Table of Contents

Character creation

The characters are a special group of rangers, a paramilitary police force, sent on missions that are considered high risk. They are 800 point characters. (typical new rangers might be 250 points and experienced might be 400 points)

They have a Roswell-class ship (best ship available for rangers) assigned to them.

Options

You can Select one of the options below:

Character planning

Things to think about when building the character, in approximate order.

The other factors are more minor and can be handled as the process goes along, but having the above ready though out before starting the build will likely make it easier.

Replacement characters

Characters created later get: the normal 800 points and higher of: 2/3 of the points over 800 that the player had or 1/2 the points over 800 that the highest party member has.

If possible the character should be one of the NPCs around. They have a give point total and things, use extra points as follows:

Technology

When selecting skills is is good to skim though the technology page to see what technology is in use.

All basic technology skills are at a base of TL 10 as that is the common TL. If you wish you can freely place any of your skills at a lower TL(8-9).

You can however buy single skills at TL 11 by buying advanced skill perks. (see Suggested background below). Note that this concentration on the newest things makes it harder to use older gear.

You can buy off the penalty as a separate average technique to each skill and TL or buy a second skill at different TL and use the one with highest effective skill. Such skills default to each other at the indicated penalty.

See: effects of skill TLs

Basic character package 200/350

Select one of the character training packages as base ranger package.

It is not normally a good idea to focus too much on one thing, so if you are going to be combat based special background you should select something else here.

Note that most rangers by far are investigators, but others exist.

For those on cross service tour to rangers:

Ranger package 45

Advantages: Law enforcement powers(everywhere except Primary and secondary systems -20%)[8], Rank(courtesy) 1[1], Cultural familiarity(colonies)[1]

Skills: Law (Police) (H) IQ [4], Survival (any) (A)[4], Swimming (E)HT+1 [2];Hiking (A) HT [2]

Another 9 of:[2 each]Forced Entry, Beam weapons(Rifle, Pistol) Guns (Pistol, Rifle), or Liquid Projector (Sprayer), all (E) DX+1 [2]; Riding (Horse), Shortsword, or Tonfa, all (A) DX [2]; First Aid or Savoir-Faire (Police), both (E) IQ+1 [2]; Administration, Animal Handling (Dog), Criminology, Interrogation, or Streetwise, all (A) IQ [2]; Accounting, Forensics, or Tactics, all (H) IQ-1 [2]; Observation or Search, both (A) Per IQ [2]; Soldier (A) IQ [2]. Artillery(any)[2] Gunner (any), Guns (any), Knife, or Parachuting, all (E) DX+1 [2]; NBC Suit, Power armor, Vac suit Spear, or Throwing, all (A) DX [2]; Camouflage, First Aid, Gesture, Savoir-Faire (Military), Spacer, Seamanship, or Submariner, all (E) IQ+1 [2]; Artillery (any), Forward Observer, Leadership, or Scuba, all IQ (A) [2]; Strategy or Tactics, both (H) IQ-1 [2]; Skiing (H) HT-1 [2]; Survival (any other) (A) Per [2];Vac suit[2] or Spray fire technique for some skill[2} or payload fire technique for some skill[2}

Other services: have had basic ranger training:[10]
Law (Police) (H) IQ [1], Survival (any) (A)[1], Swimming (E)HT+1 [1];Hiking (A) HT [1]. They should be minimum of rank 1[5], Cultural familiarity(colonies)[1]

As member of a specialist group of rangers all have security clearance[5]: You have access to a relatively narrow range of secrets on a “need to know” basis

Special background 300

Add character special background: one at 300 points

This specifies your background as either different race/special home world or previous experience or training.

Note that this is the single largest use of points so is very influential in how your character turns out.

Ranger bionic package 63

All rangers get basic bionic enchantment unless they have better previously.

Additional training 125

Get 5 additional training packages of your choice.

Note that you can substitute similar skills (like beam weapons for guns, or different specializations of piloting and so on)

It is suggested that if you are based on a combat template you use these to broaden your skills to other areas and if you are based on some other area you pick up at least some combat skills.

If you do not have combat reflexes from elsewhere it is highly suggested to take the combat simulator training from here.

This is also a good place to pick up some space ship skills.

Non rangers/non army should select +1 package.

Special power 25

Select the special powers path you get and one of level 1 powers in Special powers.

Note that:

Home world 8/15

Select your home world or use the one specified by special background

Physical attributes

Note characters physical attributes

Suggested background 0-60

Suggested background advantages

It it suggested that you buy the following:

Advanced skills

You can buy up to 2 “Advanced skill” perks. Each upgrades the base TL of one skill to TL 11.

