| Cost |
Name |
| 3 |
Bureaucratics 12- |
| 6 |
Zero-G combat expert: +2 with
Martial Maneuvers |
| 3 |
Computer Programming 13- |
| 3 |
Contortionist 12- |
| 3 |
CuK: Aquilae colonies 13- |
| 3 |
Demolitions 13- |
| 3 |
Electronics 13- |
| 2 |
Gambling (Card Games) 13- |
| 3 |
KS: Spacecraft systems 13- |
| 2 |
KS: Zero-G combat 11- |
| 3 |
Mechanics 13- |
| 3 |
Paramedics 13- |
| 3 |
Jack of All Trades |
| 2 |
1) PS: Engineer (3 Active Points)
13- |
| 2 |
2) PS: Spin-G Operations (3 Active Points)
12- |
| 2 |
3) PS: Terraformer (3 Active Points)
13- |
| 2 |
4) PS: Zero-G Operations (3 Active Points)
12- |
| 3 |
+3 with PS: Zero-G Operations |
| 3 |
SS: Plasma physics 13- |
| 3 |
SS: Terraforming 13- |
| 20 |
+2 Overall |
| 3 |
Survival: vacuum 13- |
| 3 |
Systems Operation 13- |
| 2 |
TF: Science Fiction & Space
Vehicles |
| 3 |
WF: Laser Pistols, Off Hand, Rocket
Pistols |
| 88 |
Total Skills Cost |
| Cost |
Name |
| 9 |
Fringe Benefit: High-level executive of a
minor business, Improved Equipment Availability Street-Level
equipment, License to practice a profession, Starship License,
Weapon Permit (where appropriate) |
| 15 |
Contact: The Blind Spot (bar) (Contact has
significant Contacts of his own, Contact has useful Skills or
resources, Good relationship with Contact), Organization Contact
(x3) (15 Active Points) 11- |
| 24 |
Total Perks Cost |
| Cost |
Name |
| 2 |
Absolute Time Sense (3 Active Points);
Limited Power Power loses about a third of its effectiveness
(Dependent on Augmented Reality; -1/2) |
| 2 |
Bump Of Direction (3 Active Points);
Limited Power Power loses about a third of its effectiveness
(Dependent on Augmented Reality; -1/2) |
| 4 |
Double Jointed |
| 4 |
Environmental Movement (no penalties in
Zero-G) |
| 3 |
Lightning Calculator |
| 15 |
Skill Master (+3 with all Skills based on
INT) |
| 30 |
Total Talents
Cost | |
|
| Cost |
Power |
END |
| 3 |
Leaping +4" (5 1/2" forward, 2 1/2"
upward) (4 Active Points); Limited Power Power loses about a fourth
of its effectiveness (Only in Zero-G; -1/4) |
1 |
| 3 |
Extra Limbs (2) (5 Active Points); Limited
Manipulation (Modified legs/feet; -1/4), Limited Power Power loses
about a fourth of its effectiveness (Only in zero-G; -1/4) |
0 |
| 1 |
Life Support (Safe Environment: Zero
Gravity) |
0 |
|
Vacuum survival mods: |
|
| 2 |
1) Sight Group Flash Defense (5 points) (5
Active Points); Only Works Against energy attacks Limited Type of
Attack (-1/2), 1 Continuing Fuel Charge lasting 5 Minutes
(-1/2) |
[1 cc] |
| 4 |
2) Life Support (Safe in High Radiation;
Safe in Intense Cold; Safe in Low Pressure/Vacuum) (6 Active
Points); 1 Continuing Fuel Charge lasting 5 Minutes
(-1/2) |
[1 cc] |
| 12 |
Detect A Class Of Things: Augmented
Reality Overlays 13- (no Sense Group), Range, Sense |
0 |
| 25 |
Total Powers
Cost |
| Cost |
Maneuver |
|
Zero-G combat |
| 4 |
1) Breakaway: 1/2 Phase, +0 OCV, +0 DCV, 23
STR vs. Grabs |
| 4 |
2) Clinch: 1/2 Phase, +0 OCV, +0 DCV, 5
1/2d6 Crush, Must Follow Grab |
| 4 |
3) Disengage: 1/2 Phase, +0 OCV, +0 DCV, 23
STR to Shove |
| 5 |
4) Intercept: 1/2 Phase, +1 OCV, +1 DCV,
Grab One Limb, Block |
| 3 |
5) Grapple: 1/2 Phase, -1 OCV, -1 DCV, Grab
Two Limbs, 18 STR for holding on |
| 4 |
6) Roll-out: 1/2 Phase, +0 OCV, +4 DCV,
Dodge, 18 STR to Shove, Abort |
| 5 |
7) Torque: 1/2 Phase, -1 OCV, -2 DCV, Grab
One Limb; HKA 1d6 , Disable |
| 4 |
8) Turnabout: var Phase, -1 OCV, -2 DCV, 23
STR to Escape; Grab Two Limbs |
| 33 |
Total Martial Arts
Cost | |