The Conventional Military

Conventional Equipment: 

    The most common way of buying an “equipment allowance” is: 2d6 Equipment Allowance Aid (Fade/day, Max. 60); Range: 0; Affects: Single Power, +0; Extra Time: 5 min., -2; Only activates in armories, labs, or between outings: -1; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10 (30 points); -4. Net Cost: 10 Points.     The points so derived can be spent on any of the “conventional” equipment described below:

     Free Items include “pocket secretaries” (cell phones/PDA’s/pocket recorders/notepads), rope, flashlights, basic kits (first aid, tool, etc) for skills you have, pocket knives, watches, compasses, snacks, pocket signal flares, handcuffs, low-powered binoculars, winter clothing, matches, and junk you can easily pick up in wal-mart or a convenience store. Any character who wants to may carry reasonable amounts of this kind of stuff along at no cost. Other items, up to a total of 60 points, may be selected from the lists below.

Protective Gear Options (Select One)

30-Point Heavy Power Armor Elemental Control (5-pt reserve, cost 2). All abilities -.5 OIF (Power Armor), -1 (Conventional Technology Only), -.25 (Visible: power armor is pretty obvious). Characters using heavy power armor will usually want heavy weapons as well, and will need to spend some of their extra points on either the armor or on the multipower reserve.a-12 Armor (12 PD/12 ED); Hardened: ×1, ¼; Always On: -½

b-4 Life Support Systems: Life Support: High Pressure/Vacuum, High Radiation, Need Not Breathe, and Intense Heat/Cold

c-4 Running +6″, Total 13″, NC: 260″, 1/2 Endurance Cost (+.5).

d-2 Superleap +10″, 20″ Non-Combat

e-4 +15 STR; Doesn’t Affect Figured: -½; Reduced END: Half, +¼

f-2 +5 CON

22-Point Light Power Armor Elemental Control (5-pt reserve, cost 2). All abilities -.5 OIF (Power Armor), -1 (Conventional Technology Only), -.25 (Visible: power armor is pretty obvious).

a-10 Armor (12 PD/8 ED); Hardened: ×1, ¼; Always On: -½

b-4 Life Support Systems: Life Support: High Pressure/Vacuum, High Radiation, Need Not Breathe, and Intense Heat/Cold

c-4 Running +6″, 13″ total, Non-Combat 26″, Reduced END: Half, +¼

d-2 Superleap +10″

12-Point Combat Dress Elemental Control: (5-pt reserve, 2 point cost). All abilities -.5 OIF (Uniform), -1 (Conventional Technology Only).

a-5 Armor (8 PD/4 ED); Hardened: ×1, ¼; Always On: -½; Activation: 14-, -½

b-2 Life Support Systems

(3) Need Not Breathe; Relies on OAF Faceplate of OIF Uniform: -½; Charges: +2, -¼; Continuing Charges: 1 Hour, -5 lev

(1) Life Support: Intense Heat/Cold; Short term and subject to upper limits: -1

c-2 +3 level w/Stealth (Camoflague)

7 Heavy Bulletproof Outfit: Armor (8 PD/4 ED); OIF: -½; Conventional Technology: -1

5 Basic Bulletproof Outfit: Armor (6 PD/3 ED); OIF: -½; Conventional Technology: -1

4 Concealed Kevlar Bodysuit: Armor (4 PD/2 ED); IIF: -¼; Conventional Technology: -1

Electronics Packages

0-Point Military/Agent Electronics Package

Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).

(1) Elemental Control: Electronics (3-pt reserve)

All abilities Conventional Technology (-1)

a-2 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½

b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½

c-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½

d-2 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½; Items must be intentionally stored in limited memory space: -1

e-1 Basic Computer Functions: Absolute Time Sense and Lightning Calculator.

f-1 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 12-

g-2 +1 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½

h-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2. This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.

(2) Programs: 1) Monitor instruments and transmit information to user and command systems, 2) Replay information/database search.

