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starrangers:character_special_background [2015/06/29 00:16] webystarrangers:character_special_background [2018/07/31 23:23] (current) – external edit 127.0.0.1
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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.
  
-You can take up to 10 less points in stats and advantages and leave those points to Basic skills/background if you wish. +You can take up to 10 less points in stats and advantages here and leave those points to Basic skills/background if you wish. 
  
-Select either: +If you have an enhanced(350 pointbasic training then just select [[Training/Experience packages]]
-  * Important background +
-  * Edge +
-  * Genie(Genetically engineered)+
  
-=====Important backgrounds===== +For others select either: (all are 300 points total) 
-All important backgrounds are 300 points+===== Important background ===== 
 +  *[[Important background]] These are 300 point packages that give interesting and powerful abilities. 
 +     * 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. 
  
-==== From Haraza ==== +===== Edge =====
-Your home world had a full global nuclear war a long time ago, and you are not quite human after the mutations.+
  
-Persistent rumors claim that Haraza was originally the home world of all humans called "Earth", that it was nuked in independence fight with some colonies. Most experts like to point out that Haraza is far from the area that the Federation was in and thus not likely candidate.+  * [[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/Experience packages]]. 
 +     * Psionic - You can do things with your mind that others cannot.  
 +     * Bionics - While not rich, you have an extensive collection of cybernetic implants 
 +     * Rich -While not truly rich as the nobles, you are certainly richer than those who are merely well to do. 
 +     * 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", result of mutation or deliberate genetic tinkering to create a better 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 “general improvement” lens on the base training package, which increases the overall competence of the template without changing its flavor. 
 +     * Hard to kill -  You are just very hard to kill permanently. 
 +     * Renaissance Man - Your capabilities are at the upper end of the normal human spectrum, or a little past it. 
 +     * Tough to Take Out - You are one tough son of a bitch, being really hard to take out most of the ways.  
 +     * Bionically enchanced - You have been engineered to be better than normal humans. This is a combination of generic engineering,training and implants.
  
-===Attributes[60]=== +===== Genie =====
-    * +1 DX +
-    * +1 HT +
-    * +1 IQ +
-    * +1 ST +
- +
-===Advantages[260]=== +
-    -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/smell[4] +
-    -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:vision[5] +
-    -protect senses:hearing[5] +
-    -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:[-15]=== +
-  - Code of honor(pirate)[-5] +
-  - Sense of duty(own clan)[-5] +
-  - Unusual biochemistry[-5] +
- +
-===Other=== +
-6 points more Basic skills/background. +
- +
-Base gravity: 1g +
- +
- +
-====From Elvenhome==== +
- +
-You are from the planet Elvenhome. A place where the population tries to resemble "elves" from prehistoric tales. +
- +
-===Advantages/Disadvantages[85]=== +
- +
-Advantages:  +
-   * Access to special gear[1] +
-   * Any one combat perk[1] +
-   * Can learn special influence skills[1]  +
-   * Heroic Archer [20] +
-   * Outdoorsman 2 [20] +
-   * Wealthy[10] +
-   * 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],   Weapon Bond [1], or Weapon Master (Bow) [20]. Appearance (Attractive, Handsome, or Very Handsome) [4, 12, or 16], Bardic Talent 3 or 4 [8 or 16], Charisma 2-6 [5/level], Cultural Adaptability [10], Honest Face [1], Languages (any) [2-6/language],  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 (Wealthy or very wealthy) [+10 or +20] +
- +
-Disadvantages: OPH (claims to be an elf)[-5], vegan[-1],distinctive feature(pointy ears)[-1] Unnatural features(skinny build)[-1] +
- +
-===Genetic modifications:[61]=== +
-    - less sleep 2 +
-    - rapid healing +
-    - Resist +3 toxins +
-    - Resist +3 sickness +
-    - Extended lifespan 1 +
-    - +1 DX +
-    - +1 IQ +
- +
-===Cybernetics: [52]=== +
-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, Electrical, -20%) +
-[8]; Nictitating Membrane 2 [2]; +
-Telescopic Vision 1 (Temporary +
-Disadvantage, Electrical, -20%) +
-[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:Cannot Speak (Mitigator, -70%) [-3]; Voice +
-(Temporary Disadvantage, Electrical, -20%) [8]. 5 points. +
- +
-==Boosted Reflexes (TL9)== +
-These implanted glands release chemicals on mental +
-command, triggering a controlled adrenaline-like response. +
- +
-Statistics:Basic Speed +2 (Costs Fatigue, 2 FP, -10%) +
-[18]. 18 points. +
- +
-==Advanced Bionic Ears (TL9)== +
-These ears are connected to a computerized sound profiling database. +
- +
-Statistics:  Discriminatory Hearing (Temporary +
-Disadvantage, Electrical, -20%) [12]; Protected Hearing [5]; +
-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:Klutz (Mitigator, -70%) [-2]; Perfect Balance +
-(Temporary Disadvantage, Electrical, -20%) [12]. 10 points. +
- +
-==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, Electrical, -20%; +
-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:DR 10 (Limited, Burning and Piercing damage, -20%; Tough Skin, -40%) [20]; DR 5 (Tough Skin, -40%) +
-[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:Cable Jack (Sensie, +80%) [9]. 9 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, Electrical, -20%; Video, +40%) [9]. 9 points  +
- +
- +
-===Basic training: (102)=== +
- +
-Primary Skills(44):  +
-   * Bow[16]; +
-   * Camouflage[2] +
-   * Fast-Draw (Arrow)[1]; +
-   * Observation [2] +
-   * Tracking [2] +
-   * One of Broadsword, rapier or smallsword [12] +
-   * Acting [2]; +
-   * Diplomacy[1] +
-   * Fast-Talk [1]; +
-   * Musical Instrument (any)[2] +
-   * Performance [1] +
-   * Public Speaking [1] +
-   * Singing [1] +
- +
-Secondary Skills(39): Climbing and Stealth, both[4]; Gesture [2]; Cartography, Shadowing, and Traps, all [4]; Navigation (Land or Sea)[1]; Mimicry (Bird Calls)[1]; Hiking[2]; and Survival (any)[2]. Fast-Draw (any)[1]; Current Affairs (any) and Savoir-Faire (High Society), both [1]; Interrogation, Merchant, +
-Propaganda, and Streetwise, all [1]; Musical Composition[1]; Carousing[1]; Intimidation[1]; and Detect Lies[1]. +
- +
-Background Skills(14):  +
-   * Heraldry and Poetry, both[1] +
-   * six at [1] of Climbing or Dancing; Acrobatics or Sleight of Hand; First Aid or Gesture; Connoisseur (any), Disguise, Teaching, or Writing,; Mimicry (Speech) or Ventriloquism; Sex Appea; Scrounging; or Observation  +
-   * six at [1] of: Brawling, Fast-Draw (any other), Garrote, Jumping, Knife, or Knot-Tying; Boating (Unpowered), Riding (Horse), Throwing, or Wrestling; First Aid or Seamanship; Armoury (Missile Weapons), Prospecting, or Weather Sense; Swimming; Running; Skiing  or Search.  +
- +
-Special Skills(5):Hypnotism[1]; Musical Influence[1] Persuade[1]; Suggest{1] and Sway Emotions[1] +
- +
- +
-===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), Multispectral laser sight(+1), +2 gunner program. ($24 000). Special effect: uses bow skill even to fire guided missiles. +
- +
-^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)  $40 +
-      * Thermobaric 8d+8 cr ex inc $80 +
-      * Beiochemical 2 yards radius 10 doses $20 +
- +
-All but training are Multitargeting: use one of: +
-   * 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:Accessory (HUD) [1]; Hyperspectral Vision +
-(Temporary Disadvantage, Electrical, -20%) [20]; +
-Nictitating Membrane 3 [3]; Telescopic Vision 1 +
-(Temporary Disadvantage, Electrical, -20%) [4]; Blindness +
-(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:Reduced Consumption 2 [4]. 4 points +
- +
-==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, Electrical, -20%; Video, +40%) +
-[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:Klutz (Mitigator, -70%) [-2]; Perfect Balance +
-(Temporary Disadvantage, Electrical, -20%) [12]. 10 points. +
- +
-==Filter Implant (TL9)== +
-A self-regenerating particle-filtration system integrated +
-into the recipient’s lungs. +
- +
-Statistics:Filter Lungs [5]. +
- +
-==Boosted Reflexes (TL9)== +
-These implanted glands release chemicals on mental +
-command, triggering a controlled adrenaline-like response. +
-Statistics:Basic Speed +2 (Costs Fatigue, 2 FP, -10%) +
-[18]. 18 points. +
