Cost |
Power |
END |
50 |
Grand Weaponmastery:
WF: Common Melee Weapons, Common Missile
Weapons, Off Hand, Staffs (Real Cost: 6)
plus
+3 with All Combat (Real Cost: 24)
plus
Deadly Blow: +2d6 (any circumstances, any
HTH weapon) (Real Cost: 20) |
0 |
50 |
Animal Mastery:
Animal Handler (Aquatic Animals, Birds,
Bovines, Camels, Canines, Dragons, Elephants,
Equines, Felines, Insects & Anthropods,
Raptors, Reptiles & Amphibians, Ursines)
18- (Real Cost: 28)
plus
Riding 13- (Real Cost: 7)
plus
Beast Speech (Real Cost: 15) |
0 |
50 |
Deliverance:
+8 REC (Real Cost: 16)
plus
Healing 1 BODY, Can Heal Limbs, Reduced
Endurance (0 END; +1/2), Persistent (+1/2)
(30 Active Points); Extra Time (Regeneration-Only)
1 Turn (Post-Segment 12) (-1 1/4) (Real
Cost: 13)
plus
Healing BODY 2d6 (20 Active Points); Extra
Time (1 Turn (Post-Segment 12), -1 1/4),
Others Only (-1/2), Concentration (0 DCV;
-1/2) (Real Cost: 6)
plus
Healing Simplified 8 1/2d6 (85 Active Points);
1 Charge (Recovers Under Limited Circumstances
(20 Days); -2 1/2), Extra Time (1 Turn (Post-Segment
12), -1 1/4), Concentration (0 DCV; -1/2),
Self Only (-1/2) (Real Cost: 15) |
2 |
50 |
Invisibility:
Invisibility to Sight and Hearing Groups
and Normal Smell , No Fringe, Reduced Endurance
(0 END; +1/2) (57 Active Points); Only When
Not Attacking (-1/2) (Real Cost: 38)
plus
Acting 11- (Real Cost: 3)
plus
Conversation 11- (Real Cost: 3)
plus
Linguist (Real Cost: 3)
plus
Disguise 11- (Real Cost: 3) |
0 |
50 |
Grand Huntmastery:
Survival (Arctic/Subarctic, Temperate/Subtropical,
Tropical, Marine Surface, Mountain) 19-
(Real Cost: 25)
plus
Defense Maneuver I-IV (Real Cost: 10)
plus
Nightvision (Real Cost: 5)
plus
Discriminatory with Normal Touch (Real Cost:
5)
plus
Discriminatory with Normal Taste (Real Cost:
5) |
0 |
50 |
Grand Pathsmanship:
+3 PER with all Sense Groups (Real Cost:
9)
plus
Bump Of Direction (Real Cost: 3)
plus
Shadowing 13- (Real Cost: 7)
plus
Streetwise 11- (Real Cost: 3)
plus
Tracking 14- (Real Cost: 9)
plus
Detect Meaning Of Written Information and
Traps 11- (Sight Group), Discriminatory,
Analyze (Real Cost: 15)
plus
Trackless Stride (Real Cost: 2)
plus
Environmental Movement (no penalties for
Poor Footing (Bushes, Roots, Tangles)) (Real
Cost: 2) |
0 |
50 |
Kai-Surge:
Ego Attack 1d6 (Human class of minds), Reduced
Endurance (0 END; +1/2), Does BODY (+1)
(25 Active Points) (Real Cost: 25)
plus
Ego Attack + 2 1/2d6 (Human class of minds),
Does BODY (+1) (50 Active Points); Extra
Time (Full Phase, Delayed Phase, -3/4),
Must Have At Least 10 END Remaining To Use
(-1/4) (Real Cost: 25) |
5 |
50 |
Kai-Screen:
+35 Mental Defense (Real Cost: 35)
plus
Usable Simultaneously (up to 4 people at
once; +3/4) for up to 14 Active Points of
Mental Defense, Reduced Endurance (0 END;
+1/2) (15 Active Points) (Real Cost: 15) |
0 |
50 |
Grand Nexus:
Telekinesis (7 STR), Affects Porous, Fine
Manipulation (Real Cost: 30)
plus
Life Support (Safe in Intense Cold; Safe
in Intense Heat) (Real Cost: 4)
plus
Armor (0 PD/10 ED) (Real Cost: 15) |
3 |
50 |
Telegnosis:
Danger Sense (immediate vicinity, any danger,
Function as a Sense) 14- (Real Cost: 35)
plus
Desolidification , Reduced Endurance (0
END; +1/2) (60 Active Points); Leave Body
Behind (-2), Concentration, Must Concentrate
throughout use of Constant Power (0 DCV;
-1) (Real Cost: 15) |
0 |
50 |
Magi Magic: Variable Power Pool,
30 base + 15 control cost, Powers Can Be
Changed As A Half-Phase Action (+1/2) (52
Active Points); Magi Magic Only (-1/2)
plus
Magi Magic (INT-based) 12-
|
|
50 |
Kai-alchemy: Variable Power Pool
(Gadget Pool), 30 base + 15 control cost,
No Skill Roll Required (+1) (60 Active Points);
VPP Powers Can Be Changed Only With New
Gadgets (-1/2), Crystal Star Magic Only
(-1/2)
plus
Crystal Star / Alchemical Magic (INT-based)
12-
|
|
|