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starrangers:character_special_background [2015/07/22 08:53] webystarrangers:character_special_background [2018/07/31 23:23] (current) – external edit 127.0.0.1
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 For others select either: (all are 300 points total) For others select either: (all are 300 points total)
-  * [[Important background]]  These are 300 point packages that give interesting and powerful abilities. +===== Important background ===== 
-  {{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]]+  *[[Important background]] These are 300 point packages that give interesting and powerful abilities. 
-  [[Genie]](Genetically engineered), these are the case where you have been generically changed, most of them are even less powerful than EdgesThese are two classes: +     From Haraza -Your home world had a full global nuclear war a long time ago, and you are not quite human after the mutations.  
-    * The low power backgrounds give you the generic modification an Edge and less other training +     From Elvenhome - You are from the planet Elvenhome. A place where the population tries to resemble “elves” from prehistoric tales.  
-    The high power backgrounds give you the generic modification and more other training+     * 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. 
  
-=====Important backgrounds===== +===== Edge =====
-All important backgrounds are 300 points+
  
-==== From Haraza ==== +  * [[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]]. 
-Your home world had a full global nuclear war a long time agoand you are not quite human after the mutations.+     * 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 “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 a 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 a “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.
  
-Persistent rumors claim that Haraza was originally the home world of all humans called "Earth", that it was nuked in a 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 a likely candidate. +===== Genie =====
- +
-===Attributes[60]=== +
-    * +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 warhead, 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 +
-      * Biochemical 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 +
-=====Edges===== +
-For edges you get an edge from below and previous training/experience below.  +
- +
-====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] +
- +
-Primary Skills: +
-   * 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]. +
- +
-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 [[Salarians|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. +
- +
- +
-====Bionically enchanced==== +
-You have been engineered to be better than normal humans. This is a combination of generic engineering,training and implants. +
- +
-Advantages: (131) +
-   * Bioenhancement Talent 2 [10];  +
-   * Alcohol Tolerance[1] +
-   * 100 points in Bioenhancement abilities. +
-   * Another 20 points chosen from among: ST +1 to +2 [10/level], DX +1  [20], IQ +1 [20]; HT +1 [10], Absolute Direction [5], Absolute Timing [2], Acute Senses (any) +1 to +4 [2/level],Ambidexterity [5], Appearance [Varies], Brave [1], Charisma +1 to +4[5/level], Contacts (Researchers, etc.; Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or 6], Danger Sense [15], Fearlessness +1 to +4 [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Flexibility [5] or Double-Jointed [15], High Pain Threshold [10], Intuition [15], Lifting ST 1-5 [3/level], Night Vision [1/level], Penetrating Voice [1], Peripheral Vision [15], Quick Reload (any) [1], Rapid Healing [5] or Regeneration (Slow) [10], Reputation [Varies], Resistant [Varies], Striking ST 1-5 [5/level], Trademark Move [1/move], Wealth [Varies], Weapon Bond [1/weapon], Wild Talent [20],  +
- +
-Disadvantages:  Unusual Biochemistry [-5]. +
- +
-Primary Skills: (24) +
-   * Autohypnosis (H) Will [4] +
-   * Biology (VH) IQ[8] +
-   * Body Control (VH) HT [8] +
-   * Chemistry (H) IQ[4] +
- +
- +
-===Bioenhancement=== +
- +
