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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[245]

  1. absolute direction 3d sense[10]
  2. absolute timing[2]
  3. acute senses +2 vision[4]
  4. acute senses +2 hearing[4]
  5. acute senses +2 touch[4]
  6. acute senses +2 taste/smell[4]
  7. ambidextrous[5]
  8. amphibious[10]
  9. +1 move[5]
  10. Chameleon 1 [5]
  11. breath holding 5(x32)[10]
  12. Dr 2 tough skin[6]
  13. eidetic memory[5]
  14. empathy sensitive[5]
  15. filter lungs(reduces the ranger implant package cost by 5pt)[5]
  16. Fearlessness 2[4]
  17. fit[5]
  18. flexibility[5]
  19. hard to kill 2[4]
  20. hard to subdue 2[4]
  21. 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.
  22. no vitals(vitals spread out though body→no vital hits in torso)[5]
  23. less sleep 2[4]
  24. metabolism control[5]
  25. mind shield 1[5]
  26. nictating membrane 5[5]
  27. night vision 5[5]
  28. parabolic hearing 1[4]
  29. pressure support[5]
  30. protect senses:vision[5]
  31. protect senses:hearing[5]
  32. radiation tolerance /2[5]
  33. rapid healing[5]
  34. regeneration slow(radiation only)[4]
  35. Resist +3 metabolic hazards[10]
  36. immune: bends[5]
  37. sealed[15]
  38. Silence 1[5]
  39. speak underwater[5]
  40. subsonic hearing[5]
  41. telescopic vision 1 [5]
  42. temperature tolerance 5 high[5]
  43. temperature tolerance 5 low[5]
  44. ultra hearing[5]
  45. universal digestion[5]
  46. Vacuum support[5]
  47. Improved G-Tolerance 0.3G[5]

Disadvantages:[-15]

  1. Code of honor(pirate)[-5]
  2. Sense of duty(own clan)[-5]
  3. Unusual biochemistry[-5]

Other

10 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]

  1. less sleep 2
  2. rapid healing
  3. Resist +3 toxins
  4. Resist +3 sickness
  5. Extended lifespan 1
  6. +1 DX
  7. +1 IQ

Cybernetics: [52]

94 points, but ranger package has 42 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%) [10]; DR 5 (Tough Skin, -40%) [8]. 18 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: 232 points=(+190)

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%) [16]; DR 8 (Tough Skin, -40%) [12]. 28 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 (Head vitals only, -70%) [30]; DR 20 (Limited, Crushing, -40%; Tough Skin, -40%) [10]. 50 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 12 - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[5] 10 points

Training

127 points

Advantages: Fit [5]; G-experience(all)[10]

Primary Skills: 60

  • Armoury (Small Arms) (A) IQ [2]; Brawling (E) DX [2]; Camouflage (E) IQ [2]; Electronics Operation (Comm) (A) IQ-1 [2]; Explosives (Demolition) (A) IQ [2]; Fast-Draw (Ammo) (E) DX [1]; First Aid/TL10 (E) IQ [2]; Navigation (Land) (A) IQ-1 [2]; Observation (A) Per [2]; Parachuting (E) DX [2]; Running (A) HT [2]; Savoir-Faire (Military) (E) IQ [1]; Battledress[8]; Soldier (A) IQ+1 [4]; Stealth (A) DX [2], Survival (any) (A) IQ [2]; Survival (any) (A) IQ-1 [1]; Swimming (E) HT+2 [2]; Tactics (H) IQ [2]; Throwing (A) DX-1 [1]; Traps (A) IQ-1 [2]
  • Guns/TL9 (Rifle)(E) DX+2 [4]; Guns (pick two specializations or techniques) or Beam weapons(pistol) (E) DX+2 [2*2]
  • Increase one of: Battledress, Guns/TL9 (Rifle) or Soldier by 4 points.
  • Increase one of the 2 point Primary skills by 2 points.

Secondary Skills:26
Artillery/TL10 (Cannon, missile or beam cannon) (A) IQ-1 [1]; Boating (any) (A) DX-1 [1]; Breath Control (H) HT-2 [1]; Cartography/TL10 (A) IQ-1 [1]; Climbing (A) DX [2]; Explosives (EOD) (A) IQ-1 [1]; Forced Entry (E) DX [1]; Forward Observer (A) IQ-1 [1]; Gunner (Machine Gun) (A) DX-1 [1]; Guns (GL) (E) DX+1 [2]; Guns (LAW) (E) DX [1]; Guns (pick two specializations from among LMG, Pistol, Shotgun, or SMG) (E) DX+1 [2*1]; Hiking (A) HT [2]; Interrogation (A) IQ-1 [1]; Intimidation (A) Will-1 [1]; Jumping (E) DX [1]; Knife (E) DX [1]; Knot-Tying (E) DX [1]; Vac suit (A) DX-1 [1]; Scrounging (E) Per [1]; Spaceship crew (E) IQ [1]; Tracking (A) Per-1 [1].

Background Skills:Driving (Automobile) (A) DX-1 [1]

If 20 year man also get:

  • Independent income 2[2]: represents both the higher pay for 20 year men and the retirement money you would get.
  • Better gear [5]
  • rank 1-2[5-10]
  • 1-rank points to Basic skills/background.(will be negative)

If on a tour to rangers get:

  • rank 1-2[5-10]
  • 8-rank cost points points to Basic skills/background.

Notes: If you do not have combat reflexes from elsewhere take the combat simulator training. Most special forces troops have much more battledress skill than the minimum above so Battlesuit Trooper training is very common.

