Ueknou Vargr Corsair Player: Val Char Cost 100 STR 0 18 DEX 0 34 BODY 5 2 SPD -10 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 71 Cost Power Ships Overall Construction [Notes: Configuration, Construction Materials, and Armor] 5 1) Cylinder Hull Configuration: (Total: 5 Active Cost, 5 Real Cost) +1 BODY (Real Cost: 1) plus +1 with Combat Piloting (Real Cost: 4) [Notes: Can Enter Atmosphere, Cost *1.25, Highly Manueverable] 0 2) Superdense: (Total: 0 Active Cost, 0 Real Cost) [Notes: Standard Cost, TL-12, Ships Body +10%, May Add TSA] 24 3) Short range Military-9 Armor Package: +12 DEF (36 Active Points); Ablative BODY Only (-1/2) Engineering Section [Notes: Drives and Environmental Section] 5 1) Jump Drive-2: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Immobile (-1 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) [Notes: Jump-2] 60 2) Manuever Drive-3: (Total: 159 Active Cost, 60 Real Cost) Flight 60", Position Shift (125 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Crew-Served (2 crew; -1/4) (Real Cost: 33) plus +8 DEX (Real Cost: 24) plus +1 SPD (10 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4), Crew-Served (2 people; -1/4) (Real Cost: 3) [Notes: 3G Manuever Drive] 6 3) Agility 3 Package: (Total: 20 Active Cost, 6 Real Cost) +3 with DCV (15 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 5) plus Lightning Reflexes: +3 DEX to act first with All Actions (5 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 1) 147 Ships Fusion Reactor: Endurance Reserve (400 END, 400 REC) Reserve: (440 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Requires monthly refueling and maintenance; -1/4); REC: (400 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 9 Ships Emergency Power: Endurance Reserve (25 END, 25 REC) Reserve: (27 Active Points); Custom Modifier (Backup Power Only; -1/2); REC: (25 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Backup System only; -1/2) 10 Ships Life Support System: LS (Immunity All terrestrial diseases and biowarfare 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) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 1 Ships Environmental Systems: Change Environment 1" radius (5 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1) (uses Personal END) 6 Fuel Purififcation Plant: Minor Transform 4d6 (Liquid Hydrogen or Water to usable fuel) (40 Active Points); Extra Time (6 Hours, -3 1/2), OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END) Tactical Systems [Notes: Offensive and Defensive Equipment] 80 1) Beam Laser: RKA 8d6 (vs. ED), Autofire (3 shots; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) (uses Personal END) [Notes: 250 megawatt Beam Laser in turret] 10 2) Two More Triple Laser Turrets for a total of 3: Custom Power (10 Active Points) (uses Personal END) 85 3) Turret Mounted Missile: RKA 8d6 (vs. ED), 36 Charges (+1/4), Autofire (3 shots; +1/4), Megascale (1" = 100,000 km; +1 1/2) (360 Active Points); OAF Immobile (-2), Extra Time (Full Phase, -1/2), Activation 14- (requires a target lockon; -1/2), Real Weapon (-1/4) [Notes: 150mm HE Warhead] 11 4) Active EMS Jammer: Suppress 6d6, Area Of Effect Nonselective (6" Radius; +1) (60 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) 13 5) EMs Masking: Change Environment 1" radius, -3 to Radar PER Rolls, -3 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); OIF Immobile (-1 1/2), No Range (-1/2) 7 6) Configurable ID Transponder: Radio Group Images 1" radius, +/-5 to PER Rolls (20 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (Illegal for Civilian Use; -1/2) (uses Personal END) [Notes: just slightly illegal] 5 7) EMP shielding: Power Defense (15 points) (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs EMP and radiation effects; -1/2) Operations and Command Section [Notes: Bridge, Sensors, and Commo] 3 1) Basic Starship Bridge: (Total: 9 Active Cost, 3 Real Cost) Bureaucratics 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Systems Operation 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Security Systems 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) 4 2) Enhanced Fire Control System: +2 with Ranged Combat (10 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) 14 3) Model 2 Starship Computer: Custom Power (14 Active Points) (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) 15 Ships Sensors And Commo: Multipower, 45-point reserve, (45 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2) [Notes: Basic Sensor and Commo package required for all Starships and Spaceships] 1u 1) Radar (Radio Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (34 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 1u 2) Infrared Perception (Sight Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (11 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 1u 3) Ultraviolet Perception (Sight Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (11 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 1u 4) High Range Radio Perception (Radio Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (27 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 1u 5) Laser/Maser Comm: Mind Link , Any Willing Target (15 Active Points); OIF Immobile (-1 1/2), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2) (uses Personal END) 1u 6) +4 versus Range Modifier for Radio Group and Sight Group (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 1u 7) Densitometer: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END) 1u 8) Neutrino Sensor: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 100,000 km; +1 1/2) (45 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END) Other Ship Systems 0 1) Crew : Custom Power [Notes: 6] 0 2) Accomodations: Custom Power [Notes: 10 Staterooms] 0 3) Cargo Space: Custom Power [Notes: 154 tons] 5 4) 1 DT Missile Magazine: Custom Power (5 Active Points) (uses Personal END) [Notes: 20 Extra Missiles] 10 5) Low Berths: Custom Power (10 Active Points) [Notes: 20] Small Craft 0 1) Launch: Custom Power Powers Cost: 549 Cost Skill 6 +5 with Navigation (Air, Hyperspace, Space) (14 Active Points); OIF Immobile (-1 1/2) Skills Cost: 6 Total Character Cost: 626 Pts. Disadvantage 25 Distinctive Features: Vargr Corsair (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 30 Hunted: Imperial forces and anyone fighting pirates 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) Disadvantage Points: 55 Base Points: 200 Experience Required: 371 Total Experience Available: 0 Experience Unspent: 0