(4) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 11-

4-Point Advanced Electronics PackageComputer: Int 13, Dex 0, Spd 1 (-27 Points Base).1 Elemental Control: Electronics (3-pt reserve) All abilities Conventional Technology (-1)

a-3 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½

b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½

c-3 Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½

d-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½

e-2 Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½

f-2 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0

g-2 Enhanced Perception (all) (+2 to PER); Usable By Others: Power Lost, +¼

h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½

i-2 Basic Computer Functions

(1) Absolute Time Sense

(1) Inertial Locator/Bump of Direction

(1) Lightning Calculator

j-2 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0

Detects Chemical Weapons, High Radiation, Etc.

k-4 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 14-

l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½

m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2. This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information.

(3) Programs: 1) Monitor instruments and transmit information to user and command systems, 2) Place call for emergency assistance if serious health issues are detected., 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.

(1) English (Basic Conv.); Literacy: Standard, 0

(6) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 12-

Equipment (Delete unwanted items, reduce multipower reserve to required minimum)

      30 Equipment Multipower (75-pt reserve). -1/2 Variable Limitations: various OAF’s, -1 Conventional Technology Only limitation. As a rule, characters should select a multipower reserve that suits them – 20 (8), 40 (16), 45 (to accomadate the Grenades and/or Tranqualizer Rifle, 18), 60 (24), or 75 (30) points and slots to match.Minor Items: 1-20 Active Points. Requires 8 CP spent on the reserve.

u-1 Adhesion Bands: Clinging (Clinging STR +0)

u-1 Binoculars: Telescopic Sense (Sight, +10 to PER)

u-1 Billy Club: Hand-to-Hand Attack (4d6, Total 11½d6); Range: 0; Reduced END: Zero, +½ 0

u-1 Bugs/Tracers: Radio Listen and Transmit; Ranged: +½; Usable Against Others: ×1 mass, 1; Charges: +8, +1½; Continuing Charges: 1 week, -8 lev; Transmits Only: -1

u-1 1d6 Combat Knife: Killing Attack (HTH) (Total 2d6); Range: 0; Reduced END: Half, +¼ 1

u-1 +20 STR: Crowbar; Champions Limitation (Crowbar limitations): -2 2

u-1 10″ Folding Paraglider: Gliding (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 30

u-1 1d6 Light Pistol/Bow/Crossbow: Killing Attack (RKA); Range: 95; Charges: 12, +¼; Clips: 4 0

u-1 Lockpicking Kit: Lockpicking 17-

u-1 Microprinter System: Forgery 17-

u-1 Parabolic Microphone: Telescopic Sense (Hearing, +10 to PER)

u-1 Security Systems Kit 17-

u-1 1d6 Paintball Gun: Transform to Brightly-Colored (Cosmetic, Single Object); Range: 50; Cumulative: +½; Charges: +32, +½; Clips: 4 0

      Uses partial transformation rule: you’re not all colored until 2x Body, but you’re splattered with even a single shot.

u-8 +4 level w/Pocket Tool Kit: Bonus to relevant skills

     This can also be used for criminology kits, camping kits, electronics kits, and other general toolkits.

u-1 +1 Poison Darts: Killing Attack (RKA); Range: 100; No Normal Defense (Alien metabolism, Unable to Administer (GMO), Antidote): +1; Active Points: 20; NND that does Body: +1; Continuous: +1; Charges: +4, -½; Clips: 4 0

u-1 Survival Pack (Survival Skill); Charges: 1, +¼; Continuing Charges: 1 week, -8 lev 17-

u-1 Swim Fins and Thrusters: Swimming (+6″, 8″, NC: 32″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 36 1

u-1 1d6+1 Sword: Killing Attack (HTH) (Total 2½d6); Range: 0 2

u-1 Tent: Change Environment (Dry and Comfortable) (2″ rad.); Effect: Fixed, +0; Charges: 1, +½; Continuing Charges: 1 Day, -7 lev; Recoverable Charges: -2 lev; OAF: -1 0

u-1 ½d6 Throwing Knives, Shurken: Killing Attack (RKA); Range: 50; Charges: +8, +0; Recoverable Charges: -2 lev 0

u-1 Wrist Grapnel and LIne: Swinging (+12″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Reduced END: Half, +¼ 1

Notable Items: 21-40 Active Points. Requires 16 CP spent on the reserve.