Noble

You are a very minor member of a major house, a major member of a lesser house or a direct descendant of a minor house.

Note:this template has things with more than the 300 points, so you have to leave many things out. The total can vary by +/-10 points and balanced in basic skills/background.

Spend 300 points on below:

Selecting minimums from everything would be: One of the wealth/Status levels[75] Minimum training[60] Implants equal to ranger implants[+0], maximum disadvantages[-32] =103 points, thus would need to use at least 192 more points.
Selecting maximums from everything would be: One of the wealth/Status levels[145] Maximum training[90] Best Implants[+322] =567 points thus would need to reduce at least 262 points.

Disadvantages

Distinctive features: Optional, but fairly common among nobles. Only one allowed from below:

  • Blue skin(only if major house or lesser house)[-1]. Several of the major houses tinkered with their genes to produce blue skin as a symbol of being different. Some lesser houses followed suit. A law then forbid anyone not of a lesser or major house from having skin colored blue.
  • Lithe[-6]:(skinny+distinctive features) a modification to the glands of several noble houses produces an unique extremely skinny “catlike” look.
  • Albino[-1]:(Distinctive features) Some noble houses have genegineered themselves to be albino, without the weakness to sublight by adding colorless protective elements to the skin.
  • Cat eyes[-1]:A new fad among the younger crowd of lesser noble houses is to have the irises of their implant eyes be vertical. This can be combined with any of above.

Can take up to 25 points social/mental/physical disadvantages as a member of nobles can easier bypass entry requirements to imperial service.

Also if you wish can take one less 25 point training package in Additional training and use the points here.

Schooling

You have enjoyed the best tutors instead of normal schooling: [60-90]

  • IQ +2
  • 20-50 points in knowledge skills(max 8 points each)

Noble type

Wealth/Status select one: [75-145]

  • Major house: [145]
    • Multi millionaire 2 [100]
    • Status 6(3 free)[15]
    • Legal immunity [15]
    • Better gear 3[15]
  • Lesser house[110]
    • Multi millionaire [75]
    • Status 5(2 free)[15]
    • Better gear 2[10]
    • Legal immunity [10]
  • Minor house[75/93]
    • Filthy rich [50]
    • Status 4(1 free)[15]
    • Legal immunity [5]
    • Better gear[5]
    • Optional: Heir(child of the actual leader)
      • Buy heir (-50% version of “potential” advantages[18]
        • Filthy rich to multi millionaire[12.5]
        • Status +1 to 5[2.5]
        • Legal immunity to 10[2.5]

Implants

You likely have superior cybernetics: reduce the effective total cost by the replaced ranger implants.

You can leave some of the implants out(likely candidates: backup brain, reinforced skeleton, advanced bionic ears or one(but not both) neural interface) or downgrade the armor to save 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.

Max 4 implants, each from the list: (all -20% electric)

  • 3D Spatial Sense [8]
  • Eidetic Memory [4]
  • Enhanced Time Sense [36]
  • Intuition [12],
  • Language Talent [8]
  • Lightning Calculator [2 or 4]
  • Mathematical Ability 2[16],
  • Musical Ability 2[16]
  • Single-Minded [4]
  • Visualization [8]

Computer Implant (TL9)

This is a computer implanted in the recipient’s head and controlled through its own direct neural interface. It takes only a thought to call up a file or access a database. Data scrolls across the periphery of the user’s vision, and he hears the computer as a voice in his head.

The implant includes an optical-recognition feature using the user’s eyes and ears as sensors. It can speed-read documents, for example, and store them in its database. (It takes normal time to read them later, though one could ask the computer to provide a synopsis).

The interface can also run “virtual tutor” (p. 56) augmented reality programs that not only talk but show how to do things by overlaying instructions on the user’s visual field. Although several programs could theoretically be run at once, the user can only focus on one at a time. A computer implant is most useful with an implanted communicator.

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%

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.

Wireless Neural Interface (TL9)

This is a wireless neural interface radio with a one-mile range. It can also function as a radio communicator.

Statistics:Radio (Reduced Range, ¥1/10, -30%; Secure, +20%; Sensie, +80%) [17]. 17 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

Backup Brain (TL11)

This computer and sensor system monitors the user’s chemical and electrical thought processes, reshaping its own neural network to imitate them. The backup brain will configure itself into an electronic duplicate of the user’s mind after a number of months equal to the user’s IQ. After it has successfully mimicked the user, a simple operation can shut down the organic brain and give the backup brain control of the user’s body.

The advantage of doing so is twofold: the implant is more resistant to brain damage, and it does not suffer IQ losses due to aging or brain disease. A backup brain implant can also be transplanted into a clone body. (This is a radical cybernetic operation.) If successful, the result will be a clone controlled by a computer that behaves exactly like the original person.

If the user dies, the brain implant may survive, preserving the user’s memory and personality. This is the case whether or not the ordinary brain has been shut down. If the user was killed by any injury that left his head intact, the implant will always survive. If the brain implant user was killed by a head injury, the implant will survive unless the head was totally destroyed (i.e., damage to the head alone was greater than 5 ¥ HT). If the implant survives, it can be salvaged and transplanted into a cloned body.

Statistics:Once the implant has taken over, the user’s ability to avoid IQ losses from aging and sometimes evade death is the Extra Life (Copy) advantage [20]

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.

Hyperspectral Eyes (TL11)

These bionic eyes are similar to thermal imaging eyes, except that multispectral cameras replace the infrared cameras.

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.

Nanoweave Subdermal Armor (TL10)

Advanced flexible armor implanted under the patient’s skin. It has DR 18 vs. piercing and cutting damage and DR 6 vs. other damage.

