Points |
Powers |
END |
2 |
Elemental Control; Lesser Werewolf Powers (50 Points) (5-pt reserve); Lesser werewolves have many of the same abilities as Master – born – werewolves, but are generally weaker and are subordinate to master werewolves. Common limitations used to pay for the new abilities are shown below, select a total of 50 points worth including the required limitations.
Their powers are mystically conspicious and show classical werewolf indicators in human form (-.25), are Always On (-.5), are restricted to Werewolf Powers only (-.5), and are reduced by roughly 50% in human form (-.25) |
|
a-4 |
Armor (7 PD/4 ED) |
|
b-6 |
Regeneration (1 BODY/5 min.); Regenerate: From Death, +20; Activation: 11-, -1; Unless slain by silver of course. |
|
c-2 |
Supernatural Senses |
|
(2) |
Enhanced Perception (all) (+2 to PER) |
|
(2) |
Ultraviolet Vision |
|
d-4 |
Enhanced Scent |
|
(4) |
Tracking Scent |
|
(2) |
Discriminatory Sense (Smell) |
|
e-3 |
Shape Shift; Wolf/Wolfman/Human (Single Form); Reduced END: Zero, +½; Side Effects; Animalistic Instincts.: 30/Half, -½ |
0 |
f-3 |
Running (+4″, 10″, NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 12; Reduced END: Zero, +½ |
0 |
g-3 |
Damage Reduction (Physical, 25% Resistant); Not vrs Silver, Magic: -1 |
|
h-3 |
Damage Reduction (Energy, 25% Resistant); Not vrs fire or mystical attacks: -1 |
|
i-7 |
1d6 Killing Attack (HTH) (Total 2d6); Range: 0; Reduced END: Zero, +½ |
0 |
j-2 |
Power Defense (10 pts); Automatically protects against any attempt to remove werewolf disadvantages or abilities: -½ |
|
k-3 |
+10 STR; Reduced END: Half, +¼ |
1 |
l-2 |
+1 SPD |
|
m-2 |
+5 CON |
|
n-2 |
+5 BODY |
|
o-2 |
Survival |
14- |
|
|
|
6 |
2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of customized gear. |
30 |
|
|
|
6 |
+6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules. |
|
(6) |
1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. |
0 |
|
|
|
20 |
Sample Equipment Items; Microfiber Clothing plus other items as available. |
|
(2) |
Elemental Control: Microfiber Clothing (5-pt reserve); All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only). |
|
a-8 |
Armor (8 PD/8 ED); Hardened: ×1, ¼; Always On: -½ |
|
b-4 |
Life Support Systems |
|
(1) |
Life Support: High Pressure/Vacuum |
|
(1) |
Life Support: High Radiation |
|
(4) |
Need Not Breathe |
|
(1) |
Life Support: Intense Heat/Cold |
|
c-2 |
Instant Change (can look like any clothing); Clothes: Any Set, 10 |
|
(2) |
Radio Listen and Transmit; OAF (Minitransciever on collar.): -1 |
|
(2) |
Contraceptive Amulet: Immunity/Parenthood; Frequency: Common; OIF: -½ |
|
|
|
|
(21) |
Magical Staff Multipower (Theodore, 30 Points) (52-pt reserve); OAF (Enchanted Staff, -1), Must be able to gesture to use (-.25), Requires a Full Phase for first use in a fight (must expand staff, -.25). |
|
u-2 |
Missile Deflection (All Ranged Attacks, None, OCV 10); Deflect Attacks: Adjacent, +½; Deflection Bonus: 5, 10; OCV: 10 |
|
u-2 |
Force Wall (10 PD/10 ED); Range: 250; Width: 10″, +0; May only protect area behind spinning staff: -½ |
5 |
u-2 |
Superleap (+35″, 40″, NC: 80″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 104; Reduced END: Zero, +½ |
0 |
u-2 |
Staff Combat |
|
(10) |
+5 level w/DCV |
|
(11) |
Hand-to-Hand Attack (6d6, Total 10½d6); Range: 0; Reduced END: Zero, +½ |
0 |
u-1 |
Telekinesis (STR 20); Range: 150; Manipulation: Coarse, +0; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev |
0 |
|
|
|
(14) |
Mystic Bow (Hayley, 30 Points) (60-pt reserve); OAF (Bow, -1), Linked to Strength (-.5), Variable Limitations -.5 (Per Slot, 8 Charges unless otherwise noted, -.25), Gestures (-.25), All powers must work on charges (-.25), Real Archery: will not work underwater, hindered by strong winds, etc (-.25), Arrow and “Trick Arrow” effects only (-.5). |
|
u-1 |
4d6 Killing Attack (RKA); Range: 300 |
0 |
u-1 |
12d6 Stun Energy Blast: Blunt Arrow; Range: 300; Versus: ED |
0 |
u-1 |
6d6 Entangle Paste Arrow (DEF 6); Range: 300 |
0 |
u-1 |
3d6 Flash Arrow (Normal Sight); Range: 300; Area Effect (Radius): 3″ radius, +1 |
0 |
u-1 |
Missile Deflection: Weighted Arrow (Arrows, None, OCV 15); Deflect Attacks: At Range, +1; Deflection Bonus: 10, 20; OCV: 15 |
|
u-1 |
4d6 Aid to All Damaged Characteristics, Healing Arrow (Fade/turn, Max. 24); Range: 0; Affects: All Powers of Special Effect, +2 |
0 |
u-1 |
Darkness Arrow of the Night (Normal Sight, 1″ radius); Range: 225; Area Effect (Radius): 250″ radius, +1; Increased Area: ×125, +1¾; Active Points: 45; Charges: +8, +¾; Continuing Charges: 1 Hour, -5 lev; Activation: 14-, -½ |
0 |
u-1 |
Tunneling: Disintegrating Arrow (12″ through DEF 12); Tunnels: Left Behind, +0; Charges: +16, +0 |
0 |
u-1 |
8d6 Energy Blast Inciendary Arrow; Range: 300; Versus: ED; Explosion (Extended Area +0″/DC): +½; Charges: 16, +0 |
0 |
u-1 |
12d6 Suppress Flight/Gravity Arrow; Range: 300; Affect: Single Power, +0; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev |
0 |
u-1 |
16d6 Dispel Magic Arrows; Range: 300; Affects: Any Single Power of Special Effect, +¼; Charges: 16, +0 |
0 |
u-1 |
Extra-Dimensional Movement: Astral Arrow; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Usable Against Others: ×1 mass, 1; Ranged: +½; Usable by Others Number: 4, +½; Charges: 16, +0 |
0 |
u-1 |
12d6 Energy Blast: Lighting Arrow; Range: 300; Versus: ED; Charges: 16, +0 |
0 |
u-1 |
6d6 Energy Blast: Magic Disrupting Arrow; Range: 300; Versus: ED; No Normal Defense (Not being a creature of magic): +1; Charges: 16, +0 |
0 |
u-1 |
2d6 Drain vrs All Characteristics, Enervation Arrow (Return/turn); Range: 0; Affects: All Powers of Special Effect, +2; Charges: 16, +0 |
0 |
u-1 |
Stretching: Grapple Arrow (12″, NC: 24); Non-Combat Multiplier: ×2, +0; Charges: +4, -¼; Continuing Charges: 1 Minute, -3 lev; Activation: 15-, -¼ |
0 |
|
|
|
30 |
Shaman’s Pouch Power Pool (Mina, 30 Points) (24-pt Pool); Control Cost: 12; OIF (Shaman’s Pouch): -½; Shamanic Magic only: -½ |
|
62 |
Total Powers |
|
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