Ueknou Vargr Corsair

Player: 

Val	Char	Cost
100	STR	0
18	DEX	0

34	BODY	5







2	SPD	-10




0"	RUN	-12
0"	SWIM	-2
0"	LEAP	0
Characteristics Cost: 71

Cost	Power
	Ships Overall Construction [Notes: Configuration, Construction Materials, and Armor]
5	1)  Cylinder Hull Configuration: (Total: 5 Active Cost, 5 Real Cost) +1 BODY (Real Cost: 1) plus +1 with Combat Piloting (Real Cost: 4) [Notes: Can Enter Atmosphere, Cost *1.25, Highly Manueverable]
0	2)  Superdense: (Total: 0 Active Cost, 0 Real Cost)  [Notes: Standard Cost, TL-12, Ships Body +10%, May Add TSA]
24	3)  Short range Military-9 Armor Package: +12 DEF (36 Active Points); Ablative BODY Only (-1/2)
	Engineering Section [Notes: Drives and Environmental Section]
5	1)  Jump Drive-2: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Immobile (-1 1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) [Notes: Jump-2]
60	2)  Manuever Drive-3: (Total: 159 Active Cost, 60 Real Cost) Flight 60", Position Shift (125 Active Points); OIF Immobile (-1 1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Crew-Served (2 crew; -1/4) (Real Cost: 33) plus +8 DEX (Real Cost: 24) plus +1 SPD (10 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4), Crew-Served (2 people; -1/4) (Real Cost: 3) [Notes: 3G Manuever Drive]
6	3)  Agility 3 Package: (Total: 20 Active Cost, 6 Real Cost) +3 with DCV (15 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 5) plus Lightning Reflexes: +3 DEX to act first with All Actions (5 Active Points); OIF Immobile (-1 1/2), Linked (???; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 1)
147	Ships Fusion Reactor: Endurance Reserve  (400 END, 400 REC) Reserve:  (440 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Requires monthly refueling and maintenance; -1/4); REC:  (400 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4)
9	Ships Emergency Power: Endurance Reserve  (25 END, 25 REC) Reserve:  (27 Active Points); Custom Modifier (Backup Power Only; -1/2); REC:  (25 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Backup System only; -1/2)
10	Ships Life Support System: LS  (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
1	Ships Environmental Systems: Change Environment 1" radius (5 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1) (uses Personal END)
6	Fuel Purififcation Plant: Minor Transform 4d6 (Liquid Hydrogen or Water to usable fuel) (40 Active Points); Extra Time (6 Hours, -3 1/2), OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) (uses Personal END)
	Tactical Systems [Notes: Offensive and Defensive Equipment]
80	1)  Beam Laser: RKA 8d6 (vs. ED), Autofire (3 shots; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) (uses Personal END) [Notes: 250 megawatt Beam Laser in turret]
10	2)  Two More Triple Laser Turrets for a total of 3: Custom Power (10 Active Points) (uses Personal END)
85	3)  Turret Mounted Missile: RKA 8d6 (vs. ED), 36 Charges (+1/4), Autofire (3 shots; +1/4), Megascale (1" = 100,000 km; +1 1/2) (360 Active Points); OAF Immobile (-2), Extra Time (Full Phase, -1/2), Activation 14- (requires a target lockon; -1/2), Real Weapon (-1/4) [Notes: 150mm HE Warhead]
11	4)  Active EMS Jammer: Suppress 6d6, Area Of Effect Nonselective (6" Radius; +1) (60 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 5 Active Points, RSR Skill is subject to Skill vs. Skill contests; -1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (degrades ships own sensors by half amount suppressed; -1), No Range (-1/2), Crew-Served (2 people; -1/4) (uses Personal END)
13	5)  EMs Masking: Change Environment 1" radius, -3 to Radar PER Rolls, -3 to Infrared Perception PER Rolls, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); OIF Immobile (-1 1/2), No Range (-1/2)
7	6)  Configurable ID Transponder: Radio Group Images 1" radius, +/-5 to PER Rolls (20 Active Points); OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (Illegal for Civilian Use; -1/2) (uses Personal END) [Notes: just slightly illegal]
5	7)  EMP shielding: Power Defense (15 points) (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only vs EMP and radiation effects; -1/2)
	Operations and Command Section [Notes: Bridge, Sensors, and Commo]
3	1)  Basic Starship Bridge: (Total: 9 Active Cost, 3 Real Cost) Bureaucratics 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Systems Operation 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1) plus Security Systems 9- (3 Active Points); OIF Immobile (-1 1/2) (Real Cost: 1)
4	2)  Enhanced Fire Control System: +2 with Ranged Combat (10 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4)
14	3)  Model 2 Starship Computer: Custom Power (14 Active Points) (uses Personal END)
6	4)  Sick Bay: (Total: 6 Active Cost, 6 Real Cost) +2 with Paramedics (Real Cost: 4) plus +2 with SS: Medicine (Real Cost: 2)
15	Ships Sensors And Commo: Multipower, 45-point reserve,  (45 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2) [Notes: Basic  Sensor and Commo package required for all Starships and Spaceships]
1u	1)  Radar (Radio Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (34 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
1u	2)  Infrared Perception (Sight Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (11 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
1u	3)  Ultraviolet Perception (Sight Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (11 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
1u	4)  High Range Radio Perception (Radio Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (27 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
1u	5)  Laser/Maser Comm: Mind Link , Any Willing Target (15 Active Points); OIF Immobile (-1 1/2), Only With Others Who Have Mind Link (-1), Costs Endurance (-1/2) (uses Personal END)
1u	6)  +4 versus Range Modifier for Radio Group and Sight Group (12 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
1u	7)  Densitometer: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 10,000 km; +1 1/4) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
1u	8)  Neutrino Sensor: Detect A Single Thing 9- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, MegaScale (1" = 100,000 km; +1 1/2) (45 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) (uses Personal END)
	Other Ship Systems
0	1)  Crew : Custom Power [Notes: 6]
0	2)  Accomodations: Custom Power [Notes: 10 Staterooms]
0	3)  Cargo Space: Custom Power [Notes: 154 tons]
5	4)  1 DT Missile Magazine: Custom Power (5 Active Points) (uses Personal END) [Notes: 20 Extra Missiles]
10	5)  Low Berths: Custom Power (10 Active Points) [Notes: 20]
	Small Craft
0	1)  Launch: Custom Power
Powers Cost: 549


Cost	Skill
6	+5 with Navigation (Air, Hyperspace, Space) (14 Active Points); OIF Immobile (-1 1/2)
Skills Cost: 6



Total Character Cost: 626

Pts.	Disadvantage
25	Distinctive Features:  Vargr Corsair (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
30	Hunted:  Imperial forces and anyone fighting pirates 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
Disadvantage Points: 55
Base Points: 200
Experience Required: 371
Total Experience Available: 0
Experience Unspent: 0