Each level of wealth(10/20/30/50/75/100) adds 1 to the maximum. Each level of better gear adds 1. If you would have 5 or more perks, you can instead be TL 11 for 5 points if you want.

It is suggested that you buy as many as possible and upgrade to base TL 11 when possible.

As the spaceship the group has is TL 11, it is a good idea that the primary operators at least buy the skill for their main spaceship skills(pilot, navigator, sensors, gunners, techs).

In game: Buying an “Advanced skill” perk into a new skill requires a lengthy retraining, normally about 200 hours(5 weeks full time study) of advanced training, or 400 hours of self training with just devices and manuals or 1600 work hours at the penalty for too low TL when working with such devices.

Potential and actual 20 year benefits

If you have served for 15-19 years of your current 20 year hitch, you should buy following potential advantages that you get when you get to 20 years.

If you have served 20 years without having that as your edge, buy independent income as non potential version and can buy the better gear if you wish.

The level of the independent income depends on your rank and wealth. The 20 year benefit is 20% of the monthly pay, the 40 year benefit is 40%. Calculate the independent income based on the wealth level. Example a normal 20 year ranger would have a retirement/extra pay of 4050*0.2=810/month. With average wealth it would be independent income of 2 (1.6)

Basic skills/background 0-60

Get 34 points total-things used in the suggested background and eventual higher cost home world package. Some earlier options might give extra or fewer points here. You balance the points to the total of 800 here. (Typically you have about 5-15 points to use here)

Use the remaining points on Basics/Background to give your background fill out any missing things.

Max 2 points/skill.

Final touches

Attributes: Any base attributes(ST,IQ,DX,HT) and some sub attributes(per,will) can raised up to 20. You can raise an attribute by lowering skills based on that attribute by the same number of total points. None of the skills can go down in the conversion. If some sub attribute would be over 20 after this you must reduce it as part of the conversion.

Equipment

Starting equipment

alt skills

Academic (X)! (IQ): This requires a choice of specialty, about as broad as a college major. Skills include Current Affairs (X), Computer Operation, Expert (anything related to X), Intelligence Analysis (limited to X), Research & Writing. In addition, this includes any relevant skill for the field. So if X is Physics, it includes Physics, Mathematics and other related skills. GMs should be generous in determining related skills.

Analyze! (IQ): Astronomy, Computer Operation, Computer Programming, Electronics Operations (Sensors), Expert (Sciences), Intelligence Analysis, Mathematics, Naturalist, Physics, Research & Sociology.

Astronautics! (IQ): Artillery (Ship’s weapons), Computer Operations, Electronics Operations (all ship systems), Freight Handling, Navigation, Ship Handling & Spacer. Make a DX based roll for Free Fall, Gunner (Ship’s weapons), NBC Suit, Pilot & Vacc Suit.

Athlete! (DX): Acrobatics, Climbing, Escape, Free Fall, Jumping, Parachuting & Stealth. Make a HT based roll for Hiking, Lifting, Running, Skating, Skiing & Swimming. Make an IQ based roll for Scuba.

Criminal! (IQ): Area Knowledge, Criminology, Fast Talk, Holdout, Panhandling, Savoir Faire, Shadowing, Smuggling & Streetwise. Make a DX based roll for Filch or Forced Entry. Make a Per based roll for Observation, Scrounging, Search & Urban Survival. Make a Will based roll for Intimidation.

Deceive! (IQ): Acting, Disguise (People), Fast Talk, Forgery, Fortune Telling, Mimicry (Speech), Psychology, Savoir Faire and Streetwise. Make a HT based roll for Sex Appeal. Make a Per based roll for Body Language and Detect Lies. Add half of skill levels (rounded down) to default skill use but the bonus cannot exceed +3.

Engineer! (IQ): Armory, Computer Operation, Computer Programming, Electrician, Electronics Operation, Electronics Repair, Engineering, Machinist, Mathematics (Applied), Mechanic & Physics. Make a Per based roll for Scrounging.

Medical! (IQ): Diagnosis, Electronics Operation (Medical Equipment), Expert (Epidemiology), First Aid, Hazardous Materials (Biological), Pharmacy, Physician, Physiology, Psychology & Surgery. Chemistry for Drugs. Diplomacy for medical purposes. Forensics for autopsies. Naturalist for venoms.

Personal Combat! (DX): Axe/Mace, Beam Weapons, Boxing, Brawling, Broadsword, Fast Draw, Gunner, Guns, Judo, Karate, Knife, Shortsword, Spear, Staff, Sumo Wrestling, Throwing, Tonfa & Wrestling. +1 to unarmed damage and +1 ST to unarmed techniques with skill at DX+1, bonus is +2 for skill of DX+2 or more. Make a Per based roll for Body Language to detect violent intent. Make an IQ based roll for Tactics for small units. Make a Will based roll for Intimidation.

