| Cost |
Name |
|
Everyman Skills |
| 0 |
1) Acting 8-
|
| 0 |
2) CK: Vibora Bay 8-
|
| 0 |
3) Climbing 8-
|
| 0 |
4) Concealment 8-
|
| 0 |
5) Conversation 8-
|
| 0 |
6) Deduction 8-
|
| 0 |
7) Language: English (idiomatic) (4 Active Points)
|
| 0 |
8) PS: Profession (Everyman) 11-
|
| 0 |
9) Paramedics 8-
|
| 0 |
10) Persuasion 8-
|
| 0 |
11) Shadowing 8-
|
| 0 |
12) Stealth 8-
|
| 0 |
13) TF: Everyman, Small Motorized Ground Vehicles
|
|
|
|
General |
| 1 |
1) Computer Programming 8-
|
| 3 |
2) Language: Japanese (completely fluent; literate) (4 Active Points)
|
| 1 |
3) PS: Research 8-
|
|
|
|
Musabetsu Kakuto Ryu Kenpo |
| 5 |
1) +1 with DCV
|
| 3 |
2) +1 with Kenpo
|
| 3 |
3) Acrobatics 13-
|
| 3 |
4) Breakfall 13-
|
| 1 |
5) KS: Karate 8-
|
| 2 |
6) WF: Common Martial Arts Melee Weapons
|
| 2 |
7) WF: Common Melee Weapons
|
|
|
|
Onmyodo (Magic) |
| 1 |
1) KS: Asian Demons & Spirits 8-
|
| 2 |
2) KS: Onmyodo 11-
|
| 2 |
3) PS: Onmyoji 11-
|
| 11 |
4) Power: Magic 17-
|
| 40 |
Total Skills Cost |
| Cost |
Name |
| 5 |
Sensei: Contact: Aunt (Contact has useful Skills or resources, Very Good relationship with Contact) 11- |
| 5 |
Total Perks Cost |
|
|
| Cost |
Power |
END |
| 13 |
Onmyodo (Magic): Multipower,
70-point reserve, all slots Delayed Effect (+1/4) (87 Active Points);
all slots Extra Time (6 Hours, may be Rushed, to Prepare; -1 3/4), OAF
(-1), Concentration, Must Concentrate throughout Preparations (0 DCV;
-1), Requires A Magic Roll (-1/2), No Range (-1/2), Spell (-1/2),
Incantations (-1/4), Side Effects (-1/4) |
|
| 1u |
1) Excorsism: Dispel
Possessions 10d6 (standard effect: 30 points), Cumulative (240 points;
+1) (60 Active Points); 6 Charges (-3/4), Only vs Spirit Magic/Powers
(-1/2)
|
[6] |
| 1u |
2) Reveal the Unseen: Suppress
Invisibility 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); 4
Continuing Charges lasting 1 Turn each (-1/2), Only vs Spirit
Magic/Powers (-1/2), Side Effects (-1/4)
|
[4 cc] |
| 1u |
3) Spirit Made Flesh: Suppress
Desolid 11d6, Affects Desolidified Spirit Desolid Only (+1/4) (69
Active Points); 2 Continuing Charges lasting 1 Turn each (-1), Only vs
Spirit Magic/Powers (-1/2)
|
[2 cc] |
| 1u |
4) Spirit Seal: FW
(5 PD/5 ED/5 Mental Defense/5 Power Defense; 4" long and 1" tall), 2
Continuing Charges lasting 1 Hour each (+0), Affects Desolidified
Spiritual Desolidification (+1/4) (70 Active Points); Must be placed on
an existing barrier (-1), Only vs Spirit & Spirit Powers (-1/2)
|
[2 cc] |
| 3 |
Spirit Detecting Amulet: Detect
Spirit Entities 14- (Unusual Group), Sense (8 Active Points); OAF
(Amulet; -1), Sense Affected As Sight [very common Sense] (-1/2) |
0 |
|
|
|
|
Gear |
|
| 10 |
1) Bokken: HA
+4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1),
Hand-To-Hand Attack (-1/2), Real Weapon (-1/4), Required Hands
One-And-A-Half-Handed (-1/4)
|
0 |
|
|
|
| 0 |
Luck 1d6, Everyhero Ability |
0 |
|
|
|
|
Martial Arts Training |
|
| 6 |
1) Can Take a Punch: +6 CON (12 Active Points); No Figured Characteristics (-1/2), Only to Resist CON Stun (-1/2)
|
|
| 9 |
2) Iron Body: Armor (6 PD/6 ED) (18 Active Points); Activation (EGO) Roll 13- (-3/4), Must be Aware of Attack (-1/4)
|
0 |
| 3 |
3) Prodigious Leap: Leaping +5" (8" forward, 4" upward) (5 Active Points); Requires An Acrobatics Roll (-1/2)
|
1 |
|
|
|
|
Resource Pools |
|
| 0 |
1) Contacts/Followers Pool: Custom Power
Notes: 10 Pool/15 Armory
|
0 |
| 0 |
2) Equipment Pool: Custom Power
Notes: 20 Pool/30 Armory
|
0 |
| 0 |
3) Vehicle/Base Pool: Custom Power
Notes: 10 Pool/15 Armory
|
0SAYURI |
| 48 |
Total Powers Cost |
| Cost |
Equipment |
END |
|
Equipment Pool (20/30); |
|
| 6 |
1) Radio Headset: Radio
Perception/Transmission (Radio Group), 1 Continuing Fuel Charge lasting
6 Hours (+0) (10 Active Points); OIF (-1/2), Sense Affected As More
Than One Sense Hearing as well as Radio (-1/4);
|
[1 cc] |
| 4 |
2) Binoculars: +6 versus Range Modifier for Sight Group (9 Active Points); OAF (-1);
|
0 |
| 2 |
3) Laptop: Follower, 1 Continuing Fuel Charge lasting 3 Hours (+0) (4 Active Points); OAF Fragile (-1 1/4);
|
|
| 5 |
4) Flashlight: Sight
Group Images 1" radius, +/-2 to PER Rolls, 1 Continuing Charge lasting
6 Hours (+0) (16 Active Points); OAF (-1), Only To Create Light (-1);
|
[1 cc] |
| 2 |
5) Sunglasses: (Total:
6 Active Cost, 2 Real Cost) +3 PRE (3 Active Points); OAF Fragile (-1
1/4) (Real Cost: 1) plus Sight Group Flash Defense (3 points) (3 Active
Points); OAF Fragile (-1 1/4) (Real Cost: 1);
|
0 |
| 1 |
6) School Text Books: +2 with PS: Research (2 Active Points); OAF Bulky (-1 1/2);
|
|
|
Contacts/Followers Pool (10/15); |
|
|
Vechilcles/Base Pool (10/15); |
|
| 4 |
1) Team Minivan: Vehicle;
|
|
| 2 |
2) Team Office: Base;
|
|
| 5 |
3) Vespa: Vehicle;
|
Musabetsu Kakuto Ryu Kenpo |
| Cost |
Maneuver |
|
Musabetsu Kakuto Ryu Kenpo |
| 4 |
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
|
| 4 |
2) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
|
| 4 |
3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
|
| 5 |
4) Power Kick/Elbow: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike
|
| 4 |
5) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
|
| 1 |
6) Weapon Element: Blades
|
| 0 |
7) Weapon Element: Empty Hand
|
| 1 |
8) Weapon Element: Karate Weapons
|
| 1 |
9) Weapon Element: Staffs
|
| 24 |
Total Martial Arts Cost |
|