u-1 1d6+1 Assault Rifle: Killing Attack (RKA); Range: 200; Autofire: 5 shots, ½; Charges: 32, +½; Clips: 4

u-1 5d6 Babble Drug (Mind Control); Communication: Verbal, +0; Charges: 6, +½; Continuing Charges: 1 Hour, -5 lev; Mental Power Based on CON: -½; Single Command: Babble Helpfully and Without Thinking: -1

u-1 2d6 Battle Axe: Killing Attack (HTH) (Total 4d6); Range: 0

u-1 4d6 Bolos: Entangle (DEF 4); Range: 200; Charges: +8, -½

u-1 Breaching Charges: Tunneling (2″ through DEF 12); Charges: +8, -½; Tunnels: Left Behind, +0

u-1 Chemical Sniffer “Wand”

(2) Discriminatory Sense (Smell)

(6) Enhanced Perception (Smell, +7 to PER)

u-1 Collapsible Shield: Force Field (10 PD/10 ED); Charges: +4, +¼; Continuing Charges: 1 Hour, -5 lev

u-1 2d6 Combat Drug: Aid to all physical attributes (Fade/hour, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Charges: +32, +¼; Generic Limitation (Can’t heal damaged attributes: These drop back to initial levels): -½

u-1 2d6 First Aid Kit: Aid to all damaged powers and attributes (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Restore Only Lost Characteristics and Powers: -½; Charges: 12, -¼

u-1 Flares: Change Environment/Brightly Lit (32″ rad.); Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev

u-1 2d6 Flash Pellets (Normal Sight); Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 12, -¼

u-1 2d6 Heavy Pistol/Bow/Crossbow/Gyrojet: Killing Attack (RKA); Range: 150; Charges: +8, +0; Clips: 4

u-1 2d6 Knockout Drops: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs not ingesting or being injected with it, alien metabolism.): +1; Continuous: +1; Charges: +12, +1; Continuing Charges: 1 Hour, -5 lev; Extra Time: full phase, -½

u-1 1d6 Laser Cutter: Killing Attack (RKA); Range: 185; Penetrating: +½; Armor Piercing: 1, +½; Charges: 64, +½; Concentrate: 0 DCV, -½

u-1 2d6 Neurostun Gas Pellets: Energy Blast; Range: 200; Versus: ED; No Normal Defense (vrs Need not Breathe): +1; Trigger (Radio Signal): Set, +¼; Invisible (Sight and Hearing. Chemically Detectable): Two Sense Groups, +¾; Area Effect (Radius): 3″ radius, +1; Charges: +12, -¼

u-1 3d6 Pepper Spray: Flash (Smell, Sight); Range: 0; Charges: +12, -¼; No Range: -½

u-1 Privacy Scanner: Detect: Bugs, Microphones, Phone Taps, and other Sensors (+10 to PER); Time Required: Half Phase, +0; Range: Ranged, +5

u-1 Rescue Wrap: Force Field (3 PD/12 ED); Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev

u-1 1½d6 Shotgun: Killing Attack (RKA); Range: 185; Area Effect (One-hex): 1 hex(es), +½; OAF: -1; Charges: +6, -¼; Clips: 4

u-1 6d6 Stun Shell: Energy Blast; Range: 150; Versus: PD; OAF: -1; Charges: +6, -¼; Clips: 4

u-1 Smoke Grenades: Darkness (Normal Sight, 1″ radius); Range: 135; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev

u-2 2d6 Stun Spray Grenade Energy Blast; Range: 200; Versus: ED; No Normal Defense (Vrs Force Field, Sealed Armor, Alien Metabolism): +1; Continuous: +1; Area Effect (Radius): 3″ radius, +1; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev

     These spray a sticky most, loaded with DMSO and knockout drugs, over everything in a small radius.

u-1 4d6 Taser: Electrical Energy Blast; Range: 200; Versus: ED; No Normal Defense (Vrs resistant energy defense): +1; OAF: -1; Charges: +16, +0

u-2 Tear Gas Grenade: Change Environment (16″ rad.); Effect: Fixed, +0; Charges: 8, +½; Continuing Charges: 5 Minutes, -4 lev

     While tear gas inflicts a -2 penalty on all rolls on characters with eyes and without life support, it really isn’t all that effective in superheroic settings.