-Your abilities are tied directly to your unique body chemistry. You must have Unusual Biochemistry (p. B160); if you +
-ever roll a 4-5 for that disadvantage, the drug in question +
-works, but the “harmful effect” is always losing access to all of +
-your Bioenhancement abilities for 1d minutes. +
- +
-Some of the abilities below are leveled. The maximum level available for any Bioenhancement ability is equal to the HT. +
- +
-Those with any points in Bioenhancement can learn +
-Autohypnosis (p. B179) or Body Control (p. B181), and may +
-ignore the prerequisites for the latter. +
- +
-==Adrenal-Muscular Trigger== +
-2 points/level +
- +
-You can temporarily boost your ST (but not your HP) by +
-one for every level of this ability. This takes a Ready maneuver +
-to activate and lasts for 1dx5 seconds, after which it is inaccessible for five minutes. +
- +
-Statistics: Extra ST without HP* (Maximum Duration, 1d¥5 +
-seconds, -65%; PM, -10%) [2/level]. +
- +
-* Normally costs 8 points/level. +
- +
-==Breath-Holding== +
-2 points/level +
- +
-You can go a long time without breathing. If you buy five or +
-more levels, apply the -10% PM discount after calculating the +
-total cost. +
- +
-Statistics: Breath-Holding (PM, -10%) [2/level]. +
- +
-==Cellular Restoration== +
-18, 32, or 54 points +
- +
-You recover from injury very quickly. You regain conscious- +
-ness 60 times faster than normal; you add +5 to rolls to recover +
-from a crippling injury; and you heal 1 HP per 12 hours, 1 HP +
-per hour, or 1 HP per minute, depending on your level. +
-Statistics: Recovery (PM, -10%) [9] + Regeneration (Slow, +
-Regular, or Fast; PM, -10%) [9, 23, or 45]. +
- +
-==Cerebral-Motor Multitasking== +
-28 or 55 points +
- +
-You are not limited to one attack per turn! Depending on +
-your level, you can attack two or three times per second with- +
-out having to make an All-Out Attack or Rapid Strike, and you +
-may use the same weapon if you wish. Bioenhancement Talent +
-does not add to your attack rolls. +
- +
-Statistics: Extra Attack 1 or 2 (Multi-Strike, +20%; PM, -10%) +
-[28 or 55]. +
- +
-==Circadian Rhythm Control== +
-8 or 18 points +
- +
-You can stay awake longer, requiring only half as much +
-sleep as a normal person or no sleep at all, depending on +
-your level! +
- +
-Statistics: Less Sleep 4 (PM, -10%) [8] or Doesn’t Sleep (PM, +
--10%) [18]. +
- +
-==Discriminatory Hearing== +
-14 points +
- +
-You can automatically tell two sounds apart no matter how +
-similar, can perfectly memorize sounds for later recollection, +
-and make all Hearing rolls for such sounds at +4. +
- +
-Statistics: Discriminatory Hearing (PM, -10%) [14]. +
- +
-==Discriminatory Smell== +
-14 or 21 points +
- +
-You can identify people, places, and things by their scent, +
-and even track by smell, all at +4. Level 2 adds the ability to +
-smell emotion! +
- +
-Statistics: Discriminatory Smell (PM, -10%) [14] or Discrim- +
-inatory Smell (Emotion Sense, +50%; PM, -10%) [21]. +
- +
-==Eagle Eyes== +
-4 points/level +
- +
-You can “zoom in” with your eyes at will. Your range penal- +
-ties for Vision rolls are reduced and you may use your eyes as a +
-variable-power scope (p. B412). However, any blinding attacks +
-(e.g., a flash-bang grenade) that affect you while using this abil- +
-ity have double the normal duration! +
- +
-Statistics: Telescopic Vision (PM, -10%; Temporary Disad- +
-vantage, Vulnerability (Blinding Attacks ¥2), -10%) [4/level]. +
- +
-==Enhanced Ground Move== +
-9, 18 or 27 points +
- +
-When you sprint, you can really run! Your top speed is 1.5x, 2x or +
-3x your Move, depending on your level. +
-Statistics: Enhanced Move 0.5,1 or 1.5 (Ground; PM, -10%) +
-[9, 18 or 27]. +
- +
-==Enhanced Speed== +
-18, 36, or 54 points +
- +
-Your body takes very little time to react to your impulses. +
-Each level adds +1 to your Basic Speed (and thus to your +
-Dodge and Basic Move)! Bioenhancement Talent does not add +
-to your Dodge rolls, but it does add to Acrobatics skill when +
-making a “fancy” dodge (p. B375). +
-Statistics: Basic Speed +1.00, +2.00, or +3.00 (PM, -10%) +
-[18, 36, or 54]. +
- +
-==Epidermal Resilience== +
-3 points/level +
- +
