Wayward Star
The Plot Vehicle


      Val	Char	Base	Points	Total	Roll	Notes
       18	SIZE	0	90	18		Length 128m, Width 64m, Height 64m,
                                                        Volume 524,288m^3 Mass 26.2 kton
                                                        OCV +12, KB -18
      150	STR	100	50	150	39-	HTH Damage 30d6 END [15]
       13	DEX	10	6	13	12-	
        2	SPD	2.0	0	2		Phases: 6, 12
      125	BODY	28	97	125/200		
        0"	Ground Movement	12	-12	0m		
        0"	Water Movement	4	-2	0m		
        0"	Leaping	        0	0	0m		

Total Characteristics Points  223

END Notes
Notes: If running all primary systems, base END use is 50 END per phase.
Ship recovers 100 END per turn.

Hull, Armor, & Defense Systems
   Notes: All Damage to Force Wall first. If no Force Wall, 40 ED (30 vs. AP, 20 vs. AP x2)
   until any BODY through Armor Plating; then Armor has Ablative Roll.

  • 70 1) Primary Hull: 0 END Resistant Protection 20 PD/20 ED Impermeable Protect Carried Items
  • 70 2) Reinforced Armor Plating: 105 AP 0 END Resistant Protection 20 PD/20 ED Impermeable Protect Carried Items Hardened (+1/4) Impenetrable (+1/4) Ablative BODY Only (-1/2)
  • 7 3) Absorbitive Armor: 10 AP 0 END Absorption 5 BODY (energy, END Reserve) Persistent (+1/4) Increased Maximum (x8 points) (+3/4) Only Restores To Starting Values (-1/2)
  • 7 4) Absorbitive Armor: 10 AP 0 END Absorption 5 BODY (physical, END Reserve) Persistent (+1/4) Increased Maximum (x8 points) (+3/4) Only Restores To Starting Values (-1/2)
  • 75 5) Ablative Armor Plating: +75 BODY Notes: Damage to Hull is dealt first to this extra BODY repair systems target base BODY first.
  • 108 6) Force Wall: 407 AP 41 END Barrier 30 PD/30 ED, 40 BODY up to 1m long, 1m tall, and 1/2m thick Dismissable, Non-Anchored Impenetrable (+1/2) Hardened x2 (+1/2) Megascale Size (1m = 100m) (+3/4) Limited Coverage (-3/4) [61-180] Degrees (Hull/Frame Only Extra Time 1 Turn (Post-Segment 12) (-3/4) Only to Activate Self Only (-1/2) No Range (-1/2) Cannot Englobe (-1/4)
  • 93 7) Automatic Point Defense Systems: 110 AP Deflection, Area Of Effect 4m Radius; (+1/4) Selective (+1/4) Reduced Endurance 1/2 END (+1/2) MegaScale (1m = 1 km; (+1) Cannot alter scale (-1/4) Trigger (+3/4) Activating the Trigger requires a Zero Phase Action Trigger resets automatically, immediately after it activates Autofire 10 shots; (+1) Non-Standard Attack Power (+1) Only Works Against Common attack (-1/2) Projectiles, Missiles Only Notes: x10 number of items
  • 3 8) Auto Repair Systems: 8 AP 1 END Regeneration (1 BODY per Hour) Costs Endurance (-1/2) Physical Manifestation (-1/4) Restrainable (-1/4) Only by means other than Grabs and Entangles; ECM Conditional Power (-1/4) Power does not work in Uncommon Circumstances Must have appropriate raw materials.
    Propulsion Systems, all slots OAF (-1) Costs Half Endurance (-1/4)
  • 29 1) Gravitic WAVE Drive: 130 AP 6 END Flight 60m, x4 Noncombat Full Reverse (+1/4) Rapid Noncombat Movement (+1/4) Sideways Maneuverability full velocity (+1/2) Cumulative x512 (-2 1/4) Notes: Can accelerate at up to 8+ G's (x4 Noncombat; Rapid NCM) max speed of approx. 24,000m/s; ~10% of Light speed.
