The Sun Eaters
The Colara are creatues very adapted to the cold harsh life on the cold side of a tidally locked planet. They are chemical ergivors that feed of of sulfer and methane and other chemicals in the rocks and ice of cold worlds.
They generate heat from chemical combinations within their gut. They look like large polar bears but that is a trick of convergant evolution. There “fur” is really a dense mat of carbon nanotubes, Soft, but virtually unbreakable (15 pd/ed armor) That and the chiten like armor on their back makes them very resistent to damage.
They have no need for air and their biology is so different that almost no poisens or dieases effect them. Their faceted eyes see well in the pitch dark of their world but their greater senses are in the radio part of the spectrum.
The Colara “see” in Radar and act like their own personal radio telescope. Their range is so extreme they can see far off the surface of their world and into space They also comunicate with each other in this way. Each Colara is the equivilent of a 50,000 watt FM station wandering around when it so chooses to be.
They are long lived and have long memories. They dislike heat but can stand it for a time. Mainly keep to themselves unless it is to raise a child. And are fierce foes of the “demons” from the light side of their world. As they would be of any evil they find.
23 Elemental Control, 46-point powers
27 1) Life Support (Eating: Character only has to eat once per year; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 1600 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep), Inherent (+1/4) (57 Active Points); Always On (Hates heat; -1/4) 0
27 2)(fire breathing) Killing Attack – Ranged 2d6, Personal Immunity (+1/4), Area Of Effect Nonselective (14” Cone; +3/4), Conforming (+1/2), Two-Dimensional (-1/4), Continuous (+1) (97 Active Points); 8 Charges (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), No Range (-1/2), Incantations (-1/4) 
13 3) Killing Attack – Hand-To-Hand 3d6 (45 Active Points); No STR Bonus (-1/2), Reduced Penetration (-1/4) 4
18 4) Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic: +19, Tracking (45 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 4
23 5) Armor (15 PD/15 ED) (45 Active Points) 0
18 6) High Range Radio Perception (Radio Group), Discriminatory, Analyze, Targeting, Telescopic: +14, Tracking (44 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)
15 7) +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); No Figured Characteristics (-1/2)(40 STR totalw/growth)
5 Nightvision 0
5 Eidetic Memory
3 Absolute Range Sense
3 Bump Of Direction
8 Growth (+10 STR, +2 BODY, +2 STUN, -2” KB, 400 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Linked (Life Support; Lesser Power can only be used when character uses greater Power at full value; -3/4), Always On (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1/2) 0
10 Power Defense (10 points) 0
10 Mental Defense (12 points total) 0
3 Systems Operation (Broadcast Communications, Cellular and Digital, Communications Systems, Radio, Satellite Communications, Telephone Communications, Radar) 11-
-10 STR on stats.
Vulnerability: 2 x STUN Heat attacks (Very Common) 30
Psychological Limitation: Loners (Common, Moderate) 10
Psychological Limitation: Nobel (Very Common, Strong) 20
Psychological Limitation: Code of “bushido” (Common, Strong) 15
Dependence: On Cold. Powers Gain 11- Activation Roll (Common, 6 Hours) 10
Reputation: Meddling do gooders/Paladins , 8- 5
Hunted: Fire Demons 8- (Mo Pow, Limited Geographical Area, Harshly Punish) 10