u-1 4d6 Thermite Pencils: Energy Blast/Fire; Range: 200; Versus: ED; Explosion (Extended Area +0″/DC): +½; Time Delay: +¼; Trigger (Radio Signal): Set, +¼; Charges: +8, -½

Major Items: 45-60 Active Points. Requires 24 CP spent on the reserve. u-1 6d6 Concussion Grenade Stun-Only Energy Blast; Range: 225; Versus: PD; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +12, -¼ 0u-1 2d6 Fragmentation Grenades: Killing Attack (RKA); Range: 225; Explosion (Extended Area +0″/DC): +½; Charges: 8, -½; OAF: -1  u-1 6d6 Inciendary Grenade: Energy Blast (Fire); Range: 225; Versus: ED; Explosion (Extended Area +0″/DC): +½; OAF: -1; Charges: +8, -½

u-1 1d6+1 Light Machine Gun: Killing Attack (RKA); Range: 300; Autofire: 5 shots, ½; Area Effect (Radius): 4″ radius, +1; Charges: 60, +½; OAF: -1; Extra Time: full phase, -½

     Yes, a machine gun fires a lot faster than this, it just rarely hits the same target more than this.

u-1 2d6 Light Mortar: Killing Attack (RKA); Range: 1300; Explosion (Extended Area +1″/DC): +¾; Increased Maximum Range: ×5, +¼; Charges: 8, -½; OAF: -1

     Basically the same as a Grenade, but with an extended area and much more range. Other grenade types can be substituted.

u-1 4d6 LAW Missile Launcher: Killing Attack (RKA); Range: 300; OAF: -1; Charges: 8, -½

u-1 1d6 Tranqualizer Rifle: Killing Attack (RKA); Range: 225; No Normal Defense (Alien Metabolism, Force Field, Etc): +1; Continuous: +1; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev; Active Points: 45; OAF: -1

Heavy Equipment: 61-75 Active Points. Requires 30 CP spent on the reserve.

u-1 15d6 Assault Cannon: Energy Blast; Range: 375; Versus: PD; Focus: Obvious Accessible, -1; Focus Mobility: Bulky, -½; Extra Time: full phase, -½; Charges: 6, -¼; Clips: 4

u-1 2d6 Claymore Mine: Killing Attack (RKA); Range: 375; Area Effect (Cone): 14″ long, +1; Increased Area: ×2, +¼; Trigger: Set, +¼; OAF: -1; Focus Mobility: Immobile, -1; Extra Time: full phase, -½

u-1 2d6 Field Cannon/Grapeshot: Killing Attack (RKA); Range: 375; Area Effect (Line): 48″ long, +1; Increased Area: ×4, +½; OAF: -1; Focus Mobility: Immobile, -1; Extra Time: full phase, -½

u-1 1d6+1 Flamethrower: Killing Attack (RKA); Range: 350; Area Effect (Radius): 5″ radius, +1; Penetrating: +½; Continuous: +1; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; OAF: -1; Focus Mobility: Bulky, -½; Generic Limitation (Often explodes if damaged): -½; Extra Time: full phase, -½

u-1 2d6 Heavy Machine Gun: Killing Attack (RKA); Range: 335; Autofire: 5 shots, ½; Armor Piercing: 1, +½; Charges: 16, +¼; Clips: 4; OAF: -1; Extra Time: full phase, -½; Focus Mobility: Immobile, -1

u-1 ½d6 Nerve Gas: Killing Attack (RKA); Range: 375; No Normal Defense (Vrs self-contained breathing): +1; Champions Advantage (Does BODY on NND): +1; Area Effect (Radius): 625″ radius, +1; Increased Area: ×125, +1¾; Continuous: +1; Charges: 8, +¾; Continuing Charges: 1 Hour, -5 lev; OAF: -1; Focus Mobility: Bulky, -½; Extra Time: full phase, -½; Generic Limitation (Not fully controllable.): -½

u-1 2d6 Sniper Rifle: Killing Attack (RKA); Range: 3000; OAF: -1; Focus Mobility: Immobile, -1; Armor Piercing: 1, +½; Increased Maximum Range: ×25, +½; No Range Penalty: +½; Charges: +6, +0; Clips: 8; Extra Time: full phase, -½

u-1 2d6 Surface to Air Guided Missile: Killing Attack (RKA); Range: 3000; No Range Penalty: +½; Armor Piercing: 1, +½; Increased Maximum Range: ×25, +½; OAF: -1; Charges: 8, -½; Extra Time: full phase, -½; Focus Mobility: Bulky, -½

