Profile
Player Name:Marty Haught
Character Name:Ianna
Alternate Name (Secret ID):
Campaign:Black Moon
Updated:05/05/2009
Active PC File:

Ianna Fox
 
Player: Marty Haught
Campaign: Black Moon

Char Cost: 172Base Pts.: 350
Skills Cost: 76Disads: 70
Powers Cost: 139Exp. Spent: 8
Total Cost: 428
Experience Total: 8

Val
Characteristic
Base
Cost
Total
25
Strength
10
15
25
35
Dexterity
10
75
35
23
Constitution
10
26
23
12
Body
10
4
12
23
Intelligence
10
13
23
11
Ego
10
2
11
28
Presence
10
18
28
22
Comeliness
10
6
22
   
5
Physical Defense
5
0
21/26
5
Energy Defense
5
0
21/26
6
Speed
4.5
15
6
10
Recovery
10
0
10
46
Endurance
46
0
46
37
Stun
37
0
37
   
6
Running
6
0
6"
2
Swimming
2
0
2"
3
Leaping
5
-2
3"

Pts. 
Disadvantages
5  
Hidden Mutant 
5  
Physical Limitation: Requires Lots of Food (Infrequently, Slightly Impairing) 
20  
Honorable: Common, Total 
10  
Psychological Limitation: Protective of Crew (Common, Moderate) 
0  
Psychological Limitation: Sense of Duty (Common, Strong, Custom Adder) 
10  
Psychological Limitation: Work Hard, Play Hard (Common, Moderate) 
10  
Vulnerability to Radiation Attacks: 1 1/2 x BODY Common 
10  
Vulnerability to Radiation Attacks: 1 1/2 x STUN Common 

Pts. 
Skill/Perk/Talent
-15  
Campaign Knowledge - 15 points, Private Adder 
3  
1) AK: Cape Goliath 14- 
1  
2) AK: Regina - Planet 8- 
3  
3) AK: Regina Subsector 14- 
3  
4) AK: Spinward Marches Sector 14- 
3  
5) CuK: Cape Goliath 14- 
2  
6) KS: Imperium 11- 
-6  
Everyman Skills, Private Adder 
1  
1) Climbing 8- 
1  
2) Computer Programming 8- 
0  
3) Language: Native Langage - Imperial (Idiomatic, native accent; literate) (5 Active Points) 
2  
4) Starship Officer 11- 
2  
5) Transport Familiarity: Common Motorized Ground Vehicles 
0  
6) Weapon Familiarity: Clubs, Unarmed Combat 
3  
Acrobatics 16- 
5  
Astrogation 15- 
3  
Breakfall 16- 
3  
Bureaucratics 15- 
3  
Climbing 16- 
3  
Combat Driving 16- 
3  
Combat Piloting 16- 
3  
Conversation 15- 
3  
High Society 15- 
3  
Navigation 14- 
3  
Paramedics 14- 
3  
Persuasion 15- 
2  
SS: Astronomy 11- 
1  
SS: Mathematics 8- 
3  
Seduction 15- 
5  
Starship Pilot 17- 
3  
Stealth 16- 
3  
Streetwise 15- 
3  
Survival 14- 
6  
Systems Operation (Communications Systems, FTL Sensors, Radar) 15- 
5  
Transport Familiarity: Science Fiction & Space Vehicles, Combat Aircraft, Large Planes, Small Planes, Vacc Suit 
4  
WF: Beam Weapons, Small Arms 
3  
+1 with Martial Maneuvers 
 
 
0  
Licensed Starship Pilot - Captain 
 
 

Pts. 
Powers and Martial Arts
  
UltraSuit, all slots OIF (Suit; -1/2), Real Armor (-1/4) 
17  
1) Reinforced Dermal Multilayer: Armor (10 PD/10 ED) (30 Active Points) 
3  
2) +6 ED (6 Active Points) 
3  
3) +6 PD (6 Active Points) 
74  
Teleportation Powers: Multipower, 74-point reserve 
2u  
1) Phase: Teleportation 10", Position Shift, Reduced Endurance (1/2 END; +1/4) (31 Active Points); no Noncombat movement (-1/4) 
2u  
2) Stealth Phase: Teleportation 10", Position Shift, Invisible to Hearing Group (+1/4) (31 Active Points); no Noncombat movement (-1/4) 
7u  
3) Teleport: Teleportation 19", No Relative Velocity, x16 Noncombat, x4 Increased Mass (73 Active Points) 
3u  
4) Aportation: Teleportation 7", Position Shift, Limited Range (20" Range; +1/4), Usable As Attack (Defense is Teleportation, Extra-Dimensional Movement or Force Wall; +1) (43 Active Points); no Noncombat movement (-1/4) 
6u  
5) Combat Aportation: Energy Blast 7d6, No Normal Defense (Teleportation, Extra-Dimensional Movement or Force Wall; +1) (70 Active Points); Limited Range (20") (-1/4) 
1u  
6) Aporting Field: Force Field (5 PD/5 ED/5 Power Defense) (15 Active Points) 
1u  
7) Aports Away Physical Missiles: Missile Deflection (All Physical Missiles) (15 Active Points); Costs Endurance (-1/2) 
1u  
8) Ventriloquism: Hearing Group Images 1" radius, +/-1 to PER Rolls, Increased Maximum Range (300"; +1/4), No Range Modifier (+1/2) (14 Active Points) 
11  
Distance Senses: Clairsentience (Sight And Hearing Groups), x2 Range (300") (35 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Extra Time (Extra Phase, Only to Activate, -1/2), Blocked by hardened defenses (-1/4) 
3  
Sharp Senses: +1 PER with all Sense Groups 
5  
Location Memory: Teleportation: Floating Fixed Location (1 Locations) 
-33  
Provided Equipment, Private Adder 
4  
1) Handheld Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Fragile (-3/4), Extra Time (Full Phase, -1/2) 
10  
2) Vacc Suit: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); OIF Bulky (-6 DEX; -1) 
3  
3) Psionic Protection Helmet: Mental Defense (8 points total) (6 Active Points); Does not add to normal Mental Defense (-1), IIF (-1/4) 
16  
4) Speldar 9mm Pistol: Killing Attack - Ranged 3d6 (45 Active Points); OAF (-1), Beam (-1/4), 2 clips of 8 Charges (-1/4), Real Weapon (-1/4) 
 
 
  
Phasing Kung Fu 
20  
1) +5 HTH Damage Class(es) 
5  
2) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 14d6 Strike 
4  
3) Phasing Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm 
5  
4) Phasing Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 
4  
5) Phasing Strike: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike 
3  
6) Phasing Throw: 1/2 Phase, +0 OCV, +1 DCV, 10d6 +v/5, Target Falls