starrangers:character_special_background
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This is the main thing that sets you apart from common rangers. | This is the main thing that sets you apart from common rangers. | ||
- | Select either: | + | You can take up to 10 less points in stats and advantages here and leave those points to Basic skills/background |
- | * Important | + | |
- | * Edge | + | |
- | * Genie(Genetically engineered) | + | |
- | =====Important backgrounds===== | + | If you have an enhanced(350 point) basic training then just select [[Training/ |
- | All important backgrounds are 300 points | + | |
- | ==== From Haraza | + | For others select either: (all are 300 points total) |
- | Your home world had a full global nuclear war a long time ago, and you are not quite human after the mutations. | + | ===== Important background ===== |
+ | | ||
+ | * From Haraza -Your home world had a full global nuclear war a long time ago, and you are not quite human after the mutations. | ||
+ | * From Elvenhome - You are from the planet Elvenhome. A place where the population tries to resemble “elves” from prehistoric tales. | ||
+ | * Special forces background - You served 20 years (“20 year man”) in one of the imperial special forces units before joining rangers. | ||
+ | * Noble - You are a very minor member of a major house, a major member of a lesser house or a direct descendant of a minor house. | ||
+ | * Ninjutsu clan - You are from a ancient clan, claiming to honor old traditions from the human home world “The way of the ninja” or “Ninjutsu” | ||
+ | * Asari - You are a Asari, but on a military exchange program to the human forces. | ||
+ | * Technomage - Any sufficiently advanced technology is indistinguishable from magic. You live with that technology. | ||
+ | * Mystic Knight - You belong to an order that kept the secrets of the Mystics Knights of the Federation alive. | ||
+ | * Superior - This is a “general great improvement” lens on the base training package, which increases the overall competence of the template a lot without changing its flavor. | ||
- | Persistent rumors claim that Haraza was originally the home world of all humans called " | + | ===== Edge ===== |
- | ===Attributes[60]=== | + | * [[Edge]] These are less powerful and character defining than the important backgrounds being only 150 points but in addition you get 150 points in [[Training/ |
- | * +1 DX | + | * Psionic - You can do things with your mind that others cannot. |
- | * +1 HT | + | * Bionics - While not rich, you have an extensive collection of cybernetic implants |
- | * +1 IQ | + | * Rich -While not truly rich as the nobles, you are certainly richer than those who are merely well to do. |
- | * +1 ST | + | * Educated - You have had extensive schooling, likely something like an advanced university degree. |
+ | * Fast Guy - You’re what most people think of as a “martial artist”: lean, agile, and lethally skilled at unarmed combat. | ||
+ | * Big Guy - You’re a master of barehanded combat and favor physical strength and grit over acrobatics. | ||
+ | * Homo superior - You are a "new human", | ||
+ | * Veteran Ranger - You have been in the service for a long time, heck, back when you were an old hat, you trained newbies that are now considered old hats. | ||
+ | * Immortal - You are immortal, aged more than 1000 years and mildly psionic. | ||
+ | * Other service background - You served 20 years ("20 year man") in one of the other imperial services before joining rangers. | ||
+ | * Salarian Lystheni - You [[Salarians|Salarian]] Lystheni. A offshot that is not welcome in the Salarian worlds and have chosen to be in the Empire. | ||
+ | * Enhanced - This is a “general improvement” lens on the base training package, which increases the overall competence of the template without changing its flavor. | ||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
- | ===Advantages[260]=== | + | ===== Genie ===== |
- | -absolute direction 3d sense[10] | + | |
- | -absolute timing[2] | + | |
- | -acute senses +2 vision[4] | + | |
- | -acute senses +2 hearing[4] | + | |
- | -acute senses +2 touch[4] | + | |
- | -acute senses +2 taste/ | + | |
- | -ambidextrous[5] | + | |
- | -amphibious[10] | + | |
- | -+1 move[5] | + | |
- | -+1 water move[5] | + | |
- | -Chameleon 1 [5] | + | |
- | -breath holding 5(x32)[10] | + | |
- | -Dr 5 ablative[5] | + | |
- | -Dr 2 tough skin[6] | + | |
- | -eidetic memory[5] | + | |
- | -empathy[5] | + | |
- | -filter lungs(reduces the ranger implant package cost by 5pt)[5] | + | |
- | -Fearlessness 2[4] | + | |
- | -fit[5] | + | |
- | -flexibility[5] | + | |
- | -hard to kill 2[4] | + | |
- | -hard to subdue 2[4] | + | |
- | -no brain(brain function spread out though body->no vital hits in head)[5] these two reduce ranger implant package by 14 points as no reinforcement. | + | |
- | -no vitals(vitals spread out though body->no vital hits in torso)[5] | + | |
- | -less sleep 2[4] | + | |
- | -metabolism control[5] | + | |
- | -microscopic vision[5] | + | |
- | -mind shield 1[5] | + | |
- | -nictating membrane 5[5] | + | |
- | -night vision 5[5] | + | |
- | -parabolic hearing 1[4] | + | |
- | -pressure support[5] | + | |
- | -protect senses: | + | |
- | -protect senses: | + | |
- | -radiation tolerance /2[5] | + | |
- | -rapid healing[5] | + | |
- | -regeneration slow(radiation only)[4] | + | |
- | -Resist +3 metabolic hazards[10] | + | |
- | -immune: bends[5] | + | |
- | -sealed[15] | + | |
- | -Silence 1[5] | + | |
- | -speak underwater[5] | + | |
- | -subsonic hearing[5] | + | |
- | -telescopic vision 1 [5] | + | |
- | -temperature tolerance 5 high[5] | + | |
- | -temperature tolerance 5 low[5] | + | |
- | -ultra hearing[5] | + | |
- | -universal digestion[5] | + | |
- | -Vacuum support[5] | + | |
- | -Improved G-Tolerance 0.3G[5] | + | |
- | + | ||
- | ===Disadvantages: | + | |
- | - Code of honor(pirate)[-5] | + | |
- | - Sense of duty(own clan)[-5] | + | |
- | - Unusual biochemistry[-5] | + | |
- | + | ||
- | ===Other=== | + | |
- | 6 points more Basic skills/ | + | |
- | + | ||
- | Base gravity: 1g | + | |
- | + | ||
- | + | ||
- | ====From Elvenhome==== | + | |
- | + | ||
- | You are from the planet Elvenhome. A place where the population tries to resemble " | + | |
- | + | ||
- | ===Advantages/ | + | |
- | + | ||
- | Advantages: Access to special gear[1], can learn special influence skills[1] | + | |
- | + | ||
- | Disadvantages: | + | |
- | + | ||
- | ===Genetic modifications: | + | |
- | - less sleep 2 | + | |
- | - rapid healing | + | |
- | - Resist +3 toxins | + | |
- | - Resist +3 sickness | + | |
- | - Extended lifespan 1 | + | |
- | - +1 DX | + | |
- | - +1 IQ | + | |
- | + | ||
- | + | ||
- | ===Cybernetics: | + | |
- | 111 points, but ranger package has 59 of the same points | + | |
- | + | ||
- | ==Cognitive Enhancement (TL10)== | + | |
- | This implant establishes new connections between itself | + | |
- | and different parts of the brain., Normal neurons are | + | |
- | replaced with cybernetic duplicates. The benefits provided | + | |
- | are capabilities at which electronic computers exceed the | + | |
- | capabilities of human brainpower, such as spatial awareness, memory and processing speed | + | |
- | * Eidetic Memory [4] | + | |
- | * Language Talent [8] | + | |
- | * Musical Ability 1 [8] | + | |
- | 20 points. | + | |
- | + | ||
- | ==Thermal Imaging Eyes (TL10)== | + | |
- | This is a pair of bionic eyes with tiny infrared imaging | + | |
- | cameras, day/night telescopic optics, and a HUD (p. 24) | + | |
- | chipped into the optic nerves. | + | |
- | + | ||
- | Statistics: Accessory (HUD) | + | |
- | [1]; Infravision (Temporary | + | |
- | Disadvantage, | + | |
- | [8]; Nictitating Membrane 2 [2]; | + | |
- | Telescopic Vision 1 (Temporary | + | |
- | Disadvantage, | + | |
- | [4]; Blindness (Mitigator, -70%) | + | |
- | [-15]. 0 points. | + | |
- | + | ||
- | Visual and sound processor In the computer implant, clarifying what you see and hear | + | |
- | Statistics: Acute vision +2(electricl -20%)[4], acute hearing +2(electrical)[4] 8 points. | + | |
- | + | ||
- | ==Silvertongue Implant (TL10)== | + | |
- | Statistics: | + | |
- | (Temporary Disadvantage, | + | |
- | + | ||
- | ==Boosted Reflexes (TL9)== | + | |
- | These implanted glands release chemicals on mental | + | |
- | command, triggering a controlled adrenaline-like response. | + | |
- | + | ||
- | Statistics: | + | |
- | [18]. 18 points. | + | |
- | + | ||
- | ==Advanced Bionic Ears (TL9)== | + | |
- | These ears are connected to a computerized sound profiling database. | + | |
- | + | ||
- | Statistics: | + | |
- | Disadvantage, | + | |
- | Deafness (Mitigator, -70%) [-6]. 11 points. | + | |
- | + | ||
- | + | ||
- | ==Gyrobalance (TL9)== | + | |
- | This is a miniature electronic gyroscope implanted in | + | |
- | the inner ears (bothears – but treat as a single operation), | + | |
- | and interfaced to improve the recipient’s sense of balance. | + | |
- | + | ||
- | Statistics: | + | |
- | (Temporary Disadvantage, | + | |
- | + | ||
- | ==Computer Implant (TL9)== | + | |
- | The user should also have a neural jack (p. 217) or | + | |
- | implant radio (p. 211). | + | |
- | + | ||
- | Statistics: Accessory (Tiny computer) [1]; Photographic | + | |
- | Memory (Temporary Disadvantage, | + | |
- | Recorded data only, -20%) [6] | + | |
- | + | ||
- | ==Bioplastic Skin (TL10)== | + | |
- | This modification covers the recipient’s body with a | + | |
- | sheath of living smart bioplastic (p. 171). It is thin and sensitive enough that it looks and behaves like normal skin, | + | |
- | and even heals itself. It is invisible armor covering the | + | |
- | entire body. It has DR 15 vs. burning or piercing damage, | + | |
- | DR 5 vs. other types of damage. | + | |
- | + | ||
- | Statistics: | + | |
- | [15]. 35 points. | + | |
- | + | ||
- | + | ||
- | ==Neural Jack (TL9)== | + | |
- | This is a socket implanted in the body (usually the back of the neck, base of the spine, or skull) with a communications interface. The user can plug an optical cable (p. 43) into it and connect to a phone line, modem, etc. Statistics: | + | |
- | + | ||
- | ==Implant Video Comm (TL9)== | + | |
- | This implanted radio communicator (p. 44) is spliced into the recipient’s optic nerves to provide a video display. It has a range of one mile, and can be used to subscribe to a cell phone or net service provider. Statistics: Radio (Reduced Range, x1/10, -30%; Temporary Disadvantage, | + | |
- | + | ||
- | + | ||
- | ===Basic training: (182)=== | + | |
- | + | ||
- | Advantages: Heroic Archer [20] and Outdoorsman 2 [20]. • 40 | + | |
- | points chosen from among ST +1 [10], DX +1 | + | |
- | [20], HT +1 [10], Per +1 to +2 [5/level], Basic | + | |
- | Speed +1 [20], Basic Move +1 to +2 [5/level], Absolute | + | |
- | Direction [5], Acute Vision +1 to +3 [2/level], Combat Reflexes [15], | + | |
- | Danger Sense [15], Fit [5] or Very Fit [15], High Pain | + | |
- | Threshold [10], Outdoorsman 3 or 4 [10 or 20], | + | |
- | | + | |
- | (Attractive, | + | |
- | Bardic Talent 3 or 4 [8 or 16], Charisma 2-6 [5/ | + | |
- | Cultural Adaptability [10], Honest Face [1], Languages (any) [2-6/ | + | |
- | Musical Ability 3 or 4 [5 or 10], No Hangover [1], | + | |
- | Penetrating Voice [1], Signature Gear [Varies], Smooth | + | |
- | Operator 1 [15], Social Chameleon [5], Wealth (Comfortable | + | |
- | or Wealthy) [10 or 20] | + | |
- | + | ||
- | Primary Skills(44): Bow (A) DX+4 [16]-18; Camouflage (E) IQ+3 | + | |
- | [2]-14†; Fast-Draw (Arrow) (E) DX [1]-14; Observation (A) | + | |
- | Per [2]-14; and Tracking (A) Per+2 [2]-16†. | + | |
- | One of Broadsword, rapier or smallsword, all (A) | + | |
- | [12]. Acting (A) IQ [2]-14; Diplomacy (H) IQ [1]-14†; | + | |
- | Fast-Talk (A) IQ+1 [1]-15†; Musical Instrument (any) (H) IQ | + | |
- | [2]-15‡; Performance (A) IQ+1 [1]-15†; Public Speaking | + | |
- | (A) IQ+2 [1]-16†§; | + | |
- | + | ||
- | Secondary Skills(39): Climbing and Stealth, both (A) DX-1 [4]-13; | + | |
- | Gesture (E) IQ+1 [2]-12; Cartography, | + | |
- | Traps, all (A) IQ+1 [4]-12; Navigation (Land or Sea) (A) IQ+1 | + | |
- | [1]-12†; Mimicry (Bird Calls) (H) IQ+1 [1]-12†; Hiking (A) | + | |
- | HT [2]-12; and Survival (any) (A) Per+2 [2]-16†. | + | |
- | Fast-Draw (any) (E) DX [1]-12; | + | |
- | Current Affairs (any) and Savoir-Faire (High | + | |
- | Society), both (E) IQ [1]-14; Interrogation, | + | |
- | Propaganda, and Streetwise, all (A) IQ-1 [1]-13; Musical | + | |
- | Composition (H) IQ [1]-14‡; Carousing (E) HT [1]-11; | + | |
- | Intimidation (A) Will-1 [1]-13; and Detect Lies (H) Per-2 | + | |
- | [1]-12. | + | |
- | + | ||
- | Background Skills(14): | + | |
- | * Heraldry and Poetry, both (A) IQ-1 [1]-13. | + | |
- | * six of Climbing or Dancing, both (A) DX-1 [1]-11; Acrobatics or Sleight of Hand, both (H) DX-2 [1]-10; First Aid or Gesture, both (E) IQ [1]-14; Connoisseur (any), Disguise, Teaching, or Writing, all (A) IQ-1 [1]-13; Mimicry (Speech) or Ventriloquism, | + | |
- | * six of: Brawling, Fast-Draw (any other), Garrote, Jumping, Knife, or Knot-Tying, all (E) DX [1]-14; Boating (Unpowered), | + | |
- | + | ||
- | Special Skills(5): | + | |
- | + | ||
- | + | ||
- | ===Other gear=== | + | |
- | + | ||
- | Elven bow: Composite recurve bow with electronically accelerated memory material return(powered by a b-cell good for 500 shots). HUD link. Compact targeting scope(Infravision)(+3), | + | |
- | + | ||
- | ^TL ^Weapon ^Damage ^Acc ^Range ^Weight ^RoF ^Shots ^Cost ^ST ^Bulk^ | + | |
- | |11 |Elven bow |thr+8 imp* |7(8)+3 |x30/x35 |4/0.1 |1 |1(2) |$24,000| 9| -7| | + | |
- | + | ||
- | *damage type varies by arrow. | + | |
- | + | ||
- | Elven Arrows: | + | |
- | * Can carry any 10mm, warhead typical: | + | |
- | * Training: imp $1 | + | |
- | * War arrow +4 damage imp(10) $60 | + | |
- | * Apex pi+(2) liked: 1d-4 cr ex [1d-2] $10 | + | |
- | * Plasma 1d+2 burn ex sur $15 | + | |
- | * Hemp 8d(5) imp inc + linked 1d-2 cr ex [1d-2] $10 | + | |
- | * Biochemical Aerosol $5+carrier thing cost typical things: | + | |
- | * riot gas $2 | + | |
- | * sleep gas $0.5 | + | |
- | * Paralysis gas $10 | + | |
- | * Payload arrows, carry a 25mm arrow, half range -1 acc. | + | |
- | * Plasma: 6d burn ex sur $80 | + | |
- | * Hemp 6dx3(10) cr inc + linked 2d cr ex [1d+1] $40 | + | |
- | * Tangler: ST 15 (+1 per additional layer) | + | |
- | * Thermobaric 8d+8 cr ex inc $80 | + | |
- | * Beiochemical 2 yards radius 10 doses $20 | + | |
- | + | ||
- | All but training are Multitargeting: | + | |
- | * infrared homing( Homing (Infravision) skill 14) | + | |
- | * semiactive laser homing(guided attack: Guided attack homes in on the laser sight dot) | + | |
- | * passive (no homing system active) | + | |
- | + | ||
- | Elven blade(TL 11): Broadsword, smallsword or rapier, Balanced, hyperdense very fine vibroblade( +1d+4(20)) Base cost *90, with neurolash function +$500. | + | |
- | + | ||
- | ===Other=== | + | |
- | Base gravity: 0.87g | + | |
- | + | ||
- | ==== Special forces background ==== | + | |
- | You served 20 years ("20 year man") in one of the imperial special forces units before joining rangers. Alternatively (but less likely) you could be a current member of a special forces unit on tour of rangers. | + | |
- | + | ||
- | ===Bionics=== | + | |
- | Do not get the ranger Bionics package, instead get special forces bionics: 265 points=(+201) | + | |
- | + | ||
- | ==Hyperspectral Eyes== | + | |
- | This is a pair of bionic eyes with tiny multispectral imaging | + | |
- | cameras, day/night telescopic optics, and a HUD (p. 24) | + | |
- | chipped into the optic nerves.\\ | + | |
- | + | ||
- | Statistics: | + | |
- | (Temporary Disadvantage, | + | |
- | Nictitating Membrane 3 [3]; Telescopic Vision 1 | + | |
- | (Temporary Disadvantage, | + | |
- | (Mitigator, -70%) [-15]. 13 points. | + | |
- | + | ||
- | + | ||
- | ==Monocrys Subdermal Armor== | + | |
- | This diamondoid nanocrystal mesh grown under the | + | |
- | patient’s skin provides DR 24 vs. piercing and cutting damage and DR 8 vs. other damage.\\ | + | |
- | Statistics: DR 16 (Limited, Piercing and Cutting, -20%; | + | |
- | Tough Skin, -40%) [32]; DR 8 (Tough Skin, -40%) [24]. 56 | + | |
- | points. | + | |
- | + | ||
- | ==Hyperdense Skeleton== | + | |
- | Micro- or nanomachines can reinforce a patient’s skeleton | + | |
- | with carbon fibers, transforming his bones into structures | + | |
- | with the strength of metal reinforced with hyperdense | + | |
- | nanoparticles for additional damage resistance. Implants take over the function of | + | |
- | bone marrow and produce blood cells. Weight | + | |
- | does not increase. While the reinforced bones do not show | + | |
- | up on metal detectors, they can be identified with X-rays, | + | |
- | diagnostic beds, and other advanced sensors. | + | |
- | A hyperdense skeleton increases body | + | |
- | weight by 10 to 20 percent. | + | |
- | + | ||
- | Statistics: HP+5 [10]; DR 40 | + | |
- | (Skull only, -70%) [60]; DR 20 (Limited, Crushing, -40%; | + | |
- | Tough Skin, -40%) [20]. 90 points | + | |
- | + | ||
- | ==Intestinal Recycler (TL10)== | + | |
- | The human digestive system is imperfect, so waste matter | + | |
- | always contains useful chemicals that could have been | + | |
- | metabolized and used by the body. This implant collects | + | |
- | waste matter and reprocesses it. | + | |
- | + | ||
- | Statistics: | + | |
- | + | ||
- | ==Accelerated Reflexes (TL10)== | + | |
- | A system of electronic nerves and computer hardware | + | |
- | that replaces large sections of the nervous system. | + | |
- | + | ||
- | Statistics: Extra Attack 1 (Temporary Disadvantage, | + | |
- | Electrical, -20%) [20]. 20 points. | + | |
- | + | ||
- | ==Implant Video Comm (TL9)== | + | |
- | This implanted radio communicator (p. 44) is spliced | + | |
- | into the recipient’s optic nerves to provide a video display. | + | |
- | It has a range of one mile, and can be used to subscribe to | + | |
- | a cell phone or net service provider. | + | |
- | + | ||
- | Statistics: Radio (Reduced Range, x1/10, -30%; | + | |
- | Temporary Disadvantage, | + | |
- | [9]. 9 points. | + | |
- | + | ||
- | ==Gyrobalance (TL9)== | + | |
- | This is a miniature electronic gyroscope implanted in | + | |
- | the inner ears (bothears – but treat as a single operation), | + | |
- | and interfaced to improve the recipient’s sense of balance.\\ | + | |
- | + | ||
- | Statistics: | + | |
- | (Temporary Disadvantage, | + | |
- | + | ||
- | ==Filter Implant (TL9)== | + | |
- | A self-regenerating particle-filtration system integrated | + | |
- | into the recipient’s lungs. | + | |
- | + | ||
- | Statistics: | + | |
- | + | ||
- | ==Boosted Reflexes (TL9)== | + | |
- | These implanted glands release chemicals on mental | + | |
- | command, triggering a controlled adrenaline-like response. | + | |
- | Statistics: | + | |
- | [18]. 18 points. | + | |
- | + | ||
- | ==Advanced Bionic Ears (TL9)== | + | |
- | These ears are connected to a computerized soundprofiling database. | + | |
- | Statistics: | + | |
- | + | ||
- | Disadvantage, | + | |
- | Deafness (Mitigator, -70%) [-6]. 11 points. | + | |
- | + | ||
- | + | ||
- | ==Biomonitor Implant (TL9)== | + | |
- | This implant monitors vital signs: pulse, heartbeat, | + | |
- | blood pressure, respiration, | + | |
- | alcohol levels, as well as the overall condition of the user’s | + | |
- | other cybernetics. It includes a small wrist display, and can | + | |
- | connect to a neural interface (p. 48) or computer implant | + | |
- | (p. 215). It gives a +2 bonus to any First Aid, Diagnosis or | + | |
- | Physician rolls on the cyborg, as long as the medic can see | + | |
- | the display. Halve the bonus if the user can see it but has to | + | |
- | describe it to the medic. If the medic has a neural interface | + | |
- | or a computer, he can jack it into a port beside the visual | + | |
- | readout and monitor the cyborg directly. | + | |
- | + | ||
- | Statistics: | + | |
- | + | ||
- | ==Computer Implant (TL9)== | + | |
- | The user should also have a neural jack (p. 217) or | + | |
- | implant radio (p. 211). | + | |
- | + | ||
- | Statistics: Accessory (Tiny computer) [1]; Photographic | + | |
- | Memory (Temporary Disadvantage, | + | |
- | Recorded data only, -20%) [6] | + | |
- | + | ||
- | ==Neural Jack (TL9)== | + | |
- | This is a socket implanted in the body (usually the back | + | |
- | of the neck, base of the spine, or skull) with a communications interface. The user can plug an optical cable (p. 43) | + | |
- | into it and connect to a phone line, modem, etc. | + | |
- | + | ||
- | Statistics: | + | |
- | + | ||
- | ==Biological Operating System (BOS) Implant (TL10)== | + | |
- | This implant controls biofeedback systems and diagnostic monitors, as well as nanomachine drug factories that | + | |
- | that help the user manage his body’s physiological state. | + | |
- | + | ||
- | Statistics: Alcohol Tolerance [1], Deep Sleeper [1], | + | |
- | Metabolism Control 1 [5], No Hangover [1]. 8 points. | + | |
- | + | ||
- | ==Internal Reinforcement(TL10)== | + | |
- | + | ||
- | Implanted bioplastic elements under the skin protect specially vital locations from damage, but are not as durable as armor. | + | |
- | + | ||
- | TL 10: hard to kill 2[4], Damage Resistance 10 - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[10] 14 points | + | |
- | + | ||
- | + | ||
- | ===Training === | + | |
- | 96 points | + | |
- | + | ||
- | Advantages: Fit [5]; G-experience(all)[10] | + | |
- | + | ||
- | Primary Skills: 54 | + | |