- +
-==Advanced Bionic Ears (TL9)== +
-These ears are connected to a computerized soundprofiling database. +
-Statistics:  Discriminatory Hearing (Temporary +
- +
-Disadvantage, Electrical, -20%) [12]; Protected Hearing [5]; +
-Deafness (Mitigator, -70%) [-6]. 11 points. +
- +
- +
-==Biomonitor Implant (TL9)== +
-This implant monitors vital signs: pulse, heartbeat, +
-blood pressure, respiration, brainwaves, blood sugar, and +
-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:Accessory (Biomonitor) [1]. 1 point +
- +
-==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, Electrical, -20%; +
-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:Cable Jack (Sensie, +80%) [9]. 9 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. +
- +
-==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:26\\ +
-Artillery/TL10 (Cannon, missile or beam cannon) (A) IQ-1 [1]; Boating (any) (A) DX-1 [1]; Breath Control (H) HT-2 [1]; Cartography/TL10 (A) IQ-1 [1]; Climbing (A) DX [2]; Explosives (EOD) (A) IQ-1 [1]; Forced Entry (E) DX [1]; Forward Observer (A) IQ-1 [1]; Gunner (Machine Gun) (A) DX-1 [1]; Guns (GL) (E) DX+1 [2]; Guns (LAW) (E) DX [1]; Guns (pick two specializations from among LMG, Pistol, Shotgun, or SMG) (E) DX+1 [2*1]; Hiking (A) HT [2]; Interrogation (A) IQ-1 [1]; Intimidation (A) Will-1 [1]; Jumping (E) DX [1]; Knife (E) DX [1]; Knot-Tying (E) DX [1]; Vac suit (A) DX-1 [1]; Scrounging (E) Per [1]; Spaceship crew (E) IQ [1]; Tracking (A) Per-1 [1].  +
- +
-Background Skills:Driving (Automobile) (A) DX-1 [1] +
- +
- +
-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/background.(will be negative) +
-If on a tour to rangers get: +
-   * rank 1-2[5-10] +
-   * 3-rank cost points points to Basic skills/background. (will be negative) +
- +
- +
-====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. The total can vary by +/-5 points and balanced in basic skills/background. +
- +
-Spend 300 points on below: +
- +
-Selecting minimums from everything would be: One of the wealth/Status levels[75] Minimum training[60] Implants equal to ranger implants[+0], maximum disadvantages[-32] =103 points, thus would need to use at least 192 more points.\\ +
-Selecting maximums from everything would be: One of the wealth/Status levels[145] Maximum training[90] Best Implants[+322] =567 points thus would need to reduce at least 262 points.\\ +
- +
-===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]:(skinny+distinctive features) a modification to the glands of several noble houses produces an unique extremely skinny "catlike" look. +
-   * Albino[-1]:(Distinctive features) Some noble houses have genegineered themselves to be albino, without the weakness to sublight by adding colorless protective elements to the skin. +
-   * 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/mental/physical disadvantages as a member of nobles can easier bypass entry requirements to imperial service. +
- +
-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/Status select one: [75-145] +
-   * 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[75/93] +
-     * 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 "potential" advantages[18] +
-         * 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: reduce the effective total cost by the replaced ranger implants. +
- +
-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, Electrical, -20% +
- +
- +
-==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:Cable Jack (Sensie, +80%) [9]. 9 points. +
- +
- +
-==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:Radio (Reduced Range, ¥1/10, -30%; Secure, +
-+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:Once the implant has taken over, the user’s +
-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, Electrical, -20%) +
-[8]; Nictitating Membrane 2 [2]; +
-Telescopic Vision 1 (Temporary +
-Disadvantage, Electrical, -20%) +
-[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:Accessory (HUD) [1]; Hyperspectral Vision +
-(Temporary Disadvantage, Electrical, -20%) [20]; +
-Nictitating Membrane 3 [3]; Telescopic Vision 1 +
-(Temporary Disadvantage, Electrical, -20%) [4]; Blindness +
-(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, +
- transforming his bones into structures with the strength of metal. 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. +
- +
-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:Klutz (Mitigator, -70%) [-2]; Perfect Balance +
-(Temporary Disadvantage, Electrical, -20%) [12]. 10 points. +
- +
-==Filter Implant (TL9)== +
-A self-regenerating particle-filtration system integrated +
-into the recipient’s lungs. +
-Statistics:Filter Lungs [5]. +
- +
-==Silvertongue Implant (TL10)== +
-Statistics:Cannot Speak (Mitigator, -70%) [-3]; Voice +
-(Temporary Disadvantage, Electrical, -20%) [8]. 5 points +
- +
-==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, Electrical, -20%) [15]; Immunity +
-to Heart Attack (Temporary Disadvantage, Electrical, -20%) +
-[4]. 19 points. +
- +
-==Advanced Bionic Ears (TL9)== +
-These ears are connected to a computerized soundprofiling database. +
- +
-Statistics:  Discriminatory Hearing (Temporary +
-Disadvantage, Electrical, -20%) [12]; Protected Hearing [5]; +
-Deafness (Mitigator, -70%) [-6]. 11 points. +
- +
-==Biomonitor Implant (TL9)== +
-This implant monitors vital signs: pulse, heartbeat, +
-blood pressure, respiration, brainwaves, blood sugar, and +
-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:Accessory (Biomonitor) [1]. 1 point +
- +
-==== 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" +
- +
-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]:  +
-    * G-experience 1.47g[1], Ninja talent 2 [10]; Contact(the ninja organization)[5], Trained by master[30],Weapon Master (Ninja Weapons) [35] and written and spoken Japanese [6] +
-    * A further 25 points chosen from  additional martial-arts abilities, ST +1 or +2 [10 or 20], DX +1 [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/level], Acute Senses (any) [2/level], Ambidexterity [5], Combat Reflexes [15], Ninja talent 3 or 4 [5/level], Danger Sense [15], Daredevil [15], Enhanced Dodge 1 [15], Enhanced Parry 1-2 (All) [10/level],  Enhanced Parry 1-3 (One melee weapon) +
-[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, -60%) [2/level], Strong Chi 1-4 [5/level], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points. +
- +
-Ninja talent: Blind Fighting(p.B180),Hypnotism(p. B201), Invisibility Art (p. B202), Light Walk (p. B205), and Mental Strength(p. B209 +
- +
-===Skills=== +
-Primary Skills[22]:  +
-   * Stealth[4], Judo and Karate,both[4]  +
-   * Five of Fast-Draw (any), Garrote, Knife, or Thrown Weapon (Knife orShuriken), all (E) DX+1 [2]; Axe/Mace, Broadsword, Jitte/Sai, Shortsword, Spear, +
-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 [1] each: Forced Entry, Knot Tying, Escape; Camouflage[1]; Acting, Disguise Lock picking, Traps; Poisons, Tactics; Swimming; Running; Observation, Tracking, 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:Slippery 3 [6]. 6 points. +
- +
-==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, Electrical, -20%)\\ +
-[8]; Nictitating Membrane 2 [2]; +
-Telescopic Vision 1 (Temporary +
-Disadvantage, Electrical, -20%) +
-[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:Basic Speed +2 (Costs Fatigue, 2 FP, -10%) +
-[18]. 18 points. +
- +
-===Ninja abilities=== +
- +
-Select 103 points from below ninja abilities. You can use +/-5 the given number of points with the basic/background skills used to balance. +
- +
-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, this is hard on the weapon,and it requires a focus +
-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,ninja-to,and kusari... +
-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/level] +
- +
-==Lethal Weapon== +
-Prerequisites: Killing Strike 2, and Ninja Tools 2. +
- +
-A skilled ninja not only can wield weapons effectively, but +
-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,the +
-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,shuriken,climbing spikes, +
-and so on.For purposes of this advantage,any item underNinja +
-Tools (DF12:15) or Primitive Covert Ops and Security Gear (see Dungeon +
-Fantasy1,p.25)counts as “ninjagear.” Revealed items can’t be +
-heavier than Basic Lift/10lbs., longer than Reach 1, or have +
-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, you can use your Gizmo to“trick out” a +
-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/level]. +
- +
-==One With Shadows== +
-Prerequisite: Silence2. +
- +
-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, Only +
-when stationary, -50%; Defensive, +50%; Extended, +
-Infravision, +20%; PM, -10%; Stealthy, +100%)[21]. +
