| Cost |
Name |
| 6 |
KS 16- |
|
Everyman |
| 0 |
1) Acting 8- |
| 0 |
2) Concealment 8- |
| 0 |
3) Deduction 8- |
| 0 |
4) Area Knowledge 8- |
| 0 |
5) KS 11- |
| 0 |
6) KS 8- |
| 0 |
7) Paramedics 8- |
| 0 |
8) Persuasion 8- |
| 0 |
9) Professional Skill 8- |
| 0 |
10) Shadowing 8- |
| 0 |
11) Stealth 8- |
| 0 |
12) Transport Familiarity |
| 0 |
13) Language (idiomatic; literate) (5 Active Points) |
| 3 |
14) Sleight Of Hand 12- |
| 3 |
15) Concealment 13- |
| 12 |
Total Skills Cost |
| Cost |
Name |
| 6 |
Money: Wealthy Notes: 1 Million per Year |
| 4 |
Fringe Benefit: Baron |
| 5 |
Vehicles & Bases |
| 27 |
Vehicles & Bases |
| 42 |
Total Perks Cost |
| Cost |
Name |
| 3 |
Ambidexterity (-2 Off Hand penalty) |
| 3 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 60 |
Variable Power Pool, 40 base + 20 control cost, (60 Active Points) | |
| 0 |
1) Group Mind: Mind Link , Human and Additional Class of Minds classes of minds, Specific Group of Minds, Number of Minds (x16) (40 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) Real Cost: 27 | 0 |
| 0 |
2) Minds Eye: Mental Illusions 8d6 (Human class of minds) (40 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4) Real Cost: 32 | 4 |
| 0 |
3) Mind Speach: Telepathy 8d6 (Human class of minds) (40 Active Points) Real Cost: 40 | 4 |
| 0 |
4) Stage Magic: Sight, Hearing, Mental, Smell/Taste and Touch Groups Images 1" radius, +/-3 to PER Rolls (39 Active Points) Real Cost: 39 | 4 |
| 0 |
5) Hypnosis: Mind Control 8d6 (Human class of minds) (40 Active Points); Concentration (1/2 DCV; -1/4), Incantations (-1/4) Real Cost: 27 | 4 |
| 0 |
6) Telekinesis (20 STR), Fine Manipulation (40 Active Points); Only Works On Limited Types Of Objects Limited Group of Objects (-1/2), Affects Whole Object (-1/4) Real Cost: 23 | 4 |
| 13 |
Rapier: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); OAF Durable (-1), Real Weapon (-1/4) | 3 |
| 73 |
Total Powers Cost |
|