- | * Armoury (Small Arms) (A) IQ [2]; Brawling (E) DX [2]; Camouflage (E) IQ [2]; Electronics Operation (Comm) (A) IQ-1 [2]; Explosives (Demolition) (A) IQ [2]; Fast-Draw (Ammo) (E) DX [1]; First Aid/TL10 (E) IQ [2]; Navigation (Land) (A) IQ-1 [2]; Observation (A) Per [2]; Parachuting (E) DX [2]; Running (A) HT [2]; Savoir-Faire (Military) (E) IQ [1]; battledress (A) IQ [8]; Soldier (A) IQ+1 [4]; Stealth (A) DX [2], Survival (any) (A) IQ [2]; Survival (any) (A) IQ-1 [1]; Swimming (E) HT+2 [2]; Tactics (H) IQ [2]; Throwing (A) DX-1 [1]; Traps (A) IQ-1 [2] | + | |
- | * Guns/TL9 (Rifle)(E) DX+2 [4]; Guns (pick two specializations from among LMG, Pistol, Shotgun, or SMG) or Beam weapons(pistol) (E) DX+2 [2*2] | + | |
- | + | ||
- | + | ||
- | Secondary Skills: | + | |
- | Artillery/ | + | |
- | + | ||
- | Background Skills: | + | |
- | + | ||
- | + | ||
- | If 20 year man also get: | + | |
- | * Independent income 2[2]: represents both the higher pay for 20 year men and the retirement money you would get. | + | |
- | * Better gear [5] | + | |
- | * rank 1-2[5-10] | + | |
- | * -4-rank points to Basic skills/ | + | |
- | If on a tour to rangers get: | + | |
- | * rank 1-2[5-10] | + | |
- | * 3-rank cost points points to Basic skills/ | + | |
- | + | ||
- | + | ||
- | ====Noble==== | + | |
- | You are a very minor member of a major house, a major member of a lesser house or a direct descendant of a minor house. | + | |
- | + | ||
- | Note:this template has things with more than the 300 points, so you have to leave many things out. | + | |
- | + | ||
- | Spend 300 points on below: | + | |
- | + | ||
- | Minimums: One of the wealth/ | + | |
- | Maximums: One of the wealth/ | + | |
- | + | ||
- | ===Disadvantages=== | + | |
- | + | ||
- | Distinctive features: Optional, but fairly common among nobles. Only one allowed from below: | + | |
- | * Blue skin(only if major house or lesser house)[-1]. Several of the major houses tinkered with their genes to produce blue skin as a symbol of being different. Some lesser houses followed suit. A law then forbid anyone not of a lesser or major house from having skin colored blue. | + | |
- | * Lithe[-6]: | + | |
- | * Albino[-1]: | + | |
- | * Cat eyes[-1]:A new fad among the younger crowd of lesser noble houses is to have the irises of their implant eyes be vertical. This can be combined with any of above. | + | |
- | + | ||
- | Can take up to 25 points social/ | + | |
- | + | ||
- | Also if you wish can take one less 25 point training package in Additional training and use the points here. | + | |
- | + | ||
- | ===Schooling=== | + | |
- | + | ||
- | You have enjoyed the best tutors instead of normal schooling: [60-90] | + | |
- | * IQ +2 | + | |
- | * 20-50 points in knowledge skills(max 8 points each) | + | |
- | + | ||
- | ===Noble type=== | + | |
- | Wealth/ | + | |
- | * Major house: [145] | + | |
- | * Multi millionaire 2 [100] | + | |
- | * Status 6(3 free)[15] | + | |
- | * Legal immunity [15] | + | |
- | * Better gear 3[15] | + | |
- | * Lesser house[110] | + | |
- | * Multi millionaire [75] | + | |
- | * Status 5(2 free)[15] | + | |
- | * Better gear 2[10] | + | |
- | * Legal immunity [10] | + | |
- | * Minor house[75/ | + | |
- | * Filthy rich [50] | + | |
- | * Status 4(1 free)[15] | + | |
- | * Legal immunity [5] | + | |
- | * Better gear[5] | + | |
- | * Optional: Heir(child of the actual leader) | + | |
- | * Buy heir (-50% version of " | + | |
- | * Filthy rich to multi millionaire[12.5] | + | |
- | * Status +1 to 5[2.5] | + | |
- | * Legal immunity to 10[2.5] | + | |
- | + | ||
- | ===Implants=== | + | |
- | + | ||
- | You likely have superior cybernetics: | + | |
- | + | ||
- | You can leave some of the implants out(likely candidates: backup brain, reinforced skeleton, advanced bionic ears or one(but not both) neural interface) or downgrade the armor to save points. | + | |
- | + | ||
- | ==Cognitive Enhancement (TL10)== | + | |
- | This implant establishes new connections between itself | + | |
- | and different parts of the brain., Normal neurons are | + | |
- | replaced with cybernetic duplicates. The benefits provided | + | |
- | are capabilities at which electronic computers exceed the | + | |
- | capabilities of human brainpower, such as spatial awareness, memory and processing speed.\\ | + | |
- | + | ||
- | Max 4 implants, each from the list: (all -20% electric) | + | |
- | * 3D Spatial Sense [8] | + | |
- | * Eidetic Memory [4] | + | |
- | * Enhanced Time Sense [36] | + | |
- | * Intuition [12], | + | |
- | * Language Talent [8] | + | |
- | * Lightning Calculator [2 or 4] | + | |
- | * Mathematical Ability 2[16], | + | |
- | * Musical Ability 2[16] | + | |
- | * Single-Minded [4] | + | |
- | * Visualization [8] | + | |
- | + | ||
- | ==Computer Implant (TL9)== | + | |
- | This is a computer implanted in the recipient’s head and | + | |
- | controlled through its own direct neural interface. It takes | + | |
- | only a thought to call up a file or access a database. Data | + | |
- | scrolls across the periphery of the user’s vision, and he | + | |
- | hears the computer as a voice in his head. | + | |
- | + | ||
- | The implant includes an optical-recognition feature | + | |
- | using the user’s eyes and ears as sensors. It can speed-read | + | |
- | documents, for example, and store them in its database. (It | + | |
- | takes normal time to read them later, though one could ask | + | |
- | the computer to provide a synopsis). | + | |
- | + | ||
- | The interface can also run “virtual tutor” (p. 56) augmented reality programs that not only talk but show how to | + | |
- | do things by overlaying instructions on the user’s visual field. | + | |
- | Although several programs could theoretically be run at | + | |
- | once, the user can only focus on one at a time. A computer | + | |
- | implant is most useful with an implanted communicator. | + | |
- | + | ||
- | Computer Implant (TL9) | + | |
- | + | ||
- | The user should also have a neural jack (p. 217) or | + | |
- | implant radio (p. 211). | + | |
- | + | ||
- | Statistics: Accessory (Tiny computer) [1]; Photographic | + | |
- | Memory (Temporary Disadvantage, | + | |
- | + | ||
- | + | ||
- | ==Neural Jack (TL9)== | + | |
- | This is a socket implanted in the body (usually the back | + | |
- | of the neck, base of the spine, or skull) with a communications interface. The user can plug an optical cable (p. 43) | + | |
- | into it and connect to a phone line, modem, etc. | + | |
- | + | ||
- | Statistics: | + | |
- | + | ||
- | + | ||
- | ==Wireless Neural Interface (TL9)== | + | |
- | + | ||
- | This is a wireless neural interface radio with a one-mile | + | |
- | range. It can also function as a radio communicator. | + | |
- | + | ||
- | Statistics: | + | |
- | +20%; Sensie, +80%) [17]. 17 points. | + | |
- | + | ||
- | ==Biological Operating System (BOS) Implant (TL10)== | + | |
- | + | ||
- | This implant controls biofeedback systems and diagnostic monitors, as well as nanomachine drug factories that | + | |
- | that help the user manage his body’s physiological state. | + | |
- | + | ||
- | Statistics: Alcohol Tolerance [1], Deep Sleeper [1], | + | |
- | Metabolism Control 1 [5], No Hangover [1]. 8 points | + | |
- | + | ||
- | ==Backup Brain (TL11)== | + | |
- | + | ||
- | This computer and sensor system monitors the user’s | + | |
- | chemical and electrical thought processes, reshaping its | + | |
- | own neural network to imitate them. The backup brain will | + | |
- | configure itself into an electronic duplicate of the user’s | + | |
- | mind after a number of months equal to the user’s IQ. After | + | |
- | it has successfully mimicked the user, a simple operation | + | |
- | can shut down the organic brain and give the backup brain | + | |
- | control of the user’s body. | + | |
- | + | ||
- | The advantage of doing so is twofold: the implant is | + | |
- | more resistant to brain damage, and it does not suffer IQ | + | |
- | losses due to aging or brain disease. A backup brain | + | |
- | implant can also be transplanted into a clone body. (This is | + | |
- | a radical cybernetic operation.) If successful, the result will | + | |
- | be a clone controlled by a computer that behaves exactly | + | |
- | like the original person. | + | |
- | + | ||
- | If the user dies, the brain implant may survive, preserving the user’s memory and personality. This is the case | + | |
- | whether or not the ordinary brain has been shut down. If | + | |
- | the user was killed by any injury that left his head intact, | + | |
- | the implant will always survive. If the brain implant user | + | |
- | was killed by a head injury, the implant will survive unless | + | |
- | the head was totally destroyed (i.e., damage to the head | + | |
- | alone was greater than 5 ¥ HT). If the implant survives, it | + | |
- | can be salvaged and transplanted into a cloned body. | + | |
- | + | ||
- | Statistics: | + | |
- | ability to avoid IQ losses from aging and sometimes evade | + | |
- | death is the Extra Life (Copy) advantage [20] | + | |
- | + | ||
- | ==Thermal Imaging Eyes (TL10)== | + | |
- | This is a pair of bionic eyes with tiny infrared imaging | + | |
- | cameras, day/night telescopic optics, and a HUD (p. 24) | + | |
- | chipped into the optic nerves. | + | |
- | + | ||
- | Statistics: Accessory (HUD) | + | |
- | [1]; Infravision (Temporary | + | |
- | Disadvantage, | + | |
- | [8]; Nictitating Membrane 2 [2]; | + | |
- | Telescopic Vision 1 (Temporary | + | |
- | Disadvantage, | + | |
- | [4]; Blindness (Mitigator, -70%) | + | |
- | [-15]. 0 points. | + | |
- | + | ||
- | ==Hyperspectral Eyes (TL11)== | + | |
- | These bionic eyes are similar to thermal imaging eyes, except that multispectral cameras replace the | + | |
- | infrared cameras. | + | |
- | + | ||
- | Statistics: | + | |
- | (Temporary Disadvantage, | + | |
- | Nictitating Membrane 3 [3]; Telescopic Vision 1 | + | |
- | (Temporary Disadvantage, | + | |
- | (Mitigator, -70%) [-15]. 13 points. | + | |
- | + | ||
- | ==Nanoweave Subdermal Armor (TL10)== | + | |
- | Advanced flexible armor implanted under the patient’s | + | |
- | skin. It has DR 18 vs. piercing and cutting damage and DR | + | |
- | 6 vs. other damage. | + | |
- | + | ||
- | Statistics: DR 12 (Limited, Piercing and Cutting, -20%; | + | |
- | Tough Skin, -40%) [24]; DR 6 (Tough Skin, -40%) [18]. 42 | + | |
- | point | + | |
- | + | ||
- | ==Reinforced Skeleton (TL10)== | + | |
- | Micro- or nanomachines can reinforce a patient’s skeleton with carbon fibers, | + | |
- | | + | |
- | function of bone marrow and produce blood cells. Weight | + | |
- | does not increase. While the reinforced bones do not show | + | |
- | up on metal detectors, they can be identified with X-rays, | + | |
- | diagnostic beds, and other advanced sensors. | + | |
- | + | ||
- | Statistics: HP+5 [10]; DR 20 (Skull only, -70%) [30]; DR | + | |
- | 10 (Limited, Crushing, -40%; Tough Skin, -40%) [10]. 60 | + | |
- | points | + | |
- | + | ||
- | ==Hyperdense Skeleton (TL11)== | + | |
- | A reinforced skeleton (above) | + | |
- | impregnated with hyperdense | + | |
- | nanoparticles for additional | + | |
- | damage resistance. A hyperdense skeleton increases body | + | |
- | weight by 10 to 20 percent. | + | |
- | + | ||
- | Statistics: HP+5 [10]; DR 40 | + | |
- | (Skull only, -70%) [60]; DR 20 (Limited, Crushing, -40%; | + | |
- | Tough Skin, -40%) [20]. 90 points. | + | |
- | + | ||
- | + | ||
- | ==Gyrobalance (TL9)== | + | |
- | This is a miniature electronic gyroscope implanted in | + | |
- | the inner ears (bothears – but treat as a single operation), | + | |
- | and interfaced to improve the recipient’s sense of balance. | + | |
- | Statistics: | + | |
- | (Temporary Disadvantage, | + | |
- | + | ||
- | ==Filter Implant (TL9)== | + | |
- | A self-regenerating particle-filtration system integrated | + | |
- | into the recipient’s lungs. | + | |
- | Statistics: | + | |
- | + | ||
- | ==Silvertongue Implant (TL10)== | + | |
- | Statistics: | + | |
- | (Temporary Disadvantage, | + | |
- | + | ||
- | ==Boosted Heart (TL10)== | + | |
- | This combination of a cybernetic heart upgrade and | + | |
- | arterial reinforcement allows the recipient to temporarily | + | |
- | boost his metabolism beyond human norms. It can be | + | |
- | added to either a healthy or a bionic heart. | + | |
- | + | ||
- | Statistics: Basic Speed +1 (Costs Fatigue 1, -5%; | + | |
- | Temporary Disadvantage, | + | |
- | to Heart Attack (Temporary Disadvantage, | + | |
- | [4]. 19 points. | + | |
- | + | ||
- | ==Advanced Bionic Ears (TL9)== | + | |
- | These ears are connected to a computerized soundprofiling database. | + | |
- | + | ||
- | Statistics: | + | |
- | Disadvantage, | + | |
- | Deafness (Mitigator, -70%) [-6]. 11 points. | + | |
- | + | ||
- | ==Biomonitor Implant (TL9)== | + | |
- | This implant monitors vital signs: pulse, heartbeat, | + | |
- | blood pressure, respiration, | + | |
- | alcohol levels, as well as the overall condition of the user’s | + | |
- | other cybernetics. It includes a small wrist display, and can | + | |
- | connect to a neural interface (p. 48) or computer implant | + | |
- | (p. 215). It gives a +2 bonus to any First Aid, Diagnosis or | + | |
- | Physician rolls on the cyborg, as long as the medic can see | + | |
- | the display. Halve the bonus if the user can see it but has to | + | |
- | describe it to the medic. If the medic has a neural interface | + | |
- | or a computer, he can jack it into a port beside the visual | + | |
- | readout and monitor the cyborg directly. | + | |
- | + | ||
- | Statistics: | + | |
- | + | ||
- | ==== Ninjutsu clan ==== | + | |
- | You are from a ancient clan, claiming to honor old traditions from the human home world "The way of the ninja" or " | + | |
- | + | ||
- | Note that you are likely to own a lot of melee weapons(ut 165-166) with monowire blade or hyperdense vibroblade, perhaps with a stun or neurolash option. Another favorite is the sonic shurigen(ut 166) | + | |
- | + | ||
- | ===Advantages=== | + | |
- | Advantages[112]: | + | |
- | Trained by master[30] and Weapon Master | + | |
- | (Ninja Weapons) [35]. And written and spoken Japanese [6] G-experience 1.47g[1]• A further 25 points chosen from | + | |
- | | + | |
- | [20], IQ +1 [20], HT +1 or +2 [10 or 20], Per +1 to +5 | + | |
- | [5/level], Basic Speed +1 [20], Basic Move +1 to +3 [5/ | + | |
- | Acute Senses (any) [2/level], Ambidexterity [5], Combat | + | |
- | Reflexes [15], Craftiness 3 or 4 [5/level], Danger Sense [15], | + | |
- | Daredevil [15], Enhanced Dodge 1 [15], Enhanced Parry 1-2 (All) [10/ | + | |
- | | + | |
- | [5/level], Extra Attack 1 [25], Gizmos 1-3 [5/gizmo], Night | + | |
- | Vision 1-9 [1/level], Perfect Balance [15], Peripheral Vision | + | |
- | [15], Serendipity 1 [15], Signature Gear [Varies], Striking | + | |
- | ST 1-5 (Assassination, | + | |
- | [5/level], Wild Talent 1 [20], Zeroed [10], Zeroed (Ninja) | + | |
- | [10], or replace Luck [15] with Extraordinary Luck [30] for | + | |
- | 15 points or 1-2 levels of additional ninja talent[5/ | + | |
- | + | ||
- | Ninja talent: Blind Fighting(p.B180), | + | |
- | (p. B205), and Mental Strength(p. B209 | + | |
- | + | ||
- | ===Skills=== | + | |
- | Primary Skills[22]: | + | |
- | * Stealth[4]. • Judo and Karate, | + | |
- | * Five of Fast-Draw (any), Garrote, Knife, or Thrown Weapon (Knife orShuriken), | + | |
- | Staff, Throwing, or Tonfa, all (A) DX [2]; Blowpipe, Flail, or Kusari, all (H) DX-1 [2]; or 2 points to raise one of those skills by a level. | + | |
- | + | ||
- | + | ||
- | Secondary Skills[7]: Jumping (E) DX [1]-15; Climbing (A) DX | + | |
- | [2]-15; Acrobatics (H) DX-1 [2]; and Holdout and Shadowing, | + | |
- | both (A) IQ+1 [1]. • | + | |
- | + | ||
- | Six of[6]: Forced Entry or Knot Tying, both (E) DX [1]-15; Escape (H) DX-2 [1]-13; | + | |
- | Camouflage (E) IQ+2 [1]-13†; Acting or Disguise, both (A) | + | |
- | IQ+1 [1]-12†; Lock picking or Traps, both (A) IQ-1 [1]-10; | + | |
- | Poisons or Tactics, both (H) IQ-2 [1]-9; Swimming (E) HT | + | |
- | [1]-11; Running (A) HT-1 [1]-10; Observation or Tracking, | + | |
- | both (A) Per-1 [1]-10; any primary combat skill option at a | + | |
- | level lower; or 1 point to raise one of these skill choices or | + | |
- | Holdout, Jumping, or Shadowing by a level. | + | |
- | + | ||
- | ===Bionics=== | + | |
- | Same as ranger and:[+40] | + | |
- | ==Slickskin (TL10)== | + | |
- | The recipient’s skin is covered with a switchable smart | + | |
- | matter nanofilm. When activated, most of his skin becomes | + | |
- | virtually frictionless. The palms of the hands and the soles | + | |
- | of the feet are not affected.\\ | + | |
- | Statistics: | + | |
- | + | ||
- | ==Accelerated Reflexes (TL10)== | + | |
- | A system of electronic nerves and computer hardware | + | |
- | that replaces large sections of the nervous system. | + | |
- | + | ||
- | Statistics: Extra Attack 1 (Temporary Disadvantage, | + | |
- | Electrical, -20%) [20]. 20 points | + | |
- | + | ||
- | ==Thermal Imaging Eyes (TL10)== | + | |
- | This is a pair of bionic eyes with tiny infrared imaging | + | |
- | cameras, day/night telescopic optics, and a HUD (p. 24) | + | |
- | chipped into the optic nerves. | + | |
- | + | ||
- | Statistics: Accessory (HUD) | + | |
- | [1]; Infravision (Temporary | + | |
- | Disadvantage, | + | |
- | [8]; Nictitating Membrane 2 [2]; | + | |
- | Telescopic Vision 1 (Temporary | + | |
- | Disadvantage, | + | |
- | [4]; Blindness (Mitigator, -70%) | + | |
- | [-15]. 0 points | + | |
- | + | ||
- | ==Boosted Reflexes (TL9)== | + | |
- | These implanted glands release chemicals on mental | + | |
- | command, triggering a controlled adrenaline-like response.\\ | + | |
- | + | ||
- | Statistics: | + | |
- | [18]. 18 points. | + | |
- | + | ||
- | ===Ninja abilities=== | + | |
- | + | ||
- | Select 103 points from below ninja abilities. You can use +/-5 the given number of points with the basic/ | + | |
- | + | ||
- | The ninja acquires these abilities through rigorous | + | |
- | conditioning. The ninja power modifier requires the ninja to | + | |
- | not have any rigid armor and be maximally at light encumbrance to work. | + | |
- | + | ||
- | ==Catfall== | + | |
- | Ninja are great climbers, and many of their tools are | + | |
- | designed to help them ascend to high places. Therefore, a ninja | + | |
- | must learn quickly to fall properly. | + | |
- | + | ||
- | Statistics: Catfall(PM, -10%)[9]. | + | |
- | + | ||
- | ==Danger Sense== | + | |
- | Ninja learn to detect impending danger. This ability isn’t | + | |
- | magical or mystical, but rather reflects the ninja’s | + | |
- | hypersensitivity to things that could endanger him. | + | |
- | + | ||
- | Statistics: Danger Sense(PM, -10%)[14]. | + | |
- | + | ||
- | ==Enhanced Dodge 1== | + | |
- | Ninja are mobile, and move lightly and quickly. They learn | + | |
- | to avoid blows instead of taking them. | + | |
- | + | ||
- | Statistics: Enhanced Dodge 1(PM, -10%)[14]. | + | |
- | + | ||
- | ==Enhanced Parry 1 or 2(All Weapons)== | + | |
- | Ninja eschew heavy armor. Instead, they learn to defend | + | |
- | them selves with their weapons to the utmost. | + | |
- | + | ||
- | Statistics: Enhanced Parry 1 or 2(All Weapons; PM, -10%) [9 or 18] | + | |
- | + | ||
- | ==Killing Strike 1 or 2== | + | |
- | + | ||
- | Ninja can learn special methods to use their weapons to end | + | |
- | a fight quickly with a powerful blow. Add your Killing Strike | + | |
- | level to your ST to calculate damage for a single armed melee attack. | + | |
- | Unfortunately, | + | |
- | of mental energy that can’t be maintained more than a brief | + | |
- | interval. Thus, you can deal such a blow once per battle with a | + | |
- | given weapon(you’re assumed to maintain your weapons, and | + | |
- | refocus your mental energy between fights). | + | |
- | + | ||
- | If you have many weapons, you can Ready or Fast-Draw | + | |
- | weapon after weapon to invoke this ability repeatedly. | + | |
- | Once you run out of weapons,you can’t use the ability | + | |
- | again until the next battle.This is one reason why ninja | + | |
- | master–and carry!–many different weapons. | + | |
- | + | ||
- | The weapons do not have to be of a different | + | |
- | type; you can use a succession of knives, | + | |
- | but it’s more stylish to have different weapons. | + | |
- | + | ||
- | A complete miss never expends a use of Killing Strike. | + | |
- | + | ||
- | However, if the blow either strikes home or is successfully | + | |
- | blocked, dodged, or parried, it does count as a use. | + | |
- | + | ||
- | Statistics: Striking ST(Once Per Weapon Per Battle, -10%; | + | |
- | PM, -10%)[4/ | + | |
- | + | ||
- | ==Lethal Weapon== | + | |
- | Prerequisites: | + | |
- | + | ||
- | A skilled ninja not only can wield weapons effectively, | + | |
- | can turn an ordinary object into a lethal weapon. This is | + | |
- | extremely hard on the object so handled;it automatically ruins | + | |
- | it for use in its original design and as a weapon after one use. | + | |
- | This ability can be combined with Killing Strike(above). | + | |
- | + | ||
- | An object must be similar in both length(within 10%)and | + | |
- | weight(within 1lb.) to the weapon it’s intended to emulate.For | + | |
- | example, an ordinary stick can be treated as a staff or club, a | + | |
- | knotted rope as a kusari or garrote,a rock as a shuriken. | + | |
- | However, a rock doesn’t make a good sword,nor a wand,a spear. | + | |
- | To use the ability, simply declare the tool is being used as a | + | |
- | Lethal Weapon. Resolve the attack normally as if theimprovised | + | |
- | item was a weapon of the appropriate kind. This ability lasts for | + | |
- | one successful attack; after causing damage or being blocked, | + | |