-Your skin is much tougher than it looks, providing flexible +
-DR against anything except contact attacks. Anyone who +
-touches it must make a Per-4 roll to notice. The level of this +
-ability is limited to half your HT, rounded up. +
- +
-Statistics: DR (Low Signature, +10%; PM, -10%; Tough Skin, +
--40%) [3/level]. +
- +
-==Equilibrium Enhancement== +
-23 points +
- +
-You can run along tightropes at full speed and perform sim- +
-ilar feats of balance. If you do fall, you almost always end up +
-on your feet, none the worse for wear. +
- +
-Statistics: Catfall (PM, -10%) [9] + Perfect Balance (PM, +
--10%) [14]. +
- +
-==Injury Tolerance (Unliving)== +
-18 points +
- +
-Your redundant organs continue to function at full capacity +
-even when wounded. This greatly reduces the amount of dam- +
-age you take from bullets (Injury to Unliving, Homogenous, +
-and Diffuse Targets, p. B380), unless struck directly in the skull +
-or vitals. +
- +
-Statistics: Injury Tolerance (Unliving; PM, -10%) [18]. +
- +
-==Neural Computational Matrix== +
-8 or 15 points +
- +
-A portion of your mind has been wired to work as a high- +
-speed computer. You can use this to store or process any infor- +
-mation you know, or load actual raw data into it by reading a +
-“binary dump” (printed or on a monitor). At level 1, you can do +
-complex calculations and store general memories (an IQ roll is +
-needed to recall specific details). At level 2, your mind can out- +
-perform all but the fastest computers, and you automatically +
-remember everything. +
- +
-Statistics: Accessory (Computer) [1] + Eidetic Memory (PM, +
--10%) [5] + Lightning Calculator (PM, -10%) [2] or Accessory +
-(Computer) [1] + Intuitive Mathematician (PM, -10%) [5] + +
-Photographic Memory (PM, -10%) [9]. +
- +
-==Ocular Adaptability== +
-9 or 23 points +
- +
-The rods and cones in your eyes can adapt for different +
-forms of light. At level 1, this gives you infrared vision. At level +
-2, it includes a whole spectrum of options! +
- +
-Statistics: Infravision (PM, -10%) [9] or Hyperspectral +
-Vision (PM, -10%) [23]. +
- +
-==Super Jump== +
-9, 18, or 27 points +
-You can make impressive leaps! This allows you to jump +
-two, four, or eight times farther than normal, depending on +
-your level. +
- +
-Statistics: Super Jump 1, 2, or 3 (PM, -10%) [9, 18, or 27] +
- +
-==Bioenhancement Talent== +
-5 points/level +
- +
-Bioenhancement Talent represents an understanding of +
-your body and its new gifts. It adds to any roll to use a +
-Bioenhancement ability, as well as to any roll to diagnose +
-(but not to fix) a problem with your own body or mind. +
-Bioenhancement Skills +
- +
-=====Training/Experience packages===== +
-You get 2 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. +
- +
- +
-====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[2]-10, Law (Police)[4], and Savoir-Faire(Police)[4]. +
- +
-Secondary Skills: Brawling[4], Detect Lies[2], Driving (any)[2], Fast-Draw (weapon)[1], Forced Entry[1], Forensics[2], Search[2],Stealth[2], Tonfa[2], and either Beam Weapons (Pistol or rifle)[4] or Guns (Pistol or rifle)[4]. +
- +
-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 [2], Explosives (EOD)[2], Hazardous Materials(any) (A) IQ [2], Liquid Projector (Sprayer)[1] , Vacc Suit or NBC Suit[2];improve Forced Entry[+1]. +
- +
-Starship Security (+10 points):Add G-Experience (5 other gravity levels) [5], Free Fall[2], Spacer[1], Vacc Suit[2] +
- +
-====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]; Public Speaking (A) IQ+1 +
-[4]; and Savoir-Faire (High +
-Society) (E) IQ+2 [4]. +
-Secondary Skills:Administration (A) +
-IQ [2]; Current Events (any) (A) +
-IQ [2]; Politics (A) IQ [2]; +
-either Acting (A) IQ [2] or FastTalk (A) IQ [2]; and any two of +
-Economics, Finance, History, +
-Intelligence Analysis, Law (any), +
-Market Analysis, or Psychology, all +
-(H) IQ-1 [2]. +
-Background Skills:Research (A) IQ-1 +
-[1]; Writing (A) IQ-1 [1]; 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.
  
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starrangers/character_special_background.1437555220.txt.gz · Last modified: 2018/07/31 23:23 (external edit)