Cost |
Power |
END |
18 |
Blasting Rod: Multipower, 30-point reserve, all slots Power Can Draw END from Character or END Reserve (+1/4) (37 Active Points); all slots OAF Durable (Rod / Wand; -1) | |
1u |
1) Comet: EB 6d6 (vs. ED) (30 Active Points); OAF Durable (Rod / Wand; -1) | 3 |
1u |
2) Fire-gout: RKA 1d6+1 (vs. ED), Explosion (Line; -1 DC/3"; +1/2) (30 Active Points); OAF Durable (Rod / Wand; -1), No Range (-1/2) | 3 |
1u |
3) Flame-blade: HKA 1d6+1 (2d6 w/STR) (vs. ED), Reduced Endurance (1/2 END; +1/4), Semi-Armor Piercing (+1/4) (30 Active Points); OAF Durable (Rod / Wand; -1) | 1 |
1u |
4) Melt Away: Dispel 8d6, any Cold / Ice power one at a time (+1/4) (30 Active Points); OAF Durable (Rod / Wand; -1) | 3 |
16 |
Long Leather Jacket: Armor (8 PD/8 ED) (24 Active Points); OIF Durable (Long Leather Jacket; -1/2) | 0 |
14 |
Ring of Kineticism: HA +4d6, Double Knockback (+3/4) (35 Active Points); 3 Boostable Charges (Recoverable (1 Charge Per Hour); -3/4), HA (-1/2), IIF Durable (Ring; -1/4) | [3 bc] |
73 |
Shield Bracelet: Multipower, 91-point reserve, (91 Active Points); all slots IIF Durable (Bracelet; -1/4) | |
7u |
1) Bulwark: FF (10 PD/10 ED/10 Mental Defense/10 Power Defense) (Protect Carried Items), Hardened (+1/4), Reduced Endurance (0 END; +1/2) (87 Active Points); IIF Durable (Bracelet; -1/4) | 0 |
5u |
2) Dome: FW (10 PD/10 ED; 2" long and 1" tall), Power Can Draw END from Character or END Reserve (+1/4), Hardened (x2; +1/2) (91 Active Points); No Range (-1/2), IIF Durable (Bracelet; -1/4) | 9 |
7u |
3) Tower: FW (12 PD) (Opaque Sight Group), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Transparent to ED Attacks (+1/2) (90 Active Points); IIF Durable (Bracelet; -1/4) | 0 |
28 |
Staff: Multipower, 45-point reserve, all slots Power Can Draw END from Character or END Reserve (+1/4) (56 Active Points); all slots OAF Durable (Staff; -1) | |
2u |
1) Blinding Light: Sight Group Flash 4d6, AOE (9" Cone; +1 1/4) (45 Active Points); OAF Durable (Staff; -1), No Range (-1/2) | 4 |
1u |
2) Cast Light: Sight Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls, Reduced Endurance (1/2 END; +1/4) (44 Active Points); Only To Create Light (-1), OAF Durable (Staff; -1), No Range (-1/2) | 2 |
2u |
3) Dome of Light: FW (9 PD; 2" long and 1" tall), Hardened (+1/4), Transparent to ED Attacks (+1/2) (43 Active Points); OAF Durable (Staff; -1), No Range (-1/2) | 4 |
2u |
4) Ranged Whallop: EB 5d6 (vs. PD), Double Knockback (+3/4) (44 Active Points); OAF Durable (Staff; -1) | 4 |
2u |
5) Rebound: Missile Deflection (Any Ranged Attack), +2 OCV To Deflect, Missile Reflection (44 Active Points); OAF Durable (Staff; -1), Costs END (Only Costs END to Activate; -1/4) | 4 |
2u |
6) Spin Around: HA +4d6, Hole In The Middle (+1/4), AOE (3" Radius; +1) (45 Active Points); OAF Durable (Staff; -1), HA (-1/2) | 4 |
2u |
7) Whallop: HA +9d6 (45 Active Points); OAF Durable (Staff; -1), HA (-1/2) | 4 |
2u |
8) Will-blast: EB 9d6 (vs. PD) (45 Active Points); OAF Durable (Staff; -1) | 4 |
36 |
Stoburan Ritual Magic: Variable Power Pool (Magic), 30 base + 6 control cost, (45 Active Points); Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Ritual, Window Of Opportunity, Incantations, Increased END Cost, Focus, Gestures; -1/2), VPP Powers Can Be Changed Only With Study And Meditation In A Controlled Environment (-1/2), Limited Class Of Powers Available Arcane Magic (-1/2) | |
|
Stoburan | |
5 |
1) Intrinsic Ability -- Nighteyes: Nightvision | 0 |
5 |
2) Intrinsic Ability -- Open Lock: Lockpicking 18- (15 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration (1/2 DCV; -1/4) | |
3 |
3) Intrinsic Ability -- Sense Fib: Detect Falsehood 12- (Hearing Group) (5 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) | 0 |
1 |
4) Long Lived: LS (Longevity: 200 Years) | 0 |
10 |
5) Magesight: Magesight Talent, Discriminatory | 0 |
7 |
6) Resilient: Healing 1 BODY, Can Heal Limbs, Persistent (+1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Self Only (-1/2) | 0 |
15 |
7) Willpower: Endurance Reserve (100 END, 5 REC) (15 Active Points) | 0 |
269 |
Total Powers Cost |