- | dodged,or parried,it is no longer effective–the stick breaks, | + | |
- | rope tangles hopelessly and so on.\\ | + | |
- | + | ||
- | Statistics: Adds the new special modifier Improvised | + | |
- | Weapons, +20%, to WeaponMaster(Ninja Weapons; p. 7)[7]. | + | |
- | + | ||
- | ==NinjaTools== | + | |
- | One of the most basic ninja arts,this is the ability to produce | + | |
- | your own tools for the task at hand. The ninja can buy any number | + | |
- | of Gizmos(p. B57) subject to these limitations(the usual | + | |
- | limit of three doesn’t apply).The catch is that these Gizmos can | + | |
- | only produce ninja gear: nage teppos, | + | |
- | and so on.For purposes of this advantage, | + | |
- | Tools (DF12:15) or Primitive Covert Ops and Security Gear (see Dungeon | + | |
- | Fantasy1, | + | |
- | heavier than Basic Lift/ | + | |
- | Bulk worse than-4. Subject to these size limits, a Gizmo can be | + | |
- | any ninja gear you own but didn’t specify you had on you(it | + | |
- | “teleports” to you and stays with you afterward); any bit of | + | |
- | reusable ninja gear that you didn’t own, worth at most $10 | + | |
- | (ditto);or any expendable ninja item worth up to $50(consumed | + | |
- | in a single use). | + | |
- | + | ||
- | Alternatively, | + | |
- | weapon of any size that you have ready in yourhand: Your | + | |
- | ninja-to’s sheath might act as asnorkel or ablowpipe, your | + | |
- | staff could have a hidden kusari inside or turn into climbing | + | |
- | pole, etc. The limit here is one Gizmo per weapon per adventure. | + | |
- | + | ||
- | Thus, you must whip out a new weapon for each trick. | + | |
- | + | ||
- | Statistics: Gizmos (Ninja Gear Only, -10%; PM, -10%) [4/ | + | |
- | + | ||
- | ==One With Shadows== | + | |
- | Prerequisite: | + | |
- | + | ||
- | Ninja learn to meld with the shadows and | + | |
- | darkness, making them especially hard to see. Even | + | |
- | individuals close to or surrounding the ninja become | + | |
- | less visible; the eye is distracted and looks elsewhere. | + | |
- | This does not work when moving.To remain One With | + | |
- | Shadows, one must remain unmoving. | + | |
- | + | ||
- | Statistics: Obscure 5 (Vision; Accessibility, | + | |
- | when stationary, -50%; Defensive, +50%; Extended, | + | |
- | Infravision, | + | |
- | + | ||
- | ==Perfect Balance== | + | |
- | Once a ninja has learned to fall safely, he masters how not | + | |
- | to fall at all.Legends of ninja masters running along ropes and | + | |
- | scurrying along the narrowest ledges are based on this ability, | + | |
- | often combined with Light Walk(p.B205)to travel on weak or | + | |
- | fragile surfaces. | + | |
- | + | ||
- | Statistics: Perfect Balance(PM, -10%)[14]. | + | |
- | + | ||
- | ==Peripheral Vision== | + | |
- | + | ||
- | Prerequisite: | + | |
- | + | ||
- | Once a ninja’s senses are able to warn him of unseen danger, | + | |
- | he learns to see the danger better. A ninja’s alertness to his | + | |
- | surroundings gives him almost super-normal field of vision. | + | |
- | + | ||
- | This is not a physical change to the ninja, merely training to | + | |
- | notice and recognize objects on the edge of his field of vision. | + | |
- | + | ||
- | Statistics: Peripheral Vision(PM, -10%)[14]. | + | |
- | + | ||
- | ==ShadowWalker== | + | |
- | Prerequisites: | + | |
- | + | ||
- | The true master ninja no longer becomes one with the | + | |
- | shadow,but becomes the shadow.He can slip from shadow to | + | |
- | shadow, and slide through the small cracks in dark places. | + | |
- | Only the smallest amount of gear can be carried. | + | |
- | + | ||
- | Statistics: ShadowForm(Can Carry Objects, No Encumbrance, | + | |
- | + | ||
- | ==Shifting Visage== | + | |
- | + | ||
- | Prerequisites: | + | |
- | + | ||
- | Ninja learn to cloud and confuse the minds of those who | + | |
- | observe them, allowing them to appear as another, perhaps | + | |
- | trusted, individual. The special Glamour limitation(Powers, | + | |
- | p. 111) means the ability only affects living, free-willed brings | + | |
- | , who must roll vs. Will-4 to resist, | + | |
- | + | ||
- | Statistics: Elastic Skin(Glamour, | + | |
- | + | ||
- | ==SuperJump 1== | + | |
- | Prerequisite: | + | |
- | + | ||
- | Ninja learn to leap with the lightness and quickness of a | + | |
- | shadow. | + | |
- | + | ||
- | Statistics: SuperJump1(PM, | + | |
- | + | ||
- | ==Silence 1 or 2== | + | |
- | Prerequisites: | + | |
- | and Silence 1(for Silence2). | + | |
- | + | ||
- | Ninja learn to breathe and move silently, to augment their | + | |
- | mystical skills (see Invisibility Art, p. B202; and Light Walk, | + | |
- | p. B205)and normal stealth. | + | |
- | + | ||
- | Statistics: Silence 1 or 2(PM, -10%)[5or9]. | + | |
- | + | ||
- | ====Taxysi==== | + | |
- | You are a Taxysi, but on a military exchange program to the human forces. | + | |
- | + | ||
- | Note: Can never have actual rank in the empire forces, all ranks that suits you must be courtesy rank. | + | |
- | + | ||
- | Attributes: | + | |
- | * +1 IQ[20] | + | |
- | * +1 DX[20] | + | |
- | + | ||
- | Advantages: | + | |
- | * Get 100 points of psionic abilities. Any amount up to all of those points can put to buy " | + | |
- | * Psionic talent[5] | + | |
- | * Regeneration(slow)(psi -10%)[9] | + | |
- | * Appearance Beautiful(Universal)[15] | + | |
- | * Smooth Operator[13] | + | |
- | * 20 points chosen from among ST +1 or +2 [10/level], DX +1 [20],IQ +1[20],HT +1 or +2 [10/ | + | |
- | * Cultural familiarity: | + | |
- | * Language imperial[6] | + | |
- | * One Taxysi language native[0], 18 points in additional languages, the Taxysi languages are often -1 or -2 similar to each other, most should be in other Taxysi languages (max 6 points in non taxysi). | + | |
- | * One 5 point disadvantage from: Curious(12)[-5], | + | |
- | + | ||
- | + | ||
- | Primary Skills: | + | |
- | * Acting and Fast-Talk, both(A)[2]. | + | |
- | * Five of Savoir-Faire(any); | + | |
- | * Two of: Beam Weapons (any), Crossbow, or Guns (any), all [4]; Axe/Mace, Bow, Broadsword, Force Sword, Polearm, Spear, Staff, Two-Handed Axe/Mace, or Two-Handed Sword, all[4]; Flail, Judo, Karate, Sling, or Two-Handed Flail, all (H)DX[4]; Tactics(H)IQ[4]; | + | |
- | * Two of: Brawling, | + | |
- | + | ||
- | Secondary Skills: | + | |
- | * First Aid[1]; | + | |
- | * Four of Dancing or Stealth; Administration, | + | |
- | * Three of Parachuting; | + | |
- | + | ||
- | + | ||
- | Background Skills: Five of: Beam Weapons(Pistol)or Guns (Pistol); | + | |
- | + | ||
- | Other: One extra 25 point training package. | + | |
- | + | ||
- | ====Technomage==== | + | |
- | Any sufficiently advanced technology is indistinguishable from magic. You live with that technology. your order has access to a lot of technology not normally available in the empire. | + | |
- | + | ||
- | ===Base=== | + | |
- | * High TL(TL 11) [5] | + | |
- | * +1 Better gear[5] | + | |
- | * Special technomage gear available[1] | + | |
- | * well to do[10] | + | |
- | * Skills: Intimidation[8], | + | |
- | * Wireless Neural Interface: Statistics: | + | |
- | * Biological Operating System (BOS) Implant (TL10): | + | |
- | * Cognitive implant: +1 IQ[16], lightning calculator[8], | + | |
- | * Implant g-ripple comm: Radio (Increased Range, x100: +60 ; Temporary Disadvantage, | + | |
- | * Computer Implant: Statistics: Accessory (Tiny computer) [1]; Photographic Memory (Temporary Disadvantage, | + | |
- | + | ||
- | + | ||
- | ===Spells=== | + | |
- | 181 points in " | + | |
- | + | ||
- | Many of the spells take a " | + | |
- | + | ||
- | ==Mage armor 30/ | + | |
- | 1 space. | + | |
- | + | ||
- | Implanted personal force screen and sub-skin guide net. Armor disturbs the guide net, reduce the effective DR by double the armor DR(but regeneration is based on base shield). Armor(fully ablative -80%, limited use time -5%, electric -20%, Force screen +20%, | + | |
- | * 30 pt fully ablative shield(30 minute use time/ | + | |
- | * 60 pt fully ablative shield(15 minute use time/ | + | |
- | * 90 pt fully ablative shield(10 minute use time/ | + | |
- | + | ||
- | Use the Crushing DR of the armor to see the penalty. | + | |
- | + | ||
- | It is possible to buy extra guide nets and implant them in light armors. In such cases the specific armor reduces the force screen by only 1/2 DR instead of double DR for the first 1/5 the screen value DR. They cost $5000/ | + | |
- | + | ||
- | ==Fly 45== | + | |
- | 2 spaces | + | |
- | + | ||
- | Implanted miniaturized Contragravity Belt allowing fly move 10/40 at max load 150kg 45 minute use time/ | + | |
- | + | ||
- | Note: if your speed is higher than 5, reduce the speed of the flight advantage to 10/second getting back points. | + | |
- | + | ||
- | ==Penetrating Vision 9== | + | |
- | 1/8 space. | + | |
- | + | ||
- | Implanted Sonic Probe UT 84. Penetrating vision(electric -20%)[8], Implanted gadget(sonic probe)[1] | + | |
- | + | ||
- | ==Create water 5== | + | |
- | 1 space | + | |
- | + | ||
- | Implanted vapor canteen ut 76. | + | |
- | + | ||
- | Does not drink(requires humidity -20%)[4], vapor canteen implant[1] | + | |
- | + | ||
- | ==Sense direction 4/8== | + | |
- | Implanted inertial navigator | + | |
- | + | ||
- | Absolute Direction 5/10 point variant (electric -20%)[4/ | + | |
- | + | ||
- | ==Know time 2== | + | |
- | Implanted clock with timer and alarm functions | + | |
- | + | ||
- | Absolute Timing(electric -20%)[2] | + | |
- | + | ||
- | ==Analyze 6== | + | |
- | each 1/4 space. | + | |
- | + | ||
- | Implanted Pocket Analyzer for one of: Archaeology, | + | |
- | + | ||
- | Detect(occasional: | + | |
- | + | ||
- | Note: these make good combination gadgets(alternate abilities) costing 6 points for first, 2 for following and taking 1/4 space for first and 1/8 space each following. | + | |
- | + | ||
- | ==All seeing 99== | + | |
- | 1/2 space | + | |
- | + | ||
- | Implanted mini Ultrascanner. | + | |
- | + | ||
- | Scanning Sense(Para-Radar)(electric)[30] and detect(radiation sources:20, electric)[15], | + | |
- | + | ||
- | ==Detect objects 15== | + | |
- | 1/2 space | + | |
- | + | ||
- | Implanted mini radar. | + | |
- | + | ||
- | Scanning Sense(Radar)(electric)[15] | + | |
- | + | ||
- | ==Bat Echo 15== | + | |
- | 1/2 space | + | |
- | + | ||
- | Implanted mini sonar. | + | |
- | + | ||
- | Scanning Sense(sonar)(electric)[15] | + | |
- | + | ||
- | + | ||
- | ==Imaging 15== | + | |
- | 1/2 space | + | |
- | + | ||
- | Implanted Imaging radar. | + | |
- | + | ||
- | Scanning Sense(Imaging radar)(electric)[15] | + | |
- | + | ||
- | ==Eagle eyes 15== | + | |
- | 1/2 space | + | |
- | + | ||
- | Implanted ladar. | + | |
- | + | ||
- | Scanning Sense(Ladar)(electric)[15] | + | |
- | + | ||
- | ==Bat ears 22== | + | |
- | 1/2 space | + | |
- | + | ||
- | Implanted Sound Detector | + | |
- | + | ||
- | Parabolic hearing 3(electric)[10], | + | |
- | + | ||
- | + | ||
- | ==Grease== | + | |
- | 1/8 space (should be in arm or it is hard to aim, though a mounting in back to cover retreats might make sense) | + | |
- | + | ||
- | Small sprayer with slip spray. UT 83 | + | |
- | + | ||
- | Implanted Sprayer[1] | + | |
- | + | ||
- | ==Medical scan 8== | + | |
- | 1/8 space. | + | |
- | + | ||
- | Implanted Med scanner | + | |
- | + | ||
- | Detect(occasional: | + | |
- | + | ||
- | This might make sense as combined gadget with the detects. | + | |
- | + | ||
- | ==Close wound 1== | + | |
- | 1/16 space (should be in arm or head or it is hard to aim) | + | |
- | + | ||
- | Plastiskin sprayer[1]: 8 applications | + | |
- | + | ||
- | ==Inject 2== | + | |
- | 1/16 space (should be in arm or head or it is hard to aim) | + | |
- | + | ||
- | Stinger: Statistics: Extra Arm (Switchable, | + | |
- | + | ||
- | ==Light strike 30== | + | |
- | 1/8 space (should be in arm or it is hard to aim) | + | |
- | + | ||
- | Implanted Rainbow Holdout Laser: 2d(3) burn, acc 3, range: 300/900 B cell for 22 shots lc:3 Blk:-1 rcl:1 | + | |
- | + | ||
- | Innate Attack (Tight beam Burn) 2d - Armor Divisor (3), +100%; Increased range 300/900, +35%; Electrical, -20%; Rapid fire 10(selective), | + | |
- | + | ||
- | ==Stun 22== | + | |
- | 1/8 space (should be in arm or it is hard to aim) | + | |
- | + | ||
- | Implanted Holdout Electrolaser HT-2(2) aff 2 acc 3 range 10/20 22 shots on B cell blk:-1 rcl:1 lc:4\\ | + | |
- | linked 1d-3 burn | + | |
- | + | ||
- | Affliction 2 - Armor pen (2), +50%; Reduced range 10/20, -10%. 19 B35\\ | + | |
- | Innate Attack (Burn) 1 - Armor Divisor (2), +50%; decreased range 10/20, -10%; Electrical, -20%; 1d-3, x0.4. 3 B61\\ | + | |
- | + | ||
- | ==Disable electronics 47== | + | |
- | 1/8 space (should be in arm or it is hard to aim) | + | |
- | + | ||
- | Implanted scrambler (microwave disruptor): Scrambler HT-2 aff (1 yd) acc 3 40/120 0.3/B 1 11(3) 3 -1 1 lc 2 | + | |
- | + | ||
- | + | ||
- | Affliction 3 - Electric only, -20%; Unconciousness, | + | |
- | + | ||
- | + | ||
- | ==Afflict 30== | + | |
- | 1/8 space (should be in arm or it is hard to aim) | + | |
- | + | ||
- | Implanted Holdout Neural Disruptor. It takes a ready maneuver to switch settings. | + | |
- | + | ||
- | + | ||
- | Holdout Nerve Disruptor 30: | + | |
- | * Affliction 2 - Reduced range 10/30, -5%; Those with nervous system only, -20%; Agony, +100%. 13 B35 | + | |
- | * Affliction 2 - Reduced range 10/30, -5%; Those with nervous system only, -20%; Ecstasy, +100%. 13 B35 | + | |
- | * Affliction 2 - Reduced range 10/30, -5%; Those with nervous system only, -20%; Paralysis, +150%. 16 B35 | + | |
- | * Affliction 2 - Reduced range 10/30, -5%; Those with nervous system only, -20%; Unconsciousness, | + | |
- | + | ||
- | ==Illusion 5== | + | |
- | 1.5 space | + | |
- | + | ||
- | Implanted Interactive Mini Holoprojector [1], Odor Synthesizer[1], | + | |
- | + | ||
- | Note that unlike a normal holoprojector this uses a swarm of aerostat nanobots as projection surface, allowing greater flexibility in the placement of the image. Created image is maximally 1m*1m*2m | + | |
- | + | ||
- | ==Space emergency adaptation 15== | + | |
- | 1/8 space. | + | |
- | + | ||
- | Vacuum support in the skin and a small oxygen storage capsule. | + | |
- | + | ||
- | Vacuum support[5] and Oxygen storage x25[10] | + | |
- | + | ||
- | ==Variable spell 2 == | + | |
- | 1 space each. | + | |
- | + | ||
- | Hive Implant Statistics: | + | |
- | + | ||
- | Can carry a single swarm measuring one square meter. | + | |
- | + | ||
- | Most mages several of these. | + | |
- | + | ||
- | Buy the nanobots separately UT 35-37. They use power cells. | + | |
- | + | ||
- | ^Spell^Swarm^cost^LC^UT page^Notes^ | + | |
- | |Detect eavesdropper|Bughunter |$2,000 |3 |106| | + | |
- | |Cleanse|Cleaning |$5,000 | 4 |69| | + | |
- | |Construct|Construction |$5,000 |4 |86| | + | |
- | |Decontaminate |Decontamination| $5,000 |3 |87| | + | |
- | |Weeder|Defoliator |$5,000 |3 |87| | + | |
- | |Destroy|Devourer |$40,000 |1 |169| | + | |
- | |Break down|Disassembler |$40,000 |1 |169| | + | |
- | |Explore area|Explorer |$2,000 |4 |80| | + | |
- | |Will-o-wisp |Firefly |$500 |4 |74| | + | |
- | |Examine crime scene|Forensic| $20,000 |3 |107| | + | |
- | |Break machines|Gremlin| $10,000 | 2| 164| | + | |
- | |Harvest | + | |
- | |Heavenly massage|Massage| $1,000 |4 |41| | + | |
- | |Paint|Painter| $2,000 |4 |87| | + | |
- | |Cure|Paramedical| $24,000 |3 |201| | + | |
- | |Destroy vermin|Pesticide |$5,000| 3 | 87| | + | |
- | |Pollinate | + | |
- | |Repair | + | |
- | |Identify and Search|Security |$5,000 |3 |104| | + | |
- | |Spell defense|Sentry| $25,000 |3 |169| | + | |
- | |Fatigue|Stinger |$7,500 | 2| 169 | + | |
- | |Wizard eye and ear|Surveillance |$2,500 | 3| 106| | + | |
- | |Kill|Terminator |$7,500 | 1| 169| | + | |
- | |Heal|Stinger |$5,000 | 3| 169| but instead of the fatigue effect inject a sing dose of a drug once| | + | |
- | + | ||
- | ==Implants== | + | |
- | All normal implant up to tl 11 are available. common are: | + | |
- | * Monocrys Subdermal Armor(reduce cost of ranger package by this and does not disturb the mage armor net) | + | |
- | * Hyperspectral Eyes | + | |
- | * Hyperdense Skeleton | + | |
- | * Slickskin | + | |
- | * Sexmorph | + | |
- | * Ripsnake | + | |
- | * Polyskin | + | |
- | * Gill Implant | + | |
- | * Cyberhair | + | |
- | * Variskin | + | |
- | * Accelerated Reflexes | + | |
- | * Stinger | + | |
- | * Gyrobalance | + | |
- | * Boosted Reflexes | + | |
- | * Silvertongue Implant | + | |
- | + | ||
- | ==Other equiment== | + | |
- | Mages usually wear a transparent bioplastic space suit under their "mage robes", | + | |
- | + | ||
- | Mages often carry a grav pack $15,000, 15 lbs., C/12 hr. LC4. with lots of cells (or if rich a portable fusion reactor) | + | |
- | + | ||
- | In addition it normally contains a Suitcase Nanofac and feedstock tanks and a mechanic toolkit for assembly and lots of other gear like more swarm hives. | + | |
- | + | ||
- | Also things like TL 11 medical nanobots are common | + | |
- | + | ||
- | ====Mystic Knight==== | + | |
- | You belong to an order that kept the secrets of the Mystics Knights of the Federation alive. | + | |
- | + | ||
- | Attributes: | + | |
- | * +1 IQ[20] | + | |
- | * +1 DX[20] | + | |
- | + | ||
- | Advantages: | + | |
- | * Enhanced time sense [45]; Enhanced Parry 1 (Force sword) [5]; Weapon Bond (own force sword) weapon) [1]; and Weapon Master (force sword)[20], signature gear(Force sword)[1], Precognition(only to see beam shots -40%)[15], g-experince 1.47g[1]. | + | |
- | * Another 40 points chosen from among ST +1 to +3 [10/level], Basic Speed +1[20], Basic Move +1 to +2 [5/level], Alcohol Tolerance [1], Ambidexterity [5], Appearance (Attractive, | + | |
- | + | ||
- | Primary Skills: | + | |
- | * Jumping (E) DX [4] | + | |
- | * Fast-Draw (Sword)[1] | + | |
- | * Acrobatics(H) DX [4]. | + | |
- | * Either Thrown Weapon (Knife)[2] or Throwing [2]. | + | |
- | * Force sword[20] | + | |
- | * Parry missile weapons[12] | + | |
- | * Beam parry[5] = -1 | + | |
- | * bullet parry[5] = -1 | + | |
- | * Judo (H) DX [4] | + | |
- | + | ||
- | + | ||
- | Background Skills: | + | |
- | * Stealth[4]; | + | |
- | * Savoir-Faire (High Society)[2] or Streetwise[2]; | + | |
- | * 9 of: Fast-Draw (any other) ; Climbing; First Aid, Gesture, or Seamanship, | + | |
- | + | ||
- | Psionics: | + | |
- | * Get 50 points of psionic abilities. Upto 25 of those points can put to buy " | + | |
- | * Regeneration(slow)(psi -10%)[9] | + | |
- | + | ||
- | =====Edges===== | + | |
- | For edges you get an edge from below and 2 previous training/ | + | |
- | + | ||
- | ====Psionic==== | + | |
- | * Get 75 points of psionic abilities. Upto 50 of those points can put to buy " | + | |
- | * +1 IQ[20] | + | |
- | * Regeneration(slow)(psi -10%)[9] | + | |
- | * and one skill package of:[46] | + | |
- | + | ||
- | ===Investigator=== | + | |
- | Advantages 20 points chosen from among ST+1[10], DX+1[20], IQ+1 | + | |
- | [20], HP +1 or +2[2/ | + | |
- | Senses (any) [2/level], Charisma 1-2[5/ | + | |
- | Sense [10], Contact Group [Varies], Contacts [Varies], | + | |
- | Danger Sense[15], Eidetic Memory[5] or Photographic | + | |
- | Memory[10], Favor[Varies], | + | |
- | [15], Night Vision 1-5 [1/level], Patrons [Varies], Rank | + | |
- | (any) [5/level], Security Clearance [5 to 15], Sensitive[5] | + | |
- | or Empathy[15], | + | |
- | [5], Smooth Operator 1-2[15/ | + | |
- | for your psionic power(s)1-2[5/ | + | |
- | + | ||
- | Primary Skills: Four of Criminology, | + | |
- | (Psychotronics), | + | |
- | (Parapsychology), | + | |
- | (A)IQ+1[4]-13; | + | |
- | IQ[4]-12; Body Language, Observation, | + | |
- | + | ||
- | Secondary Skills: Five of Beam Weapons(Pistol), | + | |
- | Forced Entry, Guns(Pistol), | + | |
- | Broadsword, Climbing, Short sword, or Stealth, all (A)DX | + | |
- | [2]-11; Area Knowledge(any)or Savoir-Faire(Police), | + | |
- | (E)IQ+1[2]-13; | + | |
- | Electronics Operation(Security or Surveillance), | + | |
- | Lore(Conspiracies or Psis), Holdout, Lock picking, or Photography, | + | |
- | + | ||
- | ===Manipulator=== | + | |
- | Advantages: | + | |
- | + | ||
- | PrimarySkills: | + | |
- | * Acting and Fast-Talk, both(A) IQ+2 [2]-14†. | + | |
- | * Five of Savoir-Faire(High Society, | + | |
- | IQ+1[2]-13†; | + | |
- | * Raise one primary skill by 1 level[+2] | + | |
- | + | ||
- | Secondary Skills: Four of Dancing or Stealth, both(A) DX | + | |
- | [2]-10; Administration, | + | |
- | (A)IQ[2]-12; | + | |
- | Language, Observation, | + | |
- | + | ||
- | Background Skills: Three of Beam Weapons(Pistol) or Guns | + | |
- | (Pistol), | + | |
- | Riding(any), | + | |
- | (E)IQ+2[1]-14†; | + | |
- | IQ+1[1]-13†; | + | |
- | Heraldry, or HiddenLore(Psis), | + | |
- | + | ||
- | ===Secret agent=== | + | |
- | + | ||
- | Advantages: 20 points chosen from among Patrons[Varies], | + | |
- | ST+1 or +2[10/ | + | |
- | Absolute Direction[5], | + | |
- | 10], Combat Reflexes [15], Contact Group[Varies], | + | |
- | [2/level], Fit[5], Flexibility[5], | + | |
- | Luck[15], NightVision 1-5[1/ | + | |
- | + | ||
- | Primary Skills: | + | |
- | * Observation(A) Per [2]-12. | + | |
- | * Five of Forced Entry(E)DX+1[2]-12; | + | |
- | [2]-11; Body Language, Lip Reading, or Search, all (A)Per [2]-12; or Detect Lies(H)Per-1[2]-11. | + | |
- | * Raise one primary skill by 1 level[+2] | + | |
- | + | ||
- | Secondary Skills: Two of Beam Weapons(Pistol), | + | |
- | Crossbow, | + | |
- | (Knife), all (E) DX+1[2]-12. •Two of Filch, Short sword, | + | |
- | Stealth, or Wrestling, all (A) DX+1[4]-12; or Acrobatics, | + | |
- | Escape, Karate, or Judo, all(H)DX[4]-11. | + | |
- | + | ||
- | Background Skills: Four of Parachuting(E)DX[1]-11; | + | |
