| Cost |
Name |
| 0 |
AK: France 8- |
| 3 |
Acrobatics 13- |
| 0 |
Acting 8- |
| 3 |
Breakfall 13- |
| 3 |
Climbing 13- |
| 3 |
Concealment 13- |
| 0 |
Conversation 8- |
| 5 |
Cramming |
| 0 |
Deduction 8- |
| 0 |
Language: English (Idiomatic; literate) |
| 0 |
Language: French (idiomatic; literate) |
| 0 |
PS: Student 11- |
| 3 |
Paramedics 13- |
| 3 |
Persuasion 12- |
| 3 |
Scholar |
| 0 |
1) KS: History 8- |
| 0 |
2) KS: International Law 8- |
| 0 |
3) KS: Law 8- |
| 0 |
4) KS: Mutant History 8- |
| 3 |
Scientist |
| 1 |
1) SS: Zoology 11- |
| 0 |
2) SS: Biology 8- |
| 0 |
3) SS: Chemistry 8- |
| 0 |
4) SS: Humanities 8- |
| 0 |
5) SS: Mathematics 8- |
| 0 |
6) SS: Philosophy 8- |
| 0 |
7) SS: Physics 8- |
| 3 |
Shadowing 13- |
| 3 |
Stealth 13- |
| 36 |
Total Skills Cost |
| Cost |
Name |
| 5 |
Eidetic Memory |
| 5 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 51 |
True Shape Shift: Shape Shift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, Any Shape), Cellular, Imitation, Instant Change, Makeover, Costs END Only To Change Shape (+1/4); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) Notes: This power along with others listed, allow the character to not only take on the appearance of any person but also cars, bears, helocopters, Coke machine, even a pool of water. The character can also PERFECTLY imitate another person down to the appearance, voice, race, sex, fingerprints, retinal pattern and genetics. This power is limited only by the player's imagination. | 7 |
| 31 |
Body Weaponry: Multipower, 37-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Linked (True Shape Shift; -1/2) Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later. | |
| 2u |
1) Natural Weapons: Hand-To-Hand Attack +6d6, Indirect (power can manifest from any appropriate part of the character's body; +1/4); Hand-To-Hand Attack (-1/2)Notes: This power simulates parts of a body or an object that might be used as a weapon such as a car's bumper, a dragon's tail, a wrecking ball, etc. | 2 |
| 2u |
2) Natural Weapons: Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Indirect (power can manifest from any appropriate part of the character's body; +1/4)Notes: This power simulates parts of a body or an object that might be used as a weapon such as a bull's horns, a tiger's teeth, a backhoe's scoop, etc. | 2 |
| 25 |
Motivation Imatation: Multipower, 30-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Linked (True Shape Shift; -1/2) Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later. | |
| 2u |
1) Ground Movement: Running +12" (6"/18" total), x4 Noncombat (29 Active Points)Notes: Legs, wheels, tracks, etc. | 1 |
| 1u |
2) Air Movement: Flight 15"; Restrainable (-1/2)Notes: Bird wings, helocopter blades, airplane wings and engine, etc. | 1 |
| 1u |
3) Water Movement: Swimming +12" (2"/14" total) (x4 Noncombat)Notes: Fins, flippers, propellers, hydro-dynamic drive, etc. | 1 |
| 25 |
Size Shifting: Multipower, 30-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Linked (True Shape Shift; -1/2) Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later. | |
| 2u |
1) Larger Forms: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 3,658 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide)Notes: Allows the character to take on the size as well as appearance of larger creatures and object such as an elephant or car. | 1 |
| 2u |
2) Smaller Forms: Shrinking (0.2222 m tall, 0.1116 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB)Notes: Allows the character to take on either size as well as the appearance of such things as a child, dog, can of RAID, etc. | 1 |
| 20 |
Body Armor: Armor (10 PD/10 ED); Linked (True Shape Shift; -1/2) Notes: This power requires the use of the Shapeshifting power to work. This means END for both must be expended. It does not mean the character MUST expend END for this power every time he shifts but only when he uses it. It is possible to Shapeshift and NOT activate the power until later. This power allows the character to use Shapeshifting to alter his very skin into whatever is appropriate for a defense, such as dragon scales or the metal of a dumpster. | 0 |
| 15 |
Regeneration: Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), Linked (True Shape Shift; -1/2) | 0 |
| 7 |
The Eyes Have It: Increased Arc Of Perception (360 Degrees) with Sight Group; Linked (True Shape Shift; -1/2) | 0 |
| 7 |
Horrific Transformation: +20 PRE; Only For Fear-Based Presence Attacks During Transformation (-1 1/2), Linked (True Shape Shift; -1/2) Notes: Used to create a sudden monsterous appearance to scare the crap out of someone. | |
| 6 |
Falcon's Eyes: +6 versus Range Modifier for Sight Group; Linked (True Shape Shift; -1/2) | 0 |
| 5 |
Environmental Adaptation: Life Support (Expanded Breathing: underwater; Safe in Intense Cold; Safe in Intense Heat); Linked (True Shape Shift; -1/2), Nonpersistent (-1/4) | 0 |
| 3 |
Animal's Nose: Tracking with Normal Smell; Linked (True Shape Shift; -1/2) | 0 |
| 3 |
Cat's Eyes: Nightvision; Linked (True Shape Shift; -1/2) | 0 |
| 210 |
Total Powers Cost |
| Cost |
Maneuver |
|
Battle Shifting |
| 4 |
1) Altered Form Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
2) Body Like Water: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs |
| 5 |
3) Malleable Block: 1/2 Phase, +1 OCV, +1 DCV, Grab One Limb, Block |
| 4 |
4) Mallet Hand: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike |
| 4 |
5) Sharpened Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
| 3 |
6) Shifting Limbs: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on |
| 24 |
Total Martial Arts Cost |
|