Kai Abilities Prefab
(hdp)
|
Kai begin by learning the basic abilities
of their tradition, improving them as they
progress. |
|
|
|
Cost |
Power |
END |
25 |
Camouflage: Invisibility to Sight
and Hearing Groups , Reduced Endurance (0
END; +1/2) (37 Active Points); Only When
Not Attacking (-1/2) |
0 |
25 |
Hunting: Survival (Arctic/Subarctic,
Temperate/Subtropical, Tropical, Marine
Surface, Mountain) 19- |
|
25 |
Sixth Sense: Danger Sense (immediate
vicinity, out of combat, Function as a Sense,
Intuitional) 14- |
|
25 |
Tracking:
+1 PER with all Sense Groups (Real Cost:
3)
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) |
0 |
25 |
Healing:
+8 REC (Real Cost: 16)
plus
Healing 1 BODY, Reduced Endurance (0 END;
+1/2), Persistent (+1/2) (20 Active Points);
Extra Time (Regeneration-Only) 1 Turn (Post-Segment
12) (-1 1/4) (Real Cost: 9) |
0 |
25 |
Weaponskill:
WF: Weapon of Choice (Real Cost: 1)
plus
+4 with Strike with Weapon of Choice (Real
Cost: 4)
plus
+2 with Weapon of Choice (Real Cost: 6)
plus
Deadly Blow: +2d6 (with Weapon Of Choice)
(Real Cost: 14) |
0 |
25 |
Mind Shield: +25 Mental Defense |
0 |
25 |
Mind Blast: Ego Attack 1d6 (Human
class of minds), Reduced Endurance (0 END;
+1/2), Does BODY (+1) (25 Active Points) |
0 |
25 |
Animal Kinship: Animal Handler (Aquatic
Animals, Birds, Bovines, Camels, Canines,
Dragons, Elephants, Equines, Felines, Raptors,
Reptiles & Amphibians, Ursines) 17- |
|
25 |
Mind Over Matter: Telekinesis (3
STR), Affects Porous, Fine Manipulation |
2 |