Statistics: DR 12 (Limited, Piercing and Cutting, -20%; Tough Skin, -40%) [24]; DR 6 (Tough Skin, -40%) [18]. 42 point

Reinforced Skeleton (TL10)

Micro- or nanomachines can reinforce a patient’s skeleton with carbon fibers, transforming his bones into structures with the strength of metal. 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.

Statistics: HP+5 [10]; DR 20 (Skull only, -70%) [30]; DR 10 (Limited, Crushing, -40%; Tough Skin, -40%) [10]. 60 points

Hyperdense Skeleton (TL11)

A reinforced skeleton (above) impregnated with hyperdense nanoparticles for additional damage resistance. 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.

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].

Silvertongue Implant (TL10)

Statistics:Cannot Speak (Mitigator, -70%) [-3]; Voice (Temporary Disadvantage, Electrical, -20%) [8]. 5 points

Boosted Heart (TL10)

This combination of a cybernetic heart upgrade and arterial reinforcement allows the recipient to temporarily boost his metabolism beyond human norms. It can be added to either a healthy or a bionic heart.

Statistics: Basic Speed +1 (Costs Fatigue 1, -5%; Temporary Disadvantage, Electrical, -20%) [15]; Immunity to Heart Attack (Temporary Disadvantage, Electrical, -20%) [4]. 19 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

Ninjutsu clan

You are from a ancient clan, claiming to honor old traditions from the human home world “The way of the ninja” or “Ninjutsu”

Note that you are likely to own a lot of melee weapons(ut 165-166) with monowire blade or hyperdense vibroblade, perhaps with a stun or neurolash option. Another favorite is the sonic shurigen(ut 166)

Advantages

Advantages[112]:

  • G-experience 1.47g[1], Ninja talent 2 [10]; Contact(the ninja organization)[5], Trained by master[30],Weapon Master (Ninja Weapons) [35] and written and spoken Japanese [6]
  • A further 25 points chosen from additional martial-arts abilities, ST +1 or +2 [10 or 20], DX +1 [20], IQ +1 [20], HT +1 or +2 [10 or 20], Per +1 to +5 [5/level], Basic Speed +1 [20], Basic Move +1 to +3 [5/level], Acute Senses (any) [2/level], Ambidexterity [5], Combat Reflexes [15], Ninja talent 3 or 4 [5/level], Danger Sense [15], Daredevil [15], Enhanced Dodge 1 [15], Enhanced Parry 1-2 (All) [10/level], Enhanced Parry 1-3 (One melee weapon)

[5/level], Extra Attack 1 [25], Gizmos 1-3 [5/gizmo], Night Vision 1-9 [1/level], Perfect Balance [15], Peripheral Vision [15], Serendipity 1 [15], Signature Gear [Varies], Striking ST 1-5 (Assassination, -60%) [2/level], Strong Chi 1-4 [5/level], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Ninja talent: Blind Fighting(p.B180),Hypnotism(p. B201), Invisibility Art (p. B202), Light Walk (p. B205), and Mental Strength(p. B209

Skills

Primary Skills[22]:

  • Stealth[4], Judo and Karate,both[4]
  • Five of Fast-Draw (any), Garrote, Knife, or Thrown Weapon (Knife orShuriken), all (E) DX+1 [2]; Axe/Mace, Broadsword, Jitte/Sai, Shortsword, Spear,

Staff, Throwing, or Tonfa, all (A) DX [2]; Blowpipe, Flail, or Kusari, all (H) DX-1 [2]; or 2 points to raise one of those skills by a level.

Secondary Skills[7]: Jumping (E) DX [1]-15; Climbing (A) DX [2]-15; Acrobatics (H) DX-1 [2]; and Holdout and Shadowing, both (A) IQ+1 [1]. •

Six of [1] each: Forced Entry, Knot Tying, Escape; Camouflage[1]; Acting, Disguise Lock picking, Traps; Poisons, Tactics; Swimming; Running; Observation, Tracking, any primary combat skill option at a level lower; or 1 point to raise one of these skill choices or Holdout, Jumping, or Shadowing by a level.

Bionics

Same as ranger and:[+40]

Slickskin (TL10)

The recipient’s skin is covered with a switchable smart matter nanofilm. When activated, most of his skin becomes virtually frictionless. The palms of the hands and the soles of the feet are not affected.
Statistics:Slippery 3 [6]. 6 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

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

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.

Ninja abilities

Select 103 points from below ninja abilities. You can use +/-5 the given number of points with the basic/background skills used to balance.

The ninja acquires these abilities through rigorous conditioning. The ninja power modifier requires the ninja to not have any rigid armor and be maximally at light encumbrance to work.

Catfall

Ninja are great climbers, and many of their tools are designed to help them ascend to high places. Therefore, a ninja must learn quickly to fall properly.

Statistics: Catfall(PM, -10%)[9].

Danger Sense

Ninja learn to detect impending danger. This ability isn’t magical or mystical, but rather reflects the ninja’s hypersensitivity to things that could endanger him.

Statistics: Danger Sense(PM, -10%)[14].

Enhanced Dodge 1

Ninja are mobile, and move lightly and quickly. They learn to avoid blows instead of taking them.

Statistics: Enhanced Dodge 1(PM, -10%)[14].

Enhanced Parry 1 or 2(All Weapons)

Ninja eschew heavy armor. Instead, they learn to defend them selves with their weapons to the utmost.

