starrangers:character_special_background
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Character special background
This is the main thing that sets you apart from common rangers.
You can take up to 10 less points in stats and advantages here and leave those points to Basic skills/background if you wish.
If you have an enhanced(350 point) basic training then just select Training/Experience packages
For others select either: (all are 300 points total)
- Important background These are 300 point packages that give interesting and powerful abilities.
- {{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]]. * [[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 =====Important backgrounds===== All important backgrounds are 300 points ==== From Haraza ==== Your home world had a full global nuclear war a long time ago, and you are not quite human after the mutations. Persistent rumors claim that Haraza was originally the home world of all humans called "Earth", that it was nuked in 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. ===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.\\ ====== Random ====== * 1-3 Important backgrounds - From Haraza - From Elvenhome - Special forces background - Noble - Ninjutsu clan - Asari - Technomage - Mystic Knight - Superior *4-5 Edges - Psionic - Bionics - Rich - Educated - Fast Guy - Big Guy - Homo superior - Veteran Ranger - Immortal - Other service background - Salarian Lystheni - Hard to kill - ENHANCED - Renaissance man - Bioenchanced * 6:Genie: *1-3 Genetic upgrades - Alpha - Omega - Heavy Worlder - Ishtar - Siduri - Light Worlder - Orion *4-6 Pantropic/Homo superior parahumans - Brownie - Diana - Artemis - Athena - Avatar - Gilgamesh - Ladon - Guardian - Guardian Warrior - Pandora - Prometheus - Tiresia - Drylander - Selkie - Spacer - Brownie - Diana - Avatar Training/Experience packages. For random background roll until not enough points for the rolled package. - list -Bounty Hunter(63/73) -Con Man(40/53) -Detective (66) -Doctor(65) -Explorer(50/70) -Merchant(65/70/80) - list -Scientist(50/60) -Secret Agent(51) -Security Officer(68) -Soldier(40/54/60/65/70) -Space Worker(50) -Technician (45) - list -Thief(45) -Academician(45) -Athlete (35) -Attorney(54) -Belter(45) -Bureaucrat(45) - list -Capitalist(65) -Colonist(40) -Dilettante(100) -Diplomat(60) -Entertainer(40) -Journalist(60) - list -Policeman(65) -Politician(55) -Rogue(60) -Scientist(50) -Spy(55) -Starship Bridge Officer(50)/Fighter Jock(70) - list -Starship Commander(70) -Starship Deckhand(50) -Starship Engineer(50) - reroll the list - reroll the list - reroll the list
starrangers/character_special_background.1437555220.txt.gz · Last modified: 2018/07/31 23:23 (external edit)