- +
-==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: DangerSense. +
- +
-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: Ninja alent 3+, Perfect Balance, Silence2, and Super Jump1. +
- +
-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, +10%; PM, -10%)[50]. +
- +
-==Shifting Visage== +
- +
-Prerequisites: One With Shadows. +
- +
-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,adding Mind Shield if they have it. +
- +
-Statistics: Elastic Skin(Glamour, -10%; PM, -10%)[16] +
- +
-==SuperJump 1== +
-Prerequisite: NinjaTalent1+. +
- +
-Ninja learn to leap with the lightness and quickness of a +
-shadow.  +
- +
-Statistics: SuperJump1(PM, -10%)[9]. +
- +
-==Silence 1 or 2== +
-Prerequisites:Ninja Talent1+(for Silence 1);Ninja Talent 2+ +
-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 "potential abilities" at -50% cost that can then be bought with points in game(only way to get more abilities besides the special powers, though you can raise leveled abilities to higher level normally). +
-  * 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/level],HP +1 to +3 [2/level], Per +1 or +2[5/level],  Ambidexterity[5], Combat Reflexes [15], Danger Sense[15], Daredevil [15], Fearlessness 1-5 [2/level], Fit[5]or Very Fit[15], High Pain Threshold[10], Luck[15],Military Courtesy Rank[1/level],Rapid Healing[5] or Very Rapid Healing[15], or additional Talent for your psionic power(s)[5/level]. +
-  * Cultural familiarity: Empire[1], Taxysi[0] +
-  * 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], overconfidence(12)[-5], implsiceness(15)[-5], xenophilia(15)[-5], code of honor(pirate)[-5]. +
- +
- +
-Primary Skills:  +
-   * Acting and Fast-Talk, both(A)[2]. +
-   * Five of Savoir-Faire(any); Leadership, Public Speaking, or Streetwise; Diplomacy, Psychology; Carousing; Sex Appeal; Intimidation; or Detect Lies, all[2]. +
-   * 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]; or 4 points to raise one or more offensive psionic skills. +
-   * Two of: Brawling,Fast-Draw(any),Gunner(any), Knife, or Shield; Acrobatics (H); Artillery, Forward Observer, or Soldier or Intimidation(A) all[2] +
- +
-Secondary Skills: +
-  * First Aid[1];  +
-  * Four of Dancing or Stealth; Administration, Connoisseur(any), Disguise, Interrogation,Merchant,Propaganda,Research,or Teaching, Hidden lore(Psionics),Linguistics,or Sociology,;Mind Block;or Body Language, Observation, or Search, all[2];  +
-  * Three of Parachuting; Battlesuit, Boating(any), Driving(any), NBCSuit, Piloting(any), Riding(any), Stealth, Throwing, or VaccSuit, Seamanship, Spacer, or Submariner,;Tactics;Hiking; or Observation, Survival (any), or Urban Survival, all [1]. +
- +
- +
-Background Skills: Five of: Beam Weapons(Pistol)or Guns (Pistol);Driving(any),Erotic Art,Filch, Riding(any), or Wrestling, ; Panhandling; Area Knowledge(any), Computer Operation, or Current Affairs(any); Politics(A); or Cooking, Fortune-Telling(any), Gambling, Heraldry, or Hidden Lore(Psis), all[1] +
- +
-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], Fast talk[8], Sleight of hand[8] +
-  * Wireless Neural Interface: Statistics:Radio (Reduced Range, x1/10, -30%; Secure, +20%; Sensie, +80%) [17]. 17 point (-10 from ranger package) +
-  * Biological Operating System (BOS) Implant (TL10):Statistics: Alcohol Tolerance [1], Deep Sleeper [1], Metabolism Control 1 [5], No Hangover [1]. 8 points +
-  * Cognitive implant: +1 IQ[16], lightning calculator[8],Visualization[8] +
-  * Implant g-ripple comm: Radio (Increased Range, x100: +60 ; Temporary Disadvantage, Electrical, -20%; low bandwith-50%, G-riddle +10% ) [10] +
-  * Computer Implant: Statistics: Accessory (Tiny computer) [1]; Photographic Memory (Temporary Disadvantage, Electrical, -20%; Recorded data only, -20%)  [6]. 7 points. +
- +
- +
-===Spells=== +
-181 points in "spells" and implants. You can use +/-5 the given number of points with the basic/background skills used to balance. +
- +
-As a technomage you can skip having the 25 point special power and instead use the 25 points here. In such case when you could buy further 25 point special power levels, you can instead buy/upgrade 25 points more implants here. +
- +
-Just pay the points for the spells/implants you have as natural things in the beginning. For implanted gadgets you need to pay the money cost too. +
- +
-Note that some can also be bought as implanted gadgets. Such have the disadvantage of taking an action to activate also requiring appropriate skill roll. They also require 1 hour/week maintenance so you should have the appropriate repair skill and spend the time.  You can then change such to normal advantage as normal for such. They are especially much worse than the senses, less bad for something like a grav belt. +
- +
-Many of the spells take a "space" in the body. You have a total of maximally 5 spaces in body, 1/4 in each leg, 1/8 in each arm and 1/16 in neck or head as base. +
- +
-If you are skinny you cannot increase it beyond that. For normal build you can buy up to +2 payload in body at cost of 1 point each, +4 for overweight, +6 for fat and +8 for very fat.  Those with Stocky build)[-1] can buy +4 and those with skinny build)[-1] cannot buy any. +
- +
-For legs and arms: for 1 point total for legs and 1 point total for arms you can increase both legs to 1.5* capacity for normal build, *2 capacity for overweight/fat/stocky and *2.5 capacity for very fat. +
- +
-==Mage armor (1)15-228== +
-1/2(5 DR) or 1.5(9/18/28/37DR) or 5 spaces(others) +
- +
-Implanted 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). Use the Crushing DR of the armor to see the penalty. Armor(fully ablative -80%, limited use time -5%, electric -20%, Force screen +20%,Reduced by armor -40%, hardened twice +40%) +
-   * 5 pt fully ablative shield with 1 point/40 seconds regeneration(7.5 minute use time/c-cell)[15]  extra guide: 3000/0.06kg +
-   * 9 pt fully ablative shield with 1 point/9 seconds regeneration (40 minute use time/c-cell)[24] extra guide: 500/0.18kg +
-   * 18 pt fully ablative shield with 1 point/9 seconds regeneration(20 minute use time/c-cell)[33] extra guide: 2 000/0.18kg +
-   * 28 pt fully ablative shield with 1 point/9 seconds regeneration(10 minute use time/c-cell)[43] extra guide: 10 000/0.18kg +
-   * 37 pt fully ablative shield with 1 point/9 seconds regeneration(5 minute use time/c-cell)[52] extra guide: 50 000/0.18kg +
-   * 52 pt fully ablative shield with 1 point/second regeneration(36 minute use time/3*c-cell)[72]  extra guide: 1 500/0.6kg +
-   * 104 pt fully ablative shield with 1 point/second regeneration(18 minute use time/3*c-cell)[124] extra guide: 6 000/0.6kg +
-   * 156 pt fully ablative shield with 1 point/second regeneration(9 minute use time/3*c-cell)[176] extra guide: 30 000/0.6kg +
-   * 208 pt fully ablative shield with 1 point/second regeneration(4.5 minute use time/3*c-cell)[228] extra guide: 150 000/0.6kg +
- +
-As implanted gadgets: All cost [1] and the money cost is 10* the guide net cost above. They require 1 hour or maintenance/week using armoury(force screens) Skill to activate: Electronic operation(force screen) +
- +
-Note that the numbers above are maximum. If you are strapped for points you can select an entry on the table above and reduce the DR. Each DR lower is -1 point, all other statistics stay the same. It is possible to reduce down to 1 point above the previous lower screen size. +
- +
-It is possible to buy extra guide nets and implant them in armors. In such cases the specific armor does not reduce the force screen.  +
-They cost and weight as given above +
- +
-==Fly (1)45== +
-2 spaces +
- +
-Implanted miniaturized Contragravity Belt allowing fly move 10/40 at max load 150kg 45 minute use time/c-cell. flight(limited use time -5%, electric -20%) [30] and enchanted flight 2 (limited use time -5%, electric -20%)[15] +
- +
-Note: if your speed is higher than 5, reduce the speed of the flight advantage to 10/second getting back points. +
- +
-As implanted gadget: Costs [1] and the money cost is IC 24 000. It requires 1 hour or maintenance/week using mechanic(contra gravity). Skill to activate/use: Piloting(contra gravity) +
- +
-==Penetrating Vision (1) 9== +
-1/8 space. +
- +
-Implanted Sonic Probe UT 84. Penetrating vision(electric -20%)[8], Implanted gadget(sonic probe)[1] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 1000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors) +
- +
-==Create water (1) 3==  +
-1 space +
- +
-Implanted vapor canteen ut 76. +
- +
-Doesn’t Eat or Drink(drink only, electric, requires humidity)[2] Vapor canteen implant[1]   +
- +
-As implanted gadget: Costs[1] and the money cost is IC 4500. It requires 1 hour or maintenance/week using mechanic(Life support) and survival(any) to operate. +