Statistics: Enhanced Parry 1 or 2(All Weapons; PM, -10%) [9 or 18]

Killing Strike 1 or 2

Ninja can learn special methods to use their weapons to end a fight quickly with a powerful blow. Add your Killing Strike level to your ST to calculate damage for a single armed melee attack. Unfortunately, this is hard on the weapon,and it requires a focus of mental energy that can’t be maintained more than a brief interval. Thus, you can deal such a blow once per battle with a given weapon(you’re assumed to maintain your weapons, and refocus your mental energy between fights).

If you have many weapons, you can Ready or Fast-Draw weapon after weapon to invoke this ability repeatedly. Once you run out of weapons,you can’t use the ability again until the next battle.This is one reason why ninja master–and carry!–many different weapons.

The weapons do not have to be of a different type; you can use a succession of knives,ninja-to,and kusari… but it’s more stylish to have different weapons.

A complete miss never expends a use of Killing Strike.

However, if the blow either strikes home or is successfully blocked, dodged, or parried, it does count as a use.

Statistics: Striking ST(Once Per Weapon Per Battle, -10%; PM, -10%)[4/level]

Lethal Weapon

Prerequisites: Killing Strike 2, and Ninja Tools 2.

A skilled ninja not only can wield weapons effectively, but can turn an ordinary object into a lethal weapon. This is extremely hard on the object so handled;it automatically ruins it for use in its original design and as a weapon after one use. This ability can be combined with Killing Strike(above).

An object must be similar in both length(within 10%)and weight(within 1lb.) to the weapon it’s intended to emulate.For example, an ordinary stick can be treated as a staff or club, a knotted rope as a kusari or garrote,a rock as a shuriken. However, a rock doesn’t make a good sword,nor a wand,a spear. To use the ability, simply declare the tool is being used as a Lethal Weapon. Resolve the attack normally as if theimprovised item was a weapon of the appropriate kind. This ability lasts for one successful attack; after causing damage or being blocked, dodged,or parried,it is no longer effective–the stick breaks,the rope tangles hopelessly and so on.

Statistics: Adds the new special modifier Improvised Weapons, +20%, to WeaponMaster(Ninja Weapons; p. 7)[7].

NinjaTools

One of the most basic ninja arts,this is the ability to produce your own tools for the task at hand. The ninja can buy any number of Gizmos(p. B57) subject to these limitations(the usual limit of three doesn’t apply).The catch is that these Gizmos can only produce ninja gear: nage teppos,shuriken,climbing spikes, and so on.For purposes of this advantage,any item underNinja Tools (DF12:15) or Primitive Covert Ops and Security Gear (see Dungeon Fantasy1,p.25)counts as “ninjagear.” Revealed items can’t be heavier than Basic Lift/10lbs., longer than Reach 1, or have Bulk worse than-4. Subject to these size limits, a Gizmo can be any ninja gear you own but didn’t specify you had on you(it “teleports” to you and stays with you afterward); any bit of reusable ninja gear that you didn’t own, worth at most $10 (ditto);or any expendable ninja item worth up to $50(consumed in a single use).

Alternatively, you can use your Gizmo to“trick out” a weapon of any size that you have ready in yourhand: Your ninja-to’s sheath might act as asnorkel or ablowpipe, your staff could have a hidden kusari inside or turn into climbing pole, etc. The limit here is one Gizmo per weapon per adventure.

Thus, you must whip out a new weapon for each trick.

Statistics: Gizmos (Ninja Gear Only, -10%; PM, -10%) [4/level].

One With Shadows

Prerequisite: Silence2.

Ninja learn to meld with the shadows and darkness, making them especially hard to see. Even individuals close to or surrounding the ninja become less visible; the eye is distracted and looks elsewhere. This does not work when moving.To remain One With Shadows, one must remain unmoving.

Statistics: Obscure 5 (Vision; Accessibility, Only when stationary, -50%; Defensive, +50%; Extended, Infravision, +20%; PM, -10%; Stealthy, +100%)[21].

Perfect Balance

Once a ninja has learned to fall safely, he masters how not to fall at all.Legends of ninja masters running along ropes and scurrying along the narrowest ledges are based on this ability, often combined with Light Walk(p.B205)to travel on weak or fragile surfaces.

Statistics: Perfect Balance(PM, -10%)[14].

Peripheral Vision

Prerequisite: DangerSense.

Once a ninja’s senses are able to warn him of unseen danger, he learns to see the danger better. A ninja’s alertness to his surroundings gives him almost super-normal field of vision.

This is not a physical change to the ninja, merely training to notice and recognize objects on the edge of his field of vision.

Statistics: Peripheral Vision(PM, -10%)[14].

ShadowWalker

Prerequisites: Ninja Talent 3+, Perfect Balance, Silence2, and Super Jump1.

The true master ninja no longer becomes one with the shadow,but becomes the shadow.He can slip from shadow to shadow, and slide through the small cracks in dark places. Only the smallest amount of gear can be carried.

Statistics: ShadowForm(Can Carry Objects, No Encumbrance, +10%; PM, -10%)[50].

Shifting Visage

Prerequisites: One With Shadows.

Ninja learn to cloud and confuse the minds of those who observe them, allowing them to appear as another, perhaps trusted, individual. The special Glamour limitation(Powers, p. 111) means the ability only affects living, free-willed brings , who must roll vs. Will-4 to resist,adding Mind Shield if they have it.

Statistics: Elastic Skin(Glamour, -10%; PM, -10%)[16]

SuperJump 1

Prerequisite: NinjaTalent1+.

Ninja learn to leap with the lightness and quickness of a shadow.

Statistics: SuperJump1(PM, -10%)[9].

