Cost |
Power |
END |
24 |
Elemental Control, 60-point powers, (30 Active Points); all slots Must Pass Through Intervening Space (-1/4)
|
|
21 |
1)
Personal Teleportation:
Teleportation 10", x2 Increased Mass, Safe Blind Teleport (+1/4), Variable Advantage (+3/4 Advantages; Limited Group of Advantages (MegaScale 100km, MegaScale 1km + 0 END, MegaScale 10km + 1/2 END, 0 END + Position Shift); +1 1/4) (62 Active Points); Only On Self And Personal Equipment (-1/4), Must Pass Through Intervening Space (-1/4)
Notes:
Redline is dematerialized while using this ability, but is visible as a red streak moving amazingly fast along the entire distance she travels. A clear path at least large enough to fit a golfball must exist between her and her location, but it doesn't have to be along a straight line, as many detours as are necessary can be taken up to her total maximum teleport distance.
|
6 |
30 |
2)
Fetch From Armory:
Summon 32 125-point Gear, Reduced Endurance (1/2 END; +1/4), Expanded Class of Beings Limited Group (Gear; +1/2), Slavishly Devoted (+1) (137 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Only From Personal Armory (-1/2), Must Be Within 100km (-1/2), Must Pass Through Intervening Space (-1/4)
Notes:
Redline can summon anything from her Armory list to herself as long as it is within 100km (approx 60 miles), and a clear path at least large enough to fit a golfball exists between her and the item. Once she has the item she can use it normally, distribute it to someone else, or whatever. The item does not "fade away" or otherwise dissipate -- its the actual item and its actually been translocated to her. She cannot send the item back. She must be familiar with the item and have handled it so as to attune herself to it; thus she can only use this ability on items on her armory list, not items belonging to others. Items being moved in this fashion are dematerialzed in transit, but are visible as a red streak moving extremely fast along the entire distance moved.
|
6 |
75 |
Total Powers Cost |
|
Cost |
Name |
10 |
+1 Overall |
3 |
Concealment 12- |
3 |
Jack of All Trades |
2 |
1) PS: Appraise Gear Market Value (INT-based) (3 Active Points) 12- |
2 |
2) PS: Runner (INT-based) (3 Active Points) 12- |
2 |
3) PS: Supplier (INT-based) (3 Active Points) 12- |
3 |
KS: Guns (INT-based) 12- |
3 |
Persuasion 12- |
3 |
Stealth 12- |
3 |
Streetwise 12- |
4 |
Survival (Underground, Urban) 12- |
3 |
Trading 12- |
3 |
Traveler |
1 |
1) AK: Central Valley & Inland Empire (2 Active Points) 11- |
2 |
2) AK: San-San Rapid Transit Tunnels / Underground (INT-based) (3 Active Points) 12- |
2 |
3) CK: San-San (INT-based) (3 Active Points) 12- |
2 |
WF: Small Arms |
51 |
Total Skills Cost |
Cost |
Name |
10 |
Fringe Benefit: Improved Equipment Availability Advanced Equipment |
4 |
Money: Wealthy (9 Active Points); Only For Starting Armory (-1) |
9 |
Equipment Points: 77 |
11 |
Vehicle/Base Points: 33 |
7 |
Follower/Contact Points: 20 |
2 |
Reputation: Top-notch Supplier / Gunrunner (A medium-sized group) 11-, +2/+2d6 |
3 |
Well-Connected |
46 |
Total Perks Cost |
Cost |
Maneuver |
|
Non-combatant Survival Skills |
5 |
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove |
5 |
2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
10 |
Total Fighting Skills Cost |
|