| Cost | Name | | Everyman Skills | | 0 | 1) Conversation 8- | | 0 | 2) Deduction 8- | | 0 | 3) Native Language (completely fluent; literate) (4 Active Points) | | 0 | 4) PS: Shaman/Vodun ((Everyman)) 11- | | 0 | 5) Persuasion 8- | | 0 | 6) Shadowing 8- | | 0 | 7) Stealth 8- | | 1 | 8) TF: Common Motorized Ground Vehicles, (Everyman), Jetskis, Small Motorized Boats | | | | 3 | Expert Park Ranger, Private Adder; all slots: Common Adder | | 1 | 1) AK: San Sebastien Swamp (2 Active Points) 11- | | 1 | 2) KS: Wildlife Law Enforcement World (2 Active Points) 11- | | 1 | 3) KS: Wildlife Law and Procedure (2 Active Points) 11- | | 1 | 4) PS: Park Ranger (2 Active Points) 11- | | | | Park Ranger | | 2 | 1) AK: Vibora Bay 11- | | 1 | 2) Bribery 8- | | 1 | 3) Bureaucratics 8- | | 1 | 4) Climbing 8- | | 3 | 5) Combat Driving 13- | | 1 | 6) Concealment 8- | | 3 | 7) Criminology 12- | | 2 | 8) Navigation (Swamp) 12- | | 1 | 9) Paramedics 8- | | 3 | 10) Streetwise 12- | | 2 | 11) Survival (Temperate/Subtropical Coasts, Tropical Coasts/Pelagic Environments) 12- | | 3 | 12) Tactics 12- | | 2 | 13) WF: Small Arms | | | | Voodun | | 2 | 1) +2 with Putrid Touch | | 5 | 2) Necromancer Skill: Power 13- | | 2 | 3) KS: Necromancy 11- | | 2 | 4) KS: Loa (Voodoo Spirits) 11- | | 2 | 5) KS: Voodoo 11- | | Misc | | 3 | 1) Acting 12- | | 3 | 2) PS: Research 12- | | 51 | Total Skills Cost | | Cost | Name | | Park Ranger | | 4 | 1) Old Man of the Swamp: Contact: Juba - the Old Man of the Swamp (Contact has useful Skills or resources, Good relationship with Contact) 11- | | 2 | 2) Park Ranger: Fringe Benefit: Local Police Powers | | 1 | 3) Fringe Benefit: Weapon Permit (where appropriate) | | | | Pools | | 0 | 1) Equipment Points: 20 | | 0 | 2) Follower/Contact Points: 10 | | 1 | 3) Vehicle/Base Points: 12 | | 9 | Total Perks Cost | | Cost | Name | | 2 | Bump Of Direction (3 Active Points); Only in Swamp (-1/2) | | 6 | Combat Luck (3 PD/3 ED) | | 3 | Lightsleep | | 11 | Total Talents Cost | | | | Cost | Power | END | | 1 | Observant: +1 PER with Normal Sight | 0 | | 5 | Luck 2d6, (Everyman) | 0 | | | | | 15 | Multipower, 50-point reserve, (50 Active Points); all slots Variable Limitations (requires -1 worth of Limitations; OAF Focus or (1/2 DCV [-1/4],x2END[-1/2] and Delayed Phase [-1/4]); -1/2), Spell (-1/2), Extra Time (Full Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Requires A Necromancy Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Notes: OAF: Focus - Short rod made of wood, bone, and feathers, carved with necromatic symbols and soaked in blood | | | 1u | 1) Bone Armor: FF (7 PD/7 ED) (Protect Carried Items), 1 Continuing Charge lasting 1 Day (+0), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (48 Active Points); Not with worn armor (-1/4) | [1 cc] | | 1u | 2) Detect Corpse: (Total: 24 Active Cost, 7 Real Cost) Detect A Corpse 13-/14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range (19 Active Points) (Real Cost: 6) plus Tracking with Detect Corpse (5 Active Points); OIF Expendable (Difficult to obtain new Focus; Something belonging or connected to the victim; -3/4) (Real Cost: 1) | 0 | | 1u | 3) Ghost Lightening: EB 8d6, Affects Desolidified One Special Effect of Desolidification (Ghosts/Spirits Only; +1/4) (50 Active Points) | 5 | | 1u | 4) Putrid Touch: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Armor Piercing (+1/2) (45 Active Points) | 4 | | 1u | 5) Raise Dead: Summon 200-point Zombie, Friendly (+1/4) (50 Active Points); Limited Power Power requires presence of body (at least half) (-2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4) | 5 | | 1u | 6) Spirit Talk: Mind Link , Human class of minds, Specific