Silence 1 or 2

Prerequisites:Ninja Talent1+(for Silence 1);Ninja Talent 2+ and Silence 1(for Silence2).

Ninja learn to breathe and move silently, to augment their mystical skills (see Invisibility Art, p. B202; and Light Walk, p. B205)and normal stealth.

Statistics: Silence 1 or 2(PM, -10%)[5or9].

Asari

You are a Asari, but on a military exchange program to the human forces.

Note: Can never have actual rank in the empire forces, all ranks that suits you must be courtesy rank.

Attributes:

  • +1 IQ[20]
  • +1 DX[20]

Advantages:

  • Get 100 points of psionic abilities. Any amount up to all 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 abilities besides the special powers, though you can raise leveled abilities to higher level normally).
  • Psionic talent[5]
  • Regeneration(slow)(psi -10%)[9]
  • Regrowth(Minor -50%, psi -10%)[16]
  • Appearance Beautiful(Universal)[15]
  • Smooth Operator[13]
  • 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], Per +1 or +2[5/level], Ambidexterity[5], Combat Reflexes [15], Danger Sense[15], Daredevil [15], Fearlessness 1-5 [2/level], Fit[5]or Very Fit[15], High Pain Threshold[10], Luck[15],Military Courtesy Rank[1/level],Rapid Healing[5] or Very Rapid Healing[15], or additional Talent for your psionic power(s)[5/level].
  • Cultural familiarity: Empire[1], Asari[0]
  • Language imperial[6]
  • One Asari language native[0], 18 points in additional languages, the Asari languages are often -1 or -2 similar to each other, most should be in other Asari languages (max 6 points in non Asari languages).
  • One 5 point disadvantage from: Curious(12)[-5], overconfidence(12)[-5], implsiceness(15)[-5], xenophilia(15)[-5], code of honor(pirate)[-5].

Primary Skills:

  • Acting and Fast-Talk, both(A)[2].
  • Five of Savoir-Faire(any); Leadership, Public Speaking, or Streetwise; Diplomacy, Psychology; Carousing; Sex Appeal; Intimidation; or Detect Lies, all[2].
  • Two of: Beam Weapons (any), Crossbow, or Guns (any), all [4]; Axe/Mace, Bow, Broadsword, Force Sword, Polearm, Spear, Staff, Two-Handed Axe/Mace, or Two-Handed Sword, all[4]; Flail, Judo, Karate, Sling, or Two-Handed Flail, all (H)DX[4]; Tactics(H)IQ[4]; or 4 points to raise one or more offensive psionic skills.
  • Two of: Brawling,Fast-Draw(any),Gunner(any), Knife, or Shield; Acrobatics (H); Artillery, Forward Observer, or Soldier or Intimidation(A) all[2]
    • one of the above 2 point skills gets +2 points.

Secondary Skills:

  • First Aid[1];
  • Five of Dancing or Stealth; Administration, Connoisseur(any), Disguise, Interrogation,Merchant,Propaganda,Research,or Teaching, Hidden lore(Psionics),Linguistics,or Sociology,;Mind Block;or Body Language, Observation, or Search, all[2];
  • Three of Parachuting; Battlesuit, Boating(any), Driving(any), NBCSuit, Piloting(any), Riding(any), Stealth, Throwing, or VaccSuit, Seamanship, Spacer, or Submariner,;Tactics;Hiking; or Observation, Survival (any), or Urban Survival, all [1].
  • one of the above 1 point skills gets +1 point.

Background Skills: Five of: Beam Weapons(Pistol)or Guns (Pistol);Driving(any),Erotic Art,Filch, Riding(any), or Wrestling, ; Panhandling; Area Knowledge(any), Computer Operation, or Current Affairs(any); Politics(A); or Cooking, Fortune-Telling(any), Gambling, Heraldry, or Hidden Lore(Psis), all[1]

Technomage

Any sufficiently advanced technology is indistinguishable from magic. You live with that technology. your order has access to a lot of technology not normally available in the empire.

Base

  • High TL(TL 11) [5]
  • +1 Better gear[5]
  • Special technomage gear available[1]
  • well to do[10]
  • Skills: Intimidation[8], Fast talk[8], Sleight of hand[8]
  • Wireless Neural Interface: Statistics:Radio (Reduced Range, x1/10, -30%; Secure, +20%; Sensie, +80%) [17]. 17 point (-10 from ranger package)
  • Biological Operating System (BOS) Implant (TL10):Statistics: Alcohol Tolerance [1], Deep Sleeper [1], Metabolism Control 1 [5], No Hangover [1]. 8 points
  • Cognitive implant: +1 IQ[16], lightning calculator[8],Visualization[8]
  • Implant g-ripple comm: Radio (Increased Range, x100: +60 ; Temporary Disadvantage, Electrical, -20%; low bandwith-50%, G-riddle +10% ) [10]
  • Computer Implant: Statistics: Accessory (Tiny computer) [1]; Photographic Memory (Temporary Disadvantage, Electrical, -20%; Recorded data only, -20%) [6]. 7 points.

Spells

181 points in “spells” and implants. You can use +/-5 the given number of points with the basic/background skills used to balance.

As a technomage you can skip having the 25 point special power and instead use the 25 points here. In such case when you could buy further 25 point special power levels, you can instead buy/upgrade 25 points more implants here.

Just pay the points for the spells/implants you have as natural things in the beginning. For implanted gadgets you need to pay the money cost too.

Note that some can also be bought as implanted gadgets. Such have the disadvantage of taking an action to activate also requiring appropriate skill roll. They also require 1 hour/week maintenance so you should have the appropriate repair skill and spend the time. You can then change such to normal advantage as normal for such. They are especially much worse than the senses, less bad for something like a grav belt.

