex Area Within 10m)
Notes:
Real Cost: 2
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1)
Small Sports Car
:
(Total: 6 Active Cost, 6 Real Cost) Vehicle (Real Cost: 6)
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0
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