- | + | ||
- | ===Soldier=== | + | |
- | + | ||
- | Advantages: | + | |
- | [20],IQ +1[20],HT +1 or +2 [10/ | + | |
- | Per +1 or +2[5/ | + | |
- | [15], Danger Sense[15], Daredevil [15], Fearlessness 1-5 | + | |
- | [2/level], Fit[5]or VeryFit[15], | + | |
- | Luck[15], Military Rank[5/ | + | |
- | Rapid Healing[15], | + | |
- | power(s)[5/ | + | |
- | + | ||
- | Disadvantages: | + | |
- | (Pirate’s or Professional) [-5] or (Soldier’s) [-10], Duty | + | |
- | [Varies], Fanaticism(Nation, | + | |
- | -35pointschosenfromamongtheprevioustraits, | + | |
- | [Varies], Appearance(Unattractive)[-4], | + | |
- | Blood lust [-10*], Bully[-10*], | + | |
- | Compulsive Carousing [-5*], Compulsive Gambling [-5*], | + | |
- | Compulsive Vowing[-5*], | + | |
- | [-10*], Lecherousness [-15*], Manic-Depressive [-20], No | + | |
- | Sense of Humor[-10], | + | |
- | + | ||
- | Primary Skills: | + | |
- | * Two of Beam Weapons (any), Crossbow, or Guns (any), all (E) DX+2[4]-14; Axe/Mace, Bow, Broadsword, Force Sword, Polearm, Spear, Staff, Two-Handed | + | |
- | Axe/Mace, or Two-Handed Sword, all(A)DX+1[4]-13; | + | |
- | * Two of Brawling, | + | |
- | (A)IQ[2]-12; | + | |
- | + | ||
- | Secondary Skills: | + | |
- | + | ||
- | ====Bionics==== | + | |
- | Get 150(+upto 59 extra for replaced ranger bionics) points of bionics from the noble list. | + | |
- | + | ||
- | + | ||
- | ====Rich==== | + | |
- | You have enjoyed the good tutors instead of normal schooling: [40] | + | |
- | * IQ +1 | + | |
- | * 20 points in knowledge skills(max 4 points each) | + | |
- | + | ||
- | Wealth: | + | |
- | * Wealth: Very wealthy [30] | + | |
- | * Status 3[10] | + | |
- | * Better gear[5] | + | |
- | + | ||
- | Better bionics: | + | |
- | * 65 points in the implants from the noble list above, but cognitive implants are limited to normal commercial models at max 12 points and max 3 implants. This can vary by +/- 5 points with the Basic skills/ | + | |
- | + | ||
- | + | ||
- | ====Educated==== | + | |
- | * IQ +3[60] | + | |
- | * Three of[2]: Current Affairs(Business or High Culture)or Savoir-Faire(High Society); or Administration, | + | |
- | * 20 points from among: Business Acumen1 [10],Common Sense [10], | + | |
- | * 64 points in knowledge skills(max 16 points each. Should have at least one knowledge skill 12+ points.) | + | |
- | + | ||
- | ====Fast Guy==== | + | |
- | You’re what most people think of as a “martial artist”: lean, | + | |
- | agile, and lethally skilled at unarmed combat. | + | |
- | + | ||
- | You can’t quite break the laws of physics, but you’re | + | |
- | working on it! Until you succeed, you satisfy yourself with | + | |
- | breaking boards, bricks, and records. You perform feats at the | + | |
- | edge of human capability with ease – frequently to the surprise | + | |
- | of friend and foe alike | + | |
- | + | ||
- | Attributes: DX +3[60], Speed +0.25[5], move +1[5] | + | |
- | + | ||
- | Advantages: | + | |
- | * Trained by a Master [30], Acrobatic Kicks [1]. | + | |
- | * A further 25 points chosen from among, | + | |
- | + | ||
- | + | ||
- | Primary Skills:A total of 16 points in some combination of Boxing or Wrestling or Judo or Karate. | + | |
- | + | ||
- | Secondary Skills: | + | |
- | * Acrobatics[1]; | + | |
- | * Jumping[1]; | + | |
- | * Stealth[1] | + | |
- | * Five of Fast-Draw (any), Forced Entry, Garrote, Guns (Pistol), or Knife; Climbing, Dancing, Jitte/Sai, Shortsword, Staff, Throwing, or Tonfa; Escape, Flail, Kusari, or Sleight of Hand; Carousing or Swimming; Running or Sex Appeal; Intimidation all [1] or 1 point to raise any secondary skill by a level. | + | |
- | + | ||
- | Martial-Arts Abilities: A total of 15 points in any of the perks, | + | |
- | cinematic skills, and techniques below. Where several specialties exist, choose unarmed ones. | + | |
- | + | ||
- | Perks: Acrobatic Feints [1]; Cowpoker [1]; | + | |
- | Dirty Fighting 1-3 [1/level]; Finishing Move [1]; Focused | + | |
- | Fury [1]; High-Heeled Heroine [1]; High-Heeled Hurt [1]; | + | |
- | Iron Hands [1]; or Trademark Move [1]. | + | |
- | + | ||
- | Cinematic Skills: Breaking Blow, Flying Leap (requires Power Blow), or Pressure Points; Pressure Secrets (requires Pressure Points at 16+); Immovable Stance or Push; Kiai ; Power Blow. all [1 to 4] | + | |
- | + | ||
- | Techniques: Acrobatic Stand [1 to 6]; Arm Lock [1 to 4]; Back | + | |
- | Kick [2 to 5]; Choke Hold [2 or 3]; Disarming [2 to 6]; DualWeapon Attack [2 to 5]; Elbow Strike [1 or 2]; Evade [1 to | + | |
- | 5]; Feint [2 to 5]; Flying Jump Kick [2 to 8]; Ground Fighting [2 to 5]; Jump Kick [2 to 5]; Kicking [2 or 3]; Knee Strike | + | |
- | [1]; Leg Lock [1 to 4]; Lethal Kick [2 to 5]; Lethal Strike [2 | + | |
- | or 3]; Proxy Fighting [2 to 5]; Roll with Blow [2 or 3]; Running Climb [2 to 7]; Spinning [1 or 2]; Spinning Kick [2 to | + | |
- | 4]; Spinning Punch [2 or 3]; Stamp Kick [2 to 4]; Sweeping | + | |
- | Kick [2 to 4]; or Uppercut [1] | + | |
- | + | ||
- | + | ||
- | ====Big Guy==== | + | |
- | You’re a master of barehanded combat – but not the sort who | + | |
- | jumps readily to mind. In fact, you prefer not to jump, and favor | + | |
- | physical strength and grit over acrobatics. This doesn’t mean | + | |
- | that you lack finesse; you simply like to settle scraps with solid | + | |
- | hits, not by dancing around. As far as you’re concerned, leaping | + | |
- | is a way to exit moving vehicles and second-story windows . . . | + | |
- | and in those situations, you’re tough enough to take the fall! | + | |
- | + | ||
- | Attributes: Strength +5[50] | + | |
- | + | ||
- | Advantages: Trained by a Master [30],DR 1 (Limited, Crushing, -40%) [3],Focused Fury [1]; | + | |
- | A further 25 points chosen from ST +1 to +3 [10/level], DX +1 [20], HT | + | |
- | +1 to +2 [10/level], HP +1 to +5 [2/level], Will +1 to +6 | + | |
- | [5/level], FP +1 to +5 [3/level], Arm ST 1-2 [5/level], Combat | + | |
- | Reflexes [15], Daredevil [15], Enhanced Parry 1-3 (Bare | + | |
- | Hands) [5/level], Fearlessness [2/level], Fit [5] or Very Fit [15], | + | |
- | Hard to Kill 1-2 [2/level], Hard to Subdue 1-2 [2/level], High | + | |
- | Pain Threshold [10], Lifting ST 1-2 [3/level], Rapid Healing | + | |
- | [5] or Very Rapid Healing [15], | + | |
- | Striker (Crushing; Shin, -20%) [4], Striking ST 1-2 [5/ | + | |
- | Strong Chi 1-4 [5/level], Wild Talent 1 [20], raise DR to DR 2 | + | |
- | (Limited, Crushing, -40%) [6] for 3 points. | + | |
- | + | ||
- | Primary Skills:A total of 16 points in some combination of | + | |
- | Brawling (E) [4]; Boxing, Sumo Wrestling, or | + | |
- | Wrestling, all (A) [4]; Judo or Karate, both (H) | + | |
- | [4]; or 4 points/ | + | |
- | three levels. | + | |
- | + | ||
- | Secondary Skills: Five of Fast-Draw (Knife or Pistol), Forced | + | |
- | Entry, Garrote, Guns (Pistol or Shotgun), Jumping, or | + | |
- | Knife, all (E) [2]; Axe/Mace, Broadsword, Shortsword, Staff, Stealth, or Two-Handed Axe/Mace, all (A) | + | |
- | [2]; Acrobatics or Flail, both (H) [2]; Acting, | + | |
- | Leadership, or Streetwise, all (A) [2]-; Carousing or | + | |
- | Swimming, both (E) HT+1 [2]; Lifting (A) HT [2]; | + | |
- | Intimidation (A) Will [2]; Scrounging (E) Per+1 [2]; | + | |
- | Urban Survival (A) Per [2]; or 2 points to raise one of | + | |
- | those skills by a level. | + | |
- | + | ||
- | Martial-Arts Abilities: A total of 15 points in any of the perks, | + | |
- | cinematic skills, and techniques below. | + | |
- | Where several specialties exist, choose unarmed ones. | + | |
- | Perks: Cowpoker [1]; Deadly Pose [1]; Dirty Fighting 1-3 | + | |
- | [1/level]; Finishing Move [1]; Iron Hands | + | |
- | [1]; or Trademark Move [1]. | + | |
- | Cinematic Skills: Immovable Stance or Push, both (H) DX-2 | + | |
- | [1]-11; Kiai (H) HT-2 [1]-12; or Power Blow (H) Will-2 [1]-9. | + | |
- | Spending a total of 2 points in any skill buys it at one level | + | |
- | higher, a total of 4 points purchases it at two levels higher, | + | |
- | and cost is 4 points/ | + | |
- | Techniques: Arm Lock [1 to 4]; Choke Hold [2 or 3]; Disarming | + | |
- | [2 to 6]; Dual-Weapon Attack [2 to 5]; Elbow Drop [2 to 5]; | + | |
- | Elbow Strike [1 or 2]; Feint [2 to 5]; Ground Fighting [2 to | + | |
- | 5]; Kicking [2 or 3]; Knee Strike [1]; Leg Lock [1 to 4]; Neck | + | |
- | Snap [2 to 8]; Piledriver [2 to 6]; Proxy Fighting [2 to 5]; | + | |
- | Roll with Blow [2 or 3]; Stamp Kick [2 to 4]; Sweeping Kick | + | |
- | [2 to 4]; Uppercut [1]; or Wrench (Limb) [2 to 8]. | + | |
- | + | ||
- | ====Homo superior==== | + | |
- | You are a "new human", | + | |
- | + | ||
- | - absolute direction | + | |
- | - absolute timing | + | |
- | - acute senses +1 vision | + | |
- | - acute senses +1 hearing | + | |
- | - acute senses +1 touch | + | |
- | - acute senses +1 taste/ | + | |
- | - ambidextrous | + | |
- | - +1 IQ | + | |
- | - +1 HT | + | |
- | - +1 ST | + | |
- | - +1 DX | + | |
- | - breath holding 1 | + | |
- | - Dr 1 tough skin | + | |
- | - eidetic memory(5pt) | + | |
- | - filter lungs | + | |
- | - fit | + | |
- | - flexibility | + | |
- | - hard to kill 1 | + | |
- | - hard to subdue 1 | + | |
- | - less sleep 2 | + | |
- | - metabolism control | + | |
- | - night vision 3 | + | |
- | - rapid healing | + | |
- | - Resist +3 toxins | + | |
- | - Resist +3 sickness | + | |
- | - subsonic hearing | + | |
- | - temperature tolerance 1 high | + | |
- | - temperature tolerance 2 low | + | |
- | - ultra hearing | + | |
- | + | ||
- | ====Veteran Ranger==== | + | |
- | You have been in the service for a long time, heck, back when you were an old hat, you trained newbies that are now considered old hats. | + | |
- | + | ||
- | You have served at least 20 years already(" | + | |
- | + | ||
- | * Better gear[5] | + | |
- | * Reputation +1(other rangers)[2] | + | |
- | * one more of [[character training packages]], but 120 points less attributes.[100] | + | |
- | * The base ranger package again(no law enforcement powers, increase courtesy rank to normal rank, change cultural familiarity to something else)[36] | + | |
- | * Independent income 2[2]: represents both the higher pay for 20 year men and the retirement money you would get. | + | |
- | * G-experience(all)[10] | + | |
- | * -5 points in basic/ | + | |
- | + | ||
- | ====Immortal==== | + | |
- | You are immortal, aged more than 2000 years and mildly psionic. | + | |
- | + | ||
- | * +1 IQ[20] | + | |
- | * +1 HT[10] | + | |
- | * Unaging[15] | + | |
- | * Regeneration(slow)(psionic -10%)[9] | + | |
- | * 25 points of psionics form the psi packages[25] | + | |
- | * Regrowth(psionic -10%)[36] | + | |
- | * Recovery(psionic -10%)[9] | + | |
- | * Hard to kill 3[6] | + | |
- | * Hard to subdue 3[6] | + | |
- | * Social chameleon[5] | + | |
- | * Rule of 15[1] | + | |
- | * Mind Shield 2(psionic -10%)[8] | + | |
- | + | ||
- | + | ||
- | At least some of the skills in the training packages should be from an earlier TL. | + | |
- | + | ||
- | ==== Other service background ==== | + | |
- | You served 20 years ("20 year man") in one of the other imperial services before joining rangers. | + | |
- | + | ||
- | * Better gear[5] | + | |
- | * One more of [[character training packages]], but 120 points less attributes.[100] | + | |
- | * Independent income 2[2]: represents both the higher pay for 20 year men and the retirement money you would get. | + | |
- | * Rank +1[5] | + | |
- | * If the previous service is army replace the bioplas skin with:[+21 points]: | + | |
- | * if previous service is not army select one more additional [[character_extra_training|training package]] | + | |
- | * The remaining 13/17 points to 150 go to Basic skills/ | + | |
- | + | ||
- | ====Dasi Lystheni==== | + | |
- | You are a [[Dasi]] Lystheni. A offshot that is not welcome in the Dasi worlds and have chosen to be in the Empire. | + | |
- | + | ||
- | Advantages: | + | |
- | * Language (Human)[6] | + | |
- | * Cultural familiarity(empire)[1] | + | |
- | * IQ +2[40] | + | |
- | * Speed +2[40] | + | |
- | * Improved initiative 2[10] | + | |
- | * Less sleep 7[14] | + | |
- | * High TL:11 [5] | + | |
- | * Versatile[5] | + | |
- | * Photographic memory[10] | + | |
- | * Can buy as many Efficient perks as want and they do not count against limit[1], efficient(9 different skills)[9*1] | + | |
- | + | ||
- | Disadvantages | + | |
- | * Reduced lifespan 1[-2] | + | |
- | * Second class citizen[-5]: | + | |
- | * Sense of duty(own circles)[-5] | + | |
- | * Unusual biochemistry[-5] | + | |
- | * Impulsiveness 15-[-5] | + | |
- | * Move -1[5] | + | |
- | * Curious 15- [-2] | + | |
- | + | ||
- | Two extra additional training packages(should likely be technical) | + | |
- | + | ||
- | 2 less points in Basic skills/ | + | |
- | + | ||
- | Note that you should have some technical training be it in basic training, Training/ | + | |
- | + | ||
- | ====Enhanced==== | + | |
- | This is a “general improvement” lens on the base training package, which increases the | + | |
- | overall competence of the template without changing its flavor. | + | |
- | + | ||
- | Attributes: | + | |
- | + | ||
- | one of: | + | |
- | * +1 DX[20] | + | |
- | * +1 IQ[20] | + | |
- | * +1 ST and +1 HT[20] | + | |
- | + | ||
- | Advantages: | + | |
- | * Combat Reflexes[15] (If you have combat reflexes already: Enchanted dodge[15] ) | + | |
- | * Another 25 points chosen from among the template’s advantage options or Fearlessness [2/level], Extra Life 1 [25], Resistant[Varies], | + | |
- | + | ||
- | Skills: Spend another 30 points to add or improve any skills from the template, max 1 rank each. | + | |
- | + | ||
- | ====Hard to kill==== | + | |
- | You are just very hard to kill permanently. | + | |
- | + | ||
- | Advantages | + | |
- | * Extra life[25] | + | |
- | * Unkillable 1[50] | + | |
- | * regrowth[40] | + | |
- | * regeneration(regular)[25] | + | |
- | * Hutpoints +5[10] | + | |
- | + | ||
- | ==== Renaissance Man ==== | + | |
- | Your capabilities are at the upper end of the normal human | + | |
- | spectrum, or a little past it. | + | |
- | + | ||
- | Attributes: | + | |
- | * Total of +5 to DX/IQ, so that the resulting value for both is within one of the other[100]. | + | |
- | + | ||
- | Advantages: | + | |
- | * Appearance (Attractive) [4] | + | |
- | * Charisma 1 [5] | + | |
- | * Wealth (Comfortable) [10] | + | |
- | * Efficient(skill of choice)[1] | + | |
- | + | ||
- | 30 additional points from: | + | |
- | * Acute Senses[2-6 each sense] | + | |
- | * Ambidexterity [5] | + | |
- | * Combat Reflexes [15] | + | |
- | * Cultural Adaptability 1 [10] | + | |
- | * Eidetic Memory [5] or Photographic Memory [10] | + | |
- | * Fit [5] | + | |
- | * Independent Income [1-5] | + | |
- | * Language Talent [10] | + | |
- | * Languages: any number[varies] | + | |
- | * Lightning Calculator [2] | + | |
- | * Longevity [2] | + | |
- | * Single-Minded [5] | + | |
- | * Versatile [5] | + | |
- | * Voice [10] | + | |
- | * Appearance [+8] | + | |
- | * additional Charisma [+5-10] | + | |
- | * additional Wealth [+10-40] | + | |
- | + | ||
- | + | ||
- | ====Tough to Take Out==== | + | |
- | You are one tough son of a bitch, being really hard to take out most of the ways. | + | |
- | This has also made you somewhat overconfident. | + | |
- | * Injury Tolerance (Damage Reduction) 2[50] P53 | + | |
- | * Resistant - Metabolic hazards, +30; +8 to all HT rolls to resist, x0.5. [15] B81 | + | |
- | * Mind Shield 3 [12] B70 | + | |
- | * Hard to Subdue 2 [4] B59 | + | |
- | * Hard to Kill 2 [4] B58 | + | |
- | * Longevity [2] B66 | + | |
- | * High Pain Threshold | + | |
- | * Protected Sense (vision) [5] B78 | + | |
- | * Temperature Tolerance 4 - two high, two low [4] B93 | + | |
- | * Protected Sense (hearing) [5] B78 | + | |
- | * Overconfidence - CR: 12 (Quite Often). [-5] B148 | + | |
- | * Filter Lungs [5] B55 | + | |
- | * Injury Tolerance (No Vitals) [5] B61 | + | |
- | * Injury Tolerance (No Brain) [5] B61 | + | |
- | * Damage Resistance 4 - Hardened 1, +20%. [24] B47 | + | |
- | * Rule of 15 [1] PU2: | + | |
- | * Nictitating Membrane 4 - Hardened 1, +20%. [5] B71 | + | |
- | * Fit, Very [15] B55 | + | |
- | + | ||
- | Reduce the ranger bionic packages: by 15 points. (filter lungs+vitals armor) | + | |
- | + | ||
- | 1 less point in Basic skills/ | + | |
- | + | ||
- | =====Training/ | + | |
- | + | ||
- | ====Bounty Hunter(63/ | + | |
- | Bounty hunters catch fugitives and bring them | + | |
- | back in exchange for a hefty reward. | + | |
- | + | ||
- | A variant on the standard | + | |
- | bounty hunter is the Repo Man, who | + | |
- | specializes in recovering starships | + | |
- | when the owners have defaulted on | + | |
- | their bank payments. | + | |
- | + | ||
- | They tend to operate in places where | + | |
- | formal law-enforcement is spotty or | + | |
- | nonexistent. | + | |
- | + | ||
- | Advantages: 25 points from | + | |
- | among the following: Combat | + | |
- | Reflexes [15], Cultural Adaptability [10], Danger Sense [15], | + | |
- | Enhanced Dodge [15], Fearlessness 1-5 [2-10], Gizmos | + | |
- | [5-15], Gunslinger [25], Hard to | + | |
- | Kill 1-5 [2-10], High Pain | + | |
- | Threshold [10], Indomitable | + | |
- | [15], Intuition [15], Photographic Memory [10], Rapid | + | |
- | Healing [5], Single-Minded | + | |
- | [5], Social Chameleon [5], | + | |
- | Unfazeable [15]. | + | |
- | + | ||
- | Secondary Skills: | + | |
- | WILL [2]-11, Research (A) IQ | + | |
- | [2]-11, Shadowing (A) IQ+1 [4] | + | |
- | -12, and any two of the following: Beam Weapons (Pistol) (E) | + | |
- | DX+2 [4]-14, Brawling (E) | + | |
- | DX+2 [4]-14, Fast-Draw | + | |
- | (weapon) (E) DX+2 [4]-14, Guns | + | |
- | (Pistol or Shotgun) (E) DX+2 | + | |
- | [4]-14 | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ+1 [2]-12, First | + | |
- | Aid (E) IQ+1 [2]-12, and either | + | |
- | Acting (A) IQ [2]-11 or Fast-Talk | + | |
- | (A) IQ [2]-11. | + | |
- | + | ||
- | Repo Man (+10 points):Add Free Fall | + | |
- | (A) DX [2]-12, Lockpicking (A) | + | |
- | IQ [2]-11, Navigation (Space or | + | |
- | Hyperspace) (A) IQ-1 [1]-10, | + | |
- | Piloting (spacecraft type) (A) DX | + | |
- | [2]-12, Spacer (E) IQ [1]-11, | + | |
- | Vacc Suit (A) DX [2]-1 | + | |
- | + | ||
- | ==== Con Man(40/53) ==== | + | |
- | + | ||
- | Sometimes they are merchants, more shrewd than honest, and | + | |
- | sometimes they are outright crooks | + | |
- | bilking the unwary. Fictional con men | + | |
- | often conceal a heart of gold, putting | + | |
- | their talents to work in order to | + | |
- | deceive humorless aliens or tyrannical | + | |
- | regimes. Real ones tend to be callous | + | |
- | or self-deluding, | + | |
- | con man is the Gambler, who often | + | |
- | supplements his skill with a marked | + | |
- | deck or loaded dice. | + | |
- | + | ||
- | + | ||
- | Advantages: | + | |
- | among: Attractive [4], Alternate | + | |
- | Identity (Illegal) [15], Charisma | + | |
- | 1-3 [5-15], Courtesy Rank 1-6 | + | |
- | [1-6], Cultural Adaptability [10], | + | |
- | Daredevil [15], Eidetic Memory | + | |
- | [5], Intuition [15], Luck [15], | + | |
- | Pitiable [5], Rapier Wit [5], | + | |
- | Social Chameleon [5], Smooth | + | |
- | Operator 1 [15], Status 1 [5], | + | |
- | Unfazeable [15], Versatile [5], or | + | |
- | Zeroed [10]. | + | |
- | + | ||
- | Primary Skills: | + | |
- | [4]-14; one of Acting (A) IQ+1 | + | |
- | [4]-14, Fast-Talk (A) IQ+1 [4]-14, | + | |
- | or Sex Appeal (A) HT+1 [4]-11. | + | |
- | Secondary Skills: 8 points | + | |
- | from among the following: | + | |
- | Accounting (H) IQ [4]-13, Beam | + | |
- | Weapons (Pistol) DX [1]-10, | + | |
- | Computer Hacking (VH) IQ-1 | + | |
- | [4]-12, Computer Programming | + | |
- | (H) IQ [4]-13, Disguise (A) | + | |
- | IQ [2]-13, Forgery (H) IQ | + | |
- | [4]-13, Guns (Pistol) (E) DX | + | |
- | [1]-10, Merchant (A) IQ [2]-13, | + | |
- | Propaganda (A) IQ [2]-13, | + | |
- | Public Speaking (A) IQ [2]-13, | + | |
- | Savoir-Faire (E) IQ [1]-13, or | + | |
- | Sleight of Hand (H) DX-1 [2]-9. | + | |
- | Background Skills: | + | |
- | HT [1]-10, Computer Operation | + | |
- | (E) IQ [1]-13, Law (region) (H) | + | |
- | IQ-1 [2]-12. | + | |
- | Gambler (+13 points): | + | |
- | Area | + | |
- | Knowledge (any) (E) IQ [1]-13, | + | |
- | Gambling (A) IQ+1 [4]-14, and | + | |
- | Sleight of Hand (H) DX+1 [8] | + | |
- | + | ||
- | + | ||
- | ====Detective (66)==== | + | |
- | Detectives perform criminal investigations, | + | |
- | usually as agents of a law enforcement agency. In large agencies | + | |
- | they often specialize in a particular | + | |
- | kind of crime. Exactly what constitutes a crime varies from culture to | + | |
- | culture, and detectives serving a | + | |
- | repressive regime may focus on rooting out political dissidents rather than | + | |
- | thieves or murderers. At high tech levels, | + | |
- | detective work involves a lot of science, though many prefer to rely on | + | |
- | intuition and personal interviews with | + | |
- | witnesses and suspects. | + | |
- | Private detectives have no official | + | |
- | sanction, but by the same token have | + | |
- | greater independence of action. Their | + | |
- | job may overlap with that of bounty | + | |
- | hunters, especially if they must pursue | + | |
- | a culprit beyond the reach of police | + | |
- | forces. | + | |
- | + | ||
- | + | ||
- | Advantages: | + | |
- | following: Combat Reflexes [15], | + | |
- | Danger Sense [15], Eidetic or | + | |
- | Photographic Memory [5 or 10], | + | |
- | Fearlessness 1-5 [2-10], Hard to | + | |
- | Kill 1-5 [2-10], High Pain | + | |
- | Threshold [10], Indomitable | + | |
- | [15], Intuition [15], Legal | + | |
- | Enforcement Powers [+5], | + | |
