TL10 Starship Security Chief
(0) ST 10
Advantages: (45 points)
Combat Reflexes, ESP Power 8 (Precognition only, One use per day (-40%)), High Pain Threshold, Toughness +1.
Disadvantages: (-40 points)
Bad Sight (farsighted, corrected with contacts), Honesty, Paranoia, Sense of Duty (crew, -5 points), Unattractive.
Quirks: (-5 points)
Armoury (Beam weapons)/TL10-12 (2), Armoury (Ship lasers)/TL10-11 (1), Beam Weapons (Laser)/TL10-15 (1), Beam Weapons (Sonics)/TL10-15 (1), Brawling-13 (1), Climbing-12 (1), Demolition/TL10-11 (1), Driving (ATV/Crawler)-12 (1), Fast Draw (Magazine)-14 (1), Fast Draw (Pistol)-14 (1), First Aid/TL10-12 (1), Gunner (Laser)/TL10-13 (1), Guns (Pistol)/TL10-15 (1), Judo-12 (2), Karate-13 (4), Knife-13 (1), Knife Throwing-13 (1), Lockpicking/TL10-12 (2), Piloting (Aircar)/TL10-12 (1), Precognition-13 (2), Running-10 (2), Shadowing-11 (1), Staff-12 (2), Stealth-13 (2), Tactics-10 (1), Throwing-12 (2), Traps/TL10-12 (2), Vacc Suit/TL10-11 (1).
Paranoid security-types (read: "guards"/"fighters") are universal. Change the tech and weapons skills to fit the tech level. He's probably Illiterate.
Modern and Near Future:
Change tech levels of skills. He's around to bail out the non-combatants if (when) things get sticky.
The This Way Up's expert on those situations where things go wrong. Tactician, combat specialist, and also the group's expert on any type of security system. Like many of his ilk, Simon tend to be a bit paranoid - maybe too much so. But he seems to have a sense for when things are about to turn sour, and has saved the crew from some nasty confrontations.
There's a version of Simon in the XenoSolutions trouble-shooting team: Frank Simmons.