| Characteristics | Disadvantages | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
| 175 | 100pt Cosmic Power Pool, GM Chooses Powers (-1) |
| 2 | +1" Running |
| 6 | Knowledge Skills: Sorcery, Elemental Magic, Nature Magic 11- |
| 5 | Jab +1 +3 Strike 3d6 |
| 4 | Punch +0 +2 Strike 5d6 |
| 4 | Block +2 +2 Block, Abort |
| 4 | Dodge - +5 Abort |
| 4 | English (Some Central European Language Native) |
| 15 | +5 OCV w/ Power Pool |
| 4 | Radio Listen/Transmit IIF (Avenger's Comm Card) |
| 5 | International Police Powers (Avenger's Clearance) |
| = 228 | (Total: 344 character points, 244 in disadvantages) |
The GM must come up with an appropriate probability distortion effect every time the power pool is used. Some guidelines:
Examples:
The last one is an example of how she can use her socerous skills to cause more than just 'bad luck' things to happen.
Write-up copyright © 1995 by Sam Bell (sam@eng.sun.com); comments about the page layout should be addressed to Jack Wilson (deejay@cu-online.com). Permission granted to duplicate and transmit, as long as this note is not removed.