- | Police Rank +1-3 [5-15], Rapid | + | |
- | Healing [5], Single-Minded [5], | + | |
- | Social Chameleon [5], or | + | |
- | Unfazeable [15]. | + | |
- | + | ||
- | Primary Skills: Criminology (A) | + | |
- | IQ+2 [8]-14, Forensics (H) IQ | + | |
- | [4]-12, Interrogation (A) IQ [2] | + | |
- | -12, Law (region) (H) IQ [4]-12, | + | |
- | Observation (A) Per+1 [4]-14, | + | |
- | Research (A) IQ [2]-12, | + | |
- | Secondary Skills: Area Knowledge | + | |
- | (jurisdiction) (E) IQ [1]-12, | + | |
- | Driving (Auto or Hovercraft) (A) | + | |
- | DX [2]-11, Electronics Operation | + | |
- | (Security or Surveillance) (A) IQ | + | |
- | [2]-12, Forced Entry (E) DX [1] | + | |
- | -11, Search (A) Per [2]-13, one of | + | |
- | Beam Weapons (Pistol) (E) DX+1 | + | |
- | [2]-12 or Guns (Gyroc, Pistol or | + | |
- | Shotgun) (E) DX+1 [2]-12. | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-12, First | + | |
- | Aid (E) IQ [1]-12, Savoir-Faire | + | |
- | (Police) (E) IQ [1]-12, Streetwise | + | |
- | (A) IQ [2]-12, and one of | + | |
- | Brawling (E) DX+1 [2]-12 or | + | |
- | Fast-Draw (weapon) (E) DX+1 | + | |
- | [2]-12. | + | |
- | + | ||
- | ====Doctor(65)==== | + | |
- | Future medical technology holds | + | |
- | amazing promise, but no gadgets | + | |
- | are effective without someone who | + | |
- | knows how and when to use them. | + | |
- | This template represents a physician | + | |
- | with a medical degree, who presumably has access to state-of-the-art | + | |
- | medical equipment. | + | |
- | + | ||
- | Advantages: | + | |
- | Comfortable Wealth [10], High | + | |
- | Manual Dexterity 2 [10], Healer | + | |
- | [10], Intuition [15], Status 1-2 | + | |
- | [5-10], Unfazeable [15], | + | |
- | Versatile [5]. | + | |
- | + | ||
- | Primary Skills: Diagnosis (H) IQ+1 | + | |
- | [8]-14, Physician (H) IQ+1 [8] | + | |
- | -14, and either Bioengineering | + | |
- | (any) (H) IQ+1 [8]-14 or Surgery | + | |
- | (any) (H) IQ+1 [8]-14. | + | |
- | Secondary Skills: Electronic | + | |
- | Operation (Medical) (A) IQ [2] | + | |
- | -13, Hazardous Materials (any) | + | |
- | (A) IQ [2]-13, Law (Medical) (H) | + | |
- | IQ-1 [2]-12, Pharmacy (H) IQ-1 | + | |
- | [2]-12, Physiology (H) IQ-1 [2] | + | |
- | -12, Psychology (H) IQ-1 [2]-12. | + | |
- | Background Skills: | + | |
- | (H) IQ [4]-13, Chemistry (H) IQ-1 [2]-12, Computer Operation | + | |
- | (E) IQ [1]-13, Research (A) IQ-1 | + | |
- | [1]-12, Savoir-Faire (High | + | |
- | Society) (E) IQ [1]-13. | + | |
- | + | ||
- | + | ||
- | ====Explorer(50/ | + | |
- | Explorers venture into unknown | + | |
- | territory to find out what’s there. They | + | |
- | must be adaptable and tough if they | + | |
- | want to get home and tell anybody | + | |
- | what they’ve discovered. This template | + | |
- | is for a planetary explorer whose skills | + | |
- | are optimized for travel and survival | + | |
- | in hostile environments. Explorers | + | |
- | who spend most of their time aboard | + | |
- | spacecraft should use the Astronaut | + | |
- | template instead. Scientist-explorers | + | |
- | who wish to perform detailed studies | + | |
- | of their new finds should use the | + | |
- | Scientist template. | + | |
- | + | ||
- | Advantages: | + | |
- | among Absolute Direction [5], | + | |
- | Combat Reflexes [15], Cultural | + | |
- | Adaptablility [10], Danger Sense | + | |
- | [15], Fearlessness 1-5 [2-10], Fit | + | |
- | [5], G-Experience [1-10], High | + | |
- | Pain Threshold [10], Improved | + | |
- | G-Tolerance [5-10], Language | + | |
- | Talent [10], Luck [15], | + | |
- | Outdoorsman [10], Rank 1-4 [5 | + | |
- | -20], Rapid Healing [5], | + | |
- | Serendipity [15], Single-Minded | + | |
- | [5], and Unfazeable [15]. | + | |
- | + | ||
- | Primary Skills: Cartography (A) IQ | + | |
- | [2]-12, Geography (Physical, | + | |
- | choose planet type) (H) IQ [4] | + | |
- | -12, Navigation (Sea, Air or | + | |
- | Land) (A) IQ+2 [8]-14, and any | + | |
- | two of the following: Boating | + | |
- | (any) (A) DX [2]-12, Driving | + | |
- | (any) (A) DX [2]-12, Hiking (A) | + | |
- | HT [2]-12, Piloting (any) (A) DX | + | |
- | [2]-12, Scuba (A) IQ [2]-12, | + | |
- | Submarine (any) (A) DX [2]-12, | + | |
- | or Vacc Suit (A) DX [2]-12. | + | |
- | Secondary Skills: Biology (choose | + | |
- | planet type) (VH) IQ-2 [2]-10, | + | |
- | Survival (any) (A) Per [2]-12, | + | |
- | and either Electronic Operation | + | |
- | (Communication, | + | |
- | Sensor, or Sonar) [A] IQ [2]-12 | + | |
- | or Photography (A) IQ [2]-12. | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-12, First | + | |
- | Aid (E) IQ [1]-12, Swimming (E) | + | |
- | HT [1]-12, Writing (A) IQ [2]-12, | + | |
- | and one of the following: Beam | + | |
- | Weapons (any) (E) DX [1]-12, | + | |
- | Brawling (E) DX [1]-12, | + | |
- | Crossbow (E) DX [1]-12, or | + | |
- | Guns (any) (E) DX [1]-12. | + | |
- | + | ||
- | Contact Specialist (+20 points): | + | |
- | Delete Cartography, | + | |
- | and Survival skills [-8]; add | + | |
- | Diplomacy (H) IQ+2 [12]-14, | + | |
- | Expert Skill (Xenology) (H) | + | |
- | IQ+2 [12]-14, and Linguistics | + | |
- | (H) IQ [4]-12. | + | |
- | + | ||
- | ====Merchant(65/ | + | |
- | + | ||
- | Merchants must often go far afield | + | |
- | to find goods or markets. Far, of | + | |
- | course, is a relative term – on a lowtech colony world the local merchant | + | |
- | may have to travel a hundred miles | + | |
- | over bad roads to the spaceport, while | + | |
- | the space merchant he does business | + | |
- | with travels hundreds of light-years. | + | |
- | This template assumes a “hands-on” | + | |
- | merchant who does a lot of traveling | + | |
- | and negotiating in person. For a more | + | |
- | desk-bound sort, use the Executive | + | |
- | lens. | + | |
- | A more specialized merchant is the | + | |
- | Antiquities Dealer, who sells rare and | + | |
- | possibly alien-made items that may or | + | |
- | may not be legal. Antiquities dealers | + | |
- | must be fairly knowledgeable about | + | |
- | what they sell, even if what they’re selling is bogus. | + | |
- | + | ||
- | Advantages: | + | |
- | among Business Acumen [10], | + | |
- | Comfortable or Wealthy [10 or | + | |
- | 20], Courtesy Rank 1-5 [1-5], | + | |
- | Cultural Adaptability [10], | + | |
- | Cultural Familiarity [1 or | + | |
- | 2/culture], Eidetic Memory [5], | + | |
- | G-Experience [1-10], Improved | + | |
- | G-Tolerance [5-10], Independent | + | |
- | Income 1-5 [1-5], Language | + | |
- | Talent [10], Lightning Calculator [2], Luck [15], Rank 1-4 [5 | + | |
- | -20], Serendipity [15], Status 1-2 | + | |
- | [5-10], Unfazeable [15], or | + | |
- | Versatile [5]. | + | |
- | + | ||
- | Primary Skills: Administration (A) | + | |
- | IQ [1]-12, Accounting (H) | + | |
- | IQ [4]-12, Current Affairs | + | |
- | (Business) (E) IQ+2 [4]-14, | + | |
- | Finance (H) IQ [4]-12, Law | + | |
- | (Trade) (H) IQ [4]-12, Market | + | |
- | Analysis (H) IQ [3]-12, | + | |
- | Merchant (A) IQ+2 [8]-14. | + | |
- | Secondary Skills: | + | |
- | (A) IQ [2]-12 or Propaganda (A) | + | |
- | IQ [2]-12; and any three of the | + | |
- | following: Driving (any) (A) DX | + | |
- | [2]-10, Freight Handling (A) IQ | + | |
- | [2]-12, Navigation (any) (A) IQ | + | |
- | [2]-12, Packing (A) IQ [2]-12, | + | |
- | Piloting (any) (A) DX [2]-10, | + | |
- | Shiphandling (any) (H) IQ-1 [2]-11, Spacer (E) IQ+1 [2]-13, or | + | |
- | Teamster (A) IQ [2]-12. | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-12, First | + | |
- | Aid (E) IQ [1]-12, one of the following: Beam Weapons (type) | + | |
- | (E) DX [1]-10, Brawling (E) DX | + | |
- | [1]-10, or Guns (any) (E) DX [1] | + | |
- | -10; and one of either Carousing | + | |
- | (E) HT [1]-10 or Savoir-Faire (E) | + | |
- | IQ [1]-12. | + | |
- | + | ||
- | Antiquities Dealer (+10 points): | + | |
- | connoisseur (art) (A) IQ [2]-12, | + | |
- | Forgery (H) IQ [4]-12, and either | + | |
- | Archaeology (H) IQ [4]-12, | + | |
- | Expert Skill (Xenology) (H) IQ | + | |
- | [4]-12, or Hidden Lore (Lost civilizations) (A) IQ+1 [4]-13. | + | |
- | + | ||
- | Executive (+5 points): | + | |
- | secondary skills except Propaganda [-6], increase Computer | + | |
- | Operation to IQ+2 [+3], delete | + | |
- | combat background skills and | + | |
- | First Aid [-2], increase | + | |
- | Administration to IQ+2 [+6], | + | |
- | add Leadership (A) IQ [2]-12 | + | |
- | and Public Speaking (A) IQ [2] | + | |
- | -12. | + | |
- | + | ||
- | ====Scientist(50/ | + | |
- | Scientists gather knowledge | + | |
- | about the universe. In the modern | + | |
- | world they tend to be specialists in a | + | |
- | particular field or topic, but fictional | + | |
- | scientists are often generalists to a | + | |
- | ridiculous degree. Contrary to | + | |
- | stereotype, modern scientists are | + | |
- | usually quite adept at practical tasks | + | |
- | like building apparatuses, | + | |
- | specimens, and surviving in the wild | + | |
- | while on field season. | + | |
- | Fictional uber-scientists should use | + | |
- | the Cinematic Scientist lens, possibly | + | |
- | combined with the Inventor template | + | |
- | below. Science officers aboard spaceships use the Science Officer lens. | + | |
- | + | ||
- | Advantages: | + | |
- | among Eidetic Memory [5], Fit | + | |
- | [5], G-Experience [1-10], High | + | |
- | Manual Dexterity 1-2 [5-10], | + | |
- | Language Talent [10], Lightning | + | |
- | Calculator or Intuitive Mathematician [2 or 5], Mathematical | + | |
- | Ability 1 [10], Reputation +1 | + | |
- | (among scientists in field) [1 per | + | |
- | level], Security Clearance [5], | + | |
- | Serendipity [15], Single-Minded | + | |
- | [5], Status 1-2 [5-10], Tenure [5], | + | |
- | Unfazeable [15], Versatile [5] or | + | |
- | +1 to +2 Per [5-10]. | + | |
- | + | ||
- | Primary Skills: Research (A) IQ+1 [4]-14, and any two of: Anthropology, | + | |
- | Archaeology, | + | |
- | Chemistry, Computer Programming, | + | |
- | (any), Engineer (any), Geography, | + | |
- | Geology, Mathematics (any), | + | |
- | Metallurgy, Paleontology (any), | + | |
- | Physics (any), Psychology, or | + | |
- | Sociology – all are (H) IQ+1 [8] | + | |
- | -14. | + | |
- | Secondary Skills: | + | |
- | [1]-12, Writing (A) IQ-1 [1]-12; | + | |
- | one of: Cartography (A) IQ-1 [1] | + | |
- | -12, Electronic Operation | + | |
- | (Scientific, | + | |
- | IQ-1 [1]-12 or Photography (A) | + | |
- | IQ-1 [1]-12; and one of: | + | |
- | Hazardous Materials (any) (A) IQ | + | |
- | [2]-13, Scuba (A) IQ [2]-13, | + | |
- | Survival (any) (A) Per [2]-13, or | + | |
- | Vacc Suit (A) DX [2]-10. | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-13, First Aid | + | |
- | (E) IQ [1]-13, Public Speaking (A) | + | |
- | IQ-1 [1]-12, Scrounging (E) Per | + | |
- | [1]-13, Swimming (E) HT [1]-10. | + | |
- | + | ||
- | Science Officer (+10 points): | + | |
- | Beam Weapon (Pistol) (E) DX+1 [2]-12, | + | |
- | Electronics Operation (Scientific | + | |
- | or Sensor) (A) IQ [2]-13, Free Fall | + | |
- | (A) DX+1 [4]-12, Spacer (E) IQ+1 | + | |
- | [2]-14. | + | |
- | + | ||
- | ====Secret Agent(51) ==== | + | |
- | + | ||
- | Science-fiction secret agents come | + | |
- | in two main types: the grittily realistic | + | |
- | operatives and the dashing Bondian | + | |
- | heroes. Superspies have a natural | + | |
- | niche in space opera fiction, while | + | |
- | bleak, paranoid spies hang out in | + | |
- | cyberpunk stories – often working for | + | |
- | megacorporations instead of government agencies. | + | |
- | + | ||
- | + | ||
- | Advantages: | + | |
- | following: Combat Reflexes [15], | + | |
- | Cultural Adaptability or XenoAdaptability [10 or 20], Cultural | + | |
- | Familiarity [1 or 2/ | + | |
- | Danger Sense [15], Eidetic or | + | |
- | Photographic Memory [5 or 10], | + | |
- | Fearlessness 1-5 [2-10], High | + | |
- | Pain Threshold [10], Indomitable [15], Intuition [15], | + | |
- | Language Talent [10], Legal | + | |
- | Enforcement Powers [5-15], | + | |
- | Legal Immunity [5-20], Rank | + | |
- | (Military or Administrative) 1-4 | + | |
- | [5-20], Security Clearance +1 | + | |
- | [5], Single-Minded [5], Social | + | |
- | Chameleon [5], Unfazeable [15], | + | |
- | Versatile [5]. | + | |
- | + | ||
- | Primary Skills: Area Knowledge | + | |
- | (any) (E) IQ+2 [4]-14, Current | + | |
- | Affairs (any) (E) IQ+2 [4]-14, | + | |
- | Law (international) (H) IQ [4] | + | |
- | -12, and one of: Acting (A) IQ+2 | + | |
- | [8]-14, Observation (A) Per+2 | + | |
- | [8]-15, or Research (A) IQ+2 [8] | + | |
- | -14. | + | |
- | Secondary Skills: | + | |
- | from among the following: | + | |
- | Beam Weapons (Pistol) (E) | + | |
- | DX+1 [2]-12, Computer Programming (H) IQ [4]-12, | + | |
- | Computer Hacking (VH) IQ-1 | + | |
- | [4]-11, Cryptography (H) IQ [4] | + | |
- | -12, Detect Lies (H) Per-1 [2]-12, | + | |
- | Diplomacy (H) IQ [4]-12, | + | |
- | Driving (any) (A) DX [2]-11, | + | |
- | Electronics Operation (Communications, | + | |
- | Surveillance) (A) IQ [2]-12, | + | |
- | Expert Skill (Political Science or | + | |
- | Xenology) (H) IQ [4]-12, Fast | + | |
- | Talk (A) IQ [2]-12, Forgery (H) | + | |
- | IQ [4]-12, Guns (Gyroc, Pistol or | + | |
- | Shotgun) (E) DX+1 [2]-12, | + | |
- | Holdout (A) IQ [2]-12, Intelligence Analysis (H) IQ [4] | + | |
- | -12, Interrogation (A) IQ [2]-12, | + | |
- | Lockpicking (A) IQ [2]-12, | + | |
- | Propaganda (A) IQ [2]-12, or | + | |
- | Shadowing (A) IQ [2]-12. | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-12, First | + | |
- | Aid (E) IQ [1]-12, Savoir-Faire | + | |
- | (E) IQ [1]-12 or Streetwise (A) | + | |
- | IQ-1 [1]-11, and either Brawling | + | |
- | (E) DX [1]-11 or Fast-Draw | + | |
- | (weapon) (E) DX [1]-11. | + | |
- | + | ||
- | ====Security Officer(68)==== | + | |
- | + | ||
- | They’re known as guards, police | + | |
- | officers, goons, and rent-a-cops. They | + | |
- | spend most of their time watching for | + | |
- | trouble and being bored. When something happens, they’re the guys on the | + | |
- | spot. | + | |
- | + | ||
- | + | ||
- | Advantages: 25 points from among the | + | |
- | following: Combat Reflexes [15], | + | |
- | Danger Sense [15], Fearlessness | + | |
- | 1-5 [2-10], Fit [5], Hard to Kill 1 | + | |
- | -5 [2-10], High Pain Threshold | + | |
- | [10], Indomitable [15], Intuition | + | |
- | [15], Legal Enforcement Powers | + | |
- | [+5], Police Rank 1-2 [5-10], | + | |
- | Rapid Healing [5], Security | + | |
- | Clearance [5], Single-Minded | + | |
- | [5], or Unfazeable [15]. | + | |
- | Primary Skills: | + | |
- | [2]-10, Law (Local Police) (H) | + | |
- | IQ [4]-10, and Savoir-Faire | + | |
- | (Police) (E) IQ+2 [4]-12. | + | |
- | Secondary Skills: Brawling (E) | + | |
- | DX+2 [4]-14, Detect Lies (H) | + | |
- | Per-1 [2]-10, Driving (any) (A) | + | |
- | DX [2]-12, Fast-Draw (weapon) | + | |
- | (E) DX [1]-12, Forced Entry (E) | + | |
- | DX [1]-12, Forensics (H) IQ-1 | + | |
- | [2]-9, Search (A) Per [2]-10, | + | |
- | Stealth (A) DX [2]-12, Tonfa (A) | + | |
- | DX [2]-12, and either Beam | + | |
- | Weapons (Pistol) (E) DX+2 [4] | + | |
- | -14 or Guns (Pistol or Shotgun) | + | |
- | (E) DX+2 [4]-14. | + | |
- | Background Skills: | + | |
- | HT [1]-12, Computer Operation | + | |
- | (E) IQ [1]-10, First Aid (E) IQ+1 | + | |
- | [2]-11, and Streetwise (A) IQ [2] | + | |
- | -10. | + | |
- | + | ||
- | Rescue Squad (+10 points): | + | |
- | add Climbing (A) | + | |
- | DX [2], Explosives (EOD) (A) | + | |
- | IQ [2], Hazardous Materials | + | |
- | (any) (A) IQ [2], Liquid | + | |
- | Projector (Sprayer) (E) DX [1] | + | |
- | , NBC Suit (A) DX [2]; | + | |
- | improve Forced Entry to DX+1 | + | |
- | [+1]. | + | |
- | + | ||
- | Starship Security (+10 points): | + | |
- | G-Experience (5 other gravity | + | |
- | levels) [5], Free Fall (A) DX [2] | + | |
- | -12, Spacer (E) IQ [1]-10, Vacc | + | |
- | Suit (A) DX [2]-12 | + | |
- | + | ||
- | ====Soldier(40/ | + | |
- | + | ||
- | The Poor Bloody Infantry. The | + | |
- | Leathernecks. Tommy Atkins and G.I. | + | |
- | Joe. Stories about soldiers have been | + | |
- | around as long as there have been stories. Over time, soldiers have changed | + | |
- | from big guys with swords to techsavvy men and women with an arsenal | + | |
- | of gadgets at their fingertips. This | + | |
- | template represents a basic soldier | + | |
- | with no special training. As is, it can | + | |
- | represent a trainee or a green trooper | + | |
- | from an underfunded army, or can be | + | |
- | combined with other templates to create a combat medic or a military technician. Add one of the specialization | + | |
- | packages to create a skilled front-line | + | |
- | combatant. Officers add the Officer | + | |
- | package to the specialization. | + | |
- | Veterans add the Veteran package, and | + | |
- | elite soldiers the Elite package. It is | + | |
- | possible to be a Veteran Elite Officer. | + | |
- | + | ||
- | + | ||
- | Advantages: 20 points chosen from among | + | |
- | Ambidexterity [5], Combat | + | |
- | Reflexes [15], Fit or Very Fit [5 | + | |
- | or 15], High Pain Threshold | + | |
- | [10], Rank 1-2 [5-10], Rapid | + | |
- | Healing [5], +1 to ST or HT [10], | + | |
- | +1 to +5 to HP [2-10], and +1 to | + | |
- | +4 to Per [5-20]. | + | |
- | + | ||
- | Primary Skills: | + | |
- | -12, and either Beam Weapons | + | |
- | (any) or Guns (any) (E) DX+2 | + | |
- | [4]-14. | + | |
- | Secondary Skills: Driving (any) (A) | + | |
- | DX [2]-12, Explosives (any) (A) | + | |
- | IQ [2]-10, Scrounging (E) Per | + | |
- | [1]-10, and either Brawling (E) | + | |
- | DX [1]-12 or Knife (E) DX [1] | + | |
- | -12. | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-10, First | + | |
- | Aid (E) IQ [1]-10. | + | |
- | + | ||
- | Armored (+20 points): Improve Driving to DX+2 [+6]. Add Electronics Operation (any) [2], Forward Observer[2], | + | |
- | + | ||
- | Battlesuit Trooper (+30 points): Battlesuit[16], | + | |
- | Navigation (land)[1], Battlesuit (one weapon skill) training[4]. | + | |
- | + | ||
- | Engineer (+20 points): add Camouflage (E) | + | |
- | IQ+1 [2]-12, Electronics | + | |
- | Operation (any) (A) IQ-1 [1]-10, | + | |
- | Engineer (Combat) (H) IQ+2 | + | |
- | [12]-13, Gunner (any) (E) DX+1 | + | |
- | [2]-13, Mathematics (Applied) | + | |
- | (H) IQ-1 [2]-10, Navigation | + | |
- | (Land) (A) IQ-1 [1]-10. | + | |
- | + | ||
- | Infantry (+20 points):Add Camouflage | + | |
- | (E) IQ+2 [4]-12, Electronics | + | |
- | Operation (any) (A) IQ [2]-10, | + | |
- | Forward Observer (A) IQ [2]-10, | + | |
- | Gunner (any) (E) DX+2 [4]-14, | + | |
- | Hiking (A) HT+1 [4]-12, | + | |
- | Navigation (Land) (A) IQ [2]-10, | + | |
- | and either Survival (any) (A) Per | + | |
- | [2]-10 or Urban Survival (A) Per | + | |
- | [2]-10. | + | |
- | + | ||
- | + | ||
- | Ranger (+40 points): add Camouflage (E) | + | |
- | IQ+2 [4]-13, Climbing (A) DX+1 | + | |
- | [4]-13, Electronics Operation | + | |
- | (any) (A) IQ [2]-11, Forward | + | |
- | Observer (A) IQ [2]-11, Gunner | + | |
- | (any) (E) DX+2 [4]-14, Hiking | + | |
- | (A) HT+1 [4]-12, Navigation | + | |
- | (Land) (A) IQ+1 [4]-12, Stealth | + | |
- | (A) DX+1 [4]-13, and Survival | + | |
- | (any) (A) Per+3 [12]-14. | + | |
- | + | ||
- | Space Marine (+25 points):Add Free | + | |
- | Fall (A) DX+2 [8]-14, Spacer (E) | + | |
- | IQ+2 [4]-12, Vacc Suit (A) DX+2 | + | |
- | [8]-14, add one of the following: | + | |
- | G-Experience 5 [5], Immunity to | + | |
- | Space Sickness [5] or Improved | + | |
- | G-Tolerance 1 [5]. | + | |
- | + | ||
- | Field Medic (+14 points): | + | |
- | | + | |
- | [4], Electronics Operation | + | |
- | (Medical) (A) IQ [2], First Aid | + | |
- | (E) IQ+2 [4], Hazardous | + | |
- | Materials (any) (A) IQ [2], and | + | |
- | Surgery (VH) IQ-2 [2] | + | |
- | + | ||
- | Officer (+20 points): combine woth one of the other templates, add | + | |
- | Administration (A) IQ+1 [4]-12, | + | |
- | Law (Military) IQ-1 [2]-10, | + | |
- | Leadership (A) IQ+1 [4]-12, | + | |
- | Savoir-Faire (Military) (E) IQ+1 | + | |
- | [2]-12, Tactics (H) IQ+1 [8]-12. | + | |
- | + | ||
- | ====Space Worker(50)==== | + | |
- | Some people explore space, and | + | |
- | some people just work there. They | + | |
- | build space colonies, mine asteroids, | + | |
- | salvage wrecked spaceships, and do all | + | |
- | the other tough jobs the star pilots and | + | |
- | eggheads are too busy for. Space | + | |
- | workers can be independent prospectors or salvagers; or they can get a regular paycheck. | + | |
- | + | ||
- | Advantages: | + | |
- | gravity) [1], Immunity to | + | |
- | Space Sickness) [5], and two of: | + | |
- | +1 Per [5], Fit [5], Improved | + | |
- | G-Tolerance [5], Rapid Healing | + | |
- | [5], Single-Minded [5]. | + | |
- | + | ||
- | Primary Skills: Free Fall (A) DX+2 | + | |
- | [8]-13, Vacc Suit (A) DX+2 [8] | + | |
- | -13. | + | |
- | Secondary Skills: Any three of: | + | |
- | Electrician (A) IQ+1 [4]-12, | + | |
- | Explosives (Demolition) (A) | + | |
- | IQ+1 [4]-12, Freight Handling | + | |
- | (A) IQ+1 [4]-12, Hazardous | + | |
- | Materials (any) (A) IQ+1 [4]-12, | + | |
- | Machinist (A) IQ+1 [4]-12, | + | |
- | Mechanic (system type) (A) | + | |
- | IQ+1 [4]-12, Prospecting (A) | + | |
- | IQ+1 [4]-12. | + | |
- | Background Skills: | + | |
- | [1]-11, Carousing (E) HT [1]-11, | + | |
- | First Aid (E) IQ [1]-11, Piloting | + | |
- | (spacecraft type) (A) DX-1 [1] | + | |
- | -10, Scrounging (E) Per [1]-11, | + | |
- | Spacer (E) IQ [1]-1 | + | |
- | + | ||
- | ====Technician (45)==== | + | |
- | Just about everyone in a SF setting | + | |
