Stellar Class Subsidized Liner

Player: Traveller Conversion

Val Char Cost
105 STR 5
10 DEX 0

30 BODY 2







2 SPD 0




0" RUN -12
0" SWIM -2
0" LEAP 0
Characteristics Cost: 101

Cost Power
Tactical Section, Single Mixed Triple Turret Mounted Dorsally, can mount up to 6 Turrets
60 1) Beam Laser: RKA 8d6, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OIF Bulky Fragile (-1 1/4), Crew-Served ([5-8] people; 3 batteries with 2 crew per battery; -3/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4) [Notes: 250MW Beam Laser]
70 2) Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Immobile (-1 1/2), 6 Charges (-3/4), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead
IF KE, its an AP attack instead of explosive]
12 3) Sandcaster Launcher: (Total: 60 Active Cost, 12 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+0) (30 Active Points); OIF Immobile Fragile (-1 3/4), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Ablative BODY Only (-1/2), Real Armor (-1/4), Crew-Served (2 people; -1/4) (Real Cost: 6) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+0) (30 Active Points); OIF Immobile Fragile (-1 3/4), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Ablative BODY Only (-1/2), Real Armor (-1/4), Crew-Served (2 people; -1/4) (Real Cost: 6) [Notes: mounted in turret]
Engineering Section
9 1) Jump 3 Drive: Teleportation 9", MegaScale (1" = 1 lightyear; +3 1/2) (81 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4)
26 2) 1G Maneuver Drive: Flight 30", Position Shift (65 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4)
309 3) Ships Fusion Power Plant: Endurance Reserve (300 END, 300 REC) Reserve: (330 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Custom Modifier (Only to Power Electrical Devices; -1/4), Custom Modifier (Real Equipment; -1/4)
77 4) Emergency generators and batteries: Endurance Reserve (75 END, 75 REC) Reserve: (82 Active Points); OIF Immobile (-1 1/2), Custom Modifier (cannot be used while main powerplant is running; -1), Custom Modifier (only to power electrical equipment; -1/4), Crew-Served (2 people; -1/4)
9 5) Ships Environmental Systems: Change Environment 64" radius (35 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1), Custom Modifier (Real Equipment; -1/4)
9 6) Ships Life Support System: LS (Eating: Character only has to eat once per week; 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) (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Custom Modifier (Real Equipment; -1/4)
6 7) 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)
Command Section
23 1) Basic Bridge: (Total: 42 Active Cost, 23 Real Cost) +2 with Combat Piloting (4 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +3 with Systems Operation (Life Support Systems, Personnel Support Systems, Radar, Radio) (10 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 6) plus +2 with All Combat (16 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 9) plus +2 with Security Systems (4 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 2) plus +2 with Navigation (Air, Hyperspace, Space) (8 Active Points); Costs Endurance (-1/2), Crew-Served (2 people; -1/4) (Real Cost: 4)
Defenses and Electronics
4 1) +4 DEF (12 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Real Armor (-1/4)
Other Features
10 1) Holographic Theater and Entertainment Area: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (4" radius; +1/2) (37 Active Points); OIF Immobile (-1 1/2), Requires A Skill Roll (Variable RSR, Active Point penalty to Skill Roll is -1 per 5 Active Points; SR to program or reset training parameters; -3/4), Crew-Served (2 people; -1/4)
11 Multipower, 40-point reserve, (40 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)
1u 1) Radar (Radio Group), Increased Arc Of Perception (360 Degrees), MegaScale (1" = 1,000 km; +1) (40 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)
1u 2) Optical telescopes: +5 PER with Sight Group and HRRP (15 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)
1u 3) IR Perception (Sight Group), Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier): +1, MegaScale (1" = 100,000 km; +1 1/2) (27 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)
1u 4) Laser/Maser Comm System: Mind Link , Machine class of minds, Any Willing Target, Any distance, Number of Minds (x2) (25 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)
1u 5) HRRP (Radio Group), MegaScale (1" = 1,000 km; +1) (24 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Crew-Served (2 people; -1/4)
Vehicles
40 1) Gig: Custom Power (40 Active Points)
17 2) Grav Cargo/Passenger Truck: Custom Power (17 Active Points)
Powers Cost: 697


Cost Skill
2 +3 with Paramedics (6 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)
3 +3 with KS: Cuisine [Notes: Ships Automated Galley and Software]
4 +2 with Electronics (Communications Systems, Medical Systems, Air/Space Traffic Control Systems, MFD, Radar, Sensor Jamming Equipment) (12 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)
1 +2 with Mechanics (4 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4)
2 +2 with KS: Steward
4 +2 with High Society
4 +2 with Gambling (Card Games, Roulette) (8 Active Points); OIF Bulky (Computerized gambling equipment; -1)
4 +2 with Trading
2 +2 with KS: Cargo Handling
Skills Cost: 26


Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
5 Eidetic Memory
3 Lightning Calculator
6 Speed Reading (x100)
Talents Cost: 20

Total Character Cost: 844

Pts. Disadvantage
0 Custom Disadvantage [Notes: Crew of 15, 30 Staterooms, 20 Low Berths, 190 Tons Cargo]
15 Distinctive Features: Standard Subsidized Liner (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Physical Limitation: Cannot Enter Atmosphere (Frequently, Fully Impairing)
Disadvantage Points: 35
Base Points: 200
Experience Required: 609
Total Experience Available: 0
Experience Unspent: 0