Many of the spells take a “space” in the body. You have a total of maximally 5 spaces in body, 1/4 in each leg, 1/8 in each arm and 1/16 in neck or head as base.

If you are skinny you cannot increase it beyond that. For normal build you can buy up to +2 payload in body at cost of 1 point each, +4 for overweight, +6 for fat and +8 for very fat. Those with Stocky build)[-1] can buy +4 and those with skinny build)[-1] cannot buy any.

For legs and arms: for 1 point total for legs and 1 point total for arms you can increase both legs to 1.5* capacity for normal build, *2 capacity for overweight/fat/stocky and *2.5 capacity for very fat.

Mage armor (1)15-124

1/2(5 DR) or 1.5(9/18/28/37DR) or 5 spaces(others)

Implanted force screen and sub-skin guide net. Armor disturbs the guide net, reduce the effective DR by double the armor DR(but regeneration is based on base shield). Use the Crushing DR of the armor to see the penalty. Armor(fully ablative -80%, limited use time -5%, electric -20%, Force screen +20%,Reduced by armor -20%, hardened twice +40%, Limited time: -20%)

  • 5 pt fully ablative shield with 1 point/40 seconds regeneration(7.5 minute use time/c-cell)[13] extra guide: 3000/0.06kg
  • 9 pt fully ablative shield with 1 point/9 seconds regeneration (40 minute use time/c-cell)[20] extra guide: 500/0.18kg
  • 18 pt fully ablative shield with 1 point/9 seconds regeneration(20 minute use time/c-cell)[24] extra guide: 2 000/0.18kg
  • 28 pt fully ablative shield with 1 point/9 seconds regeneration(10 minute use time/c-cell)[29] extra guide: 10 000/0.18kg
  • 37 pt fully ablative shield with 1 point/9 seconds regeneration(5 minute use time/c-cell)[34] extra guide: 50 000/0.18kg
  • 52 pt fully ablative shield with 1 point/second regeneration(36 minute use time/3*c-cell)[41] extra guide: 1 500/0.6kg
  • 104 pt fully ablative shield with 1 point/second regeneration(18 minute use time/3*c-cell)[74] extra guide: 6 000/0.6kg
  • 156 pt fully ablative shield with 1 point/second regeneration(9 minute use time/3*c-cell)[98] extra guide: 30 000/0.6kg
  • 208 pt fully ablative shield with 1 point/second regeneration(4.5 minute use time/3*c-cell)[124] extra guide: 150 000/0.6kg

As implanted gadgets: All cost [1] and the money cost is 10* the guide net cost above. They require 1 hour or maintenance/week using armoury(force screens) Skill to activate: Electronic operation(force screen)

Note that the numbers above are maximum. If you are strapped for points you can select an entry on the table above and reduce the DR. Each DR lower is -1 point, all other statistics stay the same. It is possible to reduce down to 1 point above the previous lower screen size.

It is possible to buy extra guide nets and implant them in armors. In such cases the specific armor does not reduce the force screen. They cost and weight as given above

Fly (1)45

2 spaces

Implanted miniaturized Contragravity Belt allowing fly move 10/40 at max load 150kg 45 minute use time/c-cell. flight(limited use time -5%, electric -20%) [30] and enchanted flight 2 (limited use time -5%, electric -20%)[15]

Note: if your speed is higher than 5, reduce the speed of the flight advantage to 10/second getting back points.

As implanted gadget: Costs [1] and the money cost is IC 24 000. It requires 1 hour or maintenance/week using mechanic(contra gravity). Skill to activate/use: Piloting(contra gravity)

Penetrating Vision (1) 9

1/8 space.

Implanted Sonic Probe UT 84. Penetrating vision(electric -20%)[8], Implanted gadget(sonic probe)[1]

As implanted gadget: Costs[1] and the money cost is IC 1000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors)

Create water (1) 3

1 space

Implanted vapor canteen ut 76.

Doesn’t Eat or Drink(drink only, electric, requires humidity)[2] Vapor canteen implant[1]

As implanted gadget: Costs[1] and the money cost is IC 4500. It requires 1 hour or maintenance/week using mechanic(Life support) and survival(any) to operate.

Sense direction (1)4/8

Implanted inertial navigator

Absolute Direction 5/10 point variant (electric -20%)[4/8]

As implanted gadget: Costs[1] and the money cost is IC 300.

Know time (1)2

Implanted clock with timer and alarm functions

Absolute Timing(electric -20%)[2]

As implanted gadget: Costs[1] and the money cost is IC 300.

Analyze (1 ea) 6+2 ea

each 1/4 space.

Implanted Pocket Analyzer for one of: Archaeology, Biology, Chemistry, Farming, Forensics, Geology, Metallurgy, Paleontology, and Pharmacy skills.

Detect(occasional:10), Analyzing(+100%), electric(-20%), touch range(-100%), Small samples only(-20%)[6]

Note: these make good combination gadgets(alternate abilities) costing 6 points for first, 2 for following and taking 1/4 space for first and 1/8 space each following.

As implanted gadget: Cost[1 each] and the money cost is IC 1000 each. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors)

All seeing (1) 99

1/2 space

Implanted small Ultrascanner.

Scanning Sense(Para-Radar)(electric)[30] and detect(radiation sources:20, electric)[15], detect(very common: all life:30, analyzing +100%, electric-20%)[54]

As implanted gadget: Costs[1] and the money cost is IC 20 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors)

Detect objects (1) 15

1/2 space

Implanted mini radar.

