Proximus

Str 15     Dex 20     Con 14    Body 18

Int 20    Ego 14       Pre  12    Com  16

Spd 5    Phase 3,5,8,10,12         REC 6 End 28    Stun 33     6″Run 2″ Swim 3″Leap Flight 12″

PD 7 +5 Armour + 18 High Kinetic ( 12/30) (10 /28 rPD)

ED 7 +5 Armour + 18 High Kinetic ( 12/30) (10 /28 rPD)

OCV:7   DCV:7     +2 ALL COMBAT CAN Only be used on one thing a phase

( Defense Manuver 1 No attacker Considered to be attcking from behind)

Skills:                                                                                 Benifits

11- Bureacratics                                                   1              Starship LIcense to Pilot

8- Computer Programing                                   3     Contact Patrick Ostenburg @ Proxima Observiotry

13- Deduction                                                   3     Contact Anna Abernathy @ Earth Consolate                                                                                    is old college aquantaince

13- Electronics                                                  6   Diplomatic Immunity and Spacer Passport

13- Spacer “World Lore”                                     2  Reputation in Astrophysics

13- naviagtion Hyper space                              3 Lt. Malcomb Captain of CTA Cutter Pershing

13- Paramedics                                                 3 TK that we saved

13- Reasearch

13- Systems Operations (FTL sensors RADAR)

17- SS: Astrophysics

TF: Science Fiction & Space Vehicles

+2 All Combat

Defense manuver I

31

Cosmic Attack Power: Multipower, 70-point reserve, (70 Active Points); all slots Lockout (-1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Lead and other high-absorption metals; -1/4), Gestures (-1/4)        [Range 5 * Active points = 350″]

 

3u

1) Cosmic Blast: Energy Blast 14d6 (70 Active Points); Lockout (-1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Lead and other high-absorption metals; -1/4), Gestures (-1/4)

7

3u

2) Cosmic Blast: II  Energy Blast 9d6 Reduced Endurance (0 END; +1/2) (67 Active Points); Lockout (-1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Lead and other high-absorption metals; -1/4), Gestures (-1/4)

7

3u

3) Focused Cosmic Blast: Energy Blast 9d6, Armor Piercing (+1/2) (67 Active Points); Lockout (-1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Lead and other high-absorption metals; -1/4), Gestures (-1/4)

7

3u

4) Gravity Manipulation: Telekinesis (40 STR), Fine Manipulation (70 Active Points); Lockout (-1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Lead and other high-absorption metals; -1/4), Gestures (-1/4) Lift 6,400 Damgage 8D6

7

3u

5) Energy Blast 7d6, Area Of Effect (4″ Radius; +1) (70 Active Points); Lockout (-1/2), Only In Heroic Identity (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Lead and other high-absorption metals; -1/4), Gestures (-1/4)

 

7

 

 

8

 

Cosmic Energy Field: Elemental Control, 20-point powers, (10 Active Points); all slots Only In Heroic Identity (-1/4)

 

11

1) Flight 12″ (24 Active Points); Only In Heroic Identity (-1/4)

2

20

2) Cosmic Energy Defense Field: Force Field (18 PD/18 ED) (36 Active Points); Limited Power Power loses about half of its effectiveness (Not vs. “slow” attack; -1), Linked (Life Support; -1/2), Only In Heroic Identity (-1/4) (0 END; +1/2)

4

 

 

 

6

Flight 1″, Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 8 people at once; +1), MegaScale (1″ = 100,000 km; +1 1/2), Can Be Scaled Down 1″ = 1km (+1/4) (8 Active Points); Only In Heroic Identity (-1/4)

0

7

Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target ([Limited]; Clothes being worn; -1/2) (Full Phase to use; +1/4?)

1

1

Life Support (Longevity: 200 Years)

0

32

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), Usable Simultaneously (up to 8 people at once; +1) (40 Active Points); Only In Heroic Identity (-1/4)

0

 

 

 

123

Total Powers Cost

 

EQUIPMENT

Equipment

END

Energy Cloth Armor, all slots IIF Expendable (Easy to obtain new Focus; -1/4)

 

1) Armor (5 PD/5 ED) (15 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)

0

2) Life Support (Extended Breathing: 1 END per Minute; Safe Environment: Zero Gravity; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum), 1 Recoverable Continuing Charge lasting 1 Hour (+0) (11 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)

[1 rc]

3) Energy Weave Body Reinforcement: Damage Resistance (5 PD/5 ED) (5 Active Points); IIF Expendable (Easy to obtain new Focus; -1/4)

 

 

DISADVANTAGES
Cost Disadvantage
15 Fear of Contact with Non-Spacers: (Very Common, Moderate)
15 Shy: (Common, Strong) 

Notes: This character is uncomfortable in the presence of strangers. The character has trouble speaking to strangers, and when he does speak, is barely articulate. He tends to be a quiet individual, even when he does speak. This character suffers penalties to his Interaction Skills involving people. The specific penalty depends on the severity of this Disadvantage. At the Moderate level the character is merely uncomfortable around strangers (especially around attractive or assertive ones), and suffers a -1 to the affected Interaction Skills. At Strong, the character is very uncomfortable around strangers, and tends to be quiet even with friends, and suffers a -3 penalty instead. At Total, the character avoids strangers whenever possible, is incapable of public speaking, and is barred from taking any skill that deals with the public (such as Bureaucratics, Oratory, Conversation, or Acting). In addition, the character suffers a -6 to the affected Interaction Skills. This Disadvantage must be bought off one level at a time.
15 Team-Oriented: (Common, Strong) 

Notes: The character is most comfortable when cooperating with others in a group. He has no problem with taking a leadership role, but only if the rest of the team agrees to it. The character finds it difficult to work on their own, unless it is contributing to the group effort, and will try to avoid situations where his desired course of action contradicts what the group wants to do. Characters with this Disadvantage do not get on well with Loners and those who disrupt the workings of the team.
10 Spacer: (Very Frequently, Minor, Not Limiting In Some Cultures)
10 Hunted: Shard-seekers 8- (Mo Pow, Limited Geographical Area, Capture)
15 Takes His Responsibility Seriously: (Common, Strong) 

Notes: This character can be counted on at all times. When he gives his word, he keeps it. And he fulfills his responsibilities to the letter (if not more). The character feels compelled to take care of everyone who depends on him. In addition, he cares about the consequences of his actions. He is driven by his own moral sense to leave the world better than he found it, especially if it was he who made it worse. Should the character accidentally be the cause of someone else’s misfortune, he will feel compelled to either repair the situation or make up for it. The character must make an Ego Roll in order to avoid acting in this manner.
15 Law Abiding: (Common, Strong)
5 Code versus Killing: (Uncommon, Moderate)
100 Total Disadvantages Cost

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