- +
-==Sense direction (1)4/8== +
-Implanted inertial navigator +
- +
-Absolute Direction 5/10 point variant (electric -20%)[4/8] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 300. +
- +
-==Know time (1)2== +
-Implanted clock with timer and alarm functions +
- +
-Absolute Timing(electric -20%)[2] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 300. +
- +
-==Analyze (1 ea) 6+2 ea== +
-each 1/4 space. +
- +
-Implanted Pocket Analyzer for one of: Archaeology, Biology, Chemistry, Farming, Forensics, Geology, Metallurgy, Paleontology, and Pharmacy skills.  +
- +
-Detect(occasional:10), Analyzing(+100%), electric(-20%), touch range(-100%), Small samples only(-20%)[6] +
- +
-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. +
- +
-As implanted gadget: Cost[1 each] and the money cost is IC 1000 each. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors) +
- +
-==All seeing (1) 99== +
-1/2 space +
- +
-Implanted small Ultrascanner. +
- +
-Scanning Sense(Para-Radar)(electric)[30] and detect(radiation sources:20, electric)[15], detect(very common: all life:30, analyzing +100%, electric-20%)[54] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 20 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors) +
- +
-==Detect objects (1) 15== +
-1/2 space +
- +
-Implanted mini radar. +
- +
-Scanning Sense(Radar)(electric)[15] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 10 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors) +
- +
-==Bat Echo (1) 15== +
-1/2 space +
- +
-Implanted mini sonar. +
- +
-Scanning Sense(sonar)(electric)[15] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 2000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors) +
- +
-==Imaging (1) 15== +
-1/2 space +
- +
-Implanted Imaging radar. +
- +
-Scanning Sense(Imaging radar)(electric)[15] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 2000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors) +
- +
-==Eagle eyes (1) 15== +
-1/2 space +
- +
-Implanted ladar. +
- +
-Scanning Sense(Ladar)(electric)[15] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 20 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors) +
- +
-==Bat ears (1) 22== +
-1/2 space +
- +
-Implanted Sound Detector +
- +
-Parabolic hearing 3(electric)[10], Discriminatory Hearing(electric)[12] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 10 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors) +
- +
-==Grease 1== +
-1/8 space (should be in arm or it is hard to aim, though a mounting in back  and squirting in the immediate square behind you to cover retreats might make sense) +
- +
-Small sprayer with slip spray. UT 83 +
- +
-Implanted Sprayer[1] money cost is IC 60(refulls are IC 30 for 5 square charge). Skill to use is Liquid projector(sprayer), though normally just roll to hit a square at DX+0 for no skill. +
- +
-==Medical scan (1) 8== +
-1/8 space. +
- +
-Implanted Med scanner +
- +
-Detect(occasional:10), Analyzing(+100%), electric(-20%), touch range(-100%)[8] +
- +
-This might make sense as combined gadget with the detects taking half the space and making all the detects alternate abilities at 2 points each. +
- +
-As implanted gadget: Costs[1] and the money cost is IC 2 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors) +
- +
-==Close wound 1== +
-1/16 space (should be in arm or head or it is hard to aim) +
- +
-Plastiskin sprayer[1]: 8 applications. Cost IC 4,refills are IC 2.   Use first aid to operate +
- +
-==Inject 2== +
-1/16 space (should be in arm or head or it is hard to aim) +
- +
-Stinger: Statistics: Extra Arm (Switchable, +10%; Takes Recharge, -10%; Weapon Mount, -80%) [2]. 2 points +
- +
-==Light strike (1) 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), +110%; Limited use 22 shots, -30%. [30] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 3000. It requires 1 hour or maintenance/week using armoury(beam weapons). +
- +
-==Stun (1) 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\\ +
- +
-As implanted gadget: Costs[1] and the money cost is IC 2500. It requires 1 hour or maintenance/week using armoury(beam weapons). +
- +
-==Disable electronics (1) 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, +200%; Increased range 40/120, +10%.[47] +
- +
-As implanted gadget: Costs[1] and the money cost is IC 1200. It requires 1 hour or maintenance/week using armoury(beam weapons). +
- +
-==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: Alternate abilities: +
-   * 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, +200%. 20 B35 +
- +
-==Illusion 5== +
-1.5 space +
- +
-Implanted Interactive Mini Holoprojector [1], Odor Synthesizer[1], small sonic projector[1],Accessory (Swarmbot Hive) [1]; Payload 1 [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 ea== +
-1 space each. +
- +
-Hive Implant Statistics:Accessory (Swarmbot Hive) [1]; Payload 1 [1]. 2 points +
- +
-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  |Harvester |$10,000| 4 |87| +
-|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  |Pollinator |$5,000 |4| 87| +
-|Repair  |Repair |$2,500| 4| 87|No automatic repair, so only limited by spell+specialization as a toolkit and use the mages skill| +
-|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:   +
-   * "Tough skin enhantment" Monocrys Subdermal Armor(reduce cost of ranger package by this and does not disturb the mage armor net) +
-   * "True seeing" Hyperspectral Eyes +
-   * "Tough bones enchantment" Hyperdense Skeleton +
-   * "Slippery spell" Slickskin +
-   * "Morph spell" Sexmorph +
-   * "Familiar attack" Ripsnake +
-   * "Morph spell" Polyskin +
-   * "Breather under water spell" Gill Implant +
-   * "Animate hair spell" Cyberhair +
-   * "Skin coloration spell" Variskin +
-   * "Haste spell" Accelerated Reflexes +
-   * "Infections attack spell" Stinger +
-   * "Balance spell" Gyrobalance +
-   * "Haste spell" Boosted Reflexes +
-   * "Beguile spell" Silvertongue Implant +
- +
-==Other equipment== +
-Mages usually wear a transparent bioplastic space suit under their "mage robes", it often has a guide net for the force screen. +
- +
-Mages often carry a 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.  You have no special place in the Empire, unlike the police powers of the knights in the Federation. +
- +
-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, Handsome, or Very Handsome) [4, 12, or 16], Charisma 1-2[5-10], Enhanced Dodge 1 [15], Enhanced Parry 1 or 2 (force sword) [5 or 10], Extra Attack 1(multi strike) [30], No Hangover [1], Perfect Balance [15], Striking ST 1 or 2 [5 or 10], or replace Luck [15] with Extraordinary Luck [30] for 15 points or use 25 points more for psionics. +
- +
-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,  Connoisseur (any), Fast-Talk, or Gambling; Hiking or Sex Appeal; Intimidation; Scrounging; or Search, Carousing (E),Gunner (any),Piloting (any),Beam Weapon(Pistol), Electronics Operation (any),Computer Operation , First Aid,Savoir-Faire (Dojo, High Society, or Military), Administration, Spacer, Vac suit, Battlesuit, Navigation (any), all[1] +
- +
-Psionics: +
-  * Get 50 points of psionic abilities. Upto 25 of those points can put to buy "potential abilities" at -50% cost that can then be bought with points in game(only way to get more abilities besides the special powers, though you can raise leveled abilities to higher level normally. +
-  * Regeneration(slow)(psi -10%)[9] +
- +
-=====Edges===== +
-For edges you get an edge from below and 2 previous training/experience packages(35-100 each), remaining points can be used to raise existing skills, maximally 1 rank each and to buy courtesy rank based on the previous professions. +
- +
-====Psionic==== +
-  * Get 75 points of psionic abilities. Upto 50 of those points can put to buy "potential abilities" at -50% cost that can then be bought with points in game(only way to get more abilitiesn besides the special powers, though you can raise leveled abilities to higher level normally). +
-  * +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/level], Per +1 or +2 [5/level], Acute +
-Senses (any) [2/level], Charisma 1-2[5/level], Common +
-Sense [10], Contact Group [Varies], Contacts [Varies], +
-Danger Sense[15], Eidetic Memory[5] or Photographic +
-Memory[10], Favor[Varies], Intuition[15], Languages[2-6/language], Legal Enforcement Powers [5 to 15], Luck +
-[15], Night Vision 1-5 [1/level], Patrons [Varies], Rank +
-(any) [5/level], Security Clearance [5 to 15], Sensitive[5] +
-or Empathy[15],Serendipity 1-2[15/level],Single-Minded +
-[5], Smooth Operator 1-2[15/level], or additional Talent +
-for your psionic power(s)1-2[5/level] +
- +
