| Cost |
Name |
| 2 |
+1 with S&W Model 10 (RKA) |
| 1 |
AK: Los Angeles (Everyman) 11- |
| 3 |
Bureaucratics 13- |
| 3 |
Criminology 13- |
| 1 |
Forensic Medicine 8- |
| 3 |
Lipreading 13- |
| 3 |
Mimicry 13- |
| 3 |
Paramedics 13- |
| 3 |
Persuasion 13- |
| 2 |
PS: Police Procedure (Everyman) 12- |
| 3 |
PS: Psychology 12- |
| 3 |
PS: Read Body Language 13- |
| 3 |
Stealth 12- |
| 1 |
Streetwise 8- |
| 0 |
Language: English (idiomatic) (4 Active Points) |
| 2 |
Language: Spanish (fluent conversation) |
| 36 |
Total Skills Cost |
| Cost |
Name |
| 4 |
Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers |
| 4 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 20 |
+3 SPD (30 Active Points); Only for Mental Powers (-1/2) | |
| 113 |
Variable Power Pool, 65 base + 48 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (161 Active Points); Only Ego/Will Powers (-3/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4) | |
| |
1) Mental Illusions 12d6 (60 Active Points); Activation 11- against targets with Mental Defence (-1/2) Real Cost: 40Notes: Or 8d6, fully invisible. | 6 |
| |
2) Telepathy 10d6 (50 Active Points); Activation Roll 14- (-1/2), Not against targets with Mental Defence (-1/2) Real Cost: 25Notes: Or 8d6, fully invisible. | 5 |
| |
3) Mind Control 10d6, Telepathic (+1/4) (62 Active Points); Activation 11- against targets with Mental Defence (-1/2) Real Cost: 41Notes: Or 7d6, fully invisible. | 6 |
| |
4) Drain Mental Powers 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Based On EGO Combat Value (Mental Defense applies; +1), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (45 Active Points); Must hit attacker's ECV (-3/4) Real Cost: 26 | 0 |
| |
5) Ego-Zombie Slaves: Major Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4), Based On EGO Combat Value (Mental Defense applies; +1), Invisible Power Effects (Fully Invisible; +1) (49 Active Points); Activation 11- against targets with Mental Defence (-1/2), Visible to mentalists when cast and if checked (-1/4) Real Cost: 28Notes: The Transform adds; (25) pyschlim - Totally Loyal to Invisible Black, drops; INT to 8, EGO to 3. Points go into STUN and CON, evenly divided. | 5 |
| |
6) Psychic Vampirism: Transfer 2d6 (BODY to BODY), Invisible except to Mental Sense Group (+3/4) (52 Active Points); Activation 11- against targets with Mental Defence (-1/2) Real Cost: 35Notes: Or 1d6, Ranged, Based on ECV. Real Cost 33 | 5 |
| |
7) "Stop bleeding, get up, and do something useful!": Healing BODY 2d6, Invisible except to Mental Sense Group (+3/4), Based On EGO Combat Value (Mental Defense applies; +1) (55 Active Points); Only if STUN healed bring target to conciousness (-1), Activation 11- against targets with Mental Defence (-1/2), Not on self (-1/2) Real Cost: 18 | 5 |
| |
8) Borrowing others' eyes: Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Invisible except to Mental Sense Group (+3/4) (65 Active Points); Only through the eyes of a target without Mental Defence (-1/2), Target gets an EGO roll at -3 (-1/2), Costs END to turn on (-1/4) Real Cost: 29Notes: Or Usable By Others, instead of Persistent | 0 |
| |
9) Mental Camouflage: Mental Group Images 1" radius, +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (42 Active Points); No Range (-1/2) Real Cost: 28Notes: This power is used to hide the mental signature of herself and anyone standing close to her. | 0 |
| |
10) Hysterical Strength: Hand-To-Hand Attack +8d6 (40 Active Points); Increased Endurance Cost (x5 END; -2), Side Effects, Side Effect occurs automatically whenever Power is used (2d6 damage (BODY only on 1d6); -1), Hand-To-Hand Attack (-1/2) Real Cost: 9 | 20 |
