Mr. R Posted February 25, 2023 Report Share Posted February 25, 2023 So bolded and separated! Quote 2 Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1 1/2) 2 Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2) 2 Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2) 5 Fearless: +10 PRE; Defensive Use Only (-1) 5 Frightening Intensity: +10 PRE; Offensive Use Only (-1) 4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1) 10 Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs 1 END to use; Note: takes a Half Phase Action to "Reset Trigger" Quote 20 Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing Attack (Trigger: when current opponent is killed in battle and there is another opponent in HtH Range attack that opponent; Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +1/2) for up to 60 Active Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use; Note: Trigger resets automatically after an opponent is slain; the character has no choice about using the ability -- if there is an opponent in HtH range they must attack them and further if there are multiple opponents the GM can decide which is attacked based upon events in play. Quote 10 Kill Them...Kill Them ALL!!!!: +5 OCV with Sweep {allows four strikes with almost no penalty} Quote 4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2) 4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Heavy Armor (-1/2) 4 Tough: Damage Resistance 4 PD/4 ED 6 Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only (-1) 5 Active Shield Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END per Phase 5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1) 5 Have My Cake And Eat It Too: +3 with DCV (15 Active Points); OAF (Shield; -1), Only When Using Shield To Bash (-1) 5 Behemoth Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) 10 Behemoth Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2) 10 Last Gasp: Healing STUN 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; Reduced To Negative BODY; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); 1 Charge (-2), Self Only (-1/2) 10 I Ain't Tired Yet: +12 END and I'll Be Good In A Few: +2 REC 2 Heavy: Knockback Resistance -1" Quote 10 Precision: Find Weakness 11-: One Attack (choose) +10 More Precise: Increase Find Weakness to Tight Group +20 Incredibly Precise: Increase Find Weakness to All Attacks +10 Reliably Precise: Find Weakness to 13- +40 Always Precise: Find Weakness to 17- Quote 15 Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls (-1) 15 Adept: +3 with DEX Based Skills 15 Improved Lightning Reflexes: +10 with All Actions Quote 30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4) 25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range 2 *Sense Traps: Add Sense to above: +2 points 23 Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time (+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A DEX Roll (No Active Point penalty to Skill Roll -1/2) 15 Become a Shadow: Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) 15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10) 10 Advanced Climb Walls: Clinging (+15 STR) (15 Active Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4) Quote 10 Missed Me!: Missile Deflection (Arrows, Slings, Etc.) +20 It's All In The Reflexes: Add Reflection to Deflect Arrows 4 Slow Fall: Gliding 10" (10 Active Points); Only in contact with Vertical Surface (-1/2), Only to prevent falling damage (-1/2), No Noncombat Movement (-1/4) 10 Cast In Relative Safety: +3 DCV; Only When Casting A Spell In Combat Conditions (-1/2) 7 Here Comes The Cavalry: Deadly Blow: +1d6 (when Charging On Horseback) Khymeria 1 Quote Link to comment Share on other sites More sharing options...
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