PF Sloan FE Player: Val Char Cost 130 STR 0 27 DEX 0 41 BODY 0 6 SPD -10 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 96 Cost Power Construction 1 1) Cylinder Hull Configuration: +1 BODY 9 2) Bonded Superdense Hull: (Total: 30 Active Cost, 9 Real Cost) +6 BODY (6 Active Points); OIF Immobile (-1 1/2) (Real Cost: 2) plus +8 DEF (24 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Limited Coverage Nearly 360 Degrees (Hull/Frame Only; -1/4), Real Armor (-1/4) (Real Cost: 7) 31 3) Ablat Armor: Armor (18 PD/18 ED) (54 Active Points); Ablative BODY Only (-1/2), Limited Coverage (Hull/Frame only) (-1/4) Engineering Section 12 1) Jump 4 Drive: Teleportation 13", MegaScale (1" = 1 lightyear; +3 1/2), Can Be Scaled Down 1" = 1km (+1/4) (123 Active Points); Extra Time (1 Week, For Full Journey; -4 1/2), Increased Endurance Cost (x4 END; -1 1/2), OIF Bulky (-1), Requires A Combat Piloting Skill Roll (-1/2), Cannot Be Safely Used Inside A Gravity Well (-1/2), Realistic END Cost: Requires STR/5 Additional END per phase (-1/2), Costs Endurance (-1/2), Real Equipment (-1/4) (uses Personal END) [Notes: Full distance is 13.04 LY (4 Parsecs)] 94 2) 6G Maneuver Drive: (Total: 281 Active Cost, 94 Real Cost) Flight 60", Position Shift, x16,384 Noncombat (190 Active Points); OIF Bulky (-1), Realistic END Cost: Requires STR/5 Additional END per phase (-1/2), Costs Endurance (-1/2), Real Equipment (-1/4) (uses Personal END) (Real Cost: 58) plus +17 DEX (51 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 20) plus +4 SPD (40 Active Points); OIF Bulky (-1), Real Equipment (-1/2) (Real Cost: 16) 110 3) P2-100 Power Plant: Endurance Reserve (300 END, 300 REC) (330 Active Points); OIF Immobile (-1 1/2), Only To Power Electrical Devices (-1/4), Real Equipment (-1/4) 11 4) Emergency Generator and Batteries: Endurance Reserve (25 END, 25 REC) (27 Active Points); OIF Bulky (-1), Only Powers Electrical Devices (-1/4), Real Equipment (-1/4) 26 5) Artificial Gravity: Telekinesis (30 STR), Area Of Effect (One Hex; +1/2), Selective (+1/4) (79 Active Points); OIF Bulky (-1), Only To Pull Objects Straight Down To The Floor (-1) (uses Personal END) 7 6) Starship Life Support System: Life Support (Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (18 Active Points); Costs Endurance (-1/2), Real Equipment (-1/2), Realistic END Cost END Cost Per 200 Hexes (-1/2) (uses Personal END) 1 7) Food Supplies: Life Support (Eating: Character does not eat), 16 Continuing Charges lasting 1 Month each (Easily Replaced From Source Outside Of Vehicle; +0) (3 Active Points); OIF Bulky (-1) 7 8) Fuel Purification Plant: Minor Transform 4d6 (Liquid Hydrogen or Water to Usable Fuel) (40 Active Points); Extra Time (6 Hours, -3 1/2), OIF Bulky (-1), Real Equipment (-1/4) (uses END Reserve) Tactical Section 1145 1) Small Missile Bay: (Total: 3095 Active Cost, 1145 Real Cost) RKA 8d6 (vs. ED), Explosion (+1/2), 1000 Charges (Recovers Under Limited Circumstances; Base or Tender to Reload Pods, cannot be loaded from inside the ship; +1), Autofire (20 shots; +2 1/2) (600 Active Points); OIF Bulky (-1), Limited Power Must Have Viable Target Lock To Fire Missile (-1/2), Limited Power Must Travel To Target: Velocity 40,000" per phase (-1/2), Crew-Served ([3-4] people; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4), Limited Arc Of Fire (180 degrees; -1/4) (Real Cost: 141) plus Variable Advantage (+1 1/2 Advantages; Limited Group of Advantages; MegaScale or Increased Maximum Range plus Reduced Range Mod only; +2 3/4) for up to 600 Active Points of Missile, Reduced Endurance (0 END; +1/2) (2475 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2) (Real Cost: 990) plus +4 with Ranged Combat (20 Active Points); OIF Bulky (-1), Real Weapon (-1/4) (Real Cost: 9) 767 2) TL15 Triple Turret Beam Laser: (Total: 1737 Active Cost, 767 Real Cost) RKA 9d6 (vs. ED), Invisible to Single Sense (UV; +1/4), Autofire (3 shots; +1/4), Armor Piercing (+1/2), Reduced Endurance (1/2 END; +1/2) (337 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4) (uses Personal END) (Real Cost: 135) plus Variable Advantage (+1 1/2 Advantages; Limited Group of Advantages; MegaScale or Increased Maximum Range plus Reduced Range Mod only; +2 3/4) for up to 337 Active Points of Laser, Reduced Endurance (0 END; +1/2) (1390 Active Points); OIF Bulky (-1), Limited Power Range and Damage affected by media (-1/4) (Real Cost: 618) plus +2 with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon (-1/4) (uses Personal END) (Real Cost: 4) 4 3) Basic Fire Control: +2 OCV with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) (uses Personal END) Defensive Section 3 1) Type 1 Meson Screen: Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Only Affects Meson Weapons; -1), Costs Endurance (-1/2), Crew-Served (2 people; -1/4), Real Armor (-1/4) (uses Personal END) 6 2) Type 1 Nuclear Damper: (Total: 30 Active Cost, 6 Real Cost) Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from nuclear weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 3) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from nuclear weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (uses Personal END) (Real Cost: 3) [Notes: Equivilant to High Guard Ratings 4-6] 4 Basic Defense Control: +2 DCV with Ranged Combat (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) (uses END Reserve) 14 Active EMS Jammer: Suppress 8d6, Area Of Effect Nonselective (8" Radius; +1) (80 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points, RSR Skill is subject to Skill vs. Skill contests; -1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (degrades ships own