Sunday, October 14, 2012

Savage Synnibarr: Powers of NPC Adventurers

This is how the Super Power Points of standard NPC Guild members are spent:

Low Level:
Attack, Ranged SHC30 [Star Bolt Sy34]  2d6 (3PP)
Armor  SHC29 [Starfire Shield]  +6 Armor, except back (3PP)
Invent SHC44 5Lvls (10PP)
2 of 1d6
1[Ball Lighning] Sy200 Attack, Ranged 2d6 Medium Burst SHC30 (+2PP)
2[Eye of Alchemy] Sy202 
3[Lesser Elemental Summoning]
4Telekinesis [Mist of Force]
5[Transmute Matter Into Mist] Sy203
6[Transmute Self Into Air]
[Alchemist Pouch] Sy34

Low Level:
Strength: d12
[See Spirits] Sy35
Heal/AntiHeal [Gold/Red Hand]
[Call/Banish Spirits (of the Dead)] Sy36
Imitate Death
[Increase Strength and Reactions] SuperStrength d12+4 (4PP); Extra Action (3PP)
[Amazon Toolkit]
1 of 1d6
1[Chi Dim Mock Sy210] Attack, Melee +4d6 (8PP)
2[Chi Shout Sy210] Attack, Ranged: 3d6 Cone Template SHC30 (8PP)
3Create Chi Object Sy213
4[Fate Call] Luck (Extra Bennie) 
5Mind's Hand And Eye
6Teleport Sphere
7[Ward of Cloaking]Invisiblilty (to Magic, etc)
8Ward of Control

Low Level:
Immunity Sy65: to 2 Power Sources, needs activation SHC42 (2x3PP)
Absorption [Absorption Field] SHC21: Vigor Roll: Wounds by 1 Power Source on Attackers (9PP)
[Shadow Form] Sy66 -> Teleport, Read Minds (Touch), Attack, Melee

No comments: