The following is the final complete Season 2 Character Sheet, including descriptions in case you forgot. And holy hell, after I finished updating it, I realized it needs to be a chapter of its own.
Tyson
Origins: Human, Humanoid, Drop-In, Space Pirate, Bad Guy, Officer (Lieutenant)
Space Pirate
Whatever you want, you take it by force. Property, people, lives? Doesn't matter. Many Space Pirates dabble in slavery, and you'll somehow run a crew of the worst scum the galaxy has ever seen.
Bad Guy
Or maybe you're not interested in helping out. Maybe you want to see this bright future crash and burn.
Officer
Someone's got to keep the peace in the galaxy, and as a Starfleet officer, there's no one better equipped.
Race: Augment Human-Betazoid (Hybrid)
Character Points: 550, [250 KOTOR (Vicky)]
Reality Points: 1800
Ship Points: 2650
Credits: 115,350
Status Effects: (none)
Drawbacks:
Gauntlet (Locked)
Ensign Marty Stu
The entire universe has been transformed into bad fanfiction. You'll have to deal with poor writing, edgy characters, self-inserts, weird fetishes, and even crazy crossovers like Star Trek v Star Wars!
A Simple Re'Q'uest
It seems that you've gotten the attention of a certain omnipotent trickster - Q. Q is going to test you and your ship, over and over again. This can range from putting you into a recreation of the tales of King Arthur to catapulting you into the next galaxy over, as punishment for your hubris. Q may also interfere and grant you additional Drawbacks.
Hybrid (Betazoid)
Your base race has been hybridized with another (Betazoid). In addition to having a hybridized appearance, you will also gain all the negative traits of your second species. Betazoidsare a peaceful species with human-like features and powerful telepathic abilities. Betazoids are physically indistinguishable from humans in every aspect except for their solid black irises. They possess natural telepathy and can easily sense the thoughts and emotions of any living thing. Betazoids are members of the Federation and commonly serve as either counselors or negotiators. Betazoid hybrids' weaknesses are they have weaker telepathic powers compared to full Betazoids.
Amok Time/Blood Fever
As a result of your racial hybridization, you now suffer from a chemical imbalance in the brain. Once every three months, this imbalance starts to get out of whack. You will have emotional outbursts followed by extreme desire, and a fever. You will die within a week of this period beginning unless you procreate or at least make a damned good attempt… Or kill a worthy opponent in single combat. And no cheating! Using a holodeck won't fix the chemical imbalance.
Outlawed
Whether you're a Human Augment, a Vulcan telepath, an Aenar or a Suliban on Planet Gitmo, your very existence is now an offense against your species and/or starting world, and they will be all too happy to arrest or even kill you if they discover who and what you are.
Divine Voyeur
The Q watches all and sees all. Whenever you have sex with others, or whenever you take 'adult actions', Q will be watching and will award you "Reality Points" for your performance.
Perks:
Cosmic Awareness
You have the incredible supernatural ability to perceive alterations in Space-Time. You'll be able to instantly know when your surroundings have been altered. This ability allows you to perceive changes made by events, objects, people, and creatures.
Out of Nowhere
People seem to be far more accepting of what you claim to be. You're an omnipotent god here to test humanity? Eh, we got five of those last week. Last member of a dying race? We have a protocol for that. This is your springboard into getting into a setting. What comes next depends on you. This perk applies to any Companions that join you as well.
Going Native
The universe is full of weird places, people, and cultures. Now when you pass through you won't stick out like a sore thumb or as much as an outsider. You are able to rapidly learn alien customs, cultures, and ideals and apply them faster than even a child growing up in those places. You'll also be able to learn alien sciences just as quickly.
Live and Let Live
People tend to judge one another by standards of what's common in their society, and that goes double for anything involving relationships. Yet in your particular case this just doesn't seem to apply. At worst, people will dislike it and possibly refuse to interact with you, but turning to violence or other means of stopping you just never enters their minds. Somehow, people just don't judge you any differently, no matter what you look like. You could have a completely different number of arms and legs one day, change your coloration completely the next, maybe gain or lose some gender characteristics, and yet people know it's you and treat you as if you looked like anyone else.
This is (Not?) Rocket Science
For some reason, you just are capable of piloting spaceships as if you learned it growing up. It is hardly different from driving Poppa's old tractor. Similarly, you will find that fixing a spaceship also is much less complicated than one would have thought and you have a good shot at leaving things less broken than when you started.
Kinda Bland
Sure, your species has its fair share of exceptional personalities, but overall? You kind of blend into the background compared to all the exciting aliens, locations, and technical wonders. At any time, so long you aren't in a place you definitely shouldn't be, you can now choose to unobtrusively blend into the background, allowing only the most perceptive of people to actively take note of you.
Determinator
Through a combination of toughness, endurance, luck, and stubbornness, you tend to succeed more easily in situations few would expect you to.
Painted On
Clothing just seems to fit so much better when you wear it. You can decide how tight the fit of your clothing is, as well as reduce the thickness or thinness of the fabric. This doesn't change the clothing's other features, like what kind of functions or protection it provides.
Snakeskin
Why do you even bother with armor when the other guy has a disintegrator? It's better just to sidestep the blast, so that's what you do. The less your clothing is covering you up, the better you dodge and the faster you are. Wearing something as revealing as a space-fabric loincloth or latex bikini will give you enough of a speed and agility boost to rush and overwhelm a handful of opponents with blasters.
Adaptable
You are able to easily fill any role or perform in any profession, with a minimum of leading time required to be taught. Up to an average level of proficiency, your learning progress will be greatly accelerated.
Duelist
After countless boarding actions, your skill with the laser blade is seldom matched except among the best of Star Knights. Even without space magic, you have a pretty good chance of deflecting energy bolts with your blade or anticipating the next lunge. So fine is your control of the blade, laser or otherwise, that you may shred your opponents' clothing with ease rather than their flesh, allowing you to rob your opponents of their dignity as well as their riches.
Master with your Hands
You are a master with a weapon in your hand. You gain the ability to be unbelievably accurate with any weapon, melee or ranged, that you can use with one hand. And if one weapon doesn't work, you can smoothly transition to any other one-handed weapon in your possession, and in the act of drawing the new weapon, use it as smoothly as if you always had it out. As a bonus, the faster you make an attack, the more accurate it is, even if you have no time to aim it. Draw, shoot, hit. Lastly, you could even pull off the ol' dual-wielding trick, with whatever one-handed weapons you have on you. You're smooth enough that you will never run into any issues with holding two different, or similar weapons in each hand.
Best of the Best
They say there's nothing like a night with a Marine, and who am I to refute that? You've got a significant boost to your reflexes, hand-eye coordination, and general athleticism, all of which are visible in the form of well-defined muscles and the chiseled build of a Greek god.
Everything Is A Weapon
You understand how to weaponize everything from tractor beams to just having a tough hull so your ship can survive ramming. Any skills you have can be turned to some combat use or emphasis, like using physics to design superweapons, medicine to make bioweapons and the like.
Augment
You are a member of your species perfected through genetic engineering. You are roughly five times stronger, more agile and durable than your baseline species, and live twice as long. Your senses are enhanced, you are immune to most diseases and toxins and have much stronger and more efficient hearts and lungs. Most impressively, you are resistant to most energy weapons, taking only moderate wounds from kill shots and multiple or sustained stun-fire to put down. Your blood can be used to synthesize cures for most diseases and in some cases revive the dead, and your intellect is greatly increased, most especially your ability to learn new information and master new skills, which is ten times quicker than it would normally take. Required: Must take Outlawed Drawback.
Force Specialization: Intelligence
The path of the Jedi consular and the Sith inquisitors. Your mental abilities are stronger and you have an easier time learning skills and Force powers. Includes a bonus Force Power: Force Heal. This ability lets you rapidly accelerate your, or others body's natural healing process. It can be used to mend injuries and cure diseases. Force Specialization includes basic training in Lightsabers, Blasters, Telepathy, Telekinesis, Empathy, Force Speed, Farsight, Force Stealth, Force Sight, and Mind Trick.
Tactical Info
You gain a basic HUD. In addition to standard functions, it allows you to access your character information and Perks and Drawbacks selections. Note: You cannot make purchases through your HUD while in combat.
Sever Force
This power will allow you to cut individuals off from the Force by creating a wall of light side energy around them. The effects of this power may only be temporary at first, but with practice, you will be able to permanently remove an individual's connection to the Force. Sith receive a weaker version of this power, and only true Jedi can unlock its full potential.
Specialty: Operations
You don the famous red shirt and do what's needed… You keep the ship running.
Sub Specialty - Communications: You are highly proficient in managing communications, as well as the decoding of enemy transmissions.
Sub Specialty - Engineering: You keep the ship running. With your strength and knowledge, the core systems of a starship function.
Cross Specialty - Piloting: You have extensive training in maneuvering and piloting starships outside of FTL
Speedy Promotions
Whenever you're a member of a hierarchical organization like a military or corporation, you'll always find yourself being promoted at a faster rate than your peers.
Untainted
Brainwashing rays? Ooo~ Pretty lights! Ultra Sonic Mind Control? This is my jam! Psychic Alien fucking your brain meats? Kinky! You can easily shrug off the effects of physical and mental alterations. This can even work on recreational drugs with nasty side effects, and if you want to enjoy those side effects? Then good for you, because you can set a timer! Once the timer's set, all changes that occurred while it was on will revert. It only counts if the main intent of the drug or technological/psychic/soul effect was to alter your mind and body.
Q This
It's time to show those "transcendent" beings who's boss. With this perk you can disable the supernatural powers of a single reality warping creature so long as you're in direct contact with it.
Items:
Laser Blade
A weapon with a metal handle and a blade made of pure energized photons. It'll cut through most normal materials easily but might struggle with energized armor or force fields. If you had fast enough reflexes or some kind of precognition, you could even deflect other lasers and energy-based weapons.
Spacesuit
A skintight space suit. Unequipped, it consists of a helmet and belt; donning these and hitting a button on the belt extends the suit's 'skin' over your body in a uniform color of your choice, including silver or clear. The helmet has a very basic set of environmental and biometric sensors and a radio, and the belt houses the power unit, an emergency distress beacon, and some utility pouches. The suit itself is only as tough as regular fabric, though the same technology that produces the skin will patch it up automatically. As long as the suit is operating properly, it can recycle your air and water until the power runs out, and the power cell is good for ten years. Food is not included, however.
Agony Booth
A transparent cylinder large enough to stand in and tough enough to keep a person confined. Can stimulate nerves to cause unimaginable pain to any prisoner contained within.
Cloaking Minefield
Hundreds of space mines equipped with cloaking devices, perfect for area control. Refills annually.
Lightsaber
The signature weapon of Jedi and Sith alike. You gain a single unaugmented blade.
Gray Goo Suit
This pile of nanomachines is programmed to bond with a user, envelope their body, and form either clothing or armor around them. The suit can respond to verbal commands, and potentially be upgraded to respond to commands sent other ways. Most importantly, it is programmed to constantly improve its ability to protect and benefit the user. As such, it will develop and learn from situations encountered by the wearer. It can study and imitate materials and technology, do the same to biology, and if shown examples of how something can be done, can also learn and imitate phenomena. However, if an ability or capability requires an external energy source, then the suit can only imitate what it has interacted with, and not the energy source it hasn't.
Transwarp Beam Equation
Now this here is an equation that wouldn't see the light of day for some time, normally. Now, it can be used to beam individuals from any place to a ship traveling at Warp. You can use it, though, to beam onto any ship using any means to travel at FTL.
Companions:
(Vicky) V-KO IV Nursedroid: Access Key, Artificial Intelligence Upgrade, Gray Goo Upgrade, Master With Your Hands, Light Weapon, Jumper's Master Key, Scaling Cloak, Origin: Jedi, Force Specialization: Intelligence, Enhanced Mind, Lightsaber, Armored Robes, Battle Meditation, Origin: AI, Origin: Elite, Memory Banks, Social Algorithms, Above Law and Reason, Pedigree, Planetary Domicile, Photonic Rapier, Security Features, Quantum Locked BUS, Adaptive Personal Force Field, False Star Forge.
T'Pol: Access Key, Origin: Rubber Forehead, Origin: Elite, Above Law and Reason, Pedigree, Distinct Feature, Everone Likes Green Chicks, Planetary Domicile, Photonic Rapier, Protector Drones, Space Elf, Space Wizard, Symbol
Personal Reality:
Here's your very own Personal Reality. No matter where you go, you'll always be able to access it (unless blocked by a drawback or gauntlet). Before you do anything with it, it starts as a Warehouse, just a place to stick all your stuff. Anything added to the Warehouse or Personal Reality via CP or Reality Point (RP) purchase is guaranteed to work flawlessly with anything and everything else attached to the Personal Reality. Anything added by the use of Perks is likewise guaranteed to seamlessly integrate. Although you can't just buy a house with Credits and integrate it into your warehouse, there's an optional RP purchase to integrate such things.
Access Key
This is a special key that lets you access your Personal Reality and its contents. When inserted into any lock or access panel, on any door, the door opens to reveal a gateway into your Reality. You are the only person who can use this key, but additional keys can be purchased for Companions. If the key is ever lost or stolen you will find it in your pocket within a few minutes. You cannot close the door as long as you are inside the Personal Reality.
Key Link
With this, you can now close the door while you are in the Personal Reality and use your key in a special podium in the entryway to link your Personal Reality Door to any door in your current Host Reality that you've previously used your Access Key on.
Central Control
This hooks your Personal Reality up with a Smart Pseudo-Intelligent Computer System that tracks the location and condition of all items and creatures brought into your Personal Reality. It will share that information with you or anyone you authorize to use the system. They do not have to have a key, and you can set up varying levels of access. Central Control can also recall your companions to the Personal Reality if you have Portals and command it to, or they are killed and you've set up automated recall. It can open your Personal Reality Door from the inside if you've given it permission to do so, but it will only admit those it believes will assist you. It can only open doors on which the Access Key has been used, but the key need not be still in that door for the door to be opened.
Security System
Anybody coming in and out of your Personal Reality is now checked for any authorization you've given them to access it; and should anything about said authorization raise any flags in the system, then you will receive a warning about it. This allows you to define just what sorts of authorization different individuals can have to access your Personal Reality, anything from No Access through Temporary Access and Limited Access to Unlimited Access is possible. All this does is notify you. It does not stop them on its own. A Keyholder's Access cannot be limited by the Security System. Only purchase Access Keys for those you trust implicitly.
High-Security Inter-Reality Connecting Door (Star Trek Enterprise)
These doors come in pairs and can connect your Personal Reality and another reality. You may choose to move this door, causing it to appear as a tarot-sized playing card and if placed on a wall it turns into a door. Using the Access Key on one of these doors allows you to turn it back into a card. You must be physically at the location you desire to install it and once installed the Door cannot be removed by anyone or anything lacking an Access Key. If you connect an external reality to your Personal Reality through a pair of these doors, that reality is not frozen in time but rather progresses on your Reality's internal clock, even after you leave it, even if the door is currently closed. High Security upgrade allows these doors to be locked and can be force field protected.
High-Security Inter-Reality Connecting Door (Star Wars Knights of the Old Republic)
These doors come in pairs and can connect your Personal Reality and another reality. You may choose to move this door, causing it to appear as a tarot-sized playing card and if placed on a wall it turns into a door. Using the Access Key on one of these doors allows you to turn it back into a card. You must be physically at the location you desire to install it and once installed the Door cannot be removed by anyone or anything lacking an Access Key. If you connect an external reality to your Personal Reality through a pair of these doors, that reality is not frozen in time but rather progresses on your Reality's internal clock, even after you leave it, even if the door is currently closed. High Security upgrade allows these doors to be locked and can be force field protected.
Medical Bay
This can treat all medical or dental issues on anyone who still has a pulse or equivalent. Provides detailed accounting of a person's medical history. Will not repair genetic defects or replace/repair cybernetics and cannot differentiate between beneficial and harmful nanites or implants on its own. Works on animals as well. Treatments take anywhere from one hour to a solid week depending on the degree of damage.
The Nano-Medical Lab
The Medical Bay can now tell exactly what every nanoscale contaminant inside a living body does and, optionally, remove them without causing harm to the host. The NML can also replicate and administer Medical and Augmentation Nanites as long as you have the materials and requisite know-how. All NML-administered Nanites have fiat backing.
The Bio-Synthesis Lab
This upgrade covers all serums, viruses, bacteriological agents, and other chemical, genetic, or retroviral repair and boosting sciences, giving the results fiat-backing. Does not provide any knowledge base.
Microbiome Replacement Lab
This upgrade allows you to create a special serum that innoculates anyone of any species so that the symbiotic life forms that their bodies need to continue functioning are replaced with benign versions of themselves that won't harm them if they go out of whack nor will they infect others for whom they won't be so symbiotic. This isn't just limited to helpful bacteria, protozoa, and fungi, but also applies to things that might not technically be alive like virus particles that are part of your virome or self-replicating nanites/picocites.
The Counseling Bay
This upgrade helps you (or anyone else) work through any psychological issue. A couch and solid-light therapist are included. This does not work instantly. More severe issues will require multiple hour-long sessions.
Housing Complex
With this option, you gain enough housing for every sapient you have in your retinue. Each adult or juvenile among those beings you allow to live permanently (or semi-permanently) in your Personal Reality gets their own personal bedroom. Personal rooms can be merged if all the occupants so desire. Each personal room defaults to 5 meters by 4 meters by 3 meters. The standard unit of this Complex is the "Apartment". By default, each "Apartment" contains four "bedrooms" when created, a kitchen & dining room, two full bathrooms with combination shower/bathtubs, two general-purpose shared rooms (offices, living rooms, game rooms), a few small closets, and a pantry. This housing is not luxurious by any means, but the individual rooms tailor themselves to the general likes of their owner and come with basic but not quality furniture. Non-bedrooms are on the small side but large enough to function. Floors are basic linoleum and walls are basic low-grade paint. Appliances and fixtures are pretty bare bones and the walls are little more than plywood and wood frame. The bedrooms don't have closets.
Basic Nutrition
This option provides a basic, if minimalist, food delivery for you and all your followers. This delivery comes once a week and is the kind of thing you'd buy on a very strict budget; Ramen, Peanut Butter, Generic Cereal, Dry Beans, Eggs, Tofu, Fresh Common Fruits & Veggies, Canned Fruits & Veggies, Dry Pasta, Salt, Pepper, Milk, Bottled Water, Rice, Flour, Butter, Barley, etc. Essentially 50 dollars purchasing power a week per person.
Choice Apartments
Purchase of this upgrades all your Basic Housing Units in several minor ways. First off, two bedrooms can now be merged into a Master Bedroom, which has its own walk-in closet and attached bathroom. Second, the floors are now either carpeted or wood-paneled, walls are wallpapered, all rooms are 50% larger, the cut-off for additional kitchens is lowered to every five people and the furniture is decent. Kitchen Appliances, bathroom fixtures, closet doors... everything is improved a bit. The walls are now drywall and metal frame with insulation. Not soundproof, but better than nothing. Closets are now adequate and installed in each bedroom.
Who's Got the Powa
This provides enough electricity to power a city the size of New York City or London, forever, with nary a brownout or power fluctuation ever. It also comes with all the basic wiring hookups, surge protectors, outlets, circuit-breakers, routers, etc you might need... but you'll probably want to get a qualified electrician in at some point... or pick up a companion who does that kind of thing. Purchase of this supplies all facilities inside your Personal Reality with electrical hookups.
Pipes Pipes Pipes
Purchasing this provides your Warehouse with enough plumbing fixtures to turn the entire volume of your Personal Reality into one massive pool... or anything below that. This provides clean running water with any reasonably common additives you like (chlorine, glacial milk, fluoride), but does not provide a limitless supply, nor does it heat the water. By default, the amount of water this system can produce per day is 1 billion liters or one megaton of water or a block of water 100 meters on a side, and the default temperature of this water is 25 degrees Celsius. It can support any civilian infrastructure on the same scale as Mexico City or Tokyo. Comes only with the basic hookups. Purchasing this supplies all facilities inside your Personal Reality with water feeds, and if you have Who's Got the Powa, it will supply hot and cold running water as well. These pipes include sewage and storm drain systems, vanishing waste as effectively as they create water. Anything that is not biological waste, loose grime, or liquid waste will be shunted into a special processing venue where you'll have to dispose of it. This venue will be somewhere discreet in your reality behind a door labeled "Authorized Pipes Personnel Only". The stuff will be cleaned of biological contaminants for you. The entire Pipe system is self-cleaning and self-maintaining, guaranteed free of vermin and bad odors.
PLAYING WITH PORTALS
Allows you to open a rectangular or circular portal that leads into your Personal Reality on any flat surface big enough to encompass the portal. You can open the portal on any surface you are in contact with or that your vehicle is in contact with... or that your vehicle will be in contact within less than 5 seconds and within 100 meters if you don't open the portal. The portal can be any size between 1 square meter and 80 square meters. The portal opens to the same place in your Personal Reality as the Door does and you may still use your Access Key if you want to open a door larger or smaller than the limits of the Portal. Any Companion with a copy of the key may also open such a portal. These portals open at their lowest size instantly and expand to their maximum size over 10 seconds. These portals cannot be closed while you are inside your Personal Reality. Portals will slowly close over a period of 3 minutes if you leave them open and move more than 10 meters from one without closing it yourself, as long as you are outside your Personal Reality. This closure effect can be disabled, but you can't open a portal if another is open.
Portal Link
Allows you to open a portal from inside your Personal Reality leading to anywhere in the current Host Reality that you've already been to. With this upgrade, you can now close the Personal Reality Door or Portal while inside your Reality and may open up to two portals at a time.
Portal Control Rod
Gives you a special device very much like a laser pointer that can be summoned instantly into your hand. Instead of having to directly physically touch a surface to open a portal, all you need to do is point at any appropriate surface and a portal will open at that location. To make a bigger portal, simply hold down the activation button longer. Handy if you're running a kidnapping ring. The Rod works at up to 10 kilometers distance.
Free Portal
Removes the limitation on a portal having to be opened on a flat surface... or on any surface at all. It also allows you to open the portals to any part of your Personal Reality simply by picturing where you want the portal to open. Without the Control Rod, the portals must be opened within 2 meters of you.
Portal Aperture
You can now shrink your portals down to Planck scale or open them up to 8 million square meters and increase the rate of expansion/contraction by a factor of 10,000.
The Mystical Menagerie
During your adventures you will undoubtedly acquire a plethora of animals, be they pets, mounts, or livestock. Unfortunately, such animals need space... often a great deal of it. Well, this improvement provides your Personal Reality with a nearly perfect place for each of them to go and a steady supply of feed and drink. Each animal receives a spacious living area in your Menagerie, something large enough and varied enough that they'll be able to exercise and amuse themselves. While this area is not boundless, and it cannot be used for storage or exploited for resources, it will mimic their natural environment and can cover dozens or hundreds of square kilometers. Multiple animals can share an environment if they, in fact, can share an environment. The area of your Menagerie is completely separate from the rest of your Personal Reality, but you start with 10 environments, each of which is roughly the size of Portugal.
Guardian's Greenhouse
This greenhouse is set up for geoponics/terraponics, hydroponics, or aeroponics. All plants/fungi grown in your Greenhouse are guaranteed to be either vibrantly tasty and nutritious or peak effective. The Greenhouse comes with a Soil Analyzer, which can analyze a plant or seed to determine what conditions it needs to produce optimal results and produce soil, clay, mulch, rock, atmosphere, or hydro-solutions to match. It can also analyze soil samples you give it and recreate them. Adds a custom Guardian Chiller to all kitchens in your Personal Reality. Fruits, Vegetables, Spices, Herbs, Mushrooms, and similar produce stored in a Guardian Chiller are guaranteed not to lose their flavor over time and to remain at the peak of ripeness as long as that's where they were harvested. Plants within the Guardian's Greenhouse will begin growing in appropriate environments across your Personal Reality, and a steady supply of any edible portions of the plants will be added to the Guardian Chillers.
Cryo-Chambers
Countless chambers allow you to place everyone on the ship in suspended animation that prevents the affected from aging, allowing them to reach faraway systems even at sub-light speeds.
Personal Mini-Reality
You gain a copy of your home solar system (out to the Oort Cloud). It does not come with any intelligent life or "man-made" structures.
The Village
Your Personal Reality now looks like a town in the middle of the woods, or in a mountain valley, or on a cliffside or seaside/lakeside. Not only that, but you can divide up sections of the Warehouse by placing paths or bits of forest or water between them. This includes all Personal Reality expansions you buy, so if you want your Olympian Temple on an island off the coast of your village, that's fine.
Wildlife for Your Wild Life
This upgrade adds in small forest creatures like rabbits, squirrels, wolves, and bears. Oh, yeah. birds, too, I guess. And bugs... but only mostly harmless ones. Bees, yes, Wasps, no. If you add at least 10 males & 20 females of any moose-sized or smaller species to the system, they will be added in and balanced accordingly. Non-magical species only.
The Meaning of Life
This upgrade adds fish, shellfish, and pondweed/seaweed. Also the occasional duck or swan or other waterfowl. Maybe some frogs or lizards or small reptilians, but nothing dangerous.
Spaceships:
For this section, I'll leave all the upgrades under the Iconic Interceptor, since it has every other ship's upgrades.
Tramp Freighter (Destroyed - Respawn on 02/28/2365)
Sometimes used as a light troop carrier, the Tramp Freighter is a cozy starship for the Do-It-Yourself crowd. Favored by smugglers and honest traders alike, it's got lots of nooks and crannies throughout the ship. The cargo bays can be converted to bunks in troop carrier configuration allowing it to hold 40 passengers. Comes equipped with standard life support, sub-light engines, an FTL drive, sensors, shields, and at least one defensive weapon like a laser cannon or a missile pod. Unless noted, the ship comfortably holds a dozen crew/passengers.
Sith Interceptor (Destroyed - Respawn on 04/18/2365)
A small nimble starfighter used as the standard attack craft in the Sith fleet. It seats a single pilot, is armed with twin laser cannons as well as proton torpedoes, and is powered by a twin ion drive. (Bridge upgrade)
Automated Repair Station
A space station operating during the mid-22nd century. This station possessed advanced technology capable of automatically repairing vessels and tending to a wide range of humanoids' medical injuries at remarkable speed. (Ship Size Rating: IV, Station, Bridge, Space Hulk, Artificial Gravity, Cryo-Chambers, Auto-Repair System, Synapses, Distributed, Automated Ship, Analytic Suite, Docking Port, Transporter Room, Matter Printer, Negentropy Reactor, Deflector Shields, Clarketech Module, Production Lines, Hangar, Cargo Bay, Living Quarters)
Narada
A ship retrofitted with salvaged and reverse-engineered Borg technology. Subsequently, this ship can repair itself and has advanced sensors and a transwarp drive. The primary weapons are missiles. It is powered by an antimatter reactor and possesses a secondary warp drive. (Ship Size Rating: IV, Artificial Gravity, Alcubierre Drive, Auto-Repair System, Exotic Materials (Nanomaterials), Cargo Bay, Hangar, Hyperdrive (Transwarp), Antimatter Reactor, Navigation Suite, Analytic Suite, Deflector Shields, Missiles, Cyber Warfare Suite (Mining Drill)
Interdictor (Destroyed - Respawn on 04/18/2365)
(Ship Size Rating: III, Artificial Gravity, Hangar, Hyperdrive, Fusion Reactor, Navigation Suite, Point Defense, Deflector Shields, Jump Suppression Field, Beam Weapons, Follower Crew)
Station: False Star Forge (Destroyed - Respawn on 05/01/2365)
Not designed as means of transportation space stations nonetheless are exceedingly common, acting as staging points, fortifications, or habitats. Rather than a ship you possess an orbital installation. This precludes you from taking any Drive options save the free Sub-Light Thrusters used for corrections of your orbit and the options explicitly discounted for the Station. On the upside Stations can be truly vast, and double the maximal size given for Sections. (Ship Size Rating: III, Station, A.I. Core, Entertainment Deck, Exotic Materials: Nanomaterials, Modular, Secure, Nanite Shroud)
Symbol
The Symbol isn't just a ship, it is a display of your power and wealth. Where a more frugal shipwright might have built three ships of the same class with the resources it took to build yours, it is the absolute apex in both performance and luxury, outperforming any normal vessel of its class by roughly 20% and allowing anyone on board to live like a king. (Ship Size Rating: II, Station, Distributed, Battery Banks, Physical Armor, Beam Weapons, Gravitic Shields, Exotic Materials: Crystal, A.I. Core, Modular, Inertialess Drive)
Iconic Item: Iconic Interceptor
This status can be attached to any item (chosen when this is purchased). In addition to never needing to be cleaned, maintained, sharpened, refueled, recharged, or reloaded, and always functioning properly, this item will now gain the abilities of any item of the same type (melee weapon to melee weapon, computer to computer, vehicle to vehicle, etc.) that has system backing, if you want to add those abilities. If destroyed this item returs to your Warehouse in 24 hours. (Ship Size Rating: IV) (General Upgrades: Articial Gravity, Auto-Repair System, Bridge Upgrade, Modular, Exotic Materials: Nanomaterials, Exotic Materials: Crystal, Secure) (Sections: Cargo Bay, Cryo-Chambers, Hangar, Living Quarters, Production Lines) (Controls: A.I. Core, Distributed, Synapses) (Crew: Follower Crew, Automated Ship) (Propulsion: Alcubierre Drive, Hyperdrive (Transwarp), Hyperdrive, Inertialess Drive) (Reactors: Battery Banks, Fusion Reactor, Antimatter Reactor, Negentropy Reactor) (Sensors: Navigation Suite, Analytic Suite) (Defenses: Physical Armor, Point Defense, Deflector Shields, Gravitic Shields, Jump Suppression Field) (Utilities: Docking Port, Entertainment Deck, Transporter Room, Clarktech Matter Printer) (Weapons: Beam Weapons, Missiles, Cyber Warfare Suite (Mining Drill), Nanite Shroud)
General Upgrades:
Artificial Gravity
Some manner of gravitic generator just lets you assign some parts of your ship 'floor' and people will be able to walk around as if they were on the surface of a planet.
Auto-Repair System
The vessel is capable of automated self-repair, requiring little input or work from its crew to go from almost derelict to nearly pristine in a little less than a month, resources permitting.
Bridge
A central control room where all the important decisions are made. You may choose the bridge's location on the ship. Comes with a big screen to display the tactical data or a direct view into space.
Space Hulk: Ship Size Rating: I
You may buy a new size for your vessel. It gains an alt-form having that size, while still having access to everything its original form has.
Modular
The vessel can attach itself to another spaceship, effectively providing that ship with access to the components bought from this one.
Exotic Materials: Nanomaterials
The bulk of the ship does not consist of conventional materials but rather a closely monitored and strictly regulated hive of nanomachines, allowing for a highly variable layout and quick redistribution of infrastructure and armor from one place to another.
Exotic Materials: Crystal
Your ship is a true marvel to behold, consisting of crystalline structures, filigree crystal lattices substituting for more conventional circuitry, and thick deposits on the ship's surface acting as armor.
Secure
While there are measures in place to prevent control of the vessel from falling into the wrong hands on any ship, yours is protected by one of the most advanced systems available, consisting of unobtrusive but effective authentication methods and other powerful countermeasures against cyber warfare, effectively making it impervious to such attacks. This effectively increases the ship's rating by two when resisting such attacks.
Sections:
Cryo-Chambers
Countless chambers allow you to place everyone on the ship in suspended animation that prevents the affected from aging, allowing them to reach faraway systems even at sub-light speeds.
Cargo Bay
Lots of empty space for storing and transporting goods. May be one big, empty space, or further sectioned off into smaller, but more useful Storage units. Additional Cargo Bay Sections may be taken at no SP cost.
Hangar
Storage Space with a large entrance on the ship's surface. Can be used to hold other ships small enough or be upgraded with one or multiple of the options below.
Living Quarters
A step above the usual narrow and cramped bunks usually found in ships, your accommodations allow for a certain luxury while traveling between the stars.
Production Lines
Vast industrial complexes, capable of producing almost anything you could think of, from resupplying the ship with only access to the very base materials the missing provisions are made from to outfitting an army with your tech.
Controls:
A.I. Core
Your ship is equipped to house an artificial intelligence and have it monitor and guide its functions.
Distributed
Why only have one bridge? In case the main bridge gets disabled, there are several secondary control rooms that can take over the functions required to control the ship in an emergency.
Synapses
As you are a living thing you possess an analogue to a central nervous system that allows you to control your body as if it were, well, your body. Depending on if you choose to incorporate a Bridge or buy the Distributed option below you will have one central cluster akin to a brain or evenly distributed nodes regulating local functions and sharing the burden of maintaining your consciousness. Buying an A.I.-Core will allow an A.I. companion to ride along within you as a voice inside your head, and buying Augmented Reality allows you to contact and be contacted by people you consider crew through measures comparable to what is proposed in the option.
Crew:
Follower Crew
Your ship can, at your choice, be automatically manned by generic crew members in color-coded overalls or jumpsuits in a futuristic design comprised of the various sapient species in this jump.
Automated Ship
Your ship can be largely autonomous, not actually requiring any human element beyond commanding staff.
Propulsion:
Alcubierre Drive
Allows you to exceed the speed of light in practice, not by actually accelerating to such speeds, but by compressing space in front of the ship and expanding it once it has passed.
Hyperdrive
What do you do when the laws of the universe prevent you from going faster than light? You sidestep into a dimension where they don't! This drive works by employing interdimensional mechanisms to let you travel many times faster than light.
Inertialess Drive
Somehow, this drive manages to violate one of the basic laws of physics, requiring a completely separate framework of physical formulae to even understand how it works. In effect, this drive allows you to accelerate past the speed of light by ignoring the conventional physical law of inertia, as well as providing pinpoint accuracy in maneuvering, even at superluminal speeds.
Reactors:
Battery Banks
Some ships may be constructed to allow their energy requirements to exceed their reactor's output. In this case, it is prudent to invest in a proper storage method, stockpiling unused energy for later use.
Fusion Reactor
All the energy yield of the Fission Reactor, if not more, and none of the radioactive fallout in case of accidents.
Antimatter Reactor
Generating power through the annihilation of matter-antimatter particle pairs, an Antimatter Reactor can output an incredible amount of energy. However, if the reactor is damaged or containment is breached, the damage can be catastrophic.
Negentropy Reactor
An engine that allows for turning ambient and excess heat back into usable energy directly. On a ship, it will provide much-needed cooling in addition to energy, but will require an additional source of energy to begin with.
Sensors:
Navigation Suite
Optimized for long-range scans, as to provide better data from which to plot interstellar trajectories, this sensor suite only barely outperforms the most basic sensors in other regards.
Analytic Suite
Instead of maximising responsiveness like military sensors or reach like those used for navigation, this sensor suite is instead optimised for short-range, in-depth scanning and information gathering, allowing for the minimization of errors in measurement while observing stellar phenomena.
Defenses:
Physical Armor
Your vessel is already resilient to damage simply by means of its construction. Crystalline growth on the hull, often meters thick on bigger ships, protects you from the vacuum of space and enemy fire.
Point Defense
Sometimes it is the most cost-effective option to simply shoot down incoming projectiles, instead of constantly maintaining a cost-intensive screen around the whole ship.
Gravitic Shields
Your ship is hidden behind a maelstrom of gravitic fluctuations, which jerk projectiles coming close to it wildly off course and away from the ship.
Deflector Shields
Your ship projects a magnetoplasmonic bubble that serves to deflect the attacks from weapons using charged particles or radiation.
Jump Suppression Field
A device that, when active, suppresses all cross- dimensional or wormhole travel in proximity to the ship, preventing anything from teleporting close-by or from close by. Despite the name this does in no way interact with the Jumpchain side of things.
Utilities:
Docking Port
As an easy method of exchanging persons or cargo between ships, the Docking Port allows your ship to establish a physical connection with any other vessel or structure sporting an equivalent mechanism.
Entertainment Deck
This place offers everything one could wish for, from a recreational center to places to exercise to virtual reality environments for training, play, or historical re-enactment.
Transporter Room
A quick way to get on and off the ship, this device disembodied its 'passengers' in order to reconstitute them in another place. Comes with a sensor suite that can lock onto single lifeforms on a planet's surface from orbit, and a guarantee that being disassembled into your constituent atoms does not count as being killed in this specific case.
Clarketech Matter Printer
One of the most fundamental pieces of technology available. This is what allows things like replicators or some teleportation systems to work. This device allows you to essentially print objects consisting of any combination of matter, requiring only a blueprint and a sufficient energy supply. The clarketech version of this device has surpassed certain restrictions and is now even capable of printing substances with magic, mythic, or other supernatural properties.
Weapons:
Beam Weapons
Lasers and other beams are a staple of sci-fi. Here is your opportunity to equip your vessel with them. It also stands to reason they would be quite effective, seeing that the near vacuum of space does little to refract them and that they save a lot of resources, not needing to rely on stockpiled ammunition.
Missiles
Even in space, one of the easiest ways of ranged combat is throwing heavy stuff at the enemy really hard. Where ballistic projectiles fail, self-propelled ones, capable of adjustments to their trajectory, often fare much better. Missiles require much less calculation and guesswork to actually hit what you were intending to hit.
Cyber Warfare Suite (Mining Drill)
One of the most effective ways to disable an enemy ship is not to strike at its defenses, but at the fragile systems controlling it. This weapon system provides you with a multitude of options, ranging from subtle to brute force, to inject harmful code or virtual agents in another ship's systems, compromising its effectiveness in combat, in an optimal case, even paralyzing it. In addition, this also provides you with the tools to counter such attacks. Instead of inflicting physical damage, this system is able to incapacitate any ship's communication that has a lower rating than it.
Nanite Shroud
Your vessel can emit a corrosive mist consisting of nanites that will convert anything they come into contact with into more of themselves until a shut-off signal is broadcast. While this approach will fail against most shields, it is highly effective against unshielded but highly durable targets. This weapons system damages targets not protected by shields equivalently to what is shown for a Rating of VII if left alone long enough. The lower its actual rating is, the longer it takes until it ramps up to that level of damage, with Rating I requiring up to a month, Rating VII up to half an hour, and Rating VIII a few minutes.
Vicky
V-KO IV Nursedroid
This is a high-end Nursedroid and can do some things that are from other robot lines. It has a dedicated database of species and illnesses, which updates for each setting and it can also collect data on encountered pathogens, flora, and fauna, including sapient races, for future study. All of the V-Ko line has internal miniaturized manufacturing for drugs. Your model has an unlocked database, allowing it to produce any drug you need, and can analyze drugs or liquids by consuming them orally for further production.*
Artificial Intelligence Upgrade
AIs are relatively commonplace here. But this one is special, it has been upgraded to be a full-on individual. Its personality can develop in many different ways, some of which aren't under the control of its programming. Unlike normal AIs, this one is not restricted to a single core or network, and can easily move around freely from network to network, platform to platform. It can interface with and control any and every network it can connect to. It is imaginative and adaptable, equally adept at creating and running a robot factory as controlling a spaceship or robot body. It even has the rare AI ability to create limited VI clones of itself to extend its reach and control. This individual is happy to join you on your journey, and as long as you treat them well (or at least decently), they will never wish to leave your side. If you already have an AI buddy, you may import them into this option for free.
Gray Goo Upgrade
This pile of nanomachines is programmed to bond with a user, envelope their body, and form either clothing or armor around them. The suit can respond to verbal commands, and potentially be upgraded to respond to commands sent other ways. Most importantly, it is programmed to constantly improve its ability to protect and benefit the user. As such, it will develop and learn from situations encountered by the wearer. It can study and imitate materials and technology, do the same to biology, and if shown examples of how something can be done, can also learn and imitate phenomena. However, if an ability or capability requires an external energy source, then the suit can only imitate what it has interacted with, and not the energy source it hasn't.
Master With Your Hands
You are a master with a weapon in your hand. You gain the ability to be unbelievably accurate with any weapon, melee or ranged, that you can use with one hand. And if one weapon doesn't work, you can smoothly transition to any other one-handed weapon in your possession, and in the act of drawing the new weapon, use it as smoothly as if you always had it out. As a bonus, the faster you make an attack, the more accurate it is, even if you have no time to aim it. Draw, shoot, hit. Lastly, you could even pull off the ol' dual-wielding trick, with whatever one-handed weapons you have on you. You're smooth enough that you will never run into any issues with holding two different, or similar weapons in each hand.
Light Weapon
When you can't trust anyone around you, trust the weapon at your side. Pick any one-handed weapon in the setting like pistols, knives, etc. It will always be functional, will constantly regenerate any expended ammo, and will always return to you if you lose it.
Jumper's Master Key
People like to think that things like locks and automated security will protect their stuff. You know better. You've got a lovely bit of nanotech that can take the form of lockpicks, or become an electronic interface for hacking, or whatever form necessary. If there's a way for someone to legitimately get past security, then there's a way for you to fake your way past it, and this tool will help you do it. Though, if you are trying to copy a unique qualifier/trait of a specific user such as psionic signature or other energy types, then this item would take a form where it could duplicate that trait, but you'd still need to get to the user so you can actually scan it.
Scaling Cloak
You've got a unique piece of gear that is worth a ship's weight in Platinum 190. This device is about the size of a baseball, and by itself, creates a field that optically hides you. But when it's paired with a shield generator, it emits a perfect invisibility shield. It covers everything, from sound, temperature, scents, radiation, etc. What makes this device so capable though is that it also works on other much larger shield generators, like the ones on ships, or even stations. Plug it in, and watch a ship become undetectable. Even better, while this requires a shield to work, it doesn't interfere with the shield, so you still have protection. Handy, considering you could walk into something, or a ship flying into a micrometeorite. If this device is ever lost or destroyed or otherwise rendered unusable, you'll find another copy in your Warehouse.
Force Specialization: Intelligence
The path of the Jedi consular and the Sith inquisitors. Your mental abilities are stronger and you have an easier time learning skills and Force powers. Includes a bonus Force Power: Force Heal. This ability lets you rapidly accelerate your, or others body's natural healing process. It can be used to mend injuries and cure diseases. Force Specialization includes basic training in Lightsabers, Blasters, Telepathy, Telekinesis, Empathy, Force Speed, Farsight, Force Stealth, Force Sight, and Mind Trick.
Enhanced Mind
You possess a perfect photographic memory and instant mental recall. Learning new skills should be easier with such a boost to your intellect. You've also gained a small bit of wisdom into the ways of the Force, this will allow you to exert your powers a bit more before exhausting yourself and resist other Force users slightly better.
Lightsaber
The signature weapon of Jedi and Sith alike. You gain a single unaugmented blade.
