A Wandering Enterprise

And – for a break from the assorted Eclipse-build superheroes… it’s a somewhat silly godling from the Apex setting, where any entity with that gets a notable presence in humanities collective consciousness, and can claim a reasonably unique domain, may turn up…

The wormhole spun ever larger, the brighter flares absorbed into the ember-red filaments of entropic energy that spun out, devouring the nearby stars. Galactic death in slow motion, feeding into a churning void. Yet… there were subtle hints of a path through the whirling chaos, a way to reach the center and – perhaps – to stop the galactic decay.

And the Enterprise led the way, cutting short its five-year mission in search of renewal.

But the time-distortion of the vortex delayed things too much. By the time that the Enterprise erupted from unreality into the offices of Paramount Television on Apex, the original cast and crew were long gone – and six additional television series, thirteen feature films, and an endless stream of toys, books, and games had appeared, feeding the mythology at the expense of its stability.

So now the Enterprise has a NEW mission – to complete its old one, even if the tales must be told in animated form, and to spread the pure doctrine of Roddenberry.

 

Enterprise

Value Characteristic Points
10 STR 0
14 DEX 12
18 CON 16
10 BODY 0
18 INT 11
14 EGO 8
15 PRE 5
10 COM 0
5 PD 3
5 ED 1
4 SPD 16
6 REC 0
18 END -9
24 STUN 0
Total 60

 

Points Powers END
0 Minor Titan Racial Package
(20) Physical Limitation: Shaped By Belief. Titans may be powerful in their fields, but they are limited to a single, and invariably fairly straightforward, domain. A Spirit of Invention makes gadgets and – possibly – provides grants and teaches. Similarly, the spirit of Memorial Day is a formidable soldier, has lots of weapons, and can operate military vehicles – but that’s about it . (Frequently, Fully)
(20) Mental Characteristic Maxima of 15 (-20 Points). People never really think that their “gods” are really much smarter, or more perceptive, or whatever, than they are – no matter what their theme is. The God of Knowledge may have a lot of knowledge skills, but he or she normally won’t actually be much smarter than the average person. If there’s any one thing that the Titans find annoying about their relationship with mortals… this may be it. (All the Time, Greatly)
(20) Psychological Limitation: Themed. Titans aren’t even CAPABLE of getting seriously off-theme. A war god won’t be negotiating, the healing goddess won’t be building gadgets, and the god of justice won’t be letting criminals go, no matter how necessary it may be (Common, Total)
(12) Regeneration (1 BODY/week); Regenerate: From Death, +20
(3) Immune to Aging
15 Domain: 15 Points worth of abilities appropriate to their domain.
(13) 3d6 The Science Department: Aid: Sciences, Languages, Etc. (Fade/hour, Max. 20); Range: 0; Affects: Single Power of Special Effect, +¼; Charges: 16, +0; Concentrate: 0 DCV, -½; Extra Time: 1 turn, -1 0
(2) Contact: Trekkies; Usefulness: Normal, +0 11-
5 Elemental Control: Starship Powers (15-pt reserve); Generic Limitation (Original Series Powers Only): -½; Concentrate: 0 DCV, -½; Concentrate: Throughout & 0 DCV, -1
a-5 Life Support (total)
b-5 Shields / Force Field (10 PD/10 ED); Reduced END: Zero, +½ 0
c-5 Outer Hull / Armor (10 PD/10 ED)
d-5 8″ Impulse Drive / Flight (NC: 32″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 48; Reduced END: Zero, +½ 0
e-5 Sensors / Detect Plot Coupons (+10 to PER); Time Required: Instant, +2; Range: Ranged, +5
f-7 Tractor Beams: Telekinesis (STR 10); Range: 185; Manipulation: Fine, +10; Reduced END: Zero, +½ 0
g-5 Faster-Than-Light Travel (1000 LY/Year)
h-5 Engineering Department / Regeneration (1 BODY/min.); Regenerate: From Death, +20
20 Multipower (60-pt reserve); Generic Limitation (Original Series Powers Only): -½; Concentrate: 0 DCV, -½; Concentrate: Throughout & 0 DCV, -1
u-2 4d6 Phaser Killing Attack (RKA); Range: 300; Charges: +8, +0; Clips: 4 0
u-2 4d6 Phasers On Stun Energy Blast; Range: 300; Versus: ED; No Normal Defense (Versus Force Fields): +1; Area Effect (Radius): 4″ radius, +1; Charges: +8, +0; Clips: 4 0
u-2 1d6 Photon Torpedoes Killing Attack (RKA); Range: 300; Area Effect (One-hex): 1 hex(es), +½; Autofire: 5 shots, ½; Penetrating: +½; Armor Piercing: 1, +½; Charges: 250, +1 0
u-2 Send An Away Team Summon (4 40-point creatures); Range: 0; Summon: Limited Group, +¼; Active Points: 60; Charges: +8, +0; Clips: 4 0
u-2 1d6 Synthesizers / Transform tp Supplies (Major, Limited Class); Range: 280; Area Effect (One-hex): 1 hex(es), +½; Autofire: 5 shots, ½; Reduced END: Zero, +1; Cumulative: +½ 0
u-1 Navigational Sensors
(3) 360-Degree Sensing (Unusual Senses)
(8) Spatial Awareness
(5) Detect Interstellar Environment (+2 to PER); Time Required: Instant, +2; Range: Ranged, +5
(3) Detect Course (+1 to PER); Time Required: Half Phase, +0; Range: Ranged, +5
10 High Range Radio Hearing
5 Flash Defense (Sight, 5 pts)
5 Mental Defense (8 pts); Add to Total
-12 Running (-6″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -18 1
-2 Swimming (-2″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -6 1
84 Total Powers  

 

Points Skills, Talents, Perks Roll
10 +3 level w/Ranged Combat; OV only, -½
3 Navigation 11-
3 Knowledge: The Galaxy 12-
16 Total Skills, Talents, Perks  

 

100+ Disadvantages
10 Public Identity
10 Reputation: The Enterprise (11-)
20 Distinctive Features: Tiny Starship; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5
20 No limbs (All the Time, Greatly)
60 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
60 + 100 = 160 160 = 60 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5* 5 8 25/20 25/20 3, 6, 9, 12

*Effectively 0; the Enterprise generally takes hits to it’s shields, rather than avoiding being hit.

Height: 122cm (4’0″), Weight: 48kg (106 lbs), Race: Starship

OK, this is silly – but it actually fits the setting and I found the idea amusing – so why not?

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