-Primary Skills: Four of Criminology, Electronics Operation +
-(Psychotronics), Interrogation, Occultism, Psychology +
-(Parapsychology), Research, Shadowing, or Streetwise, all +
-(A)IQ+1[4]-13; Diagnosis, Diplomacy, Hidden lore(Psionics), Forensics, Intelligence Analysis, or Law(any), all (H) +
-IQ[4]-12; Body Language, Observation, Search, or Tracking, all(A)Per+1[4]-14; or DetectLies(H)Per[4]-13. +
- +
-Secondary Skills: Five of Beam Weapons(Pistol), Brawling, +
-Forced Entry, Guns(Pistol), or Knife, all (E)DX+1[2]-12; +
-Broadsword, Climbing, Short sword, or Stealth, all (A)DX +
-[2]-11; Area Knowledge(any)or Savoir-Faire(Police), both +
-(E)IQ+1[2]-13;Acting,Administration,Fast-Talk,Disguise, +
-Electronics Operation(Security or Surveillance), Hidden +
-Lore(Conspiracies or Psis), Holdout, Lock picking, or Photography,all(A)IQ[2]-12;Tactics(H)IQ-1[2]-11;Intimidation or Mind Block, both(A)Will[2]-12; or 2 points to buy any unchosen primary skill at -1 to skill +
- +
-===Manipulator=== +
-Advantages:Smooth Operator[13],charisma[5], Honest Face[1] +
- +
-PrimarySkills: +
-   * Acting and Fast-Talk, both(A) IQ+2 [2]-14†. +
-   * Five of Savoir-Faire(High Society,Mafia,or Servant) (E) IQ+3[2]-15†; Leadership, Public Speaking, or Streetwise, all(A)IQ+2[2]-14†; Diplomacy(H) +
-IQ+1[2]-13†; Psychology(H) IQ-1[2]-11; Carousing (E)HT+3[2]-15†; SexAppeal (A)HT+2[2]-14†; Intimidation(A)Will+2[2]-14†; or Detect Lies(H)Per+1[2]-13†. +
-   * Raise one primary skill by 1 level[+2] +
- +
-Secondary Skills: Four of Dancing or Stealth, both(A) DX +
-[2]-10; Administration, Connoisseur(any), Disguise, Interrogation,Merchant,Propaganda,Research,or Teaching,all +
-(A)IQ[2]-12; Hidden lore(Psionics),Linguistics,or Sociology,all(H)IQ-1[2]-11;Mind Block(A)Will[2]-12;or Body +
-Language, Observation, or Search, all(A)Per[2]-12; +
- +
-Background Skills: Three of Beam Weapons(Pistol) or Guns +
-(Pistol),both(E)DX[1]-10;Driving(any),Erotic Art,Filch, +
-Riding(any), or Wrestling, all (A)DX-1[1]-9; Panhandling +
-(E)IQ+2[1]-14†; Area Knowledge(any), Computer Operation, or Current Affairs(any), all (E)IQ[1]-12; Politics(A) +
-IQ+1[1]-13†; or Cooking, Fortune-Telling(any), Gambling, +
-Heraldry, or HiddenLore(Psis), all(A)IQ-1[1]-11 +
- +
-===Secret agent=== +
- +
-Advantages: 20 points chosen from among  Patrons[Varies], Rank(any) [5/level], or Security Clearance [5 to 15]  +
-ST+1 or +2[10/level], DX+1[20], IQ+1[20], Basic Speed +1[20], +
-Absolute Direction[5], Acute Senses(any) [2/level], Alternate Identity(Legal)[5/identity], Claim to Hospitality[1 to +
-10], Combat Reflexes [15], Contact Group[Varies], Contacts[Varies], Craftiness(p. 5)[5/level], Cultural Adaptability[10], Cultural Familiarity[1/familiarity], Danger Sense[15], Eidetic Memory[5], Favor[Varies], Fearlessness 1-5 +
-[2/level], Fit[5], Flexibility[5], Gizmos1-3[5/gizmo], Intuition[15], Language Talent[10], Languages[2-6/language], +
-Luck[15], NightVision 1-5[1/level], Serendipity 1[15], Signature Gear[Varies], WildTalent1†[20] +
- +
-Primary Skills:  +
-   * Observation(A) Per [2]-12. +
-   * Five of Forced Entry(E)DX+1[2]-12; Acting, Disguise, Electronics Operation(Electronic Warfare, Security, or Surveillance), FastTalk, Holdout,  Interrogation, Lockpicking, Photography, Shadowing, or Smuggling, all (A)IQ[2]-12; Cryptography, Forgery, Intelligence Analysis, or Poisons, all (H) IQ-1 +
-[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), Brawling, +
-Crossbow,Guns(Pistol or SMG),Knife,or Thrown Weapon +
-(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; Driving(any),Riding(any),or Piloting(FlightPack, Glider, Helicopter, Light Airplane, or Ultralight), all (A) DX-1[1]-10; +
- +
-===Soldier=== +
- +
-Advantages:20 points chosen from among ST +1 or +2 [10/level], DX +1 +
-[20],IQ +1[20],HT +1 or +2 [10/level],HP +1 to +3 [2/level], +
-Per +1 or +2[5/level], Ambidexterity[5], Combat Reflexes +
-[15], Danger Sense[15], Daredevil [15], Fearlessness 1-5 +
-[2/level], Fit[5]or VeryFit[15], High Pain Threshold[10], +
-Luck[15], Military Rank[5/level], Rapid Healing[5] or Very +
-Rapid Healing[15], or additional Talent for your psionic +
-power(s)[5/level]. +
- +
-Disadvantages: -15 points chosen from among Code of Honor +
-(Pirate’s or Professional) [-5] or (Soldier’s) [-10], Duty +
-[Varies], Fanaticism(Nation, etc.)[-15], Greed[-15*], Overconfidence[-5*], or Sense of Duty(any)[Varies]. •Another +
--35pointschosenfromamongtheprevioustraits, Power Based Disadvantages(p. 13), or Alcoholism[-15], Addiction +
-[Varies], Appearance(Unattractive)[-4], Bad Temper[-10*], +
-Blood lust [-10*], Bully[-10*], Chronic Pain(p. 6) [Varies], +
-Compulsive Carousing [-5*], Compulsive Gambling [-5*], +
-Compulsive Vowing[-5*],Flashbacks[Varies],Impulsiveness +
-[-10*], Lecherousness [-15*], Manic-Depressive [-20], No +
-Sense of Humor[-10],Stubbornness[-5],or Wounded[-5]. +
- +
-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; Flail, Judo, Karate, Sling, or Two-Handed Flail, all (H)DX[4]-12; Tactics(H)IQ[4]-12; or 4 points to raise one or more offensive psionic skills. +
-  * Two of Brawling,Fast-Draw(any),Gunner(any), Knife, or Shield, all (E) DX+1[2]-13; Acrobatics (H) DX-1[2]-11; Artillery, Forward Observer, or Soldier, all +
-(A)IQ[2]-12; or Intimidation(A)Will[2]-12 +
- +
-Secondary Skills:First Aid(E)IQ[1]-12; •Three of Parachuting(E)DX[1]-12; Battlesuit, Boating(any), Driving(any), NBCSuit, Piloting(any), Riding(any), Stealth, Throwing, or VaccSuit, all (A) DX-1[1]-11; Seamanship, Spacer, or Submariner,all(E)IQ[1]-12;Tactics(H)IQ-2[1]-10†;Hiking (A) HT-1 [1]-11; or Observation, Survival (any), or Urban Survival, all(A)Per-1[1]-11. +
- +
-====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/background used to balance. +
- +
- +
-====Educated==== +
-   * IQ +3[60] +
-   * Three of[2]: Current Affairs(Business or High Culture)or Savoir-Faire(High Society); or Administration, Politics, or Writing +
-   * 20 points from among: Business Acumen1 [10],Common Sense [10],Versatile[5],Single-Minded[5], Lightning calculator[5],Math talent[10],Cultural Adaptability[10], Comfortable wealth[10],Eidetic Memory[5] or Photographic Memory[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,  ST +1 or +2 [10/level], DX +1 [20], IQ +1 [20], HT +1 or +2 [10/level], HP +1 to +3 [2/level], Will +1 to +5  5/level], Per +1 to +5 [5/level], FP +1 to +3 [3/level], Basic Speed +1 [20], Basic Move +1 to +3 [5/level], Attractive [4], Blunt Claws [3], Combat Reflexes [15], Daredevil [15], Enhanced Dodge 1 [15], Enhanced Parry 1-3 (Bare Hands) [5/level], Extra Attack 1 [25], Fit [5] or Very Fit [15], Flexibility [5]  or Double-Jointed [15], Hard to Kill 1-4 [2/level], Hard to Subdue 1-4 [2/level], High Pain Threshold [10], Perfect Balance [15], Serendipity 1 [15], Striker (Crushing; Shin, -20%) [4], Striking ST 1-2 [5/level], Strong Chi 1-4 [5/level],  Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points. +
- +
- +
-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/level], +
-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/level to raise any of these by up to +
-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/level after that. +
-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", result of a mutation or deliberate genetic tinkering to create a better human. +
- +
-    - absolute direction +
-    - absolute timing +
-    - acute senses +1 vision +
-    - acute senses +1 hearing +
-    - acute senses +1 touch +
-    - acute senses +1 taste/smell +
-    - 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("20 year man") and are working on your second 20 as retiring is just too boring. +
- +
-  * 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/background skills. +
- +
-====Immortal==== +
-You are immortal, aged more than 1000 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 2[4] +
-   * Social chameleon[5] +
-   * Mind Shield 2(psionic -10%)[8] +
-   * Immune to long term effects from mental trauma and fright checks: Unzazeable(only affects long term effects -80%)[3] +
- +
- +
-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]: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.  +
-  * 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/background part. +
- +
-====Salarian Lystheni==== +
-You are a [[Salarian]] Lystheni. A offshot that is not welcome in the Salarian worlds and have chosen to be in the Empire. +
- +
-Advantages: +
-   * Language (Imperial)[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]: You are Lystheni and thus not trusted by normal Salarians. In the Empire you also find a lot of distrust desipite being officially a citizen. +
-   * Sense of duty(own circles)[-5] +
-   * Unusual biochemistry[-5] +
-   * Impulsiveness 15-[-5] +
-   * Curious 15- [-2] +