- | can use the advanced devices available, but technicians are the ones who | + | |
- | understand how they work, and can | + | |
- | repair, improve, or build them. | + | |
- | Contemporary stereotypes assume all | + | |
- | technicians are geeky and shy, but in | + | |
- | some settings being a tech wizard | + | |
- | could be glamorous. | + | |
- | + | ||
- | + | ||
- | Advantages: | + | |
- | among: Artificer 1-2 [10-20], | + | |
- | Eidetic Memory [5], Gizmos | + | |
- | [5-15], High Manual Dexterity 1 | + | |
- | -2 [5-10], Intuitive Mathematician [5], Lightning Calculator | + | |
- | [2], Mathematical Ability [10], | + | |
- | Security Clearance [5], Serendipity [15], Single-Minded [5], | + | |
- | Versatile [5] or +1 to +2 Per | + | |
- | [5-10]. | + | |
- | + | ||
- | Primary Skills:Any two of: Armoury | + | |
- | (any), Electrician, | + | |
- | Repair (any), Explosives (any), | + | |
- | Lockpicking, | + | |
- | Mechanic (any) – all are (A) | + | |
- | IQ+2 [8]-13, or Computer | + | |
- | Programming (H) IQ+1 [8]-12. | + | |
- | Secondary Skills: Electronics | + | |
- | Operation (any) (A) IQ [2]-11, | + | |
- | Hazardous Materials (any) (A) | + | |
- | IQ [2]-11, and either NBC Suit | + | |
- | (A) DX [2]-10 or Vacc Suit (A) | + | |
- | DX [2]-10. | + | |
- | Background Skills:. Computer | + | |
- | Operation (E) IQ [1]-11, First | + | |
- | Aid (E) IQ [1]-11, Scrounging | + | |
- | (E) Per [1]-11. | + | |
- | + | ||
- | + | ||
- | ====Thief(45) ==== | + | |
- | Crime won’t go away just because | + | |
- | humans travel to the stars, but the | + | |
- | crooks will have to get more clever to | + | |
- | defeat high-tech locks and security | + | |
- | systems. | + | |
- | + | ||
- | Advantages: | + | |
- | among: Alternate Identity (illegal) [15], Artificer 1-2 [10-20], | + | |
- | Daredevil [15], Gizmos [5-15], | + | |
- | High Manual Dexterity 1-2 | + | |
- | [5-10], Luck [15], Serendipity | + | |
- | [15], Single-Minded [5], | + | |
- | Versatile [5], +1 to +2 Per [5-10], | + | |
- | or Zeroed [10]. | + | |
- | + | ||
- | Primary Skills: Any two of: | + | |
- | Electronics Operation (Security) | + | |
- | (A) IQ+2 [8]-14, Electronics | + | |
- | Repair (Security) (A) IQ+2 [8] | + | |
- | -14, Explosives (Demolition) (A) | + | |
- | IQ+2 [8]-14, Forced Entry (E) | + | |
- | DX+3 [8]-14, or Lockpicking (A) | + | |
- | IQ+2 [8]-14. | + | |
- | + | ||
- | Secondary Skills: Any three of: | + | |
- | Acting (A) IQ [2]-12, Beam | + | |
- | Weapons (Pistol) DX+1 [2]-12, | + | |
- | Disguise (A) IQ [2]-12, Driving | + | |
- | (any) DX [2]-11, Fast-Talk (A) IQ | + | |
- | [2]-12, Forgery (H) IQ-1 [2]-11, | + | |
- | Guns (Pistol) (E) DX+1 [2]-12, | + | |
- | Law (region, criminal) (H) IQ-1 | + | |
- | [2]-11, Merchant (A) IQ [2]-12, | + | |
- | Stealth (A) DX [2]-11. | + | |
- | + | ||
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-12, | + | |
- | Streetwise (A) IQ [2]-12. | + | |
- | Cyberspace Thief (75 points): | + | |
- | primary skills to Computer | + | |
- | Hacking (VH) IQ+1 [12]-13 and | + | |
- | Computer Programming (H) IQ | + | |
- | [4]-12. | + | |
- | + | ||
- | ==== Academician(45)==== | + | |
- | You are a scholar, usually a university professor or private instructor | + | |
- | who spends more time teaching than | + | |
- | in original research. You are not the | + | |
- | sort of person who normally ventures | + | |
- | into a conflict zone. Still, there’s a | + | |
- | galaxy full of interesting things to | + | |
- | learn and interesting people to teach, | + | |
- | and you’re not going to let little things | + | |
- | stop you. | + | |
- | + | ||
- | Advantages: A total of 20 points | + | |
- | selected from Claim to Hospitality | + | |
- | (Universities) [variable], Cultural | + | |
- | Adaptability [10 or 20], Cultural | + | |
- | Familiarity [1 or 2], Eidetic | + | |
- | Memory [5 or 10], Favor [variable], | + | |
- | Language Talent [10], Languages | + | |
- | [variable], Lightning Calculator [2 | + | |
- | or 5], Mathematical Ability | + | |
- | [10/level], positive Reputation | + | |
- | [variable], Single-Minded [5], | + | |
- | Tenure [5], Versatile [5], Voice | + | |
- | [10], or above-average Wealth | + | |
- | [variable]. | + | |
- | + | ||
- | Primary Skills: | + | |
- | [4]-14; plus two of Anthropology, | + | |
- | Archaeology, | + | |
- | Cryptography, | + | |
- | Skill (any), Geography, Geology, | + | |
- | History, Law (any), Linguistics, | + | |
- | Literature, Mathematics, | + | |
- | Physician, Psychology, Sociology, | + | |
- | or Theology, all (H) IQ [4]-13, or | + | |
- | Biology, Physics, Surgery, or Weird | + | |
- | Science, all (VH) IQ-1 [4]-12. | + | |
- | Secondary Skills: | + | |
- | (E) IQ+1 [2]-14; Public Speaking (A) | + | |
- | IQ [2]-13; Research (A) IQ [2]-13; | + | |
- | and Writing (A) IQ [2]-13. | + | |
- | Background Skills: Savoir-Faire | + | |
- | (High Society) (E) IQ [1]-13; | + | |
- | Speed-Reading (A) IQ-1 [1]-12; | + | |
- | plus three extra points in primary | + | |
- | or secondary skills | + | |
- | + | ||
- | ====Athlete (35)==== | + | |
- | You are a current or retired professional athlete, trained in a sport of | + | |
- | your choice. For some reason, you | + | |
- | have left the competition circuit to | + | |
- | take to a life of adventure – perhaps | + | |
- | you have suffered an injury, you are | + | |
- | on the run from professional gamblers, or you have simply decided to | + | |
- | find new challenges. | + | |
- | + | ||
- | + | ||
- | Advantages: A total of 20 points | + | |
- | selected from Ambidexterity [5], | + | |
- | positive Appearance [variable], | + | |
- | Daredevil [15], extra FP [3/ | + | |
- | Fit [5 or 15], Flexibility [5 or 15], | + | |
- | High Manual Dexterity [5/ | + | |
- | High Pain Threshold [10], | + | |
- | Languages [variable], Rapid | + | |
- | Healing [5 or 15], positive | + | |
- | Reputation [variable], above-average Wealth [variable], +1 ST or HT | + | |
- | [10], or +1 DX [20]. | + | |
- | + | ||
- | + | ||
- | Primary Skills: | + | |
- | (E) IQ+2 [4]-12; plus any oneof | + | |
- | Bicycling, Brawling Sport, Guns | + | |
- | Sport, Jumping, or Thrown | + | |
- | Weapon (any), all (E) DX+2 [4]-14, | + | |
- | Boating (Unpowered), | + | |
- | Bow Sport, Climbing, Dancing, | + | |
- | Rapier Sport, Riding (Horse), | + | |
- | Saber Sport, Smallsword Sport, | + | |
- | Sports (any), Staff Sport, Sumo | + | |
- | Wrestling, Throwing, or Wrestling, | + | |
- | all (A) DX+1 [4]-13, Acrobatics, | + | |
- | Judo Sport, or Karate Sport, all (H) | + | |
- | DX [4]-12, Swimming (E) HT+2 | + | |
- | [4]-14, Hiking, Lifting, or Running, | + | |
- | all (A) HT+1 [4]-13, or Skating or | + | |
- | Skiing, both (H) HT [4]-12. | + | |
- | Secondary Skills:Any two of Acting, | + | |
- | Gambling, or Leadership, all (A) IQ | + | |
- | [2]-10, Carousing (E) HT+1 [2]-13, | + | |
- | Sex Appeal (A) HT [2]-12, or | + | |
- | Intimidation (A) Will [2]-11. | + | |
- | Background Skills: Three extra | + | |
- | points in primary or secondary | + | |
- | skills. | + | |
- | + | ||
- | ====Attorney(54)==== | + | |
- | + | ||
- | You are an expert on some field of | + | |
- | law, often involved in commercial or political negotiations. | + | |
- | skills may not suit you for a life of danger, but they often command a high | + | |
- | price nevertheless. | + | |
- | + | ||
- | Advantages: | + | |
- | and a total of 20 points selected | + | |
- | from Allies [variable], positive | + | |
- | Appearance [variable], Charisma | + | |
- | [5/level], Contact Group [variable], | + | |
- | Contacts [variable], Empathy [5 or | + | |
- | 15], Fashion Sense [5], Favor [variable], Honest Face [1], Languages | + | |
- | [variable], positive Reputation | + | |
- | [variable], Single-Minded [5], | + | |
- | Smooth Operator [15/level], high | + | |
- | Status [5/level], Voice [10], or more | + | |
- | Wealth [variable]. | + | |
- | + | ||
- | Primary Skills:Law (any) (H) IQ [4]-12; Research (A) IQ+1 [4]-13; and | + | |
- | either Diplomacy (H) IQ [4]-12 or | + | |
- | Fast-Talk (A) IQ+1 [4]-13. | + | |
- | Secondary Skills: | + | |
- | IQ [2]-12; Public Speaking (A) IQ | + | |
- | [2]-12; and Writing (A) IQ [2]-12. | + | |
- | Background Skills: Any three of | + | |
- | Criminology, | + | |
- | Politics, all (A) IQ-1 [1]-11, | + | |
- | Accounting or Psychology, both | + | |
- | (H) IQ-2 [1]-10, Intimidation (A) | + | |
- | Will-1 [1]-11, or Detect Lies (H) | + | |
- | Per-2 [1]-10; plus three extra points | + | |
- | in any primary or secondary skills | + | |
- | + | ||
- | ====Belter(45)==== | + | |
- | + | ||
- | You are a deep-space prospector, | + | |
- | experienced in mining the asteroids | + | |
- | and small airless moons that can be | + | |
- | found in almost any star system. You | + | |
- | may be a crude, rough-and-tumble | + | |
- | person who has little interest in | + | |
- | Human society . . . or simply an intellectual introvert. You continually | + | |
- | search for the great strike that will let | + | |
- | you retire to a life of ease. | + | |
- | + | ||
- | Advantages: A total of 20 points | + | |
- | selected from 3D Spatial Sense | + | |
- | [10], Artificer [10/level], Fit [5 or | + | |
- | 15], G-Experience [variable], | + | |
- | Gizmos [5/gizmo], Improved GTolerance [5 or 10], Languages | + | |
- | [variable], Luck [variable], or | + | |
- | Single-Minded [5]. | + | |
- | + | ||
- | Primary Skills: Piloting (HighPerformance Spacecraft) (A) DX+1 | + | |
- | [4]-13 and Prospecting (A) IQ+1 | + | |
- | [4]-13. | + | |
- | Secondary Skills: | + | |
- | (H) IQ-1 [2]-11; Free Fall (A) DX | + | |
- | [2]-12; Geology (Ice Worlds or | + | |
- | Rock Worlds) (H) IQ-1 [2]-11; | + | |
- | Navigation (Space) (A) IQ+1 [2]-12; | + | |
- | Spacer (E) IQ+1 [2]-13; and Vacc | + | |
- | Suit (A) DX [2]-12. | + | |
- | Background Skills: | + | |
- | [1]-12; Carousing (E) HT [1]-10; | + | |
- | Guns (any) (E) DX [1]-12; plus two | + | |
- | extra points in primary or secondary skills. | + | |
- | + | ||
- | ====Bureaucrat(45)==== | + | |
- | Whether you come from a government or a corporate bureaucracy, | + | |
- | are an experienced administrator. | + | |
- | + | ||
- | You’ve spent much of your career | + | |
- | doing the paperwork that gets things | + | |
- | done. Now you’re ready to take up the | + | |
- | traveling lifestyle, applying your hardwon skills to the problems of a galaxy. | + | |
- | + | ||
- | Advantages: Either Administrative | + | |
- | Rank 1 [5] or Merchant Rank 1 [5]; | + | |
- | plus a total of 20 points selected | + | |
- | from more Administrative Rank | + | |
- | [5/level], Allies [variable], Common | + | |
- | Sense [10], Contact Group [variable], Contacts [variable], Courtesy | + | |
- | Rank [1/level], Favor [variable], | + | |
- | Languages [variable], Mathematical | + | |
- | Ability [10/level], more Merchant | + | |
- | Rank [5/level], Patron (Corporation | + | |
- | or bureaucratic agency) [variable], | + | |
- | Security Clearance [variable], | + | |
- | Single-Minded [5], high Status | + | |
- | [5/level], Unfazeable [15], or aboveaverage Wealth [variable]. | + | |
- | + | ||
- | Primary Skills: | + | |
- | IQ+2 [8]-14. | + | |
- | Secondary Skills: Accounting (H) | + | |
- | IQ-1 [2]-11 and any two of | + | |
- | Merchant or Politics, both (A) IQ | + | |
- | [2]-12, or Diplomacy, Economics, | + | |
- | Finance, Law (any), or Market | + | |
- | Analysis, all (H) IQ-1 [2]-11. | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-12; Research | + | |
- | (A) IQ-1 [1]-11; Savoir-Faire (any) | + | |
- | (E) IQ [1]-12; Writing (A) IQ-1 | + | |
- | [1]-11; and two extra points in | + | |
- | primary or secondary skills. | + | |
- | + | ||
- | + | ||
- | ====Capitalist(65)==== | + | |
- | You are one of the lesser businessmen, | + | |
- | “doing good by doing well.” You travel the galaxy looking for new business | + | |
- | opportunities. | + | |
- | + | ||
- | Advantages: | + | |
- | total of 30 points selected from | + | |
- | Allies [variable], Business Acumen | + | |
- | [10/level], Charisma [5/ | + | |
- | Claim to Hospitality (Business | + | |
- | allies) [variable], Contact Group | + | |
- | [variable], Contacts [variable], | + | |
- | Fashion Sense [5], Favor [variable], Independent Income [1 to | + | |
- | 20], Intuition [15], Languages | + | |
- | [variable], Luck [variable], | + | |
- | Mathematical Ability [10/ | + | |
- | Merchant Rank [5/level], Patron | + | |
- | (Corporation) [variable], positive | + | |
- | Reputation [variable], above-average Status [5/level], or more | + | |
- | Wealth [variable]. | + | |
- | + | ||
- | + | ||
- | Primary Skills: | + | |
- | [4]-13. | + | |
- | Secondary Skills: Accounting (H) | + | |
- | IQ-1 [2]-11; Administration (A) IQ | + | |
- | [2]-12; Fast-Talk (A) IQ [2]-12; | + | |
- | Leadership (A) IQ [2]-12; and | + | |
- | any three of Current Affairs (any) | + | |
- | (E) IQ+1 [2]-13, Politics (A) IQ [2]-12, or Diplomacy, Economics, | + | |
- | Finance, Law (any), or Market | + | |
- | Analysis, all (H) IQ-1 [2]-11. | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-12; Research | + | |
- | (A) IQ-1 [1]-11; Savoir-Faire (High | + | |
- | Society) (E) IQ [1]-12; and four | + | |
- | extra points in primary or | + | |
- | secondary skills. | + | |
- | + | ||
- | ====Colonist(40)==== | + | |
- | You are one of the pioneers who | + | |
- | are establishing new civilizations on | + | |
- | the colony | + | |
- | worlds. Few colonists play a grand | + | |
- | part in the Interstellar history, but there are always some who | + | |
- | leave their fields and small towns for | + | |
- | the interstellar stage. | + | |
- | + | ||
- | Advantages: A total of 20 points | + | |
- | selected from Animal Empathy [5], | + | |
- | Animal Friend [5/level], Common | + | |
- | Sense [10], Cultural Familiarity [1 | + | |
- | or 2], Fit [5 or 15], G-Experience | + | |
- | [variable], Green Thumb [5/ | + | |
- | Honest Face [1], Improved GTolerance [5 or 10], Languages | + | |
- | [variable], Less Sleep [2/ | + | |
- | Outdoorsman [10/level], or | + | |
- | Serendipity [15/ | + | |
- | + | ||
- | Primary Skills: | + | |
- | DX+1 [4]-11 and Survival (any) (A) | + | |
- | Per+1 [4]-11. | + | |
- | Secondary Skills: Guns (any) (E) | + | |
- | DX+1 [2]-11; plus any three of | + | |
- | Sewing (E) DX+1 [2]-11, Riding | + | |
- | (any) or Stealth, both (A) DX | + | |
- | [2]-10, Camouflage, Carpentry, | + | |
- | Gardening, or Masonry, all (E) | + | |
- | IQ+1 [2]-11, Animal Handling | + | |
- | (any), Electrician, | + | |
- | Machinist, Mechanic (any), | + | |
- | Merchant, Meteorologist, | + | |
- | (any), or Teamster (any), all (A) IQ | + | |
- | [2]-10, Swimming (E) HT+1 [2]-12, | + | |
- | Hiking (A) HT [2]-11, Fishing or | + | |
- | Scrounging, both (E) Per+1 [2]-11, | + | |
- | or Tracking (A) Per [2]-10. | + | |
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-10; First Aid | + | |
- | (E) IQ [1]-10; plus two extra points | + | |
- | in primary or secondary skills. | + | |
- | + | ||
- | ====Dilettante(100)==== | + | |
- | You are one of the idle rich who are not nobles. | + | |
- | You may have acquired a few useful | + | |
- | skills almost by accident, but for the | + | |
- | most part the only things you are good | + | |
- | at are art, sports, and fun. Adventurers | + | |
- | traveling with you will find you useful | + | |
- | mainly for your wealth, although in | + | |
- | some situations your skills may come | + | |
- | in handy. | + | |
- | + | ||
- | Advantages: | + | |
- | [0]*; and a total of 60 points selected from Alcohol Tolerance [1], | + | |
- | Allies [variable], positive | + | |
- | Appearance [variable], Charisma | + | |
- | [5/level], Claim to Hospitality | + | |
- | (Family friends) [variable], Contact | + | |
- | Group [variable], Contacts [variable], Cultural Familiarity [1 or 2], | + | |
- | Daredevil [15], Fashion Sense [5], | + | |
- | Favor [variable], Independent | + | |
- | Income [1 to 20], Languages [variable], Luck [variable], No Hangover | + | |
- | [1], Patron (Family) [variable], positive Reputation [variable], Smooth | + | |
- | Operator [15/level], more Status | + | |
- | [5/level], Voice [10], or more | + | |
- | Wealth [variable]. | + | |
- | + | ||
- | Primary Skills: | + | |
- | Society) (E) IQ+3 [8]-14. | + | |
- | Secondary Skills: Any three of | + | |
- | Boating (any), Dancing, Driving | + | |
- | (any), Piloting (any), Riding (any), | + | |
- | or Sports (any), all (A) DX+1 | + | |
- | [4]-11, Current Affairs (any) Games | + | |
- | (any), both (E) IQ+2 [4]-12, | + | |
- | Connoisseur (any), Cooking, FastTalk, Gambling, Poetry, or Writing, | + | |
- | all (A) IQ+1 [4]-11, Artist (any) | + | |
- | Musical Instrument (any), both (H) | + | |
- | IQ [4]-10, Carousing, Singing, or | + | |
- | Swimming, all (E) HT+2 [4]-12, or | + | |
- | Sex Appeal (A) HT+1 [4]-11. | + | |
- | * Gets one level of free Status from | + | |
- | Wealth. | + | |
- | + | ||
- | + | ||
- | ====Diplomat(60)==== | + | |
- | You are a current or retired diplomat, whose career was built around | + | |
- | smoothing over disputes between | + | |
- | factions. Of course, even if you | + | |
- | are retired, nobody is quite willing to | + | |
- | believe that you’re not still in the Great | + | |
- | Game. You retain a variety of useful | + | |
- | skills, and any adventuring party will | + | |
- | likely be happy to have your help. | + | |
- | + | ||
- | Advantages: A total of 30 points | + | |
- | selected from Administrative Rank | + | |
- | [5/level], Allies [variable], positive | + | |
- | Appearance [variable], Charisma | + | |
- | [5/level], Claim to Hospitality | + | |
- | (Embassies) [variable], Contact | + | |
- | Group [variable], Contacts [variable], Cultural Adaptability [10 or | + | |
- | 20], Cultural Familiarity [1 or 2], | + | |
- | Empathy [5 or 15], Fashion Sense | + | |
- | [5], Favor [variable], Honest Face | + | |
- | [1], Language Talent [10], | + | |
- | Languages [variable], | + | |
- | Patron (Government) [variable], | + | |
- | positive Reputation [variable], | + | |
- | Security Clearance [variable], | + | |
- | Social Chameleon [5], Smooth | + | |
- | Operator [15/level], above-average | + | |
- | Status [5/level], Voice [10], or | + | |
- | above-average Wealth [variable]. | + | |
- | + | ||
- | Primary Skills: | + | |
- | [4]-13; Public Speaking (A) IQ+1 | + | |
- | [4]-14; and Savoir-Faire (High | + | |
- | Society) (E) IQ+2 [4]-15. | + | |
- | Secondary Skills: | + | |
- | IQ [2]-13; Current Events (any) (A) | + | |
- | IQ [2]-13; Politics (A) IQ [2]-13; | + | |
- | either Acting (A) IQ [2]-13 or FastTalk (A) IQ [2]-13; and any two of | + | |
- | Economics, Finance, History, | + | |
- | Intelligence Analysis, Law (any), | + | |
- | Market Analysis, or Psychology, all | + | |
- | (H) IQ-1 [2]-12. | + | |
- | Background Skills: | + | |
- | [1]-12; Writing (A) IQ-1 [1]-12; and | + | |
- | four extra points in primary and | + | |
- | secondary skills. | + | |
- | + | ||
- | + | ||
- | ====Entertainer(40)==== | + | |
- | + | ||
- | You work in the entertainment | + | |
- | industry, | + | |
- | Whether you work on the stage or | + | |
- | behind it, you make people happy and | + | |
- | lift their spirits. As a bonus, you normally find yourself able to earn a little | + | |
- | extra cash no matter where you go – | + | |
- | even the most backwater colony or | + | |
- | isolated military unit will gladly pay to | + | |
- | see what you have to offer. | + | |
- | + | ||
- | + | ||
- | Advantages: A total of 20 points | + | |
- | selected from Alcohol Tolerance | + | |
- | [1], positive Appearance [variable], | + | |
- | Charisma [5/level], Claim to | + | |
- | Hospitality (Fans) [variable], | + | |
- | Cultural Familiarity [1 or 2], | + | |
- | Empathy [5 or 15], Fashion Sense | + | |
- | [5], Flexibility [5 or 15], Languages | + | |
- | [variable], Luck [variable], Musical | + | |
- | Ability [5/level], No Hangover [1], | + | |
- | Penetrating Voice [1], positive | + | |
- | Reputation [variable], Smooth | + | |
- | Operator [15/level], Versatile [5], | + | |
- | Voice [10], or above-average | + | |
- | Wealth [variable]. | + | |
- | + | ||
- | + | ||
- | Primary Skills:Any two of Dancing | + | |
- | (A) DX+1 [4]-12, Acting, Performance, | + | |
- | all (A) IQ+1 [4]-13, Musical | + | |
- | Instrument (any) (H) IQ [4]-12, or | + | |
- | Singing (E) HT+2 [4]-13. | + | |
- | Secondary Skills:Any three of Stage | + | |
- | Combat (A) DX [2]-11, Acrobatics | + | |
- | or Sleight of Hand, both (H) DX-1 | + | |
- | [2]-10, Makeup or Savoir-Faire | + | |
- | (any), both (E) IQ+1 [2]-13, Group | + | |
- | Performance (any), Poetry, or | + | |
- | Writing, all (A) IQ [2]-12, Artist | + | |
- | (Scene Design) or Musical | + | |
- | Composition, | + | |
- | or Sex Appeal (A) HT [2]-11. | + | |
- | Background Skills: | + | |
- | HT [1]-11; Fast-Talk (A) IQ-1 | + | |
- | [1]-11; plus four extra points in | + | |
- | any primary or secondary skills. | + | |
- | + | ||
- | ====Journalist(60)==== | + | |
- | The public | + | |
- | has a right to know what’s going on. | + | |
- | You travel throughout the galaxy, digging up stories that keep the worlds | + | |
- | informed (and, incidentally, | + | |
- | your reputation). Traveling with a | + | |
- | group of adventurers, | + | |
- | driving force behind the group yourself. Of course, Imperials often react | + | |
- | verybadly to pesky journalists . . . | + | |
- | + | ||
- | Advantages: A total of 20 points | + | |
- | selected from positive Appearance | + | |
- | [variable], Charisma [5/ | + | |
- | Contact Group [variable], Contacts | + | |
- | [variable], Cultural Adaptability | + | |
- | [10 or 20], Cultural Familiarity [1 | + | |
