Pts. | Power/Skill/Perk/Talent | END |
19 | Endurance Reserve (90 END, 10 REC) (19 Active Points) | 0 |
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82 | Telekinetic Defenses: Force Field (20 PD/20 ED/5 Flash Defense: Sight Group) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (82 Active Points) | 0 |
60 | Telekinetics: Multipower, 75-point reserve, (75 Active Points); all slots Limited Power Power Cannot Be Pushed (-1/4) |  |
6u | 1) Punch: EB 15d6 (75 Active Points) | 7 |
6u | 2) Grab: Telekinesis (43 STR), Fine Manipulation (75 Active Points) | 7 |
6u | 3) Block: FW (10 PD/10 ED; 6" long and 6" tall) (Alterable Size) (75 Active Points) | 7 |
6u | 4) Flight: Flight 20", Position Shift, x64 Noncombat (70 Active Points) | 7 |
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6 | +3 with any single attack: Energy Blast | |
3 | Power: Telekinetics 14- | |
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3 | Jack of All Trades | |
1 | 1) PS: Astrogator (2 Active Points) 11- | |
2 | 2) PS: Scout (3 Active Points) 13- | |
2 | 3) PS: Starship Engineer (3 Active Points) 14- | |
1 | 4) PS: Starship Pilot (2 Active Points) 11- | |
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| Scouts - Astrogator Training | |
3 | 1) Astrogator 14- | |
3 | 2) Computer Programming 14- | |
3 | 3) Navigation 14- | |
3 | 4) SS: Astronomy 14- | |
3 | 5) SS: Mathematics 14- | |
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| Scouts - Pilot Training | |
3 | 1) Starship Pilot 14- | |
3 | 2) Combat Pilot 14- | |
5 | 3) Paramedics 15- | |
7 | 4) Systems Operation (Communications Systems, Environmental Systems, Medical Systems, FTL Sensors) 14- | |
7 | 5) Bureaucratics 13- | |
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| Scouts - Starship Engineer | |
15 | 1) +3 with a group of similar Skills: Experienced Starship Engineer | |
3 | 2) Electronics 14- | |
3 | 3) Mechanics 14- | |
3 | 4) SS: Starship Engineering 14- | |
3 | 5) SS: Electrical Engineering 14- | |
3 | 6) SS: Mechanical Engineering 14- | |
2 | 7) SS: Nuclear Physics 11- | |
2 | 8) SS: Physics 11- | |
2 | 9) SS: Subatomic Physics 11- | |
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| Scouts Training | |
3 | 1) TF: Science Fiction & Space Vehicles, Large Planes, Small Planes | |
1 | 2) TF: Vacc Suit | |
2 | 3) Zero-G Operations 11- | |
3 | 4) Survival 14- | |
3 | 5) Inventor: Making do with what's on hand 14- | |
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| Life on the Frontier | |
3 | 1) Bribery 11- | |
3 | 2) Concealment 14- | |
3 | 3) Lockpicking 14- | |
4 | 4) Language: Zhodani (completely fluent; literate) | |
5 | 5) Gambling 15- | |
3 | 6) Streetwise 11- | |
4 | 7) WF: Blades, Clubs, Common Melee Weapons, Small Arms, Unarmed Combat | |
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0 | Starship Pilot - Captian's License (Custom Adder) | |
0 | Starship Astrogator - 1st Astrogator (Custom Adder) | |
0 | Starship Engineer - Licensed Chief Engineer (Custom Adder) | |
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2 | Environmental Movement (no penalties in Zero G) | |
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| Equipment provided |  |
| 1) Handheld Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Fragile (-3/4), Extra Time (Full Phase, -1/2) | 0 |
| 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 (-1) | 0 |
| 3) Psionic Helmet: Mental Defense (9 points total) (6 Active Points); Limited Power Power loses about half of its effectiveness (Does not add to normal Mental Defense; -1), IIF (-1/4) | 0 |
| 4) Killing Attack - Ranged (Speldar 9mm Pistol) 3d6 (45 Active Points); OAF (-1), Beam (-1/4), 2 clips of 8 Charges (-1/4), Real Weapon (-1/4) | [8] |
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