sensors by half amount suppressed; -1), No Range (-1/2), Crew-Served (2 people; -1/4) (uses Personal END) 21 EMs Masking: Change Environment 1" radius, -6 to Radar PER Rolls, -6 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (64 Active Points); OIF Immobile (-1 1/2), No Range (-1/2) 4 C-31D2 Chaff and Flare Pod: Sight and Radio Groups Images 1" radius, 8 Continuing Charges lasting 1 Turn each (+0) (15 Active Points); OIF Immobile (-1 1/2), Set Effect (only to create images of ship; -1) [Notes: Mounted on the lower part of the tailfin in a standard socket] 5 EMP shielding: Power Defense (15 points) (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs EMP and radiation effects; -1/2) 17 Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Immobile (-1 1/2), Real Armor (-1/4), Crew-Served (2 people; -1/4) Sensors and Electronics Communications 13 Commo Arrays: Elemental Control, 76-point powers, (38 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) 11 1) Radio Transceiver: High Range Radio Perception (Radio Group), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (36 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [Sight, Hearing] (-1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (uses Personal END) 12 2) Laser/Maser Comm System: Mind Link , Machine class of minds, Any Willing Target, Any distance, Number of Minds (x2) (25 Active Points); OIF Bulky (-1), Sense Affected As More Than One Sense [Sight; Hearing] (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (uses Personal END) 8 3) Meson Communicator: Mind Link , Machine class of minds, Any Willing Target, No LOS Needed, Number of Minds (x32), Indirect (Same origin, always fired away from attacker; +1/4), Difficult To Dispel (x2 Active Points; +1/4) (75 Active Points); OIF Immobile (-1 1/2), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [Sight; Hearing] (-1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (uses Personal END) Active Sensors 20 Active Sensor Array: Elemental Control, 110-point powers, (55 Active Points); all slots OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) 24 1) Long Range Sensors: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 40 Active Points of Active Sensor Array, Reduced Endurance (0 END; +1/2) (105 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 24 2) Accurate Sensors: +12 PER with all Sense Groups (36 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4) 20 3) Computer Enhancement: Analyze with Detect (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) 17 4) Active Sensor Array: Detect Physical Objects 23-/11- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking (39 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Sense Affected As More Than One Sense [Radio, Sight, Hearing] (-1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) Passive Sensors 17 Passive Sensor Array: Elemental Control, 110-point powers, (55 Active Points); all slots OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 17 1) IR Sensors: Infrared Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (55 Active Points); OIF Immobile (-1 1/2), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 20 2) UV Sensors: Ultraviolet Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (55 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 20 3) Optical Telescopic Array: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky (-1), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 12 4) Densitometer: Detect A Single Thing [Density Of Objects] 21-/9- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (110 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Sense Affected As More Than One Sense [Sight] (-1/2), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 13 5) Neutrino Scanner: Detect A Single Thing [Neutrinos] 21-/9- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid: x10, Targeting, Tracking, MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) (113 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Sense Affected As More Than One Sense [Sight] (-1/2), Crew-Served ([3-4] people; -1/2), Custom Modifier (Real Equipment; -1/4) 27 Sensor Probes and Recon Drones: Clairsentience (Sight And Radio Groups), x2 Range (1,190"), 2 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Telescopic: +1, Tracking, Transmit, 1 Continuing Charge lasting 6 Hours (+0), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (131 Active Points); OIF Immobile (-1 1/2), Fixed Perception Point (-1), Sense Affected As More Than One Sense [Sight; Hearing] (-1/2), Concentration (1/2 DCV; -1/4), Probe Must Travel Intervening Space To Target (-1/4), Crew-Served (2 people; -1/4) Operations Section 51 1) Model 9 Computer: Custom Power (51 Active Points) (uses Personal END) 1 2) Basic Flight Control: +2 with Combat Piloting (4 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 3 3) Basic Navigation Control: +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); OAF Bulky (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 6 4) Sick Bay: (Total: 6 Active Cost, 6 Real Cost) +2 with Paramedics (Real Cost: 4) plus +2 with SS: Medicine (Real Cost: 2) Personnel Section 0 1) 24 Staterooms: Custom Power 1 2) 40 Tons Cargo: Custom Power (1 Active Points) (uses Personal END) Small Craft 0 1) 3 Cutters: Custom Power Powers Cost: 2636 Cost Skill 5 Security Systems 14- (15 Active Points); Crew-Served ([17-32] people; -1 1/4), Costs Endurance (-1/2) (uses Personal END) 6 Bureaucratics 14- (15 Active Points); IIF Immobile Fragile (-1 1/2) Skills Cost: 11 Total Character Cost: 2743 Base Points: 200 Experience Required: 2543 Total Experience Available: 0 Experience Unspent: 0