User Tools

Site Tools


starrangers:character_creation

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
starrangers:character_creation [2015/06/21 18:51] webystarrangers:character_creation [2019/06/18 09:50] (current) weby
Line 5: Line 5:
 They have a [[Roswell-class]] ship (best ship available for rangers) assigned to them. They have a [[Roswell-class]] ship (best ship available for rangers) assigned to them.
  
-Option: You can chose to roll the special background(300), basic training(200) and the special power(25) instead of picking them and then get following:+=====Options===== 
 +You can Select one of the options below: 
 + 
 +  * The the standard character generation path. 
 +  * Select a [[pre-gen character]]. The pre-generated Characters have ready backgrounds, suitable skill sets and a reason to tag along despite not being rangers. 
 +  * Chose to do a [[low power character]] to gain a special character later when they join. This allows shifting to a powerful and fitting role NPC that is not available in the beginning without losing any points.  
 +  * Random: You can chose to roll the special background(300), basic training(200) and the special power(25) instead of picking them and then get following:
      * Random power balance [-50]      * Random power balance [-50]
      * +1 to HT, IQ, DX, ST[60]      * +1 to HT, IQ, DX, ST[60]
Line 15: Line 21:
        - -1 will        - -1 will
        - -1 FP -1 HP        - -1 FP -1 HP
- +  * Partial random: You can chose to roll the special background(300), basic training(200) and the special power(25) instead of picking them. For this option roll each table twice at each level of the table and select one and then get following: 
-option: instead of special background and basic training(500 points) you can be [[Ultimate Action Hero]](470),get an extra 25 point training package and 5 more points for the basics/background.+     * Partial random power balance [-25] 
 +     * +1 to HT or ST[10] 
 +     * +1 to IQ or DX[20] 
 +     * Roll once: [-5] 
 +       - -0.25 speed 
 +       - -0.25 speed 
 +       - -0.25 speed 
 +       - -1 per 
 +       - -1 will 
 +       - -1 FP -1 HP 
 +  * Action hero: instead of special background and basic training(500 points) you can be [[Ultimate Action Hero]](500)
  
 =====Character planning===== =====Character planning=====
Line 22: Line 38:
    * Role on group, so that all the basic needs of the group are filled. see: [[Suggested Characters]]      * Role on group, so that all the basic needs of the group are filled. see: [[Suggested Characters]]  
    * The special background, as that defines a lot of how the character will be. see: [[Character special background]]    * The special background, as that defines a lot of how the character will be. see: [[Character special background]]
-   * Home world type, as this has impact a lot on how the character should "feel like". see: [[#Home world packages 8/15]] +   * Home world type, as this has impact a lot on how the character should "feel like". see: [[#Home world 8/15]] 
-   * The basic training, as this will define your "job" most likely. see: [[#Basic character package 200]]+   * The basic training, as this will define your "job" most likely. see: [[#Basic character package 200/350]]
  
 The other factors are more minor and can be handled as the process goes along, but having the above ready though out before starting the build will likely make it easier. The other factors are more minor and can be handled as the process goes along, but having the above ready though out before starting the build will likely make it easier.
Line 30: Line 46:
 Characters created later get: the normal 800 points and higher of: 2/3 of the points over 800 that the player had or 1/2 the points over 800 that the highest party member has. Characters created later get: the normal 800 points and higher of: 2/3 of the points over 800 that the player had or 1/2 the points over 800 that the highest party member has.
  
-Use the extra points as follows:+If possible the character should be one of the NPCs around. They have a give point total and things, use extra points as follows:
    * Maximally 1/4 to attributes.    * Maximally 1/4 to attributes.
    * Maximally 1/4 to Basic skills/background.    * Maximally 1/4 to Basic skills/background.
    * Maximally 1/4 to raise any known skill by maximum 1 rank each.    * Maximally 1/4 to raise any known skill by maximum 1 rank each.
-   * Maximally 1/2 to get extra training/options. Try to adjust the points put here (1/4 to 1/2 total) to get a number that fits the given training exactly. For total points: +   * Maximally 1/2 to get extra training/options. Try to adjust the points put here (1/4 to 1/2 total) to get a number that fits the given training exactly. For extra points: 
-     <50 resulting in: 1-24:buy one training package and reduce any skills in package by one rank each until low enough. Adjust points put to extra training/options to try to fit the 25 points exactly. +     * 1-24:buy one training package and reduce any skills in package by one rank each until low enough. Adjust points put to extra training/options to try to fit the 25 points exactly. 
-     50-150 resulting in: 25/50/75: Buy 1-3 extra 25 point extra training packages.  +     * 25/50/75: Buy 1-3 extra 25 point extra training packages.  
-     151-350: resulting in: 76-175: Buy one training/experience package from special background and then 25 point training packages with rest.  +     * 76-175: Buy one training/experience package from special background and then 25 point training packages with rest.  
-     351-500: resulting in: 176-250: Buy one edge(150) and then 25 point training packages with rest. Note that any attribute raises in the edge count against the attribute points above.  +     * 176-250: Buy one edge(150) and then 25 point training packages with rest. Note that any attribute raises in the edge count against the attribute points above.  
-     501-650:  resulting in: 251-375: Buy one edge(150), one training/experience package from special background and then 25 point training packages with rest. Note that any attribute raises in the edge count against the attribute points above. Can have 2 special power levels. +     * 251-375: Buy one edge(150), one training/experience package from special background and then 25 point training packages with rest. Note that any attribute raises in the edge count against the attribute points above. Can have 2 special power levels. 
-     651+: resulting in 376+ points. Buy one edge(150)+two training/experience package from special background or one Important background(note that you can have only one important background total) and then 25 point training packages with rest. Note that any attribute raises in the edge/background count against the attribute points above. Can have 3 special power levels at +1500 points, then one more at each +1000 points+     * 376+ points. Buy one edge(150)+two training/experience package from special background or one Important background(note that you can have only one important background total) and then 25 point training packages with rest. Note that any attribute raises in the edge/background count against the attribute points above. Can have 3 special power levels at +1500 points, then one more at each +1000 points.
- +
-If possible the character should be one of the "extras" around.+
  
