For edges you get an edge from below and previous Training/Experience packages
You can do things with your mind that others cannot.
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
Advantages:Smooth Operator[13],charisma[5], Honest Face[1]
Primary Skills:
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
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:
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;
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:
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.
While not rich, you have an extensive collection of cybernetic implants
Get 150(+upto 59 extra for replaced ranger bionics) points of bionics from the noble list.
While not truly rich as the nobles, you are certainly richer than those who are merely well to do.
You have enjoyed the good tutors instead of normal schooling: [40]
Wealth:
Better bionics:
You have had extensive schooling, likely something like an advanced university degree.
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:
Primary Skills:A total of 16 points in some combination of Boxing or Wrestling or Judo or Karate.
Secondary Skills:
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]
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].
You are a “new human”, result of a mutation or deliberate genetic tinkering to create a better human.
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.
You are immortal, aged more than 1000 years and mildly psionic.
At least some of the skills in the training packages should be from an earlier TL.
You served 20 years (“20 year man”) in one of the other imperial services before joining rangers.
You Salarian Lystheni. A offshot that is not welcome in the Salarian worlds and have chosen to be in the Empire.
Advantages:
Disadvantages
Traits:
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:
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:
Advantages:
Skills: Spend another 30 points to add or improve any skills from the template, max 1 rank each.
You are just very hard to kill permanently.
Advantages
Your capabilities are at the upper end of the normal human spectrum, or a little past it.
Attributes:
Advantages:
30 additional points from:
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.
Reduce the ranger bionic packages: by 15 points. (filter lungs+vitals armor)
1 less point in Basic skills/background part.
You have been engineered to be better than normal humans. This is a combination of generic engineering,training and implants.
Advantages: (131)
Disadvantages: Unusual Biochemistry [-5].
Primary Skills: (24)
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.
3.2 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 4 seconds, after which it is inaccessible for 15 seconds.
Statistics: Extra ST without HP* (3 second duration, -25%; Cost 1 FP, -5%, Takes recharge 15 seconds, -20%, PM, -10%) [3.2/level].
* Normally costs 8 points/level.
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].
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].
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].
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].
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].
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].
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].
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].
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].
1.5 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%) [1.5/level].
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].
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].
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].
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].
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]
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