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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

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
    1. From Haraza
    2. From Elvenhome
    3. Special forces background
    4. Noble
    5. Ninjutsu clan
    6. Asari
    7. Technomage
    8. Mystic Knight
    9. Superior
  • 4-5 Edges
    1. Psionic
    2. Bionics
    3. Rich
    4. Educated
    5. Fast Guy
    6. Big Guy
    7. Homo superior
    8. Veteran Ranger
    9. Immortal
    10. Other service background
    11. Salarian Lystheni
    12. Hard to kill
    13. ENHANCED
    14. Renaissance man
    15. Bioenchanced
  • 6:Genie:
    • 1-3 Genetic upgrades
      1. Alpha
      2. Omega
      3. Heavy Worlder
      4. Ishtar
      5. Siduri
      6. Light Worlder
      7. Orion
    • 4-6 Pantropic/Homo superior parahumans
      1. Brownie
      2. Diana
      3. Artemis
      4. Athena
      5. Avatar
      6. Gilgamesh
      7. Ladon
      8. Guardian
      9. Guardian Warrior
      10. Pandora
      11. Prometheus
      12. Tiresia
      13. Drylander
      14. Selkie
      15. Spacer
      16. Brownie
      17. Diana
      18. Avatar

Training/Experience packages. For random background roll until not enough points for the rolled package.

  1. list
    1. Bounty Hunter(63/73)
    2. Con Man(40/53)
    3. Detective (66)
    4. Doctor(65)
    5. Explorer(50/70)
    6. Merchant(65/70/80)
  2. list
    1. Scientist(50/60)
    2. Secret Agent(51)
    3. Security Officer(68)
    4. Soldier(40/54/60/65/70)
    5. Space Worker(50)
    6. Technician (45)
  3. list
    1. Thief(45)
    2. Academician(45)
    3. Athlete (35)
    4. Attorney(54)
    5. Belter(45)
    6. Bureaucrat(45)
  4. list
    1. Capitalist(65)
    2. Colonist(40)
    3. Dilettante(100)
    4. Diplomat(60)
    5. Entertainer(40)
    6. Journalist(60)
  5. list
    1. Policeman(65)
    2. Politician(55)
    3. Rogue(60)
    4. Scientist(50)
    5. Spy(55)
    6. Starship Bridge Officer(50)/Fighter Jock(70)
  6. list
    1. Starship Commander(70)
    2. Starship Deckhand(50)
    3. Starship Engineer(50)
    4. reroll the list
    5. reroll the list
    6. reroll the list
starrangers/character_special_background.1437555512.txt.gz · Last modified: 2018/07/31 23:23 (external edit)