  
Line 55: Line 69:
  
 See: [[technology#effects of skill TLs]] See: [[technology#effects of skill TLs]]
-=====Basic character package 200=====+=====Basic character package 200/350=====
 Select one of the [[character training packages]] as base ranger package. Select one of the [[character training packages]] as base ranger package.
  
Line 66: Line 80:
   * Army: For normal troops select the shooter or sniper package. For special forces select something else and take the special forces background as your special background. Make sure you have at least 4 points in battlesuit skill. if you were in infantry you should have more battle suit skill(The battlesuit trooper extra training is good for this).  Also see below.   * Army: For normal troops select the shooter or sniper package. For special forces select something else and take the special forces background as your special background. Make sure you have at least 4 points in battlesuit skill. if you were in infantry you should have more battle suit skill(The battlesuit trooper extra training is good for this).  Also see below.
   * Survey: Either select spaceship crew as navy or specialist scientist.   * Survey: Either select spaceship crew as navy or specialist scientist.
-  * Postal service: Not very common, though a postal investigator might make sense.+  * Postal service: Not very common, though a postal investigator might make sense, such are similar to marshals below.
   * Marshals: Basically same as rangers, but more at home in civilized settings: Most are investigators.   * Marshals: Basically same as rangers, but more at home in civilized settings: Most are investigators.
   * Patrol: As navy above.   * Patrol: As navy above.
Line 76: Line 90:
   * Palace guard; again not very likely.   * Palace guard; again not very likely.
  
-Special note: if you wish, one or two of the characters can something from below instead of a ranger. Such character will not have even the basic ranger training below and instead those points go to the Basic skills/background. +=====Ranger package 45=====
-  * A Science and Environment field agent(rank 1-2) or a scientist(rank 2) that is assigned to the group.  +
-  * Army colonial troop chief(rank 1-2), that will be assigned to the group. +
- +
-=====Ranger package 40+5=====+
  
 Advantages: Law enforcement powers(everywhere except Primary and secondary systems -20%)[8], Rank(courtesy) 1[1], Cultural familiarity(colonies)[1] Advantages: Law enforcement powers(everywhere except Primary and secondary systems -20%)[8], Rank(courtesy) 1[1], Cultural familiarity(colonies)[1]
Line 87: Line 97:
  
 Another 9 of:[2 each]Forced Entry, Beam weapons(Rifle, Pistol)  Another 9 of:[2 each]Forced Entry, Beam weapons(Rifle, Pistol) 
-Guns (Pistol, Rifle, Shotgun, or Submachine Gun), +Guns (Pistol, Rifle), 
 or Liquid Projector (Sprayer), all (E) DX+1 [2];  or Liquid Projector (Sprayer), all (E) DX+1 [2]; 
 Riding (Horse), Shortsword, or Tonfa, all (A) DX [2]; First Riding (Horse), Shortsword, or Tonfa, all (A) DX [2]; First
Line 100: Line 110:
 (any), Forward Observer, Leadership, or Scuba, all IQ (A) (any), Forward Observer, Leadership, or Scuba, all IQ (A)
 [2]; Strategy or Tactics, both (H) IQ-1 [2]; Skiing (H) HT-1 [2]; Survival [2]; Strategy or Tactics, both (H) IQ-1 [2]; Skiing (H) HT-1 [2]; Survival
-(any other) (A) Per [2];Vac suit[2] and rank[+1-3]+(any other) (A) Per [2];Vac suit[2] or Spray fire technique for some skill[2} or payload fire technique for some skill[2}
  
 Other services: have had basic ranger training:[10]\\ Other services: have had basic ranger training:[10]\\
Line 116: Line 126:
  
  
-===== Ranger bionic package 85=====+===== Ranger bionic package 63=====
 All rangers get [[basic bionic enchantment]] unless they have better previously. All rangers get [[basic bionic enchantment]] unless they have better previously.
  
