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1)
Recipe: Injection of Supernaphedrolox
Notes:
Real Cost: 1
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2)
Recipe: Distillations of Supernal Fluids
Notes:
Real Cost: 1
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3)
Recipe: Vials of Vampire Blood
Notes:
Real Cost: 1
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, all slots Perceivable (Supernatural Awareness; -1/4), Unified Power (-1/4)
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1)
+10 REC (10 Active Points)
Notes:
Real Cost: 7
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2)
+20 STR (20 Active Points); Increased Endurance Cost (x4 END; -1 1/2)
Notes:
Real Cost: 7
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8
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3)
+4 ED, Impenetrable (+1/4), Resistant (+1/2) (8 Active Points) (Modifiers affect Base Characteristic)
Notes:
Real Cost: 4
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4)
+4 PD, Impenetrable (+1/4), Resistant (+1/2) (8 Active Points) (Modifiers affect Base Characteristic)
Notes:
Real Cost: 4
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, all slots Unified Power (-1/4), Perceivable (Supernatural Awareness; -1/4)
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1)
Lightning Reflexes (+5 DEX to act first with All Actions) (5 Active Points); Costs Endurance (-1/2)
Notes:
Real Cost: 2
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1
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2)
Leaping +10m (4m/14m forward, 2m/7m upward) (5 Active Points); Increased Endurance Cost (x2 END; -1/2)
Notes:
Real Cost: 2
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2
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3)
Running +8m (12m/20m total), x4 Noncombat (13 Active Points); Increased Endurance Cost (x2 END; -1/2)
Notes:
Real Cost: 6
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2
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, all slots Unified Power (-1/4), Perceivable (Supernatural Awareness; -1/4)
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1)
Regeneration (2 BODY per Segment), 5 END, Per Segment (APG), STUN Also (APG) (+1/2) (54 Active Points); Requires A Roll (11- roll; Must be made each Phase/use; -1), Does Not Work On Some Damage ([Common attack]; Damage From Silver; -3/4), Costs Endurance (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)
Notes:
Real Cost: 13
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5
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2)
Nightvision, 1 END (5 Active Points); Costs Endurance (-1/2)
Notes:
Real Cost: 2
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1
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3)
+1 SPD (1 END, Can Only Be Turned On / Off In Post Segment 12) (10 Active Points); Costs Endurance (-1/2)
Notes:
Real Cost: 5
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1
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1)
Injection of Supernaphedrolox
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+40 END, Usable By Other (+1/4) (10 Active Points); 4 Continuing Charges lasting 1 Minute each which Never Recover (-2 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs when character stops using power; 1d6 DRAIN vs RECOVERY after Charge Expires with FADE Rate 1/Hour; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)
Notes:
Real Cost: 2
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2)
Distillations of Supernal Fluids
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Supernatural Awareness, Usable By Other (+1/4) (12 Active Points); 6 Continuing Charges lasting 5 Minutes each which Never Recover (-1 3/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs when character stops using power; -1 To All Actions For 10 Minutes After Charge Expires; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (Drink Distillation; -1/4)
Notes:
Real Cost: 3; Used 1 charge, has not yet replaced
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3)
Vials of Vampire Blood
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(Total: 100 Active Cost, 22 Real Cost) - Aid STR, REC, CON, SPD 3d6+1 (standard effect: 10 points) (+1 max (20 max)), Usable By Other (+0), Grantor can take back power at any time, Grantor can only grant the power to others, Recipient must remain within Line of Sight of Grantor, Recipient must be within Limited Range of the Grantor for power to be granted, Constant (+1/2), Expanded Effect (x4 Characteristics or Powers simultaneously) (+1 1/2) (63 Active Points); 4 Continuing Charges lasting 1 Minute each which Never Recover (-2 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs when character stops using power; -1D6 DRAIN vs END when Charge Expires with FADE 1/Hour; -1/2), Gestures (Drink Distillation; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) (Real Cost: 15) plus
- Damage Negation (-3 DCs Physical, -3 DCs Mental), Usable By Other (+1/4) (37 Active Points); 4 Continuing Charges lasting 1 Minute each which Never Recover (-2 1/4), Damage-Based Endurance Cost (-1/2), Not vs Faith Damage, Or UV Based Damage (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect occurs when character stops using power; -1D6 DRAIN vs END when Charge Expires with FADE 1/Hour; -1/2), Extra Time (Full Phase, Only to Activate, -1/4), Gestures (Drink Distillation; -1/4) (Real Cost: 7)
Notes:
Real Cost: 22
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4
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4)
Glock 19 with Improved Recoil Spring, 9mm Automatic
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Killing Attack - Ranged 2d6-1 (31 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), 4 clips of 17 Charges (+1/4)
Notes:
Real Cost: 10 Points
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[17]
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5)
Field Medical Kit
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+2 with Paramedics (4 Active Points); OAF (Field Medical Kit ; -1)
Notes:
Real Cost: 2
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6)
Wound Sealant
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Healing BODY 1 point (3 Active Points); 3 Charges (-1 1/4), Requires A Roll (Skill roll; Paramedics; -1/2), IAF (Sealant Packs; -1/2)
Notes:
Real Cost: 1
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[3]
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1)
Nondescript Work Van
Notes:
Real Cost: 10 points
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2)
House & Basement Lab
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Vehicles & Bases
Notes:
Real Cost: 10 points
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