  • 8 2) Maneuvering Thrusters: 21 AP 1 END Flight 12m Full Reverse (+1/4) Sideways Maneuverability full velocity (+1/2) no Noncombat movement (-1/4) Notes: Can accelerate at up to 4 G's (x4 Noncombat)
  • 4 3) Gravitic Tunneling Drive: 30 AP 1 END Faster-Than-Light Travel (3 Light Years/day) Extra Time (-1) 1 Minute, Only to Activate, Character May Take No Other Actions Only when in interstellar space (-1) Side Effects (-1) occurs automatically whenever Power is used Time Dilation at up to 3:1 3 days pass for rest of universe per 1 day experienced by occupants Requires A Roll Skill roll (-1/2) No Turn Mode (-1/2) Decreased Acceleration/Deceleration 1-2m (-1/2)
    Reactor Systems, all slots OAF (-1)
  • 284 1) Primary Reactor: 568 AP Endurance Reserve 2000 END 100 REC
  • 79 2) Secondary Reactor: 159 AP Endurance Reserve 500 END 50 REC
  • 19 3) Emergency Reactor: 39 AP Endurance Reserve 100 END 20 REC
  • 10 4) Bussard Collectors: Aid END Reserve 2d6 24 AP Reduced Endurance 0 END (+1/2) Constant (+1/2) Only Restores To Starting Values (-1/2)
    Sensory Systems, all slots Requires A Roll Skill roll; Must be made each Phase/use; (-1) OAF (-1) Usable By Other (-1/2) Grantor pays the END whenever the power is used Recipient must remain onboard Extra Time (Full Phase, Only to Activate (-1/4) Costs Half Endurance (-1/4)
  • 30 1) Full-Spectrum Radioscopics and Tight Beam Array: 136 AP 7 END High Range Radio Perception (Radio Group) Concealed (-10 with High Range Radio Perception PER Rolls) Discriminatory Targeting Tracking MegaScale (1m = 100,000 km; (+2 1/4) Extra Time by Distance (-1/2) aprox. 1 segment per 100,000km)
  • 39 2) Detector Beam: Radio Group 168 AP 8 END Detect A Large Class Of Things Ships, Asteroids, Gravitational Anomalies, Energetic Particles Each Extra Thing or Class of Things, 15- Discriminatory Increased Arc Of Perception 360 Degrees Partially Penetrative Targeting MegaScale (1m = 10,000 km; (+2) Time Delay (1 segment per 100,000km (-1/4)
  • 14 3) Infrared Perception (Sight Group) 65 AP 3 END Increased Arc Of Perception 360 Degrees Partially Penetrative Tracking MegaScale (1m = 100,000 km; +2 1/4) Extra Time by Distance (-1/2) aprox. 1 segment per 150,000km
  • 12 4) Radar (Radio Group) 55 AP 2 END Increased Arc Of Perception 360 Degrees MegaScale (1m = 1,000 km; (+1 3/4) Extra Time by Distance (-1/2) aprox. 1 segment per 100,000km)
  • 31 5) Gravimetric Sensors: 146 AP 7 END Spatial Awareness (Touch Group) Increased Arc Of Perception (360 Degrees) Partially Penetrative Range MegaScale (1m = 100,000 km; (+2 1/4) Extra Time by Distance (-1/2) aprox. 1 segment per 100,000km
  • 7 6) Ultraviolet Perception (Sight Group) 32 AP 1 END Increased Arc Of Perception (360 Degrees) MegaScale (1m = 100,000 km; (+2 1/4) Extra Time by Distance (-1/2) aprox. 1 segment per 150,000km
  • 40 7) Shipboard Computers: 200 AP 10 END +50 with all System Operation Rolls Only to offset AP Penalty (-1)
  • 7 8) Enhanced Sensor Suite: 30 AP 1 END +20 versus Range Modifier for Sight Group
  • 16 9) Combat Sensors and Computers: 64 AP 3 END +8 with Ranged Combat
  • 9 10) Combat Computers: 36 AP 2 END +12 to offset Range OCV modifier with all attacks
    Life Support Systems, all slots OAF (-1)
  • 11 1) Primary Life Support: 27 AP 3 END Life Support Eating: Character does not eat 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 (all targets onboard; (+1/4) Grantor pays the END whenever the power is used Grantor can only grant the power to others Recipient must remain onboard Costs Endurance (-1/2)