Group of Minds (Must have contributed physical material, hair, fingernails, etc. to a gris-gris/"Voodoo" Doll in Julian's possesion), Number of Minds (x8) (25 Active Points); OAF Fragile (-1 1/4) | 0 | | 1u | 7) Touch From Beyond: EB 2 1/2d6, Personal Immunity (+1/4), NND ([Standard]; +1), Area Of Effect (2" radius; +3/4), Selective (+1/4) (42 Active Points); No Range (-1/2) | 4 | | 1u | 8) Undead Domination: Mind Control 8d6 (40 Active Points) | 4 | | 3 | Night Vision of the Living Dead: Nightvision (5 Active Points); Costs Endurance (-1/2), Does not work on Holy (Concecrated) ground or in close proximity to Holy artifacts. (-1/4) | 1 | | 8 | Sense Undead: Detect A Class Of Things 13-/14- (Mental Group), Sense | 0 | | | | | Normal equipment | | | 10 | 1) .45 ACP (M1911A1): (Total: 36 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6-1, +1 STUN Multiplier (+1/4) (31 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), 7 Charges (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 8) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) | [7] | | 12 | 2) 12 gauge sawed off: (Total: 55 Active Cost, 12 Real Cost) Killing Attack - Ranged 3d6-1, +1 STUN Multiplier (+1/4) (50 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), 5 Charges (-3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), Reduced Penetration (-1/4), Reduced By Range (-1/4) (Real Cost: 10) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) | [5] | | 7 | 3) Armored Vest: Armor (8 PD/8 ED) (24 Active Points); Long Vest (Protects Locations 9-13; -1 1/4), OIF (-1/2), Half Mass (-1/2), Real Armor (-1/4) | 0 | | 71 | Total Powers Cost | | Cost | Equipment | END | | Contacts/Followers Pool (10 Pool); | | | 4 | 1) Agent Nick Deitel (DEA): Contact (Contact has access to major institutions, Contact has useful Skills or resources) 11-; | | | 4 | 2) Det. Mark Wheedle (Local Police): Contact (Contact has access to major institutions, Contact has useful Skills or resources) 11-; | | | 3 | 3) Prosper Faillard (Mentor): Contact (Contact has useful Skills or resources, Good relationship with Contact) 8-; | | | 4 | 4) Dr. Liddia Del (State Police): Contact (Contact has access to major institutions, Contact has useful Skills or resources) 11-; | | | 2 | 5) Sensei John: Contact (Contact has useful Skills or resources) 8-; | | | 3 | 6) The Hidden Shelf: Contact (Contact has significant Contacts of its own, Contact has very useful Skills or resources), Spirit Contact (x2)(8 Active Points) 8-; Activation Roll 8- (-2); | | | Equipment Pool (20 Pool); | | | 4 | 1) Binoculars: +6 versus Range Modifier for Hearing Group (9 Active Points); OAF (-1); | 0 | | 1 | 2) First Aid Kit: +3 with Paramedics (6 Active Points); 12 Charges which Never Recover (-2 1/4), OAF (-1); | | | 6 | 3) Flashlight: Sight Group Images 1" radius, +/-3 to PER Rolls, 1 Continuing Fuel Charge lasting 1 Hour (+0) (19 Active Points); OAF Fragile (-1 1/4), Limited Power Only to create Light (-1); | [1 cc] | | 7 | 4) Handcuffs: Entangle 3d6, 3 DEF, Standard effect: 3 BODY, 6 DEF (+0), Takes No Damage From Attacks All Attacks (+1/2) (45 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Set Effect (Hands Only) (-1), Does Not Prevent The Use Of Accessible Foci (-1), No Range (-1/2), Cannot Form Barriers (-1/4); | [1 rc] | | 1 | 5) Voodun "Medicine" Bag: +2 with PS: Voodun (2 Active Points); OAF (-1); | | | 4 | 6) Walkie-Talkie: Radio Perception/Transmission (Radio Group) (10 Active Points); OAF (-1), Affected As Hearing Group as well as Radio Group (-1/4); | 0 | | Vehicle/Base Pool (12 Pool); | | | 6 | 1) Airboat: Vehicle; | | | 11 | 2) Beat-up Pickup: Vehicle; | | | 11 | 3) Safe House In Swamp: Base; | | |