26 points to be distributed, nothing more then 5 to start with.
You also start with 1 specialties of things you are really good at, which will double the relevant stat when rolling.
- Physical Action
Every character starts out with 2 points in psi since so much of the
technology relies on psitech.
- +5 to ESP powers
- + 10 ESP powers halves your physical
- + 5 fighting skills and durability
- +5 piloting and wits
Every two points in ESP you can pick another psi skill, with the first one free
- Mind Reading
- Mind Shielding
- Mind Jacking
- Overdrive boosts all your stats by double for turns equal to how many sux you get, each use of it gets progressively harder on your system till you fry your brain.
- Precognition (gives a natural bonus to pilot and gunnery)
- Probability Control
Bouncers are alien replica vehicles, about 20 meters in circumference, capable of reaction-less drive movement at sharp angles. A particle accelerate strip around the ring of the saucer is capable of generating a heavy particle beam at nearly any angle. Normally there is a pilot and gunner, plus an assault team.
Base accuracy for particle beam D3
Shrike - possibly a token Russian psychic? Or alternate universe Rusty?
Lokar - In for either USN/STARCOM officer or maybe shadow-y outside contractor from Celine Aerospace