OAGS Example Theialek

Theialek Defender
This is a standard Theialek with the sort of compulsary military training that is required on their homeworld. They are given equipment relevant to their assigned role.
Character Points: 30 (19)

Defence: 4 (3)
Marksmanship: 2
Melee: 4
Strength: 3
Toughness: 3

Athletics: 2 (3)
Intelligence: 3
Perception: 1
Socialize: 2
Willpower: 5

Hit Points: 15
Weapon: Laser Lance (12 damage, half soak, +1 hit), Shield Bash (7 damage)
Armour: Softsuit & Projection Shield (4 soak, -1 Athletics, +1 Defense) OR Softsuit and Breaker Shield (4 soak, -1 Athletics, +1 Defense)
A softsuit is a sort of full-body padded armor with a thin steelweave over sensitive bits. It works as a kevlar vest.

Advantages:

  • Advanced Weapon Training 6
  • Martial Artist 1 (Counter Attack, Shield Bash, Lunge)
  • Weapon Specialist 1 (Spears)
  • Tech Item 3; One of:
    • Kinetic Boots (Fast 2, Jump 2)
    • Grav-Breaker (Jump 1, Glide)
    • Stealth Generator (Stealth, +1 Athletics)
    • Armbrace Deluxe (Medic, Mechanic, -1 Athletics)

Disadvantages:

  • No Identity

Theialek Technowizard
Magick does not work on Theialex, and psychics are disposed of with great prejudice as soon as they are discovered. The closest thing to a sorceror there are one of their many technowizards. Adolescents who show aptitude for mechanics and computers are given only the most basic military training and are tutored in the secrets of the Theialek's technological splendour.
Character Points: 30 (19)

Defence: 5 (3)
Marksmanship: 4 (3)
Melee: 2
Strength: 2
Toughness: 3

Athletics: 2
Intelligence: 4
Perception: 2
Socialize: 2
Willpower: 5

Hit Points: 15
Weapon: Laser Lance (10 damage, half soak, laser), Shield Bash (6 damage), PEW Pistol (14 damage, laser), PEW Shotgun (16 damage, Two Shots, Short range, Triples Soak, Laser), One may have one of the listed upgrade options.
Armour: Projection Shield (2 soak, +2 Defense) OR Energy Wall (2 soak, +2 Defense, +5 Soak vs Solid & Fire Missiles)

Advantages:

  • Engineer (Advanced Xeno)
    • Advanced Weapons Training
    • Mechanic
    • Hacker
    • Powered Armor Training
    • Vision Depth Equalizer (+1 Marksmanship)
    • One of:
      • Seismic Discombobulator (Control Earth: Moderate, -1 Athletics)
      • Atmospheric Manipulation Device (Control Earth: Moderate, -1 Athletics)
      • Mesmerism Generator (Hypnosis, -1 Willpower)
      • Medical Beam (Healing, Heavy 1)
      • Meteor Powered Armor (Theta Armor)
  • Weapon Upgrade 3; One of:
    • Shocklite (+4 damage, Electric Damage)
    • Shreiker (+2 to hit magickally enhanced, +2 Damage or +4 vs magickally altered)
    • Silverblast (+1 Hit, +2 Damage, Silvered AND Cold Iron)

Disadvantages:

  • No Identity 1
  • Foible: Meticulous 1

Theialek Myrmidon
The vast majority of Theialek battles are fought in defense of their home, but sometimes it is necessary to form an attack. Veteran career defenders are often assigned to elite forces where they are trained in brutal tactics that utilise their high technology. The purpose of the myrmidons are to 'sky-dive' from a drop-ship touching the ionosphere of Herilex and sabotage Chakalek space programs.
Character Points: 40 (22)

Defence: 5 (3)
Marksmanship: 2
Melee: 5
Strength: 5
Toughness: 4

Athletics: 5
Intelligence: 3
Perception: 1
Socialize: 2
Willpower: 5

Hit Points: 20
Weapon: Laser Lance (14 damage, half soak, +1 hit), Shield Bash (9 damage)
Armour: Tunic, Kilt & Projection Shield (2 soak, +2 Defense) OR Tunic, Kilt & Energy Wall (2 soak, +2 Defense, 5 soaks vs solid missiles or fire attacks)

Advantages:

  • Advanced Weapon Training 6
  • Martial Artist 1 (Counter Attack, Shield Bash, Lunge)
  • Weapon Specialist 1 (Spears)
  • Kinetic Boots 3 (Fast 2, Jump 2)
  • Grav-Breaker 3 (Jump 1, Glide)
  • Stealth 3
  • Demolitions Training 1
  • Thief 1

Disadvantages:

  • No Identity 1
  • Minor Foible: Cocky 1

Theialek Syaclaws
The vast majority of Theialek battles are fought in defense of their home, but sometimes it is necessary to form an attack. Veteran career defenders are often assigned to elite forces where they are trained in brutal tactics that utilise their high technology. Syaclaws are assassins that board invading, scouting or functional Chakalek ships using a highly prized teleportation device and murdering predominant staff.
Character Points: 40 (24)

Defence: 4
Marksmanship: 2
Melee: 5
Strength: 4
Toughness: 3

Athletics: 3
Intelligence: 5
Perception: 1
Socialize: 2
Willpower: 5

Hit Points: 15
Weapon: 2 Tesla Blades (10 damage, electric, tesla blades), Ten Ton Axe (31 damage, -1 defense, +1 Hit)
Armour: Kilt, Helm & Space Belt (4 soak)

Advantages:

  • Advanced Weapon Training 6
  • Martial Artist 1 (Sweep, Spin, Lunge)
  • Weapon Specialist 1 (Ten Ton Weapons)
  • Space Belt 9 (Teleportation, 3 Soak, requires willpower 5)
  • Hacker 1

Disadvantages:

  • No Identity 1
  • Minor Foible: Psychopathic Tendancies 1