  • 13 2) Backup Life Support: 27 AP [1 cc] Life Support Eating: Character does not eat 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 (all targets onboard; (+1/4) Grantor pays the END whenever the power is used Grantor can only grant the power to others Recipient must remain onboard 1 Continuing Fuel Charge lasting 1 Month (-0) Recovers Under Limited Circumstances
  • 27 3) Lifepods: 54 AP Vehicles & Bases
  • 5 4) MedBay: 15 AP +5 Paramedics, SS: Medicine, SS: Biology Usable By Other (-3/4) Grantor can only grant the power to others Recipient must remain close to Grantor
  • 7 5) Auto-Surgeon: 61 AP 6 END Healing BODY 2d6 Can Heal Limbs Limited Resurrection (Moments after Death / Cryo) Decreased Re-use Duration (6 Hours; (+1/4) Characteristics (Can heal any primary Characteristic. (+1/2) Extra Time 6 Hours, Character May Take No Other Actions (-3) OAF Immobile Fragile (-2 1/4) One Use At A Time (-1) Usable By Other (-1/2) Grantor pays the END whenever the power is used Grantor can only grant the power to others Recipient must be within Limited Range of the Grantor for power to be granted Recipient must remain close to Granto Grantor can take back power at any time Requires A Roll (Skill roll; (-1/2)
    545 Offensive Systems: 1300 AP Multipower, 1500-point reserve, all slots OAF (-1) Requires A Roll Skill roll (-1/2) Crew Operated (-1/4) Notes: Var Adv. List for Main Particle Beam Arrays: AoE Any; must be selective if multiple target AoE Explosion Single target; affects systems on ship directly if BODY dealt; Antiproton, Positron, Ionized Hydrogen AP to x2; Electron, Gamma Autofire (Any) AVAD DOES BODY Tachyon - Def is active EM screens or similar, all or nothing Positron - Def is Polarized Armor, all or nothing) Constant (Any) Damage over Time Plasma Dbl. KB Proton, Ionized Hydrogen Increased Maximum Range Photon, Meson Penetrating up to x2; Proton, Neutron, Gamma
  • 16v 1) Gravitic Lance: 600 AP 240 END Killing Attack - Ranged 10d6 Double Knockback (+1/2) Does BODY (+1) MegaScale (1m = 100 km; (+1 1/2) Increased Endurance Cost x4 END (-1 1/2) Cannot be used within 100,000km of a Gravity Well (-1) Extra Time: 1 Minute, Only to Activate, (-3/4) Attack Versus Alternate Defense (ED; All Or Nothing; (-1/2) Limited Arc Of Fire (60 degrees; (-1/2) Limited Range (-1/4) Beam (-1/4) Notes: No damage if target has any EM or Gravitic Defenses active. 50,000km Max Range; -2 DC per 5,000km beyond.
  • 37v 2) Particle Beam Array: 650 AP 65 END Blast 20d6 MegaScale (1m = 1,000 km (+1 3/4) Variable Advantage: +2 Advantages Limited Group of Advantages; (+3 3/4) Delayed Effect: 1 segment per 300,000 km (-1/2) Main Particle Beam Array (Lockout: Other PBA's) (-1/4) Notes: 1,000,000km Max Range; -2 DC per 100,000km beyond
  • 37v 3) Particle Beam Array - Wide Beam: 652 AP 65 END Blast 18d6 Area Of Effect Accurate (1m Radius; (+1/2) Selective (+1/4) MegaScale (1m = 1,000 km (+1 3/4) Variable Advantage (+2 Advantages; Limited Group of Advantages (+3 3/4) Delayed Effect (1 segment per 300,000 km) (-1/2) Main Particle Beam Array (Lockout: Other PBA's) (-1/4) Notes: 900,000km Max Range; -2 DC per 50,000km beyond
  • 44v 4) Focused Particle Beam Arrays: 747 AP 75 END Killing Attack - Ranged 7 1/2d6 MegaScale (1m = 1,000 km; (+1 3/4) Variable Advantage (+2 Advantages; Limited Group of Advantages; (+3 3/4) Delayed Effect (1 segment per 300,000 km) (-1/2) Main Particle Beam Array (Lockout: Other PBA's) (-1/4), Notes: x2 number of items) 1,150,000km Max Range; -2 DC per 100,000km beyond
  • 48v 5) Particle Blaster Turrets: 747 AP 75 END Killing Attack - Ranged 7 1/2d6 Increased Maximum Range 1,800m (+1/4) MegaScale (1m = 100 km (+1 1/2) Variable Advantage (+2 Advantages; Limited Group of Advantages (+3 3/4) Delayed Effect (1 segment per 300,000 km) (-1/2) Notes: (x4 number of items) 180,000km max range; -2 DC per 10,000km beyond.