- | or 2], Empathy [5 or 15], Fashion | + | |
- | Sense [5], Favor [variable], Honest | + | |
- | Face [1], Intuition [15], Language | + | |
- | Talent [10], Languages [variable], | + | |
- | Patron (News agency) [variable], | + | |
- | positive Reputation [variable], | + | |
- | Serendipity [15/level], SingleMinded [5], Smooth Operator | + | |
- | [15/level], or Voice [10]. | + | |
- | + | ||
- | Primary Skills: | + | |
- | [4]-13 and Writing (A) IQ+1 [4]-13. | + | |
- | + | ||
- | Secondary Skills: | + | |
- | three of Savoir-Faire (E) IQ+1 | + | |
- | [2]-13, Electronics Operation (Communications), | + | |
- | Speaking, all (A) IQ [2]-12, | + | |
- | Intimidation (A) Will [2]-12, or | + | |
- | Detect Lies (H) Per-1 [2]-12. | + | |
- | + | ||
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-12; SpeedReading (A) IQ-1 [1]-11; and two | + | |
- | extra points in primary or | + | |
- | secondary skills. | + | |
- | + | ||
- | + | ||
- | ====Policeman(65)==== | + | |
- | + | ||
- | Policemen have many reasons for | + | |
- | traveling: pursuit of fugitives, | + | |
- | vengeance for denied justice, flight | + | |
- | from implacable enemies, even a simple | + | |
- | urge to bring their skills to the lawless frontier. Law enforcers who travel | + | |
- | the stars often find their hands full – | + | |
- | colonies are often unruly | + | |
- | places, and Imperial | + | |
- | worlds present their own social | + | |
- | problems. | + | |
- | + | ||
- | + | ||
- | Advantages: A total of 20 points | + | |
- | selected from Administrative Rank | + | |
- | [5/level], Combat Reflexes [15], | + | |
- | Contact Group [variable], Contacts | + | |
- | [variable], Courtesy Rank [1/ | + | |
- | Danger Sense [15], Favor [variable], Fearlessness [2/level], Fit [5 | + | |
- | or 15], Higher Purpose [5], | + | |
- | Languages [variable], greater Legal | + | |
- | Enforcement Powers [5 to 15], | + | |
- | Patron (Police agency) [variable], | + | |
- | or Security Clearance [variable]. | + | |
- | + | ||
- | Primary Skills: Area Knowledge | + | |
- | (Beat) (E) IQ+2 [4]-14; Brawling | + | |
- | (E) DX+2 [4]-13; Guns (any) (E) | + | |
- | DX+2 [4]-13; and Law (any) (H) IQ | + | |
- | [4]-12. | + | |
- | + | ||
- | Secondary Skills: | + | |
- | [2]-12; Observation (A) Per [2]-13; | + | |
- | Search (A) Per [2]-13; Stealth (A) | + | |
- | DX [2]-11; Shadowing (A) IQ | + | |
- | [2]-12; any two of Bicycling (E) | + | |
- | DX+1 [2]-12, Driving (any), | + | |
- | Piloting (any), or Riding (any), all | + | |
- | (A) DX [2]-11, or Running (A) HT | + | |
- | [2]-10; plus any three of | + | |
- | Interrogation, | + | |
- | Streetwise, all (A) IQ [2]-12, | + | |
- | Diplomacy, Forensics, Psychology, | + | |
- | or Tactics, all (H) IQ-1 [2]-11, | + | |
- | Intimidation (A) Will [2]-12, or | + | |
- | Detect Lies (H) Per-1 [2]-12. | + | |
- | + | ||
- | Background Skills: | + | |
- | (A) IQ-1 [1]-11; Computer | + | |
- | Operation (E) IQ [1]-12; Electronics | + | |
- | Operation (Communications) (A) | + | |
- | IQ-1 [1]-11; Electronics Operation | + | |
- | (Sensors) (A) IQ-1 [1]-11; First Aid | + | |
- | (E) IQ [1]-12; Research (A) IQ-1 | + | |
- | [1]-11; plus three extra points in | + | |
- | primary or secondary skills. | + | |
- | + | ||
- | + | ||
- | ==== Politician(55) ==== | + | |
- | + | ||
- | You are a professional politician, | + | |
- | using the democratic institutions of | + | |
- | your to climb to the highest levels of | + | |
- | non noble. You spend at | + | |
- | least as much time gathering votes as | + | |
- | you do exercising power – but | + | |
- | between election campaigns, you are | + | |
- | busy making policy and passing laws. | + | |
- | + | ||
- | Even after you retire from active political life, you will have considerable | + | |
- | indirect influence from the contacts | + | |
- | and reputation you made while in | + | |
- | office. | + | |
- | + | ||
- | Advantages: | + | |
- | [5/level], Allies [variable], | + | |
- | Appearance [variable], Charisma | + | |
- | [5/level], Claim to Hospitality | + | |
- | (Political allies) [variable], Contact | + | |
- | Group [variable], Contacts [variable], Courtesy Rank [1/ | + | |
- | Cultural Familiarity [1 or 2], | + | |
- | Empathy [5 or 15], Fashion Sense | + | |
- | [5], Favor [variable], Honest Face | + | |
- | [1], Independent Income [1 to 20], | + | |
- | Language Talent [10], Languages | + | |
- | [variable], positive Reputation | + | |
- | [variable], Security Clearance [variable], Social Chameleon [5], | + | |
- | Smooth Operator [15/level], aboveaverage Status [5/level], Voice [10], | + | |
- | or above-average Wealth [variable]. | + | |
- | + | ||
- | Primary Skills: | + | |
- | [4]-13. | + | |
- | + | ||
- | Secondary Skills: Acting (A) IQ | + | |
- | [2]-12; Administration (A) IQ | + | |
- | [2]-12; Law (any) (H) IQ-1 [2]-11; | + | |
- | Savoir-Faire (High Society) (E) | + | |
- | IQ+1 [2]-13; and any two of | + | |
- | Accounting, Economics, Expert | + | |
- | Skill (Military Science), Expert | + | |
- | Skill (Political Science), Finance, | + | |
- | History, Intelligence Analysis, | + | |
- | Market Analysis, or Psychology, all | + | |
- | (H) IQ-1 [2]-11. | + | |
- | + | ||
- | Background Skills: | + | |
- | [1]-11; Writing (A) IQ-1 [1]-11; and | + | |
- | three extra points in primary or | + | |
- | secondary skills. | + | |
- | + | ||
- | ==== Rogue(60) ==== | + | |
- | + | ||
- | “Rogue” is a more romantic term | + | |
- | for “criminal.” You are one of society’s | + | |
- | outcasts, either a romantic criminalhero or a brutish criminal-thug. You | + | |
- | survive outside the law, which may | + | |
- | well be one of the reasons you travel | + | |
- | among the stars – after all, the law is | + | |
- | thinner out here. | + | |
- | + | ||
- | Advantages: A total of 30 points | + | |
- | selected from Alcohol Tolerance | + | |
- | [1], Alternate Identity (Illegal) [15], | + | |
- | positive Appearance [variable], | + | |
- | Charisma [5/level], Combat | + | |
- | Reflexes [15], Contacts [variable], | + | |
- | Cultural Adaptability [10 or 20], | + | |
- | Danger Sense [15], Daredevil [15], | + | |
- | Fashion Sense [5], Favor [variable], Fearlessness [2/ | + | |
- | Flexibility [5 or 15], High Manual | + | |
- | Dexterity [5/level], Language | + | |
- | Talent [10], Languages [variable], | + | |
- | Luck [variable], Night Vision | + | |
- | [1/level], No Hangover [1], Smooth | + | |
- | Operator [15/level], Versatile [5], | + | |
- | Voice [10], above-average Wealth | + | |
- | [variable], or Zeroed [10]. | + | |
- | + | ||
- | Primary Skills:Area Knowledge (any) | + | |
- | (E) IQ+2 [4]-14 and Streetwise (A) | + | |
- | IQ+1 [4]-13. | + | |
- | + | ||
- | Secondary Skills: Carousing (E) | + | |
- | HT+1 [2]-11; either Survival (any) | + | |
- | or Urban Survival, both (A) Per | + | |
- | [2]-12; Stealth (A) DX [2]-11; and | + | |
- | any six of Beam Weapons (any), | + | |
- | Brawling, Fast-Draw (any), Guns | + | |
- | (any), Knife, or Thrown Weapon | + | |
- | (Knife), all (E) DX+1 [2]-12, Erotic | + | |
- | Art, Climbing, or Filch, all (A) DX | + | |
- | [2]-11, Escape, Pickpocket, or | + | |
- | Sleight of Hand, all (H) DX-1 | + | |
- | [2]-10, Computer Operation or | + | |
- | Panhandling, | + | |
- | Acting, Electronics Operation | + | |
- | (Communications), | + | |
- | Operation (Security), Electronics | + | |
- | Operation (Surveillance), | + | |
- | Gambling, Holdout, Lockpicking, | + | |
- | Merchant, Shadowing, or Traps, all | + | |
- | (A) IQ [2]-12, Forgery (H) IQ-1 | + | |
- | [2]-11, Running or Sex Appeal, | + | |
- | both (A) HT [2]-10, or Intimidation | + | |
- | (A) Will [2]-12. | + | |
- | + | ||
- | Background Skills:Four extra points | + | |
- | in primary or secondary skills. | + | |
- | + | ||
- | ==== Scientist(50) ==== | + | |
- | + | ||
- | You may work at or for a university, like an academician, | + | |
- | but you are more devoted to research | + | |
- | and discovery than to teaching. | + | |
- | The Imperium hasthousands of worlds to | + | |
- | explore. Of course, your job is to advance beyond | + | |
- | anything the Imperium has managed | + | |
- | to attain sofar... | + | |
- | + | ||
- | + | ||
- | Advantages: A total of 20 points | + | |
- | selected from Allies [variable], | + | |
- | Claim to Hospitality (Universities) | + | |
- | [variable], Cultural Adaptability | + | |
- | [10 or 20], Cultural Familiarity [1 | + | |
- | or 2], Eidetic Memory [5 or 10], | + | |
- | Favor [variable], Language Talent | + | |
- | [10], Languages [variable], | + | |
- | Lightning Calculator [2 or 5], | + | |
- | Mathematical Ability [10/ | + | |
- | positive Reputation [variable], | + | |
- | Single-Minded [5], above-average | + | |
- | Status [5/level], Tenure [5], | + | |
- | Versatile [5], or above-average | + | |
- | Wealth [variable]. | + | |
- | + | ||
- | Primary Skills: | + | |
- | [4]-14; and any two of Anthropology, | + | |
- | Chemistry, Computer Programming, | + | |
- | Cryptography, | + | |
- | Skill (any), Geography, Geology, | + | |
- | History, Law (any), Linguistics, | + | |
- | Literature, Mathematics, | + | |
- | Physician, Psychology, Sociology, | + | |
- | or Theology, all (H) IQ [4]-13, or | + | |
- | Biology, Physics, Surgery, or Weird | + | |
- | Science, all (VH) IQ-1 [4]-12. | + | |
- | + | ||
- | Secondary Skills: | + | |
- | Operation (any) (A) IQ [2]-13; | + | |
- | Electronics Operation (any other) | + | |
- | (A) IQ [2]-13; Public Speaking (A) | + | |
- | IQ [2]-13; Teaching (A) IQ [2]-13; | + | |
- | and Writing (A) IQ [2]-13. | + | |
- | + | ||
- | Background Skills: | + | |
- | IQ-1 [1]-12; Savoir-Faire (High | + | |
- | Society) (E) IQ [1]-13; SpeedReading (A) IQ-1 [1]-12; plus three | + | |
- | extra points in primary or | + | |
- | secondary skills. | + | |
- | + | ||
- | ====Spy(55)==== | + | |
- | The life of an undercover | + | |
- | agent can be very interesting, | + | |
- | very short. Naturally, the job is not | + | |
- | one from which it’s possible to completely retire – even after you have | + | |
- | returned to a “civilian” life you may | + | |
- | find yourself caught up in worldspanning intrigues. | + | |
- | + | ||
- | Advantages: A total of 30 points | + | |
- | selected from Alternate Identity [5 | + | |
- | or 15], Charisma [5/level], Combat | + | |
- | Reflexes [15], Contact Group [variable], Contacts [variable], Cultural | + | |
- | Adaptability [10 or 20], Cultural | + | |
- | Familiarity [1 or 2], Danger Sense | + | |
- | [15], Eidetic Memory [5 or 10], | + | |
- | Empathy [5 or 15], Fashion Sense | + | |
- | [5], Favor [variable], Honest Face | + | |
- | [1], Language Talent [10], | + | |
- | Languages [variable], Patron | + | |
- | (Government) [variable], Security | + | |
- | Clearance [variable], Social | + | |
- | Chameleon [5], Smooth Operator | + | |
- | [15/level], Versatile [5], Voice [10], | + | |
- | or Zeroed [10]. | + | |
- | + | ||
- | Primary Skills:Area Knowledge (any) | + | |
- | (E) IQ+2 [4]-14. | + | |
- | + | ||
- | Secondary Skills: Intelligence | + | |
- | Analysis (H) IQ-1 [2]-11; Research | + | |
- | (A) IQ [2]-12; plus any six of | + | |
- | Climbing or Stealth, both (A) DX | + | |
- | [2]-11, Escape (H) DX-1 [2]-10, | + | |
- | Savoir-Faire (any) (E) IQ+1 [2]-13, | + | |
- | Acting, Disguise, Electronics | + | |
- | Operation (Communication), | + | |
- | Electronics Operation (Security), | + | |
- | Electronics Operation (Sensors), | + | |
- | Explosives (Demolition), | + | |
- | Holdout, Interrogation, | + | |
- | or Traps, all (A) IQ [2]-12, | + | |
- | Cryptography (H) IQ-1 [2]-11, | + | |
- | Carousing (E) HT+1 [2]-11, Sex | + | |
- | Appeal (A) HT [2]-10, Body | + | |
- | Language or Lip Reading, both (A) | + | |
- | Per [2]-13, or Detect Lies (H) Per-1 | + | |
- | [2]-12. | + | |
- | + | ||
- | Background Skills: Computer | + | |
- | Operation (E) IQ [1]-12; either | + | |
- | Driving (any) or Piloting (any), | + | |
- | both (A) DX-1 [1]-10; Guns (any) | + | |
- | (E) DX [1]-11; plus two extra | + | |
- | points in primary or secondary | + | |
- | skills. | + | |
- | + | ||
- | ==== Starship Bridge Officer(50)/ | + | |
- | Whether you serve aboard a | + | |
- | Navy vessel or a commercial ship, you | + | |
- | are one of the officers who manage | + | |
- | critical ship functions from its nerve | + | |
- | center – the bridge. You are trained in | + | |
- | a set of highly technical skills, and will | + | |
- | doubtless find yourself in great | + | |
- | demand once you are ready to begin | + | |
- | adventuring on your own behalf. | + | |
- | + | ||
- | Advantages: | + | |
- | [5] orMilitary Rank 1 [5]; plus a | + | |
- | total of 20 points selected from 3D | + | |
- | Spatial Sense [10], Combat | + | |
- | Reflexes [15], Courtesy Rank | + | |
- | [1/level], Cultural Familiarity [1 or | + | |
- | 2], Fit [5 or 15], G-Experience | + | |
- | [variable], Improved G-Tolerance | + | |
- | [5 or 10], Intuitive Admiral | + | |
- | [10/level], Languages [variable], | + | |
- | Mathematical Ability [10/ | + | |
- | more Merchant Rank [5/level] or | + | |
- | Military Rank [5/level], positive | + | |
- | Reputation [variable], above-average Status [5/level], Voice [10], or | + | |
- | above-average Wealth [variable]. | + | |
- | + | ||
- | Primary Skills: Spacer (E) IQ+2 | + | |
- | [4]-14. | + | |
- | + | ||
- | Secondary Skills:Free Fall (A) DX | + | |
- | [2]-12; Leadership (A) IQ [2]-12; | + | |
- | Savoir-Faire (Merchant or | + | |
- | Military) (E) IQ+1 [2]-13; Vacc Suit | + | |
- | (A) DX [2]-12; and any three of | + | |
- | Piloting (Aerospace) or Piloting | + | |
- | (High Performance Spacecraft), | + | |
- | both (A) DX [2]-12, Computer | + | |
- | Operation (E) IQ+1 [2]-13, | + | |
- | Electronics Operation (Communications), | + | |
- | (A) IQ [2]-12. | + | |
- | + | ||
- | Background Skills: | + | |
- | (A) IQ-1 [1]-11; Brawling (E) DX | + | |
- | [1]-12; Carousing (E) HT [1]-10; | + | |
- | Guns (A) DX-1 [1]-11; and three | + | |
- | extra points in primary or | + | |
- | secondary skills. | + | |
- | + | ||
- | ===Fighter Jock=== | + | |
- | (+20 points): Must take | + | |
- | Piloting as a Primary Skill and | + | |
- | either Beam Weapons or | + | |
- | Carousing as Background. Add | + | |
- | one of: Danger Sense [15], | + | |
- | Daredevil [15], Luck [+15], or | + | |
- | Serendipity [15]; add +1 level to | + | |
- | Piloting skill [4]; add +1 to | + | |
- | either Carousing or Beam | + | |
- | Weapons [1]. | + | |
- | + | ||
- | + | ||
- | ==== Starship Commander(70) ==== | + | |
- | + | ||
- | Whether you command a tiny | + | |
- | scout ship or a multi-kiloton battlewagon, | + | |
- | on board a starship. You are one of | + | |
- | the freest people in the Empire | + | |
- | – and yet, you are also deeply bound | + | |
- | by responsibility. It’s your job to make | + | |
- | the decisions that make or break fortunes, or that mean life and death for | + | |
- | your crewmen. | + | |
- | + | ||
- | Advantages: | + | |
- | [15] orMilitary Rank 3 [15]; plus a | + | |
- | total of 25 points selected from 3D | + | |
- | Spatial Sense [10], Combat | + | |
- | Reflexes [15], Courtesy Rank | + | |
- | [1/level], Cultural Familiarity [1 or | + | |
- | 2], Fit [5 or 15], G-Experience | + | |
- | [variable], Improved G-Tolerance | + | |
- | [5 or 10], Intuitive Admiral | + | |
- | [10/level], Languages [variable], | + | |
- | Mathematical Ability [10/ | + | |
- | more Merchant Rank [5/level] or | + | |
- | Military Rank [5/level], positive | + | |
- | Reputation [variable], above-average Status [5/level], Voice [10], or | + | |
- | above-average Wealth [variable]. | + | |
- | + | ||
- | + | ||
- | Primary Skills: Spacer (E) IQ+2 | + | |
- | [4]-15. | + | |
- | + | ||
- | Secondary Skills: | + | |
- | IQ [2]-13; Free Fall (A) DX [2]-12; | + | |
- | Leadership (A) IQ [2]-13; SavoirFaire (Merchant or Military) (E) | + | |
- | IQ+1 [2]-14; Shiphandling (H) IQ-1 | + | |
- | [2]-12; Vacc Suit (A) DX [2]-12; and | + | |
- | any four of Piloting (Aerospace) or | + | |
- | Piloting (High Performance | + | |
- | Spacecraft), | + | |
- | Computer Operation or SavoirFaire (Servant), both (E) IQ+1 | + | |
- | [2]-14, Electronics Operation | + | |
- | (Communications), | + | |
- | Operation (Sensors), Freight | + | |
- | Handling, Navigation (Hyperspace), | + | |
- | (A) IQ [2]-13, or Strategy (Space) | + | |
- | (H) IQ-1 [2]-12. | + | |
- | + | ||
- | Background Skills: | + | |
- | [1]-12; Carousing (E) HT [1]-10; | + | |
- | Guns (A) DX-1 [1]-11; and three | + | |
- | extra points in primary or | + | |
- | secondary skills. | + | |
- | + | ||
- | ==== Starship Deckhand(50) ==== | + | |
- | + | ||
- | + | ||
- | Every starship is a technological | + | |
- | miracle, but even so it requires plenty | + | |
- | of skilled labor to stay in operation. | + | |
- | You are a “deckhand, | + | |
- | ship running. You perform routine | + | |
- | maintenance, | + | |
- | battle, help handle freight, and assist | + | |
- | passengers. You may not be high in | + | |
- | the social hierarchy of merchant service, but you are still a necessary part of | + | |
- | starship life. | + | |
- | + | ||
- | Advantages: A total of 30 points | + | |
- | selected from 3D Spatial Sense | + | |
- | [10], Combat Reflexes [15], Cultural | + | |
- | Familiarity [1 or 2], Fit [5 or 15], | + | |
- | G-Experience [variable], Improved | + | |
- | G-Tolerance [5 or 10], Intuitive | + | |
- | Admiral [10/level], Languages | + | |
- | [variable], Mathematical Ability | + | |
- | [10/level], Merchant Rank [5/level] | + | |
- | orMilitary Rank [5/level], positive | + | |
- | Reputation [variable], above-average Status [5/level], Voice [10], or | + | |
- | above-average Wealth [variable]. | + | |
- | + | ||
- | + | ||
- | Primary Skills: Spacer (E) IQ+2 | + | |
- | [4]-14. | + | |
- | + | ||
- | Secondary Skills:Free Fall (A) DX | + | |
- | [2]-11; Savoir-Faire (Merchant or | + | |
- | Military) (E) IQ+1 [2]-13; Vacc Suit | + | |
- | (A) DX [2]-11; and any three of | + | |
- | Brawling, Gunnery (any), or Guns | + | |
- | (any), all (E) DX+1 [2]-12, First Aid | + | |
- | or Housekeeping, | + | |
- | [2]-13, Piloting (Aerospace) or | + | |
- | Piloting (High Performance | + | |
- | Spacecraft), | + | |
- | Computer Operation or SavoirFaire (Servant), both (E) IQ+1 | + | |
- | [2]-13, or Cooking, Electronics | + | |
- | Operation (Communications), | + | |
- | Electronics Operation (Sensors), or | + | |
- | Freight Handling, all (A) IQ [2]-12. | + | |
- | + | ||
- | Background Skills: | + | |
- | (A) IQ-1 [1]-11; Carousing (E) HT | + | |
- | [1]-10; and two extra points in | + | |
- | primary or secondary skills. | + | |
- | + | ||
- | ==== Starship Engineer(50) ==== | + | |
- | + | ||
- | The captain and the bridge officers | + | |
- | may run the ship, the other crewmen | + | |
- | have their jobs and do them well, but | + | |
- | youare the one who makes sure she | + | |
- | keeps going – even after someone else | + | |
- | blows holes in her. You may be underpaid and underappreciated, | + | |
- | the most important member of the | + | |
- | crew, and in crisis time everyone | + | |
- | remembers it. | + | |
- | + | ||
- | + | ||
- | + | ||
- | Advantages: A total of 25 points | + | |
- | selected from 3D Spatial Sense | + | |
- | [10], Artificer [10/level], Combat | + | |
- | Reflexes [15], Cultural Familiarity [1 or | + | |
- | 2], Fit [5 or 15], G-Experience | + | |
- | [variable], Gizmos [5/gizmo], High | + | |
- | Manual Dexterity [5/ | + | |
- | Improved G-Tolerance [5 or 10], | + | |
- | Intuitive Admiral [10/ | + | |
- | Languages [variable], Mathematical | + | |
- | Ability [10/level], Merchant Rank | + | |
- | [5/level] orMilitary Rank [5/ | + | |
- | positive Reputation [variable], | + | |
- | above-average Status [5/ | + | |
- | Voice [10], or above-average | + | |
- | Wealth [variable]. | + | |
- | + | ||
- | + | ||
- | Primary Skills: Spacer (E) IQ+2 | + | |
- | [4]-15. | + | |
- | + | ||
- | Secondary Skills: | + | |
- | DX [2]-11; Vacc Suit (A) DX [2]-11; and any four of Armoury | + | |
- | (Heavy Weapons), Armoury | + | |
- | (Vehicular Armor), Electrician, | + | |
- | Electronics Repair (Communications), | + | |
- | (Computers), | + | |
- | (Medical), Electronics Repair | + | |
- | (Sensors), Machinist, Mechanic | + | |
- | (Aerospace Craft), Mechanic | + | |
- | (High Performance Spacecraft), | + | |
- | Mechanic (Jump Drive), all (A) IQ | + | |
- | [2]-13, or Computer Programming | + | |
- | or Engineer (Starships), | + | |
- | IQ-1 [2]-12. | + | |
- | + | ||
- | Background Skills: | + | |
- | (A) IQ-1 [1]-11; Carousing (E) HT | + | |
- | [1]-10; Guns (any) (E) DX [1]-11; | + | |
- | Savoir-Faire (Merchant or | + | |
- | Military) (E) IQ [1]-13; and three | + | |
- | extra points in primary or | + | |
- | secondary skills | + | |
- | + | ||
- | + | ||
- | =====Genie===== | + | |
- | You are genetically enchanced. | + | |
- | + | ||
- | There are two types of race groupings: | + | |
- | * Type 1 are 5 to 70 points. In addition to the racial package you get one edge and one previous training/ | + | |
- | * Type 2 are 100+ points. In addition to the racial package you get two training/ | + | |
- | + | ||
- | Price is the price paid by parents. | + | |
- | + | ||
- | All below are type 1 unless specially noted as type 2. | + | |
- | + | ||
- | All obviously generically manipulated versions below should add a reaction penalty. Social sigma(Genie)[-5] | + | |
- | + | ||
- | ==== Genetic upgrades ==== | + | |
- | + | ||
- | Upgrades are individuals who have undergone eugenic | + | |
- | gengineering at conception, with the goal of removing | + | |
- | undesirable genetic traits and adding desirable ones. The | + | |
