
Player: Domma
| CHARACTERISTICS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| COMBAT MANEUVERS | |||||||||||||||||||||||||
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| POWERS | ||
| Cost | Power | END |
| 3 | +1 PER with all Sense Groups | 0 |
| 5 | Ultraviolet Perception (Sight Group) | 0 |
| 6 | Life Support (Longevity: 800 Years; Sleeping: Character does not sleep) | 0 |
| 14 | Total Powers Cost | |
| Equipment | END | |
| Stun wand, all slots OAF (-1) | ||
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1) Shock Baton: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 8 (-1/2)
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0 | |
| Gauss Pistol, all slots OAF (-1) | ||
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1) Soft Rounds: Energy Blast 7d6, 16 Charges (+0), Autofire (3 shots; +1/4) (44 Active Points); 10 STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1)
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[16] | |
| Combat polit suit, all slots: Common Adder, all slots OIF (-1/2) | ||
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1) Armor (12 PD/12 ED) (36 Active Points); OIF (-1/2)
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0 | |
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2) Life Support (Safe Environment: Zero Gravity; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); OIF (-1/2)
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0 | |
| Potassium Hydroxide Super Soaker: Multipower, 75-point reserve, all slots 32 Charges (+1/4) (94 Active Points); all slots OAF Bulky (-1 1/2), Does only half damage versus things WITHOUT acid attacks. Power loses about two-thirds of its effectiveness (-1 1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Limited Range (24 meters; -1/4) | ||
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1) Killing Attack – Ranged 3d6+1, Area Of Effect (One Hex; +1/2) (75 Active Points); OAF Bulky (-1 1/2), Does only half damage versus things WITHOUT acid attacks. Power loses about two-thirds of its effectiveness (-1 1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Limited Range (24 meters; -1/4)
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0 | |
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2) Killing Attack – Ranged 2d6+1, Area Of Effect (4″ Radius; +1) (70 Active Points); OAF Bulky (-1 1/2), Does only half damage versus things WITHOUT acid attacks. Power loses about two-thirds of its effectiveness (-1 1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Limited Range (24 meters; -1/4)
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0 | |
| MARTIAL ARTS MANEUVERS | ||
| Cost | Maneuver | |
| 4 | Dodge: 1/2 Phase, — OCV, +5 DCV, Dodge, Affects All Attacks, Abort | |
| 4 | Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs | |
| 4 | Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC | |
| 12 | Total Martial Arts Cost | |
| SKILLS | |
| Cost | Name |
| 3 | Acrobatics 13- |
| 3 | Combat Driving 13- |
| 3 | Combat Piloting 13- |
| 3 | Mechanics 13- |
| 2 | KS 11- |
| 3 | KS 13- |
| 10 | +2 with Ranged Combat |
| 0 | Language (idiomatic; literate) (5 Active Points) |
| 3 | Climbing 13- |
| 3 | PS: Appraise 13- |
| 3 | PS: Appraise 13- |
| 3 | Stealth 13- |
| 9 | WF: Beam Weapons, Common Missile Weapons, Small Arms, Shoulder-Fired Weapons, Vehicle Weapons (group) |
| 5 | Persuasion 13-
Notes: If you flirt when trying to persuade, you can make a Com roll on a 13 or less to get a +5 to your roll vs interested targets.
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| 53 | Total Skills Cost |
| TALENTS | |
| Cost | Name |
| 3 | Lightsleep |
| 3 | Total Talents Cost |
| DISADVANTAGES | |||||||||||||||||||||||||||
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| EXPERIENCE POINTS | ||||||||||||
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