
Val Char Cost Roll Notes
5 STR -5 10- Lift 50.0kg; 1d6
20 DEX 30 13- OCV: 7/DCV: 7
25 CON 30 14-
20 BODY 20 13-
25 INT 15 14- PER Roll 14-
30 EGO 40 15- ECV: 10
20 PRE 10 13- PRE Attack: 4d6
0 COM -5 9-
10/25 PD 9 Total: 10/25 PD (0/15 rPD)
10/15 ED 5 Total: 10/15 ED (0/5 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
9 REC 6
50 END 0
36 STUN 0 Total Characteristic Cost: 160
Movement:
Running: 6”
Flight: 6″/12″
Teleportation: 20″/40″
Cost Powers END
40 Teleportation Powers: Multipower, 50-point reserve, all slots Does Not Work In Intense Electromagnetic Fields (-1/4)
Notes: Common sources of electromagnetic fields include overhead tolley lines, subway third rail, high tension AC powerlines, cell towers, TV transmitters, electrical generators such as emergency generators/dam turbines/wind turbines, electrical substations etc. Safe distance is probably anything greater than 3 or 4 meters depending on the strength of the field. Extremely high voltage sources such as high tension AC powerlines would probably be more along the lines of 10 to 20 meters. Don’t telelport into a high voltage substation.
4u 1) Extra-Dimensional Movement (Single Dimension), Ranged (+1/2), Usable As Attack (+1) (50 Active Points); Does Not Work In Intense Electromagnetic Fields (-1/4) 5
4u 2) Primary Teleport: Teleportation 20″, Safe Blind Teleport (+1/4) (50 Active Points); Does Not Work In Intense Electromagnetic Fields (-1/4) 5
4u 3) Combat Aporation: Energy Blast 5d6, No Normal Defense (Teleportation, Extra-Dimensional Movement, or Force Wall; +1); Does Not Work In Intense Electromagnetic Fields (-1/4) 5
35 Outer Shell: Shape Shift (Sight and Touch Groups, limited to humanoid shapes), Makeover, Costs END Only To Change Shape (+1/4) (35 Active Points) 3
Notes: The character is able to reshape the energy of his body much like a ‘holo-deck’. This reshaping includes not only a visual change but a tactile change as well. The ‘makeover’ allows the character to create a body with up to 20 COM.
35 Alien Life: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Self-Contained Breathing)
24 Carapace: Armor (15 PD/5 ED); IIF (-1/4)
Notes: This is a form adaptive armor that can appear as actual armor, clothes, bare skin, etc.
24 Natural Anti-Gravity: Flight 6″, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (24 Active Points)
Notes: The character naturally ‘floats’ all the time and while flight is the only means of movement, it is possible to use that flight to simulate walking … if he remembers to move his ‘legs’.
13 Alien mind: Mental Defense (19 points total)
12 Sensitive to the RF Spectrum: High Range Radio Perception (Radio Group)
10 Omniscience: Perceive into the pocket dimension with Sight Group and Normal Hearing; Lockout (-1/2)
Notes: Character can view and listen to all that goes on within his pocket dimension. In doing so, he is unable to perceive things around him in the ‘normal’ dimension.
10 Very Broad Spectrum Sight: N-Ray Perception (Sight Group), Blocked by anything that interferes with the RF/EM Spectum
Notes: Would be blocked by a completely metal enclosed space, elevators, bank vaults, etc.
6 Recharge: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2), Requires an Energy Source (-1/2)
Notes: Must be plugged into a power source for this to work.
Talents
20 Universal Translator 14-
Skills
3 Alien Expertise: Analyze: Technology 14-
3 Combat Piloting 13-
4 Computer Programming (Computer Networks, Personal Computers) 14-
3 Electronics 14-
3 Inventor 14-
3 Mimicry 14-
4 Navigation (Dimensional, Hyperspace, Space) 14-
2 TF: Science Fiction & Space Vehicles
Total Powers & Skill Cost: 266
Total Cost: 426
200+ Disadvantages
25 Accidental Change : If knocked out Always (Common)
15 Distinctive Features: Glowing energy being (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Hunted: Pro Guard 8- (Mo Pow, NCI, Capture)
20 Hunted: U.S. Government (Secret Area 51 Project Skunk Works) 8- (Mo Pow, NCI, Capture)
15 Psychological Limitation: Prime Directive (Common, Strong)
10 Psychological Limitation: Ignorant of Earth Culture (Common, Moderate)
5 Reputation: Know Alien to a small group( Government Seeking Him, Base Personnel, Witnesses to his crash), 8- (Extreme; Known Only To A Small Group)
20 Social Limitation: Doesn’t completely understand Earth society. (Very Frequently, Major)
20 Social Limitation: Forgets to Breath, Blink, and React (Very Frequently, Major)
76 Experience Points
Total Disadvantage Points: 426
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