- | answer to the question “desirable to whom?” is not always | + | |
- | the individual himself or his parents, so some of these | + | |
- | “upgrades” are not necessarily an advantage. | + | |
- | + | ||
- | Upgraded humans are still capable of interbreeding | + | |
- | with baselines, so do not form distinct parahuman species. | + | |
- | + | ||
- | + | ||
- | ===Alpha (TL9)=== | + | |
- | 39 points | + | |
- | + | ||
- | Careful eugenic improvements ensure an attractive, athletic, healthy individual. Medscanning may reveal minor | + | |
- | “mutations” compared to the human norm, such as being | + | |
- | born without an appendix. This is a simple Homo superior | + | |
- | genotype that TL9+ parents – or societies – might select for | + | |
- | their children. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: Attractive [4]; Longevity [2]; Resistant to Disease (+3) [3].\\ | + | |
- | Features: Taboo Traits (Genetic Defects, Mental Instability).\\ | + | |
- | Availability: | + | |
- | + | ||
- | Sub-Races | + | |
- | + | ||
- | Omega(+28 points): An enhanced version of the Alpha, | + | |
- | designed to be both beautiful and intelligent; | + | |
- | appearance to Handsome [12] and add IQ+1 [20]. | + | |
- | $92,000. LC3. | + | |
- | + | ||
- | ===Heavy Worlder (TL9)=== | + | |
- | 46 points | + | |
- | + | ||
- | A heavy worlder’s weight is 25% over the human norm, | + | |
- | but height is 1’ less than indicated for ST. Someone with | + | |
- | this modification is wider, which can give problems in narrow passages or doors designed for normal humans (a DX | + | |
- | roll to squeeze through). | + | |
- | + | ||
- | This is a variant human designed for life in a 1.5 to 2 G | + | |
- | environment. He has more muscle to get around, strong | + | |
- | bones to avoid breaking them in falls, and a resilient circulatory system to prevent early death due to heart failure. | + | |
- | However, the “heavy-worlder” is usually unattractive by | + | |
- | human standards, with a barrel chest and a compact, | + | |
- | blocky body. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: | + | |
- | Disadvantages: | + | |
- | Availability: | + | |
- | + | ||
- | ===Ishtar (TL9)=== | + | |
- | 20 points | + | |
- | + | ||
- | The Ishtar genetic upgrade is intended to cater to the | + | |
- | desires of parents and creche-groups who want a child | + | |
- | optimized for professions such as vid star, dancer, pop | + | |
- | singer, model and so on. Designers selected a light, “elfin” | + | |
- | build and a facial bone structure that computer-simulations indicated would produce distinctive but highly | + | |
- | attractive looks. An extra feature was an augmented liver. | + | |
- | They also deliberately modified the neurochemistry with | + | |
- | sequences believed to enhance ego and competitiveness. | + | |
- | Some believe they went a bit too far . . . | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: Appearance (Beautiful/ | + | |
- | Perks: Alcohol Tolerance [1].\\ | + | |
- | Disadvantages: | + | |
- | Quirks: Imaginative [-1].\\ | + | |
- | Features: | + | |
- | Availability: | + | |
- | + | ||
- | Sub-Races | + | |
- | + | ||
- | Siduri:A second-generation Ishtar(TL10).(+11 points) Add Longevity [2] and | + | |
- | Proud [-1]; eliminate Jealousy or Selfish $48,000. LC3. | + | |
- | + | ||
- | ===Light Worlder (TL9)=== | + | |
- | 10 points | + | |
- | + | ||
- | Human metabolisms may be genetically adapted for life | + | |
- | on planets with gravity significantly lower than Earth’s. | + | |
- | Generic “light worlder” gengineering results in a willowy | + | |
- | build, often with long limbs and spidery fingers. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: | + | |
- | Features: | + | |
- | up to 2’ over the norm for the lowered ST, but weight is | + | |
- | 15% to 25% lower than normal. They can sometimes | + | |
- | squeeze into places that normal people can’t fit, but this | + | |
- | is balanced by their extra height (needing to duck under | + | |
- | doors and so on). | + | |
- | Availability: | + | |
- | + | ||
- | ===Orion (TL9)=== | + | |
- | 70 points | + | |
- | + | ||
- | These genetic upgrades were eugeneered with slight | + | |
- | metabolic and glandular modifications designed to burn | + | |
- | away excess fat, enhance physical performance, | + | |
- | candidates, but might be created by anyone who wants a | + | |
- | highly athletic variant race. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: | + | |
- | [15]; Fearlessness 1 [2]; Fit [5]; High Pain Threshold | + | |
- | [10].\\ | + | |
- | Disadvantages: | + | |
- | Quirks: | + | |
- | Features: Taboo Traits (Genetic Defects, Mental | + | |
- | Instability).\\ | + | |
- | Availability: | + | |
- | + | ||
- | ==== Homo superior parahumans ==== | + | |
- | + | ||
- | + | ||
- | One obvious reason to create parahuman species is to | + | |
- | give the variant greater general capability, making it | + | |
- | “human, only more so.” These are like genetic upgrades, | + | |
- | but pushed beyond the point where the upgrade is still | + | |
- | capable of interbreeding with baselines. Often a redesign of | + | |
- | the human genotype is motivated by ideology; the engineers are driven by a desire to change “human nature” | + | |
- | itself. Such variant forms can be quite distinctive. | + | |
- | + | ||
- | ===Brownie (TL9)=== | + | |
- | 15 points | + | |
- | + | ||
- | One of the earliest attempts to engineer humans for | + | |
- | increased health and longevity was the Brownie variant. | + | |
- | Rather than tinker with the inner workings of cell biochemistry, | + | |
- | human physiology. | + | |
- | + | ||
- | Brownies are short and stocky, with heavy layers of | + | |
- | muscle and fat padding torso, upper arms and upper legs. | + | |
- | Their spines are curved, giving them a naturally forwardleaning posture. Their knee joints have been re-engineered | + | |
- | to bend in both directions, giving them a slow, awkwardlooking gait. Their voices sound muffled and nasal, the | + | |
- | result of tracheal reconfiguration. | + | |
- | + | ||
- | Strange as it may seem, all these modifications tend to | + | |
- | make the Brownie tough and durable. Brownies are resistant to disease, falls and other accidents, and the slow | + | |
- | progress of time. They agejust as quickly as unmodified | + | |
- | humans do, but their bodies don’t wear out as rapidly. | + | |
- | Although the first cohorts of the subspecies are not yet old | + | |
- | enough to demonstrate their durability, most estimates | + | |
- | indicate that the average Brownie can expect to live well | + | |
- | over a century with minimal medical intervention (and | + | |
- | therefore very low medical costs). | + | |
- | + | ||
- | Brownies are surprisingly well adapted for life in space | + | |
- | – the template’s modifications to skeletal structure have | + | |
- | made Brownies nearly immune to bone-mass loss in zeroG. Although the merits of the design are rarely questioned, | + | |
- | the Brownie template is unpopular due to its odd and | + | |
- | unfashionable appearance. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Secondary Characteristic Modifiers: | + | |
- | Advantages: | + | |
- | Catfall [10]; Resistant to Disease (+8) [5]; Longevity [2]. | + | |
- | Perks:No Degeneration in Zero-G [1].\\ | + | |
- | Disadvantages: | + | |
- | Features: Taboo Traits (Genetic Defects, Mental | + | |
- | Instability). Brownies are about 3 inches shorter than | + | |
- | average for their ST, but they also average 15 pounds | + | |
- | heavier than an unmodified human of their height.\\ | + | |
- | Availability: | + | |
- | + | ||
- | ===Diana (TL9)=== | + | |
- | 47 points | + | |
- | + | ||
- | For the most part the Diana genotype is a typical Homo | + | |
- | superiortype, | + | |
- | parahumans cannot become pregnant unless they wish to, | + | |
- | and they cannotbear male children. Male fetuses are spontaneously aborted by an autoimmune reaction by the time | + | |
- | they reach the hundred-cell stage. Meanwhile, the brain | + | |
- | and hormonal mechanisms responsible for gender identity | + | |
- | have been subtly modified, giving them a strong predisposition toward homosexuality. Not all Diana upgrades are | + | |
- | lesbians, but most of them are at least bisexual, and fully | + | |
- | heterosexual examples are rare. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: | + | |
- | to Disease (+8) [5]; Longevity [2].\\ | + | |
- | Perks: Reproductive Control [1].\\ | + | |
- | Features: Altered Sex Ratio (Female-only births); No | + | |
- | Appendix; Sexual Orientation (Lesbian); Taboo Trait | + | |
- | (Genetic Defects).\\ | + | |
- | Availability: | + | |
- | + | ||
- | Sub-Races | + | |
- | + | ||
- | Artemis (+69 points): A combat model of the Diana, optimized for crisis response and sensory awareness. Add | + | |
- | ST+1 [10], DX+1 [20]; Perception +1 [5]; Combat | + | |
- | Reflexes [15], Explosive Strength [24]; Overconfidence | + | |
- | (12) [-5]. $161,000. LC2 Type 2. | + | |
- | + | ||
- | Athena (+7 points): A TL10 design, capable of | + | |
- | parthenogenic reproduction. Other modifications | + | |
- | extend life span and enhance creativity. Add Early | + | |
- | Maturation 1 [0], Extended Lifespan [2], | + | |
- | Parthenogenesis [0], and Versatile [5]. $110,000. LC3. | + | |
- | + | ||
- | ===Avatar (TL10)=== | + | |
- | 42 points | + | |
- | + | ||
- | Like the Diana, the Avatar design is motivated by concern over gender roles. Rather than try to redefine what it | + | |
- | meant to be masculine or feminine, this design reinforces | + | |
- | typical gender stereotypes. As such, it is an exercise in sexual dimorphism, in which the physical and psychological | + | |
- | differences between males and females of the subspecies | + | |
- | are exaggerated. Male Avatars are strong, robust, stoic in | + | |
- | the face of pain, and somewhat egoistic. Female Avatars are | + | |
- | dextrous, soft-voiced, | + | |
- | secondary sexual characteristics which make their masculinity or femininity almost fiercely obvious. | + | |
- | Male Avatars tend to gravitate toward high-risk occupations such as the military, while female Avatars (especially those who overcome their natural Shyness) are often | + | |
- | successful as diplomats, negotiators or entertainers. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: | + | |
- | Disease (+8) [5].\\ | + | |
- | Skills: | + | |
- | Quirks: | + | |
- | Features: Taboo Traits (Genetic Defects, Mental | + | |
- | Instability). Females also have Taboo Trait | + | |
- | (Aggressiveness). Both sexes have exaggerated sexual | + | |
- | characteristics: | + | |
- | Availability: | + | |
- | + | ||
- | Select one of these lenses: | + | |
- | * Female Avatar (+24 points): DX+1 [20]; Voice [10]; Responsive [-1]; Shyness (Mild) [-5]. | + | |
- | * Male Avatar(+24 points): ST+2 [20]; High Pain Threshold [10]; Overconfidence (12) [-5]; Proud [-1]. | + | |
- | + | ||
- | + | ||
- | ===Gilgamesh (TL10)=== | + | |
- | 65 points | + | |
- | Gilgamesh parahumans are a Homo superiordesign | + | |
- | intended for high intelligence and lengthened lifespan. The | + | |
- | Gilgamesh looks human, but features extensive eugenic and | + | |
- | species modifications, | + | |
- | spleen and gastrointestinal tract, plus alterations to the cell | + | |
- | structure itself to reduce cumulative copying errors. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: | + | |
- | 1 [2]; Longevity [2]; Resistant to Disease (+8) [5].\\ | + | |
- | Perks: Reproductive Control [1]; Sanitized Metabolism [1].\\ | + | |
- | Features: Early Maturation 1; No Appendix; Taboo Traits | + | |
- | (Genetic Defects, Mental Instability).\\ | + | |
- | Availability: | + | |
- | + | ||
- | Sub-Races | + | |
- | Ladon: A TL11 variant with exotic modifications made to | + | |
- | sleep-regulating structures in the brain. Delete HT+1 | + | |
- | and Taboo Trait (Mental Instability); | + | |
- | $125,000. LC3. | + | |
- | + | ||
- | ===Guardian (TL10)=== | + | |
- | 185 points | + | |
- | + | ||
- | The Guardians (the name comes from Plato’s Republic) | + | |
- | are engineered for two major improvements. The first is | + | |
- | natural durability. Guardians are slightly faster and more | + | |
- | robust than unmodified humans, with cardiovascular | + | |
- | modifications to make them fit and tough. The second is | + | |
- | masteryof other human beings. Their mental balance is | + | |
- | designed for personal pride and a willingness to command | + | |
- | others. Physically attractive, with pleasant voices, they are | + | |
- | engaging from a distance or over a telecom channel. In | + | |
- | person, they are magnetic, the result of glands releasing | + | |
- | dominance and sexual pheromones. These glands do not | + | |
- | become functional until after puberty, but they are under | + | |
- | the Guardian’s conscious control. They work well as a | + | |
- | master race for the Helot II (p. 67). | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: Appearance (Attractive) [4]; Dominance | + | |
- | Pheromones [15]; Combat Reflexes [15]; Resistant to | + | |
- | Disease (+8) [5]; Extended Lifespan 1 [2]; Fit [5]; Hard | + | |
- | to Kill +2 [4]; Longevity [2]; Sex Pheromones [28]; Voice | + | |
- | [10].\\ | + | |
- | Disadvantages: | + | |
- | Features: Early Maturation 1; Taboo Traits (Genetic | + | |
- | Defects, Mental Instability, | + | |
- | Availability: | + | |
- | + | ||
- | Sub-Races | + | |
- | + | ||
- | Guardian Warrior (+42 points): Designed for combat with a | + | |
- | boosted crisis response. Add Burst Reflexes [18] and | + | |
- | Explosive Strength [24]. $227,000. LC2. type 2 | + | |
- | + | ||
- | ===Pandora (TL10)=== | + | |
- | 66 points | + | |
- | + | ||
- | Instead of just gengineering a smarter human, the goal of | + | |
- | the Pandora’s designers was to create a faster-thinking one. | + | |
- | The resulting Pandora genetic upgrades look identical to | + | |
- | normal humans, but their brains have been neurologically | + | |
- | modified to improve information flow between neurons, | + | |
- | permitting faster thought. | + | |
- | + | ||
- | Unfortunately, | + | |
- | the brain was not as smooth as intended: they don’t actually stutter, but they do find it hard to slow their words | + | |
- | down when talking to normal people, so the effect is | + | |
- | about the same. The Pandoras were also not as robust as | + | |
- | hoped. | + | |
- | + | ||
- | Despite their flaws, the Pandoras are popular generalpurpose Homo superiorgenetic upgrades, likely to find jobs | + | |
- | in many different fields, especially where complex snap | + | |
- | decisions are required, such as surgery, piloting or even | + | |
- | battle management. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: | + | |
- | Disadvantages: | + | |
- | [-9].\\ | + | |
- | Features: | + | |
- | Availability: | + | |
- | + | ||
- | Sub-Races | + | |
- | Prometheus(+19 points): Upgraded Pandora model; delete | + | |
- | -1 HT and Stuttering. $185,000. LC3. type 2\\ | + | |
- | + | ||
- | ===Tiresia (TL10)=== | + | |
- | 47 points | + | |
- | + | ||
- | These parahumans are designed to transcend the limits | + | |
- | of gender itself. Tiresian parahumans are functional | + | |
- | sequential hermaphrodites, | + | |
- | and female sex roles. They can both bear and sire children, | + | |
- | although they cannot switch sex when pregnant. They have | + | |
- | also been modified for enhanced intelligence and physical | + | |
- | attractiveness, | + | |
- | androgynous beauty. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: | + | |
- | Hermaphromorph (Accessibility, | + | |
- | -20%) [4].\\ | + | |
- | Perks: | + | |
- | Features: Light Menses; No Appendix; Taboo Traits | + | |
- | (Genetic Defects, Mental Instability). | + | |
- | Availability: | + | |
- | + | ||
- | ==== Pantropic parahumans ==== | + | |
- | + | ||
- | One approach to using the vast regions of a planet that | + | |
- | provide a less than ideal environments for humans is to | + | |
- | adapt people to be able to live comfortably there. | + | |
- | Parahumans also represent a way to adapt humanity to the | + | |
- | challenges of living offa planet. These templates represent | + | |
- | variants designed for particular climatic and ecological | + | |
- | regions. | + | |
- | + | ||
- | ===Drylander (TL9)=== | + | |
- | 19 points | + | |
- | + | ||
- | Drylanders are designed to live comfortably in arid | + | |
- | regions, tending wilderness preserves or assisting in desertreclamation projects, or colonizing desert planets. They | + | |
- | appear nearly human from a distance, but have a number of | + | |
- | transgenic features that become apparent up close. The | + | |
- | type’s metabolism has been altered to conserve water and | + | |
- | deal with wind-blown dust. The large, catlike eyes have been | + | |
- | radically modified, giving them keen night vision and protecting them with a nictitating membrane. As a result, | + | |
- | Drylanders can function quite well in the cool desert night, | + | |
- | and many of them prefer a nocturnal existence. | + | |
- | + | ||
- | Advantages: | + | |
- | Night Vision 3 [3]; Reduced Consumption (Water Only, | + | |
- | -50%) 1 [1]; Resistant to Poison (+3) [5]; Temperature | + | |
- | Tolerance 5 (Comfort zone between 35°F and 140°F) [5].\\ | + | |
- | Disadvantages: | + | |
- | Availability: | + | |
- | + | ||
- | ===Selkie (TL9)=== | + | |
- | 57 points | + | |
- | + | ||
- | A sea-adapted parahuman race. Although modified for a | + | |
- | semi-aquatic lifestyle, they must still breathe air. They store | + | |
- | oxygen in the myoglobin of their muscles, much like | + | |
- | cetacean animals. They have smooth gray, mottled, or | + | |
- | black skin and webbed fingers and toes. | + | |
- | + | ||
- | Secondary Characteristic Modifiers: | + | |
- | Advantages: Amphibious [10]; Combat Reflexes [15]; | + | |
- | Doesn’t Breathe (Oxygen Storage, 100 times, -30%) [14]; | + | |
- | Nictitating Membrane 1 [1]; Pressure Support 1 [5]; | + | |
- | Resistant to Disease (+3) [3]; Temperature Tolerance | + | |
- | (Cold) 1 [1]\\ | + | |
- | Disadvantages: | + | |
- | Availability: | + | |
- | + | ||
- | + | ||
- | ===Spacer (TL9)=== | + | |
- | 5 points | + | |
- | + | ||
- | Individuals living in micro- or zero gravity tend to be tall | + | |
- | and thin – some “spacers” may be unattractive, | + | |
- | genetic modification to the parathyroid gland prevents | + | |
- | bone mass from reaching dangerously low levels, and their | + | |
- | cells are better able to repair radiation damage. A more | + | |
- | obvious upgrade is prehensile toes that let the legs be used | + | |
- | as an extra set of limbs in zero gravity. | + | |
- | + | ||
- | Attribute Modifiers: | + | |
- | Advantages: | + | |
- | Perks:No Degeneration in Zero-G [1].\\ | + | |
- | Disadvantages: | + | |
- | Features: | + | |
- | feet over the norm for the lowered ST, but weight is 50% | + | |
- | of normal. Many spacers have 3D Spatial Sense and | + | |
- | have Free Fall skill from growing up in zero G, but this | + | |
- | is not part of the genetictemplate.\\ | + | |
- | Availability: | + | |
+ | * [[Genie]](Genetically engineered), | ||
+ | * The low power backgrounds give you the generic modification an Edge and less other training | ||
+ | * The high power backgrounds give you the generic modification and more other training | ||
+ | * Note that some of the options in edges and important backgrounds also contain genetic manipulation. | ||
====== Random ====== | ====== Random ====== | ||
- | - Important backgrounds | + | |
- From Haraza | - From Haraza | ||
- From Elvenhome | - From Elvenhome | ||
Line 3907: | Line 53: | ||
- Noble | - Noble | ||
- Ninjutsu clan | - Ninjutsu clan | ||
- | | + | |
- | - Important backgrounds as above | + | |
- | - Important backgrounds 2 | + | |
- Technomage | - Technomage | ||
- Mystic Knight | - Mystic Knight | ||
- | | + | |
- | - Mystic Knight | + | *4-5 Edges |
- | - ENHANCED(egde) | + | |
- | - Reneisance man(edge) | + | |
- | - Edges 1 | + | |
- Psionic | - Psionic | ||
- Bionics | - Bionics | ||
Line 3923: | Line 64: | ||
- Fast Guy | - Fast Guy | ||
- Big Guy | - Big Guy | ||
- | - Edges 2 | ||
- Homo superior | - Homo superior | ||
- Veteran Ranger | - Veteran Ranger | ||
- Immortal | - Immortal | ||
- Other service background | - Other service background | ||
- | | + | |
- Hard to kill | - Hard to kill | ||
- | -Genie | + | - ENHANCED |
- | - Genetic upgrades | + | - Renaissance man |
+ | - Bioenchanced | ||
+ | * 6:Genie: | ||
+ | *1-3 Genetic upgrades | ||
- Alpha | - Alpha | ||
- Omega | - Omega | ||
Line 3938: | Line 81: | ||
- Siduri | - Siduri | ||
- Light Worlder | - Light Worlder | ||
- | - Genetic upgrades | ||
- Orion | - Orion | ||
- | - Orion | + | *4-6 Pantropic/Homo superior parahumans |
- | - Light Worlder | + | |
- | - Ishtar | + | |
- | - Heavy Worlder | + | |
- | - Alpha | + | |
- | - Genetic upgrades | + | |
- | - Orion | + | |
- | - Light Worlder | + | |
- | - Ishtar | + | |
- | - Heavy Worlder | + | |
- | - Alpha | + | |
- | - omega | + | |
- | - Homo superior parahumans | + | |
- Brownie | - Brownie | ||
- Diana | - Diana | ||
Line 3959: | Line 89: | ||
- Avatar | - Avatar | ||
- Gilgamesh | - Gilgamesh | ||
- | - Homo superior parahumans | ||
- Ladon | - Ladon | ||
- Guardian | - Guardian | ||
Line 3966: | Line 95: | ||
- Prometheus | - Prometheus | ||
- Tiresia | - Tiresia | ||
- | - Pantropic/ | ||
- Drylander | - Drylander | ||
- Selkie | - Selkie |
starrangers/character_special_background.1429650078.txt.gz · Last modified: 2018/07/31 23:23 (external edit)