Cost |
Name |
0 |
Acting 8- |
3 |
AK: Indianapolis 12- |
0 |
Climbing 8- |
3 |
Concealment 11- |
0 |
Conversation 8- |
5 |
Cramming |
3 |
Deduction 11- |
9 |
Interrogation 15- Notes: Browbeating |
3 |
KS: Business 12- |
5 |
Computer Programming 12- |
5 |
Electronics 12- |
3 |
Security Systems 11- |
3 |
Systems Operation 11- |
0 |
Language: English (Idiomatic, native accent; Custom Adder) Notes: Native Language |
0 |
Paramedics 8- |
0 |
Persuasion 8- |
4 |
PS: Small Business Management 13- |
0 |
Shadowing 8- |
0 |
Stealth 8- |
5 |
Streetwise 13- |
0 |
TF: Custom Adder, Small Motorized Ground Vehicles Notes: Custom Mod is Everyman Skill |
0 |
WF: Clubs, Unarmed Combat |
|
|
51 |
Total Skills Cost |
Cost |
Name |
3 |
Anonymity |
3 |
Total Perks Cost |
Cost |
Name |
5 |
Eidetic Memory |
5 |
Total Talents Cost |
|
|
Cost |
Power |
END |
51 |
Cyberkenesis: Multipower, 90-point reserve, (90 Active Points); all slots Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | |
4u |
1) Cybercontrol: Mind Control 18d6 ( Machine class of minds) (90 Active Points); Does Not Provide Mental Awareness (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 9 |
6m |
2) Processor: +5 Overall (50 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | |
2u |
3) Cyber Illusions: Mental Illusions 8d6 ( Machine class of minds) (40 Active Points); Cannot Cause Harm Power loses about a fourth of its effectiveness (-1/4), Does Not Provide Mental Awareness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 4 |
2u |
4) Cyber-Illusions II: Sight and Radio Groups Images Increased Size (8" radius; +3/4), +/-3 to PER Rolls (High Resolution) (24 Active Points); Only Vs. Machines Power loses about half of its effectiveness (-1), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 4 |
2u |
5) Cyberpathy: Telepathy 8d6 (40 Active Points); Does Not Provide Mental Awareness (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 4 |
3u |
6) Deactivation: Dispel 16d6, Any Electrical Device Power One at a Time (+1/4) (60 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 6 |
2u |
7) Erase/Alter Records: Major Transform 1 1/2d6 (add, alter, or remove data, Application of same power,Reprogramming, or Re-Keying Data), Partial Transform (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (62 Active Points); No Range (-1/2), Limited Target ([Limited]; Computer Software and Files; -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 6 |
3u |
8) Machine Destruction: Killing Attack - Ranged 3d6, Area Of Effect (One Hex; +1/2) (67 Active Points); Only Vs Machines Power loses about half of its effectiveness (-1), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 7 |
5u |
9) Nanite Swarm Cloud: Change Environment 4" radius, -4 to Sight Group PER Rolls, -2 DCV, -2 DEX Roll and all Skill Rolls based on DEX, -3 OCV, -3" of Running, Multiple Combat Effects, Personal Immunity (+1/4) (89 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 9 |
4u |
10) Sap Power: Suppress Electronic 4d6, Area Of Effect (12" Any Area; +1 1/4), All Electronic Powers at Once (+2) (85 Active Points); Limited Range 20" (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 8 |
2u |
11) Misdirection: Armor (16 PD/32 ED), Hardened (+1/4) (90 Active Points); Only Vs Attacks Involving Electronics Power loses about two-thirds of its effectiveness (-1 1/2), Only Vs Ranged Attacks Power loses about half of its effectiveness (-1), Costs Endurance (-1/2), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 9 |
3u |
12) Missed Me : Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | |
4u |
13) Cyberscanning: Mind Scan 18d6 ( Machine class of minds) (90 Active Points); Does Not Provide Mental Awareness (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 9 |
2u |
14) Cybertracking: Mind Scan 12d6 ( Machine, Human Minds, Animal Minds and Alien Minds classes of minds) (90 Active Points); Neither Character nor Target Can Attack Through Link (-1), Only Tagged Targets Power loses about half of its effectiveness (-1), Mandatory Effect EGO +20 (Scan Undetectable by Target; -1/2), Does Not Provide Mental Awareness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 9 |
5u |
15) Cyberhealing Humans: Healing BODY 6d6, Can Heal Limbs, Resurrection (85 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 8 |
5u |
16) Cyber - Repair: Healing BODY 6 1/2d6, Can Heal Limbs, Resurrection (90 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 9 |
3u |
