| Cost |
Name |
| 3 |
Acrobatics 15- |
| 3 |
Acting 13- |
| 3 |
Breakfall 15- |
| 3 |
Concealment 12- |
| 9 |
Disguise 15- |
| 3 |
High Society 13- |
| 3 |
KS: Aikido 12- |
| 3 |
KS: Make-Up 12- |
| 3 |
KS: Shopping 12- |
| 3 |
Linguist |
| 2 |
1) Language: English (completely fluent) (3 Active Points) |
| 2 |
2) Language: Esperanto (completely fluent) (3 Active Points) |
| 0 |
3) Language: Italian (idiomatic) (4 Active Points) |
| 3 |
4) Language: Japanese (completely fluent) |
| 3 |
PS: Actor 13- |
| 3 |
Persuasion 13- |
| 3 |
Seduction 13- |
| 3 |
Shadowing 12- |
| 3 |
Stealth 15- |
| 3 |
Traveler |
| 1 |
1) AK: Europe (2 Active Points) 11- |
| 1 |
2) AK: Italy (2 Active Points) 11- |
| 1 |
3) AK: Japan (2 Active Points) 11- |
| 1 |
4) AK: United States (2 Active Points) 11- |
| 4 |
WF: Common Martial Arts Melee Weapons, Small Arms |
| 32 |
+4 with All Combat |
| 101 |
Total Skills Cost |
|
|
| Cost |
Power |
END |
| 40 |
Wind Form: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1), Continuous (+1) (160 Active Points); Only works against Mental Powers (-2), Cannot Pass Through Solid Objects (-1/2), Always On (-1/2) Notes: Mentalists cannnot affect Bora in any way truly making her an 'airhead'. | 0 |
| 27 |
Sense Air Currents: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees) | 0 |
| 20 |
Wind Control: Elemental Control, 120-point powers, (60 Active Points); all slots Power is limited by the volume of air available Power loses almost all of its effectiveness (-2) Notes: Bora's powers are limited when she is in an enclosed space, the smaller the area the weaker her powers. Of course, she is supreme in the open air. | |
| 20 |
1) Hurricane Winds: Entangle 6d6, 6 DEF, Reduced Endurance (1/2 END; +1/4), Entangle And Character Both Take Damage (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (120 Active Points) | 5 |
| 20 |
2) Wind Fist: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (120 Active Points) | 5 |
| 20 |
3) Wind Blast: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Area Of Effect (32" Line; +1) (120 Active Points) | 5 |
| 20 |
4) Wind Riding: Flight 35", x8 Noncombat, Reduced Endurance (0 END; +1/2) (120 Active Points)Notes: Bora will never land during a battle if she can help it. | 0 |
| 20 |
5) Wind Wall: Force Wall (16 PD/16 ED; 8" long and 2" tall), Reduced Endurance (1/2 END; +1/4) (120 Active Points) | 5 |
| 20 |
6) Wind Hand: Telekinesis (46 STR), Reduced Endurance (1/2 END; +1/4), Area Of Effect (One Hex; +1/2) (121 Active Points) | 5 |
| 17 |
7) Wind Devil: Telekinesis (40 STR), Reduced Endurance (0 END; +1/2), Damage Shield (+1/2) (120 Active Points); Only to push away (-1/2)Notes: This power creates a whirlwind centered around Bora that will automatically repel anyone who tries to touch/grab her. | 0 |
| 15 |
Blow Out the Candle: Energy Damage Reduction, Resistant, 50% (30 Active Points); vs. Fire Only (-1) | 0 |
| 15 |
Whirling Dervish: Missile Deflection (Any physical missle) | 0 |
| 6 |
Hyper Alert: +2 PER with all Sense Groups | 0 |
| 6 |
Wrist Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) | 0 |
| 266 |
Total Powers Cost |
| Cost |
Maneuver |
|
Aikido |
| 4 |
1) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 4 |
2) Escape: 1/2 Phase, +0 OCV, +0 DCV, 48 STR vs. Grabs |
| 4 |
3) Extend Ki: 1/2 Phase, +0 OCV, +0 DCV, 48 STR to resist Shove; Block, Abort |
| 3 |
4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 43 STR for holding on |
| 5 |
5) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2d6 , Disable |
| 4 |
6) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 3d6 NND ; Target Falls |
| 5 |
7) Redirect: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort |
| 5 |
8) Strike: 1/2 Phase, +1 OCV, +3 DCV, 6 1/2d6 Strike |
| 3 |
9) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 6 1/2d6 Strike; Target Falls |
| 3 |
10) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6 1/2d6 +v/5, Target Falls |
| 1 |
11) Weapon Element: Blades |
| 1 |
12) Weapon Element: Polearms |
| 1 |
13) Weapon Element: Staffs |
| 16 |
14) +4 HTH Damage Class(es) |
| 59 |
Total Martial Arts Cost |
|