  • 30v 6) Arc Beam Emitter: 604 AP 120 END Killing Attack - Ranged 7 1/2d6 Increased Maximum Range 2,300m; (+1/4) Constant (+1/2) Armor Piercing x2 (+1/2) No Range Modifier (+1/2) Penetrating x2 (+1) MegaScale 1m = 100 km (+1 1/2) Increased Endurance Cost: x2 END; (-1/2) Costs END To Maintain: Full END Cost (-1/2) Limited Arc Of Fire (60 degrees; (-1/2) Notes: 230,000km Max Range; -2 DC per 10,000km beyond.
  • 48v 7) Particle Disruptor Cannon: 1500 AP 150 END Dispel 133d6+1 Area Of Effect Nonselective Accurate (+1) 90m Radius Explosion MegaScale (1m = 100 km; (+1 1/2) Increased Maximum Range (8000m) (+1/4) Attack Versus Alternate Defense Active EM Screens or Shields; All Or Nothing; (-1 1/2) Extra Time (-3/4) 1 Turn (Post-Segment 12), Only to Activate Delayed Effect (1 segment per 300,000 km) (-1/2) Limited Arc Of Fire: 60 degrees (-1/2) Reduced By Range (-1/4) Notes: 800,000km Max Range; -2 DC per 50,000km beyond Single Target Explosion = Non-Selective Targeting of systems on target vessel
    Ordinance Launchers, all slots OAF (-1) Requires A Roll (Skill roll; (-1/2) Restrainable (No Target Lock) (-1/4) Only by means other than Grabs and Entangles Costs Half Endurance (-1/4)
  • 160 1) Plasma Missiles: 600 AP 30 END Killing Attack - Ranged 5d6 Indirect (Source Point is the Character, path is indirect, but the same with every use; (+1/4) Area Of Effect Nonselective Accurate 6m Radius Explosion; 1m = 100m; see notes; (+1/4) No Range Modifier (+1/2) Penetrating (+1/2) Damage Over Time, Target's defenses only apply once Lock out (cannot be applied multiple times) (2 damage increments, damage occurs every six Segments, (+1 1/2) Autofire (5 shots; (+1 1/2) MegaScale (1m = 1,000 km; (+1 3/4) Delayed Effect (1 segment per 10,000 km) (-1) 125 Recoverable Charges (Recovers 125 per Week if available materials; (+3/4) Notes: (x4 number of items) 900,000km Max Range takes 900 seconds - 15 minutes - at max range, then auto destruct harmlessly. On a miss, roll as scatter with 1m = 100m target may take partial damage due to Explosion Power Advantage.
  • 189 2) Antimatter Torpedoes: 30 END Total: 611 Active Cost, 189 Real Cost Killing Attack - Ranged 6d6 292 AP Armor Piercing (x2; +1/2) MegaScale (1m = 1,000 km; (+1 3/4) Delayed Effect (1 segment per 25,000km) (10% of C; (-1/2) 64 Charges which Recover every 1 Week (-0) Real Cost: 83 plus Killing Attack - Ranged 5d6 319 AP Area Of Effect Nonselective Accurate 6m Radius Explosion; 1m = 100m; see notes; (+1/4) Indirect: Source Point is the Character, path is indirect, but the same with every use (+1/4) Attack Versus Alternate Defense No defenses if Kinetic Sabot deals BODY damage; (+1) MegaScale (1m = 1,000 km (+1 3/4) 64 Charges which Recover every 1 Week (-0) Real Cost: 106 Notes: 900,000km max range (self-detonates.)
    108 Electronic Warfare Systems: Multipower, 350-point reserve, (350 Active Points all slots OAF (-1) Requires A Roll (-1) Skill: SysOp: Electronic Warfare Systems Must be made each Phase/use; Crew Operated (-1/4)
  • 1f 1) Emission Sinks: 2 END Invisibility to Sight and Radio Groups (25 Active Points) Side Effects, Side Effect occurs automatically whenever Power is used (-2) Costs END To Maintain Full END Cost (-1/2) Lockout (-1/2) Notes: Per Hour used: 1 Pip Cumulative Major Transform vs. BODY; if current BODY is exceeded, ship begins to overheat and if power is maintained, begins taking 1 BODY per Turn (no defenses apply); AND 1 Pip Cumulative Drain on all other systems but Life Support.