17) Cyber Seizure: Entangle 5d6, 5 DEF, Takes No Damage From Attacks Limited Group (+1/4), Cannot Be Escaped With Teleportation (+1/4), Indirect ( Same origin, always fired away from attacker; +1/4) (87 Active Points); No Range (-1/2), Cannot Form Barriers (-1/4), Vulnerable Bio Manipulation Attacks (Uncommon; -1/4), Vulnerable: Mental Attacks (Uncommon; -1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 9 |
5u |
18) Termites: Transfer 1d6 (Transfer Bod to Transfer ), Can Transfer Maximum Of 31 Points, from any structural power one at a time (+1/4), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (89 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | |
5u |
19) Blade Hands: Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 w/STR), Armor Piercing (x2; +1) (90 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 9 |
3u |
20) Cybercloaking: Invisibility to Sight, Mental, Radio, Hearing, Smell/Taste and Touch Groups , No Fringe (55 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | 5 |
3u |
21) Reboot: +45 REC (90 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Linked (Liquid Metal; -1/4), Only In Heroic Identity (-1/4) | |
|
| |
9 |
Cyber Enhancement: Elemental Control, 30-point powers, (15 Active Points); all slots Extra Time (Full Phase, -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) | |
7 |
1) Liquid Metal: Armor (10 PD/10 ED) (30 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Visible (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) | |
6 |
2) STR and DEX: (Total: 30 Active Cost, 12 Real Cost) +15 STR (15 Active Points); No Figured Characteristics (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 6) plus +5 DEX (15 Active Points); No Figured Characteristics (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 6) | 1 |
6 |
3) CON, BOD, and REC: (Total: 30 Active Cost, 13 Real Cost) +5 CON (10 Active Points); No Figured Characteristics (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 4) plus +5 BODY (10 Active Points); No Figured Characteristics (-1/2), Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 4) plus +5 REC (10 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 5) | |
7 |
4) STUN and RUN: (Total: 30 Active Cost, 15 Real Cost) +16 STUN (16 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 8) plus Running +7" (13" total) (14 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) (Real Cost: 7) | 1 |
9 |
5) +60 END (30 Active Points); Extra Time (Full Phase, -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) | |
7 |
6) +3 SPD (30 Active Points); Extra Time (Full Phase, -1/2), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) | |
9 |
7) Intrusion Countermeasures: Force Field (10 Mental Defense/10 Power Defense) (Protect Carried Items) (30 Active Points); Extra Time (Full Phase, -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) | 3 |
12 |
8) Sealed Systems: Life Support (Eating Character only has to eat once per week; Extended Breathing; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping Character only has to sleep 8 hours per week) (36 Active Points); Extra Time (Full Phase, -1/2), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) | |
|
| |
7 |
High Range Radio Perception (Radio Group) (12 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Only In Heroic Identity (-1/4), Linked (Cybercontrol; -1/2), Greater Power is Constant (+1/4) | |
3 |
Infrared Perception (Sight Group) (5 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Only In Heroic Identity (-1/4), Linked (Cybercontrol; -1/2), Greater Power is Constant (+1/4) | |
3 |
Nightvision (5 Active Points); Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4), Only In Heroic Identity (-1/4), Linked (Cybercontrol; -1/2), Greater Power is Constant (+1/4) | |
12 |
+7 with Comuter Programming, Electronics, Security Systems, Systems Operations (21 Active Points); Linked (Liquid Metal; -1/2), Greater Power is Constant (+1/4), Only In Heroic Identity (-1/4), Not in Intense Magnetic Fields Power loses about a fourth of its effectiveness (-1/4) | |
221 |
Total Powers Cost |
Cost |
Maneuver |
3 |
Bearhug II: 1/2 Phase, -2 OCV, +0 DCV, Grab Two Limbs, 2d6 NND |
4 |
Grab: 1/2 Phase, +0 OCV, -1 DCV, Grab Two Limbs, 10 STR for holding on |
4 |
Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike |
3 |
Slam: 1/2 Phase, -1 OCV, -1 DCV, 2d6 Strike; Grab Two Limbs; Target Falls |
4 |
Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
3 |
Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 5d6 +v/5 Strike; You Fall, Target Falls; FMove |
4 |
Root: 1/2 Phase, +0 OCV, +0 DCV, 41 STR to resist Shove; Block, Abort |
4 |
Shove: 1/2 Phase, +0 OCV, +0 DCV, 41 STR STR to Shove |
29 |
Total Martial Arts Cost |
|