| Cost |
Name |
| 3 |
Acting 13- (19-) |
| 0 |
Climbing 8- |
| 3 |
Combat Driving 15- |
| 0 |
Concealment 8- |
| 3 |
Conversation 13- (19-) |
| 0 |
Deduction 8- |
| 3 |
KS: Play Stringed Instruments 15- |
| 0 |
AK: Native Country 8- |
| 0 |
Language: English (Idiomati) |
| 0 |
Paramedics 8- |
| 3 |
Persuasion 13- (19-) |
| 3 |
PS: Con Man 13- (19-) |
| 3 |
PS: Musician 15- |
| 3 |
PS: Singer 15- |
| 3 |
Seduction 13- (19-) |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 3 |
Streetwise 13- (19-) |
| 1 |
TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 25 |
The Will and the Word 26- |
| 56 |
Total Skills Cost |
|
|
| Cost |
Power |
END |
| 157 |
The Will and the Word: Variable Power Pool, 90 base + 67 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) Notes: Items marked " * " are normally active. They total 40 Real Points. | |
| 0 |
1) *Stronger!: +30 STR, Costs END Only To Activate (+1/4); No Figured Characteristics (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4) Real Cost: 16Notes: Activating this power is one of the first things Eric does every morning. | 3 |
| 0 |
2) *Impressive!: +30 PRE; Only Adds To PRE-base Skills (-1), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 10Notes: Activating this power is one of the first things Eric does every morning. | 3 |
| 0 |
3) *Handsome!: +10 COM; Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 3Notes: Activating this power is one of the first things Eric does every morning. | 1 |
| 0 |
4) *Shield!: Mental Defense (24 points total); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 11Notes: Activating this power is one of the first things Eric does every morning. | 2 |
| 0 |
5) *Sprint!: Running +3" (9" total); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Nonpersistent (-1/4) Real Cost: 3Notes: Activating this power is one of the first things Eric does every morning. | 1 |
| 0 |
6) Defend!: Armor (15 PD/15 ED); Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 30Notes: Generally the first power Eric activates in a dangerous
situation. | 4 |
| 0 |
7) Faster!: +3 SPD; Nonpersistent (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 20Notes: Generally the second Power Eric Activates in a dangerous situation. | 3 |
| 0 |
8) Block!: Missile Deflection (Any Ranged Attack), Missile Reflection Real Cost: 40 | 0 |
| 0 |
9) Come!: Telekinesis (18 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) Real Cost: 74 | 7 |
| 0 |
10) Move!: Telekinesis (10 STR), Affects Porous, Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) Real Cost: 70 | 7 |
| 0 |
11) Unseen!: Invisibility to Sight, Hearing, Mental, Smell/Taste and Radio Groups and Detect , No Fringe Real Cost: 53 | 5 |
| 0 |
12) Be There!: Teleportation 18", Usable As Attack (+1) Real Cost: 72 | 7 |
| 0 |
13) Burn!: Killing Attack - Ranged 3d6, Penetrating (+1/2) Real Cost: 67 | 7 |
| 0 |
14) Collapse!: Energy Blast 18d6; Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Power Does Damage To Surrounding Terrain As User Rips Up Terrain To Attack Target; -1 1/2) Real Cost: 36 | 9 |
| 0 |
15) Pull!: Energy Blast 10d6, Indirect (Any origin, any direction; +3/4); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Power Does Damage To Surrounding Terrain As User Rips Up Terrain To Attack Target; -1 1/2) Real Cost: 35 | 9 |
| 157 |
Total Powers Cost |
|