- +
-Traits:  +
-   * SM -1 +
- +
- +
-Two extra additional training packages(should likely be technical) +
- +
-7 less points in Basic skills/background part. +
- +
-Note that you should have some technical training be it in basic training, Training/Experience packages or Additional training packages. +
- +
-Note: If you want you can instead be a regular Salarian on exchange program to the imperial forces, though this is rarer: +
-  * Remove the second class citizen +
-  * You cannot have real rank, all rank is courtesy rank +
- +
- +
-====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:ST+1[10]; DX+1[20]; IQ+1[20]; HT+1[10]. +
- +
-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], or Wealth[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] +
-  * Hitpoints +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 [+10-20] +
- +
- +
-====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    [10] B59 +
-   * 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] PU2:13 +
-   * 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/background part. +
- +
-=====Training/Experience packages===== +
- +
-====Bounty Hunter(63/73)==== +
-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]. +
- +
-Primary Skills: Criminology (A) +
-IQ+1 [4]-12, Law (region) (H) +
-IQ+1 [8]-12, and Streetwise (A) +
-IQ+1 [4]-12. +
- +
-Secondary Skills:Intimidation (A) +
-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, and can often be surprisingly gullible themselves. A variant +
-con man is the Gambler, who often +
-supplements his skill with a marked +
-deck or loaded dice.  +
- +
- +
-Advantages:30 points’ worth from +
-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:Streetwise (A) IQ+1 +
-[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:Carousing (E) +
-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:  25 points from among the +
-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:20 points from among: +
-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:Biology (any) +
-(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(50/70)==== +
-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:20 points chosen from +
-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, Scientific, +
-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, Geography +
-and Survival skills [-8]; add +
-Diplomacy[12],  Linguistics[4] and 12 points in: Anthropology, History, Physiology, or Psychology. +
- +
-====Merchant(65/70/80)==== +
- +
-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:30 points chosen from +
-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:Either Leadership +
-(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[1], First Aid[1], one of the following: Beam Weapons (type)[1], Brawling[1], or Guns (any)[1]; and one of either Carousing[1] or Savoir-Faire[1]. +
- +
-Antiquities Dealer (+10 points):Add +
-connoisseur (art)[2], +
-Forgery[4], and either +
-Archaeology[4] +
-Hidden Lore (Lost civilizations)[4] +
- +
-Executive (+5 points):Delete all the +
-secondary skills except Propaganda [-6], increase Computer +
-Operation [+3], delete +
-combat background skills and +
-First Aid [-2], increase +
-Administration [+6], +
-add Leadership [2] +
-and Public Speaking[2]. +
- +
-====Scientist(50/60)==== +
-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, catching +
-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:20 points chosen from +
-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[4], and any two of: Anthropology, +
-Archaeology, Astronomy, Bioengineering (any), Biology (any), +
-Chemistry, Computer Programming, Economics, Engineer (any), Geography, +
-Geology, Mathematics (any), +
-Metallurgy, Paleontology (any), +
-Physics (any), Psychology, or +
-Sociology – all are[8]. +
- +
-Secondary Skills:Teaching (A) IQ-1 +
-[1]-12, Writing (A) IQ-1 [1]-12; +
-one of: Cartography (A) IQ-1 [1] +
--12, Electronic Operation +
-(Scientific, Sensor, or Sonar) (A) +
-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:25 points from among the +
-following: Combat Reflexes [15], +
-Cultural Adaptability or XenoAdaptability [10 or 20], Cultural +
-Familiarity [1 or 2/culture], +
-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:Choose 12 points +
-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, Security or +
-Surveillance) (A) IQ [2]-12, +
-Politics[4], 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:Criminology (A) IQ +
-[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:Carousing (E) +
-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):Add +
-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(40/54/60/65/70) ==== +
- +
-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:Soldier (A) IQ+2 [8] +
--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], Mechanic (vehicle type)[4], Navigation (Land) [2], and either Artillery (any)[4] or Gunner (any)[4]. +
- +
-Battlesuit Trooper (+30 points): Battlesuit[16],Camouflage[2] Electronics Operation (any)[2], Forward Observer[2], Gunner (any)[2], Mechanic (Battlesuit)[1], +
-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): +
- Diagnosis (H) IQ +
-[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:G-Experience (choose +
-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:Brawling (E) DX +
-[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:Choose 20 points from +
-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, Electronics +
-Repair (any), Explosives (any), +
-Lockpicking, Machinist, or +
-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:20 points’ worth from +
-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):Change +
-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:Teaching (A) IQ+1 +
-[4]-14; plus two of Anthropology, +
-Archaeology, Astronomy, Chemistry, Computer Programming, +
-Cryptography, Economics, Geography, Geology, +
-History, Law (any), Linguistics, +
-Literature, Mathematics, Paleontology, Philosophy, Physiology, +
-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:Computer Operation +
-(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/level], +
-Fit [5 or 15], Flexibility [5 or 15], +
-High Manual Dexterity [5/level], +
-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:Games (chosen sport) +
-(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), Boxing, +
-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.  Your +
-skills may not suit you for a life of danger, but they often command a high +
-price nevertheless.  +
- +
-Advantages:Comfortable Wealth [10] +
-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:Administration (A) +
-IQ [2]-12; Public Speaking (A) IQ +
-[2]-12; and Writing (A) IQ [2]-12. +
-Background Skills: Any three of +
-Criminology, Interrogation, or +
-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:Engineer (Mining) +
-(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:Brawling (E) DX +
-[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, you +
-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:Administration (A) +
-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, devoted to the principle of +
-“doing good by doing well.” You travel the galaxy looking for new business +
-opportunities. +
- +
-Advantages:Comfortable [10] and a +
-total of 30 points selected from +
-Allies [variable], Business Acumen +
-[10/level], Charisma [5/level], +
-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/level], +
-Merchant Rank [5/level], Patron +
-(Corporation) [variable], positive +
-Reputation [variable], above-average Status [5/level], or more +
-Wealth [variable]. +
- +
- +
-Primary Skills:Merchant (A) IQ+1 +
-[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/level], +
-Honest Face [1], Improved GTolerance [5 or 10], Languages +
-[variable], Less Sleep [2/level], +
-Outdoorsman [10/level], or +
-Serendipity [15/level]. +
- +
-Primary Skills:Driving (any) (A) +
-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, Farming, +
-Machinist, Mechanic (any), +
-Merchant, Meteorologist, Smith +
-(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:Wealthy [20]; Status 1 +
-[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:Savoir-Faire (High +
-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:Diplomacy (H) IQ +
-[4]-13; Public Speaking (A) IQ+1 +
-[4]-14; and Savoir-Faire (High +
-Society) (E) IQ+2 [4]-15. +
-Secondary Skills:Administration (A) +
-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:Research (A) IQ-1 +
-[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,  you certainly help out with morale. +
-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, or Public Speaking,  +
-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, both (H) IQ-1 [2]-11, +