Scanning Sense(Radar)(electric)[15]

As implanted gadget: Costs[1] and the money cost is IC 10 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors)

Bat Echo (1) 15

1/2 space

Implanted mini sonar.

Scanning Sense(sonar)(electric)[15]

As implanted gadget: Costs[1] and the money cost is IC 2000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors)

Imaging (1) 15

1/2 space

Implanted Imaging radar.

Scanning Sense(Imaging radar)(electric)[15]

As implanted gadget: Costs[1] and the money cost is IC 2000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors)

Eagle eyes (1) 15

1/2 space

Implanted ladar.

Scanning Sense(Ladar)(electric)[15]

As implanted gadget: Costs[1] and the money cost is IC 20 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors)

Bat ears (1) 22

1/2 space

Implanted Sound Detector

Parabolic hearing 3(electric)[10], Discriminatory Hearing(electric)[12]

As implanted gadget: Costs[1] and the money cost is IC 10 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors)

Grease 1

1/8 space (should be in arm or it is hard to aim, though a mounting in back and squirting in the immediate square behind you to cover retreats might make sense)

Small sprayer with slip spray. UT 83

Implanted Sprayer[1] money cost is IC 60(refulls are IC 30 for 5 square charge). Skill to use is Liquid projector(sprayer), though normally just roll to hit a square at DX+0 for no skill.

Medical scan (1) 8

1/8 space.

Implanted Med scanner

Detect(occasional:10), Analyzing(+100%), electric(-20%), touch range(-100%)[8]

This might make sense as combined gadget with the detects taking half the space and making all the detects alternate abilities at 2 points each.

As implanted gadget: Costs[1] and the money cost is IC 2 000. It requires 1 hour or maintenance/week using electronics repair(sensors) skill to use: Electronics operation(sensors)

Close wound 1

1/16 space (should be in arm or head or it is hard to aim)

Plastiskin sprayer[1]: 8 applications. Cost IC 4,refills are IC 2. Use first aid to operate

Inject 2

1/16 space (should be in arm or head or it is hard to aim)

Stinger: Statistics: Extra Arm (Switchable, +10%; Takes Recharge, -10%; Weapon Mount, -80%) [2]. 2 points

Light strike (1) 30

1/8 space (should be in arm or it is hard to aim)

Implanted Rainbow Holdout Laser: 2d(3) burn, acc 3, range: 300/900 B cell for 22 shots lc:3 Blk:-1 rcl:1

Innate Attack (Tight beam Burn) 2d - Armor Divisor (3), +100%; Increased range 300/900, +35%; Electrical, -20%; Rapid fire 10(selective), +110%; Limited use 22 shots, -30%. [30]

As implanted gadget: Costs[1] and the money cost is IC 3000. It requires 1 hour or maintenance/week using armoury(beam weapons).

Stun (1) 22

1/8 space (should be in arm or it is hard to aim)

Implanted Holdout Electrolaser HT-2(2) aff 2 acc 3 range 10/20 22 shots on B cell blk:-1 rcl:1 lc:4
linked 1d-3 burn

Affliction 2 - Armor pen (2), +50%; Reduced range 10/20, -10%. 19 B35
Innate Attack (Burn) 1 - Armor Divisor (2), +50%; decreased range 10/20, -10%; Electrical, -20%; 1d-3, x0.4. 3 B61

As implanted gadget: Costs[1] and the money cost is IC 2500. It requires 1 hour or maintenance/week using armoury(beam weapons).

Disable electronics (1) 47

1/8 space (should be in arm or it is hard to aim)

Implanted scrambler (microwave disruptor): Scrambler HT-2 aff (1 yd) acc 3 40/120 0.3/B 1 11(3) 3 -1 1 lc 2

Affliction 3 - Electric only, -20%; Unconciousness, +200%; Increased range 40/120, +10%.[47]

As implanted gadget: Costs[1] and the money cost is IC 1200. It requires 1 hour or maintenance/week using armoury(beam weapons).

Afflict 30

1/8 space (should be in arm or it is hard to aim)

Implanted Holdout Neural Disruptor. It takes a ready maneuver to switch settings.

Holdout Nerve Disruptor 30: Alternate abilities:

  • Affliction 2 - Reduced range 10/30, -5%; Those with nervous system only, -20%; Agony, +100%. 13 B35
  • Affliction 2 - Reduced range 10/30, -5%; Those with nervous system only, -20%; Ecstasy, +100%. 13 B35
  • Affliction 2 - Reduced range 10/30, -5%; Those with nervous system only, -20%; Paralysis, +150%. 16 B35
  • Affliction 2 - Reduced range 10/30, -5%; Those with nervous system only, -20%; Unconsciousness, +200%. 20 B35

Illusion 5

1.5 space

Implanted Interactive Mini Holoprojector [1], Odor Synthesizer[1], small sonic projector[1],Accessory (Swarmbot Hive) [1]; Payload 1 [1]

Note that unlike a normal holoprojector this uses a swarm of aerostat nanobots as projection surface, allowing greater flexibility in the placement of the image. Created image is maximally 1m*1m*2m

Space emergency adaptation 15

1/8 space.

Vacuum support in the skin and a small oxygen storage capsule.

Vacuum support[5] and Oxygen storage x25[10]

Variable spell 2 ea

1 space each.

Hive Implant Statistics:Accessory (Swarmbot Hive) [1]; Payload 1 [1]. 2 points

Can carry a single swarm measuring one square meter.

Most mages several of these.

Buy the nanobots separately UT 35-37. They use power cells.

