| 120 |
Magic of the Savanna:
Variable Power Pool, 80 base + 40 control cost, (120 Active Points)
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| 0 |
1)
Born of the Serengeti:
Shape Shift (Sight , Hearing , Smell/Taste and Touch Groups, limited group of shapes (Animals and Plants of the Serengeti)), Imitation, Instant Change, Costs END Only To Change Shape (+1/4) (55 Active Points); Gestures (-1/4) Real Cost: 44
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4 |
| 0 |
2)
Born of the Serengeti: Larger:
Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 4,160 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide), Costs END Only To Activate (+1/4) (37 Active Points); Limited Power Only With Born of the Serengeti (-1/4) Real Cost: 30
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3 |
| 0 |
3)
Born of the Serengeti: Smaller:
Shrinking (0.0531 m tall, 0.002 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB), Costs END Only To Activate (+1/4) (62 Active Points); Limited Power Only With Born of the Serengeti (-1/4) Real Cost: 50
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5 |
| 0 |
4)
Briars and Vines:
Entangle 3d6, 4 DEF, Personal Immunity (+1/4), Area Of Effect (4" Any Area; +1) (79 Active Points); Only To Form Barriers (-1), OIF (Available Bush Cluster (grows out of focus); -1/2) Real Cost: 32
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8 |
| 0 |
5)
Friends of the Plain:
Summon 4 100-point creatures, Expanded Class of Beings Limited Group (Animal Resident of the Locale; +1/2), Devoted (+3/4) (67 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2) Real Cost: 33
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7 |
| 0 |
6)
Gust of Dust:
Sight Group Flash 5d6, Area Of Effect (11" Cone; +1), No Normal Defense (Sealed Headware, Lack of Eyes; +1) (75 Active Points) Real Cost: 75
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7 |
| 0 |
7)
Insect Swarm:
(Total: 75 Active Cost, 36 Real Cost) Change Environment 16" radius, -4 to Sight Group PER Rolls, -2 to Hearing Group PER Rolls, Multiple Combat Effects, Personal Immunity (+1/4) (56 Active Points); Extra Time (Extra Segment, -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 28) plus Energy Blast 0 1/2d6, Uncontrolled (Lasts As Long As Change Environment; +1/2), Continuous (+1), No Normal Defense (Completely Sealed Clothing; +1), Does BODY (+1), Area Of Effect (16" Radius; +2) (19 Active Points); Extra Time (Extra Segment, -1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4) (Real Cost: 8) Real Cost: 36
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8 |
| 0 |
8)
Life of the Land:
Life Support (Eating: Character does not eat), 1 Continuing Charge lasting 1 Day (+1/4), Usable Simultaneously (up to 256 people at once; +2 1/4) (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Characters Must Eat The Produced Food (-1/4) Real Cost: 7
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1 |
| 0 |
9)
Plainspeak:
Telepathy 4d6 ( Animal class of minds) (20 Active Points); Communication Only (-1/4), Incantations (-1/4), Does Not Provide Mental Awareness (-1/4) Real Cost: 11
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2 |
| 0 |
10)
Sea of Grass:
Entangle 1d6, 1 DEF, Takes No Damage From Attacks Physical (+1/4), Reduced Endurance (1/2 END; +1/4), Uncontrolled (Stopped by Survival (Tropical or Subtropical Plains) Roll; +1/2), Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1) (40 Active Points); Cannot Form Barriers (-1/4), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Conditional Power Power Does Not Work In Water (-1/4), Limited Power Does Not Stop Flight/Gliding If Already Flying/Gliding (-1/4) Real Cost: 18
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2 |
| 0 |
11)
Spirit of the Baboon:
Desolidification (affected by Magic) (40 Active Points); Limited Power Only to Escape from Holds and Entangles (-1), Instant (-1/2) Real Cost: 16
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4 |
| 0 |
12)
Spirit of the Cheetah:
Aid 5d6, SPD and any one Movement Power simultaneously (+1/2) (75 Active Points); Costs Endurance (-1/2), Conditional Power Power does not work in Constricted Areas (-1/2), Gestures (-1/4) Real Cost: 33
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7 |
| 0 |
13)
Spirit of The Herd:
Energy Blast 8d6, Area Of Effect (4" Radius; +1); Visible (Looks, Smells, Sounds, and Feels Like a Herd of Local Plains Animals; -1/4), Gestures (-1/4) Real Cost: 53
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8 |
| 0 |
14)
Spirit of the Migrant Bird:
Clairsentience (Sight Group), x16 Range (270"), +2 to PER Roll: +2, Mobile Perception Point (can move up to 24" per Phase): +2, Telescopic (+6 versus Range Modifier): +6, Reduced Endurance (1/2 END; +1/4) (79 Active Points); Gestures (-1/4), Incantations (-1/4), One Sense Only (Normal Sight Only; -1/4) Real Cost: 45
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3 |
| 0 |
15)
Spirit of the Rhino:
Energy Blast 16d6 (80 Active Points); Gestures (-1/4), Beam (-1/4) Real Cost: 53
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8 |
| 0 |
16)
Stilled Silence:
(Total: 41 Active Cost, 27 Real Cost) Darkness to Hearing Group 2" radius, Personal Immunity (+1/4), MegaScale (1" = 1 km; +1/4), Difficult To Dispel (x1 Active Points; +1/4) (17 Active Points); No Range (-1/2) (Real Cost: 11) plus Change Environment 2" radius, -3 to Normal Smell PER Rolls, MegaScale (1" = 1 km; +1/4), Personal Immunity (+1/4), Difficult To Dispel (x1 Active Points; +1/4) (24 Active Points); No Range (-1/2) (Real Cost: 16) Real Cost: 27
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4 |
| 0 |
17)
Take Root:
Healing 1d6, Can Heal Limbs, Costs END Only To Activate (+1/4), Uncontrolled (Until Restored to Normal; +1/2), Continuous (+1), all Characteristics and Inherent powers simultaneously (+2) (71 Active Points); OAF (Staff of the Serengeti; -1), Extra Time (Full Phase, -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Entangle 6d6 6 DEF, Susceptible to End of Healing; -1/2) Real Cost: 24
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7 |
| 0 |
18)
Tranquil Rain:
Mind Control 6d6 ( Human and Additional Class of Minds (Animal) classes of minds), Area Of Effect (4" Radius; +1) (80 Active Points); Set Effect (Only to Calm and Reduce Aggression; -1/2), Visible (Light Rain; -1/4) Real Cost: 46
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8 |
| 0 |
19)
The Vast Plains:
Teleportation 4", x4 Noncombat, Damage Shield (+1/2), Usable As Attack (+1), Continuous (+1), Noncombat acceleration/deceleration (+1), Area Of Effect (12" Radius; +1 1/4), Selective (+1/4) (78 Active Points); Gestures (-1/4) Real Cost: 62
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8 |
| 0 |
20)
Walk the Paths:
Teleportation 10", x8 Increased Mass, MegaScale (1" = 100 m; +1/4), Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4) (61 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 49
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2 |
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| 22 |
RootStaff of the Serengeti:
Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)
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| 4m |
1)
Body Ward:
Force Field (6 PD/6 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), Ranged (+1/2), Usable Simultaneously (up to 4 people at once; +3/4) (42 Active Points); OAF (-1)
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| 1m |
2)
Mind Ward:
Mental Defense (13 points total), Ranged (+1/2), Usable Simultaneously (up to 4 people at once; +3/4) (14 Active Points); OAF (-1)
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| 4m |
3)
Power of the Serengeti:
Aid 3d6, Can Add Maximum Of 30 Points, any Magic power one at a time (+1/4) (45 Active Points); OAF (-1)
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| 4m |
4)
Sense Ward:
Force Field (2 Flash Defense: Touch Group/2 Flash Defense: Smell/Taste Group/6 Flash Defense: Sight Group/2 Flash Defense: Mental Group/4 Flash Defense: Hearing Group), Ranged (+1/2), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 4 people at once; +3/4) (44 Active Points); OAF (-1)
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| 2m |
5)
Soul Ward:
Power Defense (10 points), Ranged (+1/2), Usable Simultaneously (up to 4 people at once; +3/4) (22 Active Points); OAF (-1)
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| 2u |
6)
The Serengeti:
Cosmetic Transform 2d6+1 (Surrounding Terrain into Plains, Time (5 Active Points PerTurn)), MegaScale (1" = 1 km; +1/4), Area Of Effect (One Hex; +1/2), Partial Transform (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); OAF (-1), Extra Time (Full Phase, -1/2), Gradual Effect (1 Turn (Post-Segment 12); Gradual Effect Starts At Staff and then Gradually Spreads Out; -1/4)
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4 |
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| 11 |
Guarded by the Land:
Elemental Control, 44-point powers, (22 Active Points); all slots Conditional Power Does Not Work in Developed Areas (-1)
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| 11 |
1)
Eyes of the Land:
Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic (+1 versus Range Modifier) (38 Active Points); Conditional Power Does Not Work in Developed Areas (-1)
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| 18 |
2)
Armor of the Land:
Force Field (5 PD/5 ED/5 Mental Defense/5 Power Defense/3 Flash Defense: Smell/Taste Group/3 Flash Defense: Hearing Group/3 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (58 Active Points); Conditional Power Does Not Work in Developed Areas (-1)
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| 13 |
Serengeti Bodysuit:
Elemental Control, 40-point powers, (20 Active Points); all slots Cyberware Battlesuit (-1/2)
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| 12 |
1)
Enhanced Strength:
+30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); No Figured Characteristics (-1/2), Cyberware Battlesuit (-1/2)
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| 26 |
2)
Limited Propulsion Systems:
Flight 12", x8 Noncombat, Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2) (59 Active Points); Cyberware Battlesuit (-1/2)
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| 15 |
3)
Protective Force Field:
Force Field (14 PD/14 ED), Reduced Endurance (0 END; +1/2) (42 Active Points); Cyberware Battlesuit (-1/2)
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| 13 |
4)
Sealed Systems:
Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); Cyberware Battlesuit (-1/2)
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| 8 |
Amulet of the Elephant:
(Total: 10 Active Cost, 8 Real Cost) +5 Mental Defense (13 points total) (5 Active Points); IAF (-1/2) (Real Cost: 3) plus Power Defense (5 points) (Real Cost: 5)
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| 16 |
Power of the Staff:
Endurance Reserve (30 END, 30 REC) (33 Active Points); OAF (Staff of the Serengeti; -1)
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| 11 |
Serengeti's Mana:
Endurance Reserve (60 END, 5 REC) (11 Active Points)
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| 4 |
Sustained by the Serengeti:
Life Support (Eating: Character only has to eat once per week; Longevity: 400 Years; Sleeping: Character only has to sleep 8 hours per week)
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| 22 |
Visions of Vast Space:
Line of Sight for Up to 60 Active Points, any Ranged power one at a time (+1/4), Line Of Sight (+1/2) (45 Active Points); OAF (Staff of the Serengeti; -1)
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4 |