-or Sex Appeal (A) HT [2]-11. +
-Background Skills:Carousing (E) +
-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, boost +
-your reputation). Traveling with a +
-group of adventurers, you will doubtless gather more than enough material for your work – if you aren’t the +
-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/level], +
-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:Research (A) IQ+1 +
-[4]-13 and Writing (A) IQ+1 [4]-13. +
- +
-Secondary Skills:Electronics Operation (Media) (A) IQ [2]-12; and any +
-three of Savoir-Faire (E) IQ+1  +
-[2]-13, Electronics Operation (Communications), Fast-Talk, Interrogation, Photography, or Public +
-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/level], +
-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]; Brawling +
-(E) DX+2 [4]; Guns (any) (E) +
-DX+2 [4]; and Law (any) (H) IQ +
-[4]. +
- +
-Secondary Skills:Criminology (A) IQ +
-[2]; Observation (A) Per [2]; +
-Search (A) Per [2]; Stealth (A) +
-DX [2]; Shadowing (A) IQ +
-[2]; any two of Bicycling (E) +
-DX+1 [2], Driving (any), +
-Piloting (any), or Riding (any), all +
-(A) DX [2], or Running (A) HT +
-[2]-10; plus any  three of +
-Interrogation, Leadership, or +
-Streetwise, all (A) IQ [2], +
-Diplomacy, Forensics, Psychology, +
-or Tactics, all (H) IQ-1 [2], +
-Intimidation (A) Will [2], or +
-Detect Lies (H) Per-1 [2]. +
- +
-Background Skills:Administration +
-(A) IQ-1 [1]; Computer +
-Operation (E) IQ [1]; Electronics +
-Operation (Communications) (A) +
-IQ-1 [1]; Electronics Operation +
-(Sensors) (A) IQ-1 [1]; First Aid +
-(E) IQ [1]; Research (A) IQ-1 +
-[1]; 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:A total of 30 points selected from Administrative Rank +
-[5/level], Allies [variable], +
-Appearance [variable], Charisma +
-[5/level], Claim to Hospitality +
-(Political allies) [variable], Contact +
-Group [variable], Contacts [variable], Courtesy Rank [1/level], +
-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:Politics (A) IQ+1 [4]-13 and Public Speaking (A) IQ+1 +
-[4]-13. +
- +
-Secondary Skills: Acting[2]; Administration[2]; Law (any)[2]; Savoir-Faire (High Society)[2]; and any  two  of Accounting, Economics, Finance, History, Intelligence Analysis, Market Analysis, or Psychology, all [2]. +
- +
-Background Skills:Research[1]; Writing[1]; 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/level], +
-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]; either Survival (any) +
-or Urban Survival, both (A) Per +
-[2]; Stealth (A) DX [2]; and +
-any six of Beam Weapons (any), +
-Brawling, Fast-Draw (any), Guns +
-(any), Knife, or Thrown Weapon +
-(Knife), all (E) DX+1 [2], Erotic +
-Art, Climbing, or Filch, all (A) DX +
-[2], Escape, Pickpocket, or +
-Sleight of Hand, all (H) DX-1 +
-[2], Computer Operation or +
-Panhandling, both (E) IQ+1 [2], +
-Acting, Electronics Operation +
-(Communications), Electronics +
-Operation (Security), Electronics +
-Operation (Surveillance), FastTalk, Fortune-Telling (any), +
-Gambling, Holdout, Lockpicking, +
-Merchant, Shadowing, or Traps, all +
-(A) IQ [2], Forgery (H) IQ-1 +
-[2], Running or Sex Appeal, +
-both (A) HT [2], or Intimidation +
-(A) Will [2]. +
- +
-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/level], +
-positive Reputation [variable], +
-Single-Minded [5], above-average +
-Status [5/level], Tenure [5], +
-Versatile [5], or above-average +
-Wealth [variable]. +
- +
-Primary Skills:Research (A) IQ+1 +
-[4]; and any  two of Anthropology, Archaeology, Astronomy, +
-Chemistry, Computer Programming, +
-Cryptography, Economics, Geography, Geology, +
-History, Law (any), Linguistics, +
-Literature, Mathematics, Paleontology, Philosophy, Physiology, +
-Physician, Psychology, Sociology, +
-or Theology, all (H) IQ [4], or +
-Biology, Physics, Surgery, or Weird +
-Science, all (VH) IQ-1 [4]. +
- +
-Secondary Skills:Computer Operation (E) IQ+1 [2]-14; Electronics +
-Operation (any) (A) IQ [2]; +
-Electronics Operation (any other) +
-(A) IQ [2]; Public Speaking (A) +
-IQ [2]; Teaching (A) IQ [2]; +
-and Writing (A) IQ [2]. +
- +
-Background Skills:Leadership (A) +
-IQ-1 [1]; Savoir-Faire (High +
-Society) (E) IQ [1]; SpeedReading (A) IQ-1 [1]; plus three +
-extra points in primary or  +
-secondary skills. +
- +
-====Spy(55)==== +
-The life of an undercover +
-agent can be very interesting, and also +
-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]; Research +
-(A) IQ [2]; plus any  six of +
-Climbing or Stealth, both (A) DX +
-[2], Escape (H) DX-1 [2], +
-Savoir-Faire (any) (E) IQ+1 [2], +
-Acting, Disguise, Electronics +
-Operation (Communication), +
-Electronics Operation (Security), +
-Electronics Operation (Sensors), +
-Explosives (Demolition), Fast-Talk, +
-Holdout, Interrogation, Lockpicking, Photography, Shadowing, +
-or Traps, all (A) IQ [2], +
-Cryptography (H) IQ-1 [2], +
-Carousing (E) HT+1 [2], Sex +
-Appeal (A) HT [2], Body +
-Language or Lip Reading, both (A) +
-Per [2], or Detect Lies (H) Per-1 +
-[2]. +
- +
-Background Skills: Computer +
-Operation (E) IQ [1]; either +
-Driving (any) or Piloting (any), +
-both (A) DX-1 [1]; Guns (any) +
-(E) DX [1]; plus two extra +
-points in primary or secondary +
-skills. +
- +
-==== Starship Bridge Officer(50)/Fighter Jock(70) ==== +
-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:Either Merchant Rank 1 +
-[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/level], +
-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]; Leadership (A) IQ [2]; +
-Savoir-Faire (Merchant or +
-Military) (E) IQ+1 [2]; Vacc Suit +
-(A) DX [2]; and any three of +
-Piloting (Aerospace) or Piloting +
-(High Performance Spacecraft), +
-both (A) DX [2], Computer +
-Operation (E) IQ+1 [2], +
-Electronics Operation (Communications), Electronics Operation (Sensors), Navigation (Hyperspace), or Navigation (Space), all +
-(A) IQ [2]. +
- +
-Background Skills:Administration +
-(A) IQ-1 [1]; Brawling (E) DX +
-[1]; Carousing (E) HT [1]; +
-Guns (A) DX-1 [1]; 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, you are the final authority +
-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:Either Merchant Rank 3 +
-[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/level], +
-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:Administration (A) +
-IQ [2]; Free Fall (A) DX [2]; +
-Leadership (A) IQ [2]; SavoirFaire (Merchant or Military) (E) +
-IQ+1 [2]; Shiphandling (H) IQ-1 +
-[2]; Vacc Suit (A) DX [2]; and +
-any four of Piloting (Aerospace) or +
-Piloting (High Performance +
-Spacecraft), both (A) DX [2], +
-Computer Operation or SavoirFaire (Servant), both (E) IQ+1 +
-[2], Electronics Operation +
-(Communications), Electronics +
-Operation (Sensors), Freight +
-Handling, Navigation (Hyperspace), or Navigation (Space), all +
-(A) IQ [2], or Strategy (Space) +
-(H) IQ-1 [2]. +
- +
-Background Skills:Brawling (E) DX +
-[1]; Carousing (E) HT [1]; +
-Guns (A) DX-1 [1]; 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,” one of the general-service crewmen who keep any +
-ship running. You perform routine +
-maintenance, do damage control in +
-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]. +
- +
-Secondary Skills:Free Fall (A) DX +
-[2]; Savoir-Faire (Merchant or +
-Military) (E) IQ+1 [2]; Vacc Suit +
-(A) DX [2]; and any three of +
-Brawling, Gunnery (any), or Guns +
-(any), all (E) DX+1 [2], First Aid +
-or Housekeeping, both (E) IQ+1 +
-[2], Piloting (Aerospace) or +
-Piloting (High Performance +
-Spacecraft), both (A) DX [2], +
-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]. +
- +
-Background Skills:Administration +
-(A) IQ-1 [1]; Carousing (E) HT +
-[1]; 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, but you’re +
-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/level], +
-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]. +
- +
-Secondary Skills:Computer Operation (E) IQ+1 [2]; Free Fall (A) +
-DX [2]; Vacc Suit (A) DX [2]; and any four of Armoury +
-(Heavy Weapons), Armoury +
-(Vehicular Armor), Electrician, +
-Electronics Repair (Communications), Electronics Repair +
-(Computers), Electronics Repair +
-(Medical), Electronics Repair +
-(Sensors), Machinist, Mechanic +
-(Aerospace Craft), Mechanic +
-(High Performance Spacecraft), +
-Mechanic (Jump Drive), all (A) IQ +
-[2], or Computer Programming +
-or Engineer (Starships), both (H) +
-IQ-1 [2]. +
- +
-Background Skills:Administration +
-(A) IQ-1 [1]; Carousing (E) HT +
-[1]; Guns (any) (E) DX [1]; +
-Savoir-Faire (Merchant or +
-Military) (E) IQ [1]; 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/profession package(35-100 points) +
-  * Type 2 are 100+ points. In addition to the racial package you get two training/profession packages. +