SpellSwarmcostLCUT pageNotes
Detect eavesdropperBughunter $2,000 3 106
CleanseCleaning $5,000 4 69
ConstructConstruction $5,000 4 86
Decontaminate Decontamination $5,000 3 87
WeederDefoliator $5,000 3 87
DestroyDevourer $40,000 1 169
Break downDisassembler $40,000 1 169
Explore areaExplorer $2,000 4 80
Will-o-wisp Firefly $500 4 74
Examine crime sceneForensic $20,000 3 107
Break machinesGremlin $10,000 2 164
Harvest Harvester $10,000 4 87
Heavenly massageMassage $1,000 4 41
PaintPainter $2,000 4 87
CureParamedical $24,000 3 201
Destroy verminPesticide $5,000 3 87
Pollinate Pollinator $5,000 4 87
Repair Repair $2,500 4 87No automatic repair, so only limited by spell+specialization as a toolkit and use the mages skill
Identify and SearchSecurity $5,000 3 104
Spell defenseSentry $25,000 3 169
FatigueStinger $7,500 2
Wizard eye and earSurveillance $2,500 3 106
KillTerminator $7,500 1 169
HealStinger $5,000 3 169 but instead of the fatigue effect inject a sing dose of a drug once

Implants

All normal implant up to tl 11 are available. common are:

  • “Tough skin enhantment” Monocrys Subdermal Armor(reduce cost of ranger package by this and does not disturb the mage armor net)
  • “True seeing” Hyperspectral Eyes
  • “Tough bones enchantment” Hyperdense Skeleton
  • “Slippery spell” Slickskin
  • “Morph spell” Sexmorph
  • “Familiar attack” Ripsnake
  • “Morph spell” Polyskin
  • “Breather under water spell” Gill Implant
  • “Animate hair spell” Cyberhair
  • “Skin coloration spell” Variskin
  • “Haste spell” Accelerated Reflexes and/or Boosted Reflexes
  • “Infections attack spell” Stinger
  • “Balance spell” Gyrobalance
  • “Beguile spell” Silvertongue Implant

Other equipment

Mages usually wear a transparent bioplastic space suit under their “mage robes”, it often has a guide net for the force screen. Some wear cyber suits of different types(note that the start cost for buying TL 11 gear like cybersuit is the base cost, thus 1/5 the listed value).

Mages often carry a a grav pack $15,000, 15 lbs., C/12 hr. LC4. with lots of cells (or if rich a portable fusion reactor)

In addition it normally contains a Suitcase Nanofac and feedstock tanks and a mechanic toolkit for assembly and lots of other gear like more swarm hives.

Also things like TL 11 medical nanobots are common

Mystic Knight

You belong to an order that kept the secrets of the Mystics Knights of the Federation alive. You have no special place in the Empire, unlike the police powers of the knights in the Federation.

Attributes:

  • +1 IQ[20]
  • +1 DX[20]

Advantages:

  • Enhanced time sense [45]; Enhanced Parry 1 (Force sword) [5]; Weapon Bond (own force sword) weapon) [1]; and Weapon Master (force sword)[20], signature gear(Force sword)[1], Precognition(only to see beam shots -40%)[15], g-experince 1.47g[1].
  • Another 40 points chosen from among ST +1 to +3 [10/level], Basic Speed +1[20], Basic Move +1 to +2 [5/level], Alcohol Tolerance [1], Ambidexterity [5], Appearance (Attractive, Handsome, or Very Handsome) [4, 12, or 16], Charisma 1-2[5-10], Enhanced Dodge 1 [15], Enhanced Parry 1 or 2 (force sword) [5 or 10], Extra Attack 1(multi strike) [30], No Hangover [1], Perfect Balance [15], Striking ST 1 or 2 [5 or 10], or replace Luck [15] with Extraordinary Luck [30] for 15 points or use 25 points more for psionics.

Primary Skills:

  • Jumping (E) DX [4]
  • Fast-Draw (Sword)[1]
  • Acrobatics(H) DX [4].
  • Either Thrown Weapon (Knife)[2] or Throwing [2].
  • Force sword[20]
  • Parry missile weapons[12]
  • Beam parry[5] = -1
  • bullet parry[5] = -1
  • Judo (H) DX [4]

Background Skills:

  • Stealth[4];
  • Savoir-Faire (High Society)[2] or Streetwise[2];
  • 9 of: Fast-Draw (any other) ; Climbing; First Aid, Gesture, or Seamanship, Connoisseur (any), Fast-Talk, or Gambling; Hiking or Sex Appeal; Intimidation; Scrounging; or Search, Carousing (E),Gunner (any),Piloting (any),Beam Weapon(Pistol), Electronics Operation (any),Computer Operation , First Aid,Savoir-Faire (Dojo, High Society, or Military), Administration, Spacer, Vac suit, Battlesuit, Navigation (any), all[1]

Psionics:

  • Get 50 points of psionic abilities. Upto 25 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 abilities besides the special powers, though you can raise leveled abilities to higher level normally.
  • Regeneration(slow)(psi -10%)[9]

Superior

This is a “general great improvement” lens on the base training package, which increases the overall competence of the template a lot without changing its flavor.

Attributes(120):ST+2[20]; DX+2[40]; IQ+2[40]; HT+2[20].

Advantages:

  • Combat Reflexes[15] (If you have combat reflexes already: Enchanted dodge[15] )
  • Another 50 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 50 points to add or improve any skills from the template, max 2 ranks each.

Training packages(50): Take 2 additional training packages.

You have 15 additional points to use in the background section.

starrangers/important_background.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1