| |
11) Hysterical Strength: +27 STR (27 Active Points); Increased Endurance Cost (x5 END; -2), Side Effects, Side Effect occurs automatically whenever Power is used (2d6 damage (BODY only on 1d6); -1), No Figured Characteristics (-1/2) Real Cost: 6Notes: Or x3 END cost (-1) if using leverage. Cost 13 | 15 |
| |
12) Adrenalin Reserves: +3 STUN (3 Active Points); Side Effects (3d6 STUN Drain "in the future" - GM decides; -1/2) Real Cost: 2Notes: This can be used in multiples of 3 STUN. The Side Effect takes place generally when she calms down or falls unconcious. | |
| |
13) Make "Taken": (Total: 65 Active Cost, 24 Real Cost) Major Transform 1d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Target must be dying (-2), Activation 11- against targets with Mental Defence (-1/2), Increased Endurance Cost (x2 END; -1/2), Visible to mentalists when cast and if checked (-1/4), Target must be transformed in an uninterrupted session. (-1/4) (Real Cost: 7) plus Healing BODY 2d6, Invisible except to Mental Sense Group (+3/4) (35 Active Points); Activation 11- against targets with Mental Defence (-1/2), Must use with Transform as appropriate to prevent death (-1/4), Only to prevent target bleeding to death (-1/4) (Real Cost: 17) Real Cost: 24Notes: Transform drops END to buy Life Support: Immunity to Aging. Also gives target the option of buying more BODY, especially with the 'only to prevent dying' limitation. Transform reverts if target is 'broken out' by mental powers or exorcism before target spends XP to buy the Life Support permanently. | 9 |
| |
14) Deep Cover: Major Transform 1 1/2d6, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (62 Active Points); No Range (-1/2), Self only (-1/2), Visible to mentalists when cast and if checked (-1/4), Target must be transformed in an uninterrupted session. (-1/4) Real Cost: 25Notes: Transform disables VPP, Detect Mind, and Mental Awareness, and puts as many points as GM will allow into Mental Defence, invisible (+1), or Mental Damage Reduction. Retransformation by healing naturally, or after a preset time elapses, or when makes an [8-] rollas if breaking out of a mental power (using time chart). | 0 |
| 19 |
Detect Minds; A Class Of Things 15- (Unusual Group), Discriminatory, Range, Sense, Targeting (29 Active Points); Not vs. minds with Mental Defence (-1/2) | 0 |
| 5 |
Mental Awareness Notes: Because the VPP may not always contain strictly Mental Powers. | 0 |
| 6 |
Mental Defense (10 points total) | 0 |
| 1 |
Façade: Bought as computer: 5 INT, 5 DEX, 3 SPD, KS: Trivia 14-, English [4], Spanish [1] Notes: The Façade is part of her mind set aside to idly chatter with people; sort of an Eliza program, while she concentrates on other things (usually involving invisible mental powers). The Façade has "overwatch" capabilities - it can wake up and check the room without disturbing her dream state. | |
| 9 |
S&W Mod. 10 .38 Special: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), 5 Recoverable Charges (-1/4) Notes: The charges are recoverable, because she carries a box of ammuntion in the trunk of her car. | [5 rc] |
| 9 |
Bulletproof vest: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2), Activation 11- vs. inanimate attacks or if unconcious (-1/2) Notes: This is standard body armor, without the activation roll if she's aware of the attack. | 0 |
| 182 |
Total Powers Cost |
| Cost |
Maneuver |
| 4 |
Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike |
| 4 |
Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 |
Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
| 1 |
Weapon Element: Empty Hand |
| 13 |
Total Martial Arts Cost |
|