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SKpowers

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Aug 12th, 2017
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  1. Value Cha Base Cost Pts Notes
  2. 25 STR.... 10 x1 15
  3. 15 DEX.... 10 x2 10
  4. 25 CON.... 10 x1 15
  5. 20 INT.... 10 x1 10
  6. 25 EGO.... 10 x1 15
  7. 25 PRE.... 10 x1 15 80
  8.  
  9. 5 OCV.... 3 x5 10
  10. 5 DCV.... 3 x5 10
  11. 5 OMCV... 3 x3 6
  12. 5 DMCV... 3 x3 6
  13. 4 SPD.... 2 x10 20 52
  14.  
  15. 20 PD..... 2 x1 18
  16. 20 ED..... 2 x1 18
  17. 20 REC.... 4 x1 16
  18. 50 END.... 20 x1/5 6
  19. 20 BODY... 10 x1 10
  20. 50 STUN... 20 x1/2 15 83
  21. ------------------------------------------------------------------------------
  22. Characteristics Cost: 215 210 remaining
  23. ------------------------------------------------------------------------------
  24. Perks
  25.  
  26. Computer Link: Federal Meta-Criminal Database 1
  27.  
  28. Computer Link: CCPD Criminal Database 2
  29.  
  30. Contact: Underworld Informant 2 (+2 roll, -2 unfriendly)
  31.  
  32. Contact: Skip Tracer 2 (+2 good relationship, +3 extremely useful skills (5))
  33.  
  34. Fringe Benefit: Concealed weapon permit 2
  35.  
  36. Fringe Benefit: PI License 2
  37.  
  38. Fringe Benefit: Bail Bondsman 1
  39.  
  40. Money 3 ($300,000 annual)
  41.  
  42. Total: 18 remaining 192
  43.  
  44.  
  45. AP is cost w/o limitations – (power + adders) x (1 + advantages)
  46.  
  47. RC is w/ limitations – AC / (1 + limitations)
  48.  
  49.  
  50. Extended breathing – 2cp 1min per END
  51. Diminished Eating - 1 cp once a week
  52. Diminished Sleep - 1 cp 8 hours a week
  53. Safe Environment: Intense Cold - 2 cp
  54. Longevity - 5 cp Immortal
  55. cp 11 remaining 181
  56.  
  57. Regeneration: - /6 hours (6 cp); resurrection (+20 cp) [26ap]; res only (-2) (Separate head from body) - 9 cp
  58. Regeneration: REC Body/1 hour (8 cp) Heal limbs (+5 cp) [13ap]- Limited Power: Requires replacement limb (-1) – 6cp
  59.  
  60. Leap to safety - +6 to dex rolls (12ap); only to make dive for cover rolls (-2) 4cp rem: 162
  61.  
  62. Skeleton Key Powerframe – 40bc; OIF: Requires a Physical Architectural Endpoint (-1/2) (A physical door, window,
  63. vent, or etc.) 27cp (+12cp)
  64. f- The Open Window: (40) Clairsentience, Visual Sense Group (20), MegaScale:
  65. 1m ---> 1km (+1); Gate: Target can see back (-1/2); - 27cp/10 3
  66. v- The Open Doorway: (40) 13m Teleportation, x2MassLim (+5), Area of Effect:
  67. up to 2x2m (+1/4), Usable on Others: Usable Simultaneously by Two
  68. Persons at Once (+1/2), Constant (+1/2). Gate (-1/2)– 27cp/5 5
  69. v-The Way is Shut: Opaque(+5) 3m x 3m x 1m Barrier (5 rPD/5 rED, 5
  70. BODY) (33 AP) Restricted Shape: Filled Portal (-1/4); cannot englobe (-1/4); 22cp/5 4cp rem: 123
  71.  
  72. Handcuffs - 3d6 Entangle (standard effect: 3 Body); 6pd/6ed; takes no dmg from attacks (+1/2) [67ap]; oaf (-1); set effect (hands-only;-1); doesn't prevent accessible foci (-1); no range (-1/2), Must follow grab or target must be willing (-1/2); 1 recoverable charge (-1 1/4); can be escaped automatically w/ modified lockpicking or
  73. contortionist roll (-1/2) 10cp rem 113
  74.  
  75. Necrohide (beating a dead horse) - +10 rPD, +10 rED [30ap]; Ablative (-1/2) - 20cp
  76.  
  77. Spirit Sight +See into the Spirit World (e.g.Auras, ghosts, etc.)
  78. (+5) +Range +Discrim +Targeting -Belongs to both Sight and Mystic
  79. Sense groups (-1/4) 4cp
  80.  
  81. rem 89
  82. Skills
  83. Lockpicking 3
  84. Interrogation 3
  85. Security Systems 3
  86. Shadowing 3
  87. Breakfall 3
  88. Martial Arts (Brick tricks) TO BE SWITCHED OUT WITH POWERS THAT HOUSE RULES ACTUALLY ACCEPT
  89. Fist-Grab 4
  90. Slam 4
  91. Punch 4
  92. Legbreaker 5
  93.  
  94. Defense Maneuver I 3 rem 54
  95.  
  96. Patchwork Man Powerframe 25bc; Full Phase (-1/2); 17cp (+10)
  97.  
  98. v-Handy Hands: Stretching - 20m; Does not cross intervening space (+1/4)[25ap]; limited body parts: arms/hands (-1/4); 2 recoverable 5-minute continuing charges (-0); Durable OAF (-1); 11cp/5 2cp
  99.  
  100. v-Really Big Fist: HA +4d6; Reduced Negation 2(+4cp) [24 ap]; HTH attack (-1/4); 19/5 4cp
  101.  
  102. f-Eye Scout: Clairsentience: sight group (20); Mobile perception Point (+5cp)[25ap]; Attack roll required (-1/4); fragile OAF (-1 ¼); 1 recoverable 1-hour continuing charge (-0); 10 cp/10 1cp
  103.  
  104. v-Mind Control: Fear Infliction - 4d6, telepathic (+1/4)(25ap); set effect (run away as fast as you can; -1/2); normal range (-1/4); 14 cp/5 3cp rem 27
  105.  
  106.  
  107.  
  108.  
  109.  
  110. STILL WORKING PAST THIS POINT
  111.  
  112.  
  113.  
  114.  
  115. Custom .600 revolver – 50bc; Autofire 2 (+1/4) [62ap]; Strength minimum 15 (-3/4); OAF (-1); reload time 2 phase (-1/4); Charges: 4 clips of 6 charges each (-1/4); Limited Power: Cannot use if Both patchwork hand charges active (-1/4); 18cp
  116.  
  117. f- 4d6 RKA 40; Armor Piercing (+1/4)[50ap]; Beam (-1/4); - 40cp/10 4cp
  118. f- 1d6 entangle (); +1d6 BODY (+5); uncontrolled (+1/2); takes no dmg from phys attacks (+1/4); Time Limit: 1 turn (+1/2) [ap]; No defense (-1 ½); limited range (-1/4); requires 2 charges (-1/4)?;
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