  • 11f 2) Particle Chaff: 346 AP 35 END Change Environment -12 to Sight Group PER Rolls -12 to Hearing Group PER Rolls Alterable Size Area Of Effect: 256m Cone (+1 1/2) Selective (+1/4) MegaScale 1m = 1,000 km (+1 3/4)
  • 5f 3) Radioscopic Saturator: 157 AP 16 END Radio Group and Infrared Perception Flash 10d6 Area Of Effect 256m Cone (+1 1/2) Selective (+1/4) MegaScale 1m = 1,000 km (+1 3/4) Notes: 256,000km Cone, 256,000km wide at max range
  • 11f 4) ECM Suite: 346 AP 35 END Dispel 21d6 Area Of Effect (1m Radius (+1/4) Electronic Warfare and Sensor Systems (+1/2) Constant (+1/2) Cumulative: 504 points (+1) MegaScale 1m = 100,000 km (+2 1/4)
  • 10f 5) ECM Suite II: 337 AP 34 END Drain 5d6 Personal Immunity (+1/4) Electronic Warfare and Sensor Systems (+1/2) Constant (+1/2) Area Of Effect Accurate 1m Radius (+1/2) Selective (+1/4) Cumulative: 120 points (+1) Delayed Return Rate (+1) points return at the rate of 5 per Minute MegaScale 1m = 1,000 km (+1 3/4) Delayed Effect (1 segment per 150,000km) (-1/4)
  • 1f 6) ECCM Suite: 40 AP 4 END Power Defense (40 points) Only Works Against Common attack (ECM) (-1/2)
Hangar Bay 90 1) Dropship: Vehicles & Bases
    Tertiary Systems
  • 51 1) Teleport Pads: 192 AP 19 END Teleportation 50m No Relative Velocity Position Shift x2 Increased Mass MegaScale 1m = 1,000 km (+1 3/4) Arrangement Fragile (Requires Multiple Foci or functions at reduced effectiveness; (-1 1/4) Requires A Roll Skill roll: (-1/2) Extra Time (Full Phase, (-1/2) Costs Endurance (Only Costs END to Activate; (-1/4) Usable Simultaneously: up to 2 people at once (-1/4) Grantor pays the END whenever the power is used Grantor can only grant the power to others
  • 46 2) Gravitic Generators: 220 AP 10 END Telekinesis 32 STR Affects Porous Alterable Size Reduced Endurance 1/2 END (+1/4) Area Of Effect 90m Surface (+2 1/4) Mobile 1m per Phase (+1/2 Only to produce artificial (-2) gravity or resist inertial forces Cannot Use Targeting (-1/2) IAF Fragile (Requires Multiple Foci or functions at reduced effectiveness (-1/2) No Range (-1/2) Affects Whole Object (-1/4)
  • 45 3) Gravitic Grapple: 250 AP 50 END Telekinesis (74 STR) MegaScale (1m = 10 km (+1 1/4) OAF Fragile (-1) Requires Multiple Foci or functions at reduced effectiveness Requires A Roll (-1) Skill roll; Must be made each Phase/use Increased Endurance Cost x2 END (-1/2) Extra Time Full Phase, Only to Activate (-1/2) Delayed Phase Costs END To Maintain (Full END Cost; (-1/2) Restrainable: (-1/4) Only by means other than Grabs/Entangles Perceivable (-1/4) Affects Whole Object (-1/4) Range Based On Strength (-1/4) Linked (-0) Gravitic Generators; Lesser Power can only be used when character uses greater Power at full value Lesser Power need not be used proportionally to Power with which it is Linked; Greater Power is Constant or in use most or all of the time; Notes: 12,000m max range
  • 40 4) Replicators and Nanite Manufactory: 200 AP 20 END Major Transform 10d6 (standard effect: 30 points) Any known element or material into any similar known material or device of equivalent or lower mass, Damage to produced item, de-construction, etc.) Improved Results Group (+1) Extra Time (1 Minute (-1 1/2) OAF (-1) All Or Nothing (-1/2) No Range (-1/2) Limited Target (-1/4) Slightly Limited]; Any non-living material up to 1 cubic foot in size Requires A Roll (-1/4) Skill roll; Can choose which of two rolls to make from use to use
  • 44 Shipboard AI: 100 AP Follower IIF Immobile (-1 1/4) Total Powers & Skills Cost: 2535
Total Characteristics Cost: 223 Total Powers & Skills Cost: 2754 Total Cost: 2977