Armored Robes
A Jedi robe with cortosis plates woven in. It can protect against blaster fire, and deflect lightsaber attacks.
Battle Meditation
A Force power that allows the user to boost the morale, stamina, and overall battle prowess of their allies while simultaneously reducing their opposition's combat effectiveness by destroying their will to fight. At its basic level, it can only affect small groups of people, but at its most powerful it can affect an entire fleet.
A.I. (Origin)
Some people might ask if you really are alive. You are a machine, after all, or rather code or the copy of a living mind running on a machine. Nonetheless, you clearly are sentient and sapient, even overshadowing many biological minds in that second category.
Elite (Origin)
No matter what hierarchies exist within this universe, you are near the top. Be it as a member of an empire's ruling caste or as the head of an industrial conglomerate, planets live or die at your word, and laws are mere suggestions to you. Yes, this includes some of the physical ones, should you decide to invest enough resources into overcoming them.
Memory Banks
You have the ability to effortlessly process and categorize a near-infinite amount of information and perfect memory, as long as nothing physically destroys the storage medium.
Social Algorithms
Even if you can not empathize with the emotions of another being, you will still be capable of anticipating and believably simulating such things to a point where your counterpart will believe them to be real.
Above Law and Reason
You somehow have a way of getting away with cruelty, corruption, and mismanagement, be it perceived or real, far longer than should be reasonable.
Pedigree
No matter the background a new Jump would grant you, you will always be able to trace your lineage to prestigious ancestors or will be related to someone in power twice or three times removed. Similarly you are guaranteed knowledge of the social norms of high society.
Planetary Domicile
Living space on a planet's surface is at a premium, and the real estate in your possession is naturally the best. The vast mansion grants a view over a positively breathtaking otherworldly landscape.
Photonic Rapier
A weapon of a more civilized age. this metal cylinder can project a blade consisting of an arcane mixture of superheated plasma, hard light and laser technology that can cut through nearly anything and is freely adjustable in length up to three meters of blade length. Alternatively may be fashioned to resemble another melee weapon of your choice.
Security Features
You have the capability to create backups of your core personality that can be used in an algorithm detecting any divergences. This allows you to check yourself for things like morality drift, outside control, or signs of mental deterioration and, in case of unwanted developments, forcibly restore a prior state. This does not erase any memories and potentially will be noticed by entities currently trying to influence you. To ensure maximum safety, the decision to restore a prior state, as well as the decision to create a new backup, will be made by an instance of the most recent core personality from the backup library, ensuring no changes are discarded or saved against your will. Upon gaining this perk you automatically gain a current backup and one from when you started your chain.
Quantum Locked BUS
No matter how far apart subsystems or avatars that are part of you are, you will still remain one coherent being, your parts capable of communicating instantly and lag-free, even over interstellar and interdimensional distances. Furthermore, any time a copy or new instance of you is made, you can decide to seamlessly incorporate it into your being.
Adaptive Personal Force Field
Easily deflecting most man-portable weapons systems this defensive shield lets you project an air of invulnerability, dispassionately watching on while your subordinates dispatch your enemies on your commands. In addition to protecting you from enemy weapons, this clarketech shield also completely seals you off from outside environments, protecting even from prolonged exposure to extreme temperatures and providing a breathable atmosphere, and protects you from all manner of exotic hazards from gravitics, to spatial warping, to interdimensional attacks, as well as adapting to as of yet unknown threats after a few interactions.
T'Pol:
Rubber Forehead (Origin)
You're... Essentially human. Some minor differences might apply, like subtly longer or shorter life spans or latent psychic powers, but in the end, the only real distinguishing feature will be exactly that: a visually obvious distinguishing feature, like bone ridges on your forehead, green skin, or oddly shaped ears.
Elite (Origin)
No matter what hierarchies exist within this universe, you are near the top. Be it as a member of an empire's ruling caste or as the head of an industrial conglomerate, planets live or die at your word, and laws are mere suggestions to you. Yes, this includes some of the physical ones, should you decide to invest enough resources into overcoming them.
Above Law and Reason
You somehow have a way of getting away with cruelty, corruption, and mismanagement, be it perceived or real, far longer than should be reasonable.
Pedigree
No matter the background a new Jump would grant you, you will always be able to trace your lineage to prestigious ancestors or will be related to someone in power twice or three times removed. Similarly, you are guaranteed knowledge of the social norms of high society.
Distinct Feature
You gain a single ability or property that provides you increased utility rather than a straight-up power boost. At your choice this comes with a mostly cosmetic alteration (presumably the one demarcating your specific Alien Species) you can apply to any human forms you possess at will.
Everyone Likes Green Chicks
No matter that you are not human, you are stunningly attractive by human standards and those of your species.
Planetary Domicile
Living space on a planet's surface is at a premium, and the real estate in your possession is naturally the best. The vast mansion grants a view over a positively breathtaking otherworldly landscape.
Photonic Rapier
A weapon of a more civilized age. this metal cylinder can project a blade consisting of an arcane mixture of superheated plasma, hard light, and laser technology that can cut through nearly anything and is freely adjustable in length up to three meters of blade length. Alternatively, it may be fashioned to resemble another melee weapon of your choice.
Protector Drones
You are an important person, and important people attract enemies. To combat this issue, you have access to a small squad of drones purpose-built for personal security, including at least one medic.
Space Elf
Your species is, in some ways, distinctly superior to humanity. Be it an extended lifespan allowing you to live for thousands of years, raw physical strength, or innate psychic powers. You can be sure to exhibit a few attributes that will make humans look upon you in envy. Do note that no matter how superior you feel, you will still be within the realm of the biologically plausible.
Space Wizard
Through access to the best of the best science has to offer, you have been granted a deeper understanding of the forces of creation and can evoke powerful magic-like effects. This includes gravity manipulation with a variance of up to 5g (affecting a volume of up to 35,000 cubic meters), short-term precognition (of up to half an hour), teleportation, and dynakinesis capable of outputting up to 2,000,000 Joules when used in short bursts and a sustained output of 400,000 Watt. All these abilities can be projected at a planetary range, with the exception of teleportation, which will allow you to reach other planets in the same system, though you will effectively be restricted by your ability to perceive or calculate your target from data you've been given, to properly target them.