Common Charms (Select up to 10 active points if desired)

      Charms are normally Fragile Inobvious Accessible Foci (-.75) and are powered by Personal Magic (-.25). They cannot normally exceed 10 active points. either singly or in combination. Many powers are difficult or impossible to create as charms: consult the GM.(4) Armor: Warding Talisman (4 PD/2 ED)

(3) +3 BODY, Amulet of Life

(4) +3 DEX, Monkey Belt; Doesn’t Affect Figured: -½

(2) Owls Sight Amulet: Ultraviolet Vision

(2) 5″ Levitation: Gliding (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 15

(3) Pearl of the Seas: Breathe in Unusual Environment/Underwater, Life Support: High Pressure/Vacuum; Generic Limitation (high water pressure only): -1

(1) Running: Belt of the Gazelle (+1″, 20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 3

(5) Shifters Clasp: Shape Shift (Select Form) (Single Form)

(5) Demon Ward: Change Environment/Holy (2″ rad.); Effect: Fixed, +0

(4) Beastmaster’s Amulet: Animal Handler 14-

(2) Merchant’s Pin: Specific Language (Completely Fluent w/accent); Literacy: Standard

(5) Ward of Heaven: Danger Sense (In Combat, Self); Works: In Combat, +0; Range: Self, +0 11-

(1) Contraceptive Amulet: Immunity/Parenthood; Frequency: Common

(5) Luck Charm (2d6)

Conventional Military Troops:

Agents, SWAT Teams, and High-End Troops:

     Attributes: STR 13, Dex 14, Con 13, Body 10, Int 10, Ego 10, Pre 13, Com 10, PD 5, ED 4, SPD 3, Rec 6, End 20, Stun 24. Net Cost: 27 points.     Characteristic Rolls: STR: 12-, DEX: 12-, CON: 12-, INT: 11-, EGO: 11-, PER: 11-. Run 7″. OCV 5, DCV 5, ECV 3, Phases 4, 8, 12.

Usual Abilities:

Combat Training: +2d6 Hand-to-Hand Attack (Total 4½d6), 6 CP.Running +1″, 7″ total, 2 CP.

Equipment Allowance, as above, 10 CP.

+1 level w/All Combat, 8 CP

     Military, SWAT team, and Agent types have another 25 points to spend: they’ll usually want a level or two, some skills, and possibly a few extra points invested in their equipment. A very few are mage-specialists, with about 12 points worth of magic and the rest in skills.

     Sample Police Package (10 Points): Bureaucratics 8-, Criminology 8-, City Knowledge 11-, Streetwise 12-, Contact (Higher-Up in Department; Usefulness: Normal, +0) 8-, and Local Police Powers.

     Sample Commando Package (10 Points): Combat Pilot or Driver 12-, Professional Skill: Military 11-, Stealth 12-, Survival 8-, and Tactics 8-.

Disadvantages

      Watched: Equipping Organization (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 10 Points.

     Committed to Organization (Very Common, Moderate) 15 points.

     Normal Human: Cannot buy major super-powers or gain XP quickly an will usually have several minor disadvantages and responsibilities which do not provide points. (Common, Moderate); Situation: Common, +10; Intensity: Moderate, +0. 10 points.

     Justifier troops with animal gene-grafts normally have a variety of distinctive features, instinctive psychological limitations, and other disadvantages, giving them an extra 25-50 points. These are usually invested in enhanced attributes, a bit of damage resistance, and – occasionally – in some enhanced senses, natural weapons, or increased movement. The Justifiers program is not yet stable or predictable however, so no standard package is available.

