Profile
Player Name:Steve G
Character Name:Tal Everwind
Alternate Name (Secret ID):
Campaign:Black Moon
Updated:05/05/2009
Active PC File:

Name: Tal Everwind
Player: Steve G




Val
Char
Base
Cost
10
STR
10
0
23
DEX
10
39
18
CON
10
16
18
BODY
10
16
23
INT
10
13
13
EGO
10
6
10
PRE
10
0
8
COM
10
-1
2/22
PD
2
0
4/24
ED
4
0
5
SPD
3.3
17
9
REC
6
6
36
END
36
0
32
STUN
32
0
6"
RUN
6
0
2"
SWIM
2
0
2"
LEAP
2
0




STR Roll: 11-Run: 6"
DEX Roll: 14-Swim: 2"
CON Roll: 13-Leap: 2"
INT Roll: 14-
EGO Roll: 12-
PER Roll 14-




Disadvantages
Pts
Distinctive Features: Facial Scarring (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
10
Distinctive Features: Always smoking a cigar (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 
5
 
Psychological Limitation: Distrustful of Authorities (Common, Moderate) 
10
Psychological Limitation: Callous (Common, Moderate) 
10
Psychological Limitation: Cynical (Common, Moderate) 
10
Psychological Limitation: Uncomfortable in crowds (Common, Moderate) 
10
 
Hidden Mutant 
5
 
Reputation: Gambler, 11- 
10
 

XP
8
Base Points : 350
Disads Total + 70
Experience Spent + 10
Total Cost = 430



Pts. 
Power/Skill/Perk/Talent
END
19  
Endurance Reserve (90 END, 10 REC) (19 Active Points) 
0
  
 
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
  
 
  
 
 
 
 
  
 
 
 
 
 
6  
+3 with any single attack: Energy Blast 
 
3  
Power: Telekinetics 14- 
 
  
 
 
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- 
 
  
 
 
  
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- 
 
  
 
 
  
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- 
 
  
 
 
  
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- 
 
  
 
 
  
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- 
 
  
 
 
  
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 
 
 
 
 
0  
Starship Pilot - Captian's License (Custom Adder) 
 
0  
Starship Astrogator - 1st Astrogator (Custom Adder) 
 
0  
Starship Engineer - Licensed Chief Engineer (Custom Adder) 
 
 
 
 
2  
Environmental Movement (no penalties in Zero G) 
 
 
 
 
  
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]
 
 
 

 185 : Powers Cost
 133 + Skills Cost
 112 + Characteristics Cost
 430 = Total Cost

Base OCV: 8Base DCV: 8
Adjustment+  Adjustment+  
Final OCV:  Final DCV:  
 
Levels: +3 with any single attack: Energy Blast




Combat Maneuvers
Name
Phase
OCV
DCV
Effect
Block
1/2
+0
+0
Block, Abort
Brace
0
+2
1/2
+2 vs. Range Mod.
Disarm
1/2
-2
+0
Can disarm
Dodge
1/2
---
+3
Abort, vs. all attacks
Grab
1/2
-1
-2
Grab two limbs
Grab By
1/2
-3
-4
Move and Grab
Haymaker
1/2*
+0
-5
+4DC to attack
Move By
1/2
-2
-2
STR/2 + v/5
Move Through
1/2
-v/5
-3
STR + v/3
Set
1
+1
+0
Ranged attacks only
Strike
1/2
+0
+0
STR or weapon




Range
0-4
5-8
9-16
17-32
33-64
65-128
RMod
0
-2
-4
-6
-8
-10




DEX: 23SPD: 5ECV: 4
Phases: 3, 5, 8, 10, 12
2/22 PD (0/20 rPD)4/24 ED (0/20 rED)MD: 9
END: 36STUN: 32BODY: 18