Scholar! (IQ): Archaeology, Connoisseur (Art, Literature & such), Expert (Humanities), History, Literature, Philosophy, Poetry, Research, Theology & Writing.

Smooth Operator! (IQ): Acting, Diplomacy Fast Talk, Interrogation, Leadership, Merchant, Panhandling, Politics, Propaganda, Psychology, Public Speaking, Savoir Faire & Streetwise. Make a HT based roll for Carousing & Sex Appeal. Make a Per based roll for Body Language & Detect Lies. Make a Will based roll for Intimidation.

Space Command! (IQ): Administration, Diplomacy, Expert(Military Science), Intelligence Analysis, Law (Space), Leadership, Psychology, Public Speaking, Savoir-Faire (Military), Ship Handling, Strategy & Tactics. Make Will based roll for Intimidation. Add large Wildcard bonus to Will rolls to resist efforts to sway the character from his duty or to persist in carrying out his duty. Add the small Wildcard bonus to Will rolls by subordinates to resist efforts to sway them from their duty or to persist in carrying out their duty. Add the small Wildcard bonus to HT and similar rolls for the character to persist in carrying out his duty.

Survivor! (IQ): Animal Handling (defensive only), Armory (TL 0), Camouflage, Disguise (Animals), Mimicry (Bird & Animal Sounds), Naturalist, Navigation & Weather Sense. Make a Per based roll for Fishing, Search, Survival & Tracking as well as Observation for the wilderness only. Make a DX based roll for Climbing & Stealth. Make a HT based roll for Hiking and Swimming. Apply large Wild Card bonus to Attribute rolls against wilderness hazards.

Trader! (IQ): Accounting, Administration, Connoisseur, Current Affairs (Business), Diplomacy, Economics, Fast Talk, Law (Business), Market Analysis, Merchant, Propaganda & Smuggling.

For Star Trek TOS fans, Astronautics! & Space Command! are the gold shirt skills, Analyze! & Medical! are the blue shirt skills, and Engineer! and Personal Combat! are the red shirt skills.

Optional Skills:

This is heavily Star Trek inspired. However some Space Opera plays up ground combat and some may prefer more than one personal combat skill. So here are some options for those who believe ST means Starship Troopers:

Hand to Hand! (DX): Axe/Mace, Beam Weapons, Boxing, Brawling, Broadsword, Fast Draw, Flail, Forced Entry, Judo, Karate, Knife, Kusari, Polearm, Shortsword, Spear, Staff, Sumo Wrestling, Two Handed Axe/Mace, Two Handed Flail, Two Handed Sword, Tonfa & Wrestling. +1 to unarmed damage and +1 ST to unarmed techniques with skill at DX, bonus is +2 for skill of DX+1 or more. Make a Per based roll for Body Language to detect violent intent. Make a Will based roll for Intimidation. Optionally, grant two points in Perks or Techniques for every point of Wild Card bonus.

Shooting! (DX): Beam Weapons, Bow, Crossbow, Fast Draw, Gunner, Guns, Innate Attack, Liquid Projector, Stealth, Throwing & Thrown Weapon. Make a HT based roll for Breath Control for shooting purposes. Make an IQ based roll for Camouflage. Make an IQ based roll for Holdout with weapons or Tactics for small arms. Make a Per roll for Observation of ambushes and other related fire combat issues and for Search for concealed weapons. Add the small Wild Card bonus to Accuracy. Optionally, grant one point in Perks or Techniques for every point of Wild Card bonus. Raise this to two points if using Tactical Shooting.

Surface Command! (IQ): Administration, Diplomacy, Expert(Military Science), Intelligence Analysis, Law (Military), Leadership, Psychology, Public Speaking, Savoir-Faire (Military), Soldier, Strategy & Tactics. Make Will based roll for Intimidation. Add large Wildcard bonus to Will rolls to resist efforts to sway the character from his duty or to persist in carrying out his duty. Add the small Wildcard bonus to Will rolls by subordinates to resist efforts to sway them from their duty or to persist in carrying out their duty. Add the small Wildcard bonus to HT and similar rolls for the character to persist in carrying out his duty.

Trooper! (IQ): Artillery, Electronics Operation (Military systems), Engineer(Combat), Explosives, Forward Observer, Gesture, Leadership, Savoir Faire (Military), Soldier, Strategy & Tactics. Armory, Electronics Repair & Mechanic to make basic repairs on military equipment. Observation & Search to identify combat threats.