- +
-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:DX+1 [20]; HT +1 [10].\\ +
-Advantages: Attractive [4]; Longevity [2]; Resistant to Disease (+3) [3].\\ +
-Features: Taboo Traits (Genetic Defects, Mental Instability).\\ +
-Availability:$64,000. LC4.\\ +
- +
-Sub-Races +
- +
-Omega(+28 points): An enhanced version of the Alpha, +
-designed to be both beautiful and intelligent; increase +
-appearance to Handsome [12] and add IQ+1 [20]. +
-$92,000. LC3. +
- +
-===Heavy Worlder (TL9)=== +
-45 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:ST+3 [30], HT +1 [10].\\ +
-Advantages:Improved G-Tolerance (0.5 G) [10].\\ +
-Disadvantages:Unattractive [-4]. stocky build[-1]\\ +
-Availability:$71,000. LC4.\\ +
- +
-===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:ST-1 [-10]; DX+1 [20]; HT +1 [10].\\ +
-Advantages: Appearance (Beautiful/Handsome) [12]; Resistant to Disease (+3) [3].\\ +
-Perks: Alcohol Tolerance [1].\\ +
-Disadvantages:Jealousy [-10] or Selfish (12) [-10]; Overconfidence (12) [-5].\\ +
-Quirks: Imaginative [-1].\\ +
-Features:Taboo Traits (Genetic Defects, Unattractiveness). +
-Availability:$45,000. LC4. +
- +
-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)=== +
-9 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:ST-2 [-20].\\ +
-Advantages:Long Arms [20]; Long Legs [10].\\ +
-Disadvantages skinny build [-1]\\ +
-Features:Home gravity is 0.2 to 0.7 G. 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:$35,000. LC4. +
- +
-===Orion (TL9)=== +
-70 points +
- +
-These genetic upgrades were eugeneered with slight +
-metabolic and glandular modifications designed to burn +
-away excess fat, enhance physical performance, and optimize their crisis response. They are good “super-soldier” +
-candidates, but might be created by anyone who wants a +
-highly athletic variant race. +
- +
-Attribute Modifiers:ST+1 [10]; DX+1 [20]; HT+1 [10].\\ +
-Advantages:Appearance (Attractive) [4]; Combat Reflexes +
-[15]; Fearlessness 1 [2]; Fit [5]; High Pain Threshold +
-[10].\\ +
-Disadvantages:Overconfidence (12) [-5].\\ +
-Quirks:Attentive [-1].\\ +
-Features: Taboo Traits (Genetic Defects, Mental +
-Instability).\\ +
-Availability:$95,000. LC4\\ +
- +
-==== 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, the Brownie’s designers chose to improve gross +
-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:ST-1 [-10]; HT+2 [20].\\ +
-Secondary Characteristic Modifiers:Basic Move-1 [-5].\\ +
-Advantages:Acute Vision +1 [2]; Acute Hearing +2 [4]; +
-Catfall [10]; Resistant to Disease (+8) [5]; Longevity [2]. +
-Perks:No Degeneration in Zero-G [1].\\ +
-Disadvantages:Disturbing Voice [-10]; Unattractive [-4].\\ +
-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:$65,000. LC3. +
- +
-===Diana (TL9)=== +
-47 points +
- +
-For the most part the Diana genotype is a typical Homo +
-superiortype, similar to the Alpha (p. 66). However, Dianic +
-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:IQ+1 [20]; HT+1 [10].\\ +
-Advantages:Appearance (Attractive) [4]; Fit [5]; Resistant +
-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:$92,000. LC3.\\ +
- +
-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, and demure. Both sexes are engineered for great physical attractiveness, and have extreme +
-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:HT+2 [20].\\ +
-Advantages:Appearance (Handsome) [12]; Resistant to +
-Disease (+8) [5].\\ +
-Skills:Racial Skill Bonus (Sex Appeal +3) [6].\\ +
-Quirks:Distinctive Features [-1].\\ +
-Features: Taboo Traits (Genetic Defects, Mental +
-Instability). Females also have Taboo Trait +
-(Aggressiveness). Both sexes have exaggerated sexual +
-characteristics: Males are blatantly muscular with abundant body and facial hair, while females are very curvaceous and have soft, delicate facial features.\\ +
-Availability:$116,000, LC3. +
- +
-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, including redesigned heart, arteries, +
-spleen and gastrointestinal tract, plus alterations to the cell +
-structure itself to reduce cumulative copying errors. +
- +
-Attribute Modifiers:DX+1 [20]; IQ+1 [20]; HT+1 [10].\\ +
-Advantages:Appearance (Attractive) [4]; Extended Lifespan +
-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:$115,000. LC3. +
- +
-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); add Doesn’t Sleep. +
-$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:DX+2 [40]; IQ+2 [40]; HT+2 [20].\\ +
-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:Overconfidence (12) [-5].\\ +
-Features: Early Maturation 1; Taboo Traits (Genetic +
-Defects, Mental Instability, Unattractiveness).\\ +
-Availability:$185,000. LC2. type 2\\ +
- +
-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 interface with the speech centers of +
-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:IQ+2 [40]; HT-1 [-10].\\ +
-Advantages:Enhanced Time Sense [45].\\ +
-Disadvantages:Stuttering (Accessibility, no penalty if talking to someone else with Enhanced Time Sense, -10%) +
-[-9].\\ +
-Features:Taboo Traits (Genetic Defects).\\ +
-Availability:$166,000. LC3.\\ +
- +
-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, able to switch between male +
-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, although they tend to possess a somewhat +
-androgynous beauty. +
- +
-Attribute Modifiers:IQ+1 [20]; HT+1 [10].\\ +
-Advantages:Appearance (Handsome, Androgynous) [12]; +
-Hermaphromorph (Accessibility, not while pregnant, +
--20%) [4].\\ +
-Perks:Reproductive Control [1].\\ +
-Features: Light Menses; No Appendix; Taboo Traits +
-(Genetic Defects, Mental Instability). +
-Availability:$97,000. LC3.\\ +
- +
-==== 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:Filter Lungs [5]; Nictitating Membrane 1 [1];\\ +
-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:Unnatural Feature [-1].\\ +
-Availability:$69,000. LC3. +
- +
-===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:+3 FP [9].\\ +
-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:Unnatural Features 1 [-1].\\ +
-Availability:$107,000. LC3.\\ +
- +
- +
-===Spacer (TL9)=== +
-5 points +
- +
-Individuals living in micro- or zero gravity tend to be tall +
-and thin – some “spacers” may be unattractive, while others have an elfin beauty. However, while their build is usually lighter than people raised in gravity, a “calcium hack” +
-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:ST-2 [-20]; DX+1 [20].\\ +
-Advantages:Prehensile Toes [4]; Radiation Tolerance 2 [5]. +
-Perks:No Degeneration in Zero-G [1].\\ +
-Disadvantages:Skinny [-5].\\ +
-Features:Home gravity of 0 G; increase height by up to 3 +
-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:$55,000. LC3.\\+
  
 +  * [[Genie]](Genetically engineered), these are the case where you have been generically changed, most of them are even less powerful than Edges. These are two classes:
 +    * 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+  * 1-Important backgrounds
        - From Haraza        - From Haraza
        - From Elvenhome        - From Elvenhome
Line 3942: Line 53:
        - Noble        - Noble
        - Ninjutsu clan        - Ninjutsu clan
-       Taxysi +       Asari
-   - Important backgrounds as above +
-   - Important backgrounds 2+
        - Technomage        - Technomage
        - Mystic Knight        - Mystic Knight
-       Technomage +       Superior 
-       - Mystic Knight +   *4-Edges
-       - ENHANCED(egde) +
-       - Reneisance man(edge) +
-   - Edges 1+
        - Psionic        - Psionic
        - Bionics        - Bionics
Line 3958: Line 64:
        - Fast Guy        - Fast Guy
        - Big Guy        - Big Guy
-   - Edges 2 
        - Homo superior        - Homo superior
        - Veteran Ranger        - Veteran Ranger
Line 3965: Line 70:
        - Salarian Lystheni        - Salarian Lystheni
        - Hard to kill        - Hard to kill
-   -Genie +       ENHANCED 
-       - Genetic upgrades+       - Renaissance man 
 +       - Bioenchanced 
 +   * 6:Genie: 
 +       *1-Genetic upgrades
          - Alpha          - Alpha
          - Omega          - Omega
Line 3973: 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 3994: Line 89:
          - Avatar          - Avatar
          - Gilgamesh          - Gilgamesh
-       - Homo superior parahumans 
          - Ladon          - Ladon
          - Guardian          - Guardian
Line 4001: Line 95:
          - Prometheus          - Prometheus
          - Tiresia          - Tiresia
-       - Pantropic/Homo superior parahumans 
          - Drylander          - Drylander
          - Selkie          - Selkie
starrangers/character_special_background.1435536996.txt.gz · Last modified: 2018/07/31 23:23 (external edit)