     Sample Normal Human Mage Multipower (20-pt reserve, 5 point cost); Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Activation: 14-, -½; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Side Effects (Endurance Drain): 30/Half, -½; Generic Limitation (Requires extensive training to exceed 10 active points and expert status to exceed 15. ): -½. Normal people using their personal power are often allowed to waive minimum costs.

Medical Spells

u-1 2d6 Aid to Body (Basic Spell) (Fade/turn, Max. 12); Range: 0; Affects: Single Power, +0; Restore Only Lost Characteristics and Powers: -½ 1

u-1 2d6 Aid Stun (Basic Spell) (Fade/turn, Max. 12); Range: 0; Affects: Single Power, +0; Restore Only Lost Characteristics and Powers: -½ 1

u-1 2d6 Aid Endurance (Basic Spell) (Fade/turn, Max. 12); Range: 0; Affects: Single Power, +0; Restore Only Lost Characteristics and Powers: -½ 1

u-1 1d6 Cosmetic Surgery Transform (Basic Spell) (Cosmetic, Limited Class); Range: 45; Cumulative: +½ 1

u-1 Diagnostics (Basic Spell)

(1) Detect: Medical Problems (+0 to PER); Time Required: Half Phase, +0; Range: Touch, +0

(1) Discriminatory Sense (Detect)

(0) Enhanced Perception (Normal Sight, +1 to PER)

u-1 1d6 Major Surgical Transform (Basic Spell) (Major, Limited Class); Range: 130; Cumulative: +½ 3

u-5 2d6 Aid: Induced Immunity (Expert Spell) (Fade/decade, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼ 4

u-1 Immune to Disease (Basic Spell); Usable By Others: Simultaneous Use, +½; Charges: 6, +2; Continuing Charges: 1 year, -11 lev

Holy Magic

u-1 Demon Ward: Change Environment/Holy (Basic Spell) (2″ rad.); Effect: Fixed, +0 1

u-1 ½d6 Sacred Word: Killing Attack (RKA); Range: 100; Only works versus Evil Spirits: -1; Affects Desolidified: +½; Area Effect (One-hex): 1 hex(es), +½ 2. Well-trained occultists usually have either the Affects Desolid modifier OR the one-hex area effect, Experts have both.

u-1 3d6 Dispel any one magical power (Trained Spell); Range: 55; Affects: Any Single Power of Special Effect, +¼ 1

u-1 +15 PRE (Trained Spell)

u-1 Detect Impurities (Basic Spell)

(1) Detect: Impurities (+0 to PER); Time Required: Half Phase, +0; Range: Touch, +0

(1) Discriminatory Sense (Detect)

(0) Enhanced Perception (Normal Sight, +1 to PER)

u-1 2d6 Chains of Light: Entangle (Expert Spell) (DEF 2); Range: 100 2

u-1 1d6 Create Food and Drink: Transform (Major, Single Object); Range: 75 1

u-1 +10 STR (Mighty Labors, Basic Spell); Doesn’t Affect Figured: -½ 1

Practical Magic

u-1 Clinging (Basic Spell) (Clinging STR +0)

u-1 Combat Ward: Force Field (Basic Spell) (6 PD/4 ED) 1

u-1 Warding Sphere: Force Wall (Basic Spell) (2 PD/2 ED); Range: 50; Width: 2″, +0 1

u-1 Tunneling (Expert Spell) (1″ through DEF 6); Tunnels: Left Behind, +0 1

u-1 +1 SPD (Basic Haste Spell)

u-1 Detect Metals and Minerals (Trained Spell)

(2) Detect: Metals and Minerals (+0 to PER); Time Required: Half Phase, +0; Range: Ranged, +5

(1) Discriminatory Sense (Detect)

(0) Enhanced Perception (Normal Sight, +1 to PER)

u-1 Night Sight: Ultraviolet Vision (Basic Spell)

u-1 Deepsight N-Ray Vision (Expert Spell)

One Response

  1. […] Conventional Equipment Allowance 2d6 Equipment Allowance Aid (Fade/day, Max. 60) Range: 0 Affects: Single Power, (+0) Extra Time: 5 min (-2) Only activates in armories, labs, or between outings (-1) Personal Only (-1) Difficult to Dispel: ×4 (+½) Increased END: ×10 (30 points) Net Cost: 10 Points […]

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