  
-===== Additionaltraining 100 =====+===== Additional training 125 =====
  
-Get additional [[Character extra training|training packages]] of your choice.  +Get additional [[Character extra training|training packages]] of your choice.  
-   * One of the training packages can be replaced by [[style training]] if you wish.+   * One of the training packages can be replaced by [[style training]] if you wish and do not yet have a style.
    * One of the packages can be replaced with Extra life if you wish.    * One of the packages can be replaced with Extra life if you wish.
-   * One of the packages can instead be used to buy 25 points of  advantages from Basic skills/background if you wish. This is specially useful if you wish to buy the 15 points suggested advantages and something else expensive.+   * One of the packages can instead be used to buy 25 points of advantages from Suggested background if you wish. This is specially useful if you wish to buy (almost) all the suggested advantages and something else expensive.
  
 Note that you can substitute similar skills (like beam weapons for guns, or different specializations of piloting and so on) Note that you can substitute similar skills (like beam weapons for guns, or different specializations of piloting and so on)
Line 135: Line 145:
 This is also a good place to pick up some space ship skills. This is also a good place to pick up some space ship skills.
  
-Non rangers/non army should select 5 packages.+Non rangers/non army should select +1 package.
  
 =====Special power 25===== =====Special power 25=====
Line 147: Line 157:
  
  
-=====Home world packages 8/15===== +=====Home world 8/15===== 
-These define where you are from+Select your [[home world]] or use the one specified by special background
  
-===Base package[8]=== 
- 
-Area Knowledge: empire[1] home town[1], home planet[1], home sector[1] 
- 
-Dabbler: History empire, History own planet, applied mathematics,  Computer Operation. (if you buy some of these skills as full skills, replace with suitable scholastic skills that you learned basics of in school)[1] 
- 
-From a core world:  
-  * Cultural familiarity core worlds[1] 
-  * Savoir faire(any)[2] 
- 
-From a colony world: 
-  * Cultural familiarity colonies [1] 
-  * Survival(any)[2] 
- 
-Spacer:  
-  * Cultural familiarity spacers[1] 
-  * Spacer[1] 
-  * Vac suit[1] 
- 
-===Additional culture[0/7]=== 
-If your world has standard imperial culture use: 
-  * Speak, write imperial native[0], Cultural familiarity(Imperium)[0] 
- 
-If your world has different culture than imperial standard then all following +7 points: 
-  * Speak, write imperial native[6], Cultural familiarity(Imperium)[1] 
-  * Speak, write own native[0], Cultural familiarity(own culture)[0] 
- 
-===Specific[15]=== 
-these are 15 points and replace the normal package for people from these. 
- 
-From Haraza:  
-   * Speak, write One of the haraza languages native[0], Cultural familiarity(Haraza)[0] 
-   * Speak, write imperial native[6], Cultural familiarity(Imperium)[1] 
-   * Area Knowledge: empire[1] own area[1], Haraza[1], home sector[1] 
-   * Survial(radioactive wasteland)[4] 
- 
-From Elvenhome: 
-   * Speak, write imperial native[6], Cultural familiarity(Imperium)[1] 
-   * Speak, write Elven[0], Cultural familiarity(Elven)[0] 
-   * Area Knowledge: empire[1] own area[1], Elvenhome[1], home sector[1] 
-   * Survival Woods[2] 
-   * Musical Instrument (any)[1] 
-   * Dabbler: History empire, History Elvenhome, Hobby skill(Elven lore from fantasy literature),Computer Operation.   (if you buy some of these skills as full skills, replace with suitable skills that you learned basics of in school)[1] 
- 
-From non imperial world: 
-   * Area Knowledge: galactic area[1] home town[1], home planet[1], home sector[1] 
-   * Dabbler: History galactic area, History own planet, applied mathematics,  Computer Operation. (if you buy some of these skills as full skills, replace with suitable scholastic skills that you learned basics of in school)[1] 
-  * Cultural familiarity own world [1] 
-  * Survival(any)[2] or Savoir faire(any)[2] 
-  * Speak, write imperial native[6], Cultural familiarity(Imperium)[1] 
-  * Speak, write own native[0], Cultural familiarity(own culture)[0] 
-  * The own world/culture/language things might instead be some alien race if the world was dominated by them. 
- 
-===Other races[8]=== 
-Take instead of basic package. 
- 
-Area Knowledge: empire[1], own race area[1], home town[1], home planet[1], home sector[1] 
- 
-Dabbler: History empire, History own planet, History own race,  Computer Operation. (if you buy some of these skills as full skills, replace with suitable scholastic skills that you learned basics of in school)[1] 
- 
-+2 points in Basic skills/background. 
  
 =====Physical attributes===== =====Physical attributes=====
Line 226: Line 175:
      * Normally you can be a full ranger earliest at about 22(enter service at 18, 2 year service academy and 2 year assistant position) and due to the ability rejuvenate there is no maximum age.      * Normally you can be a full ranger earliest at about 22(enter service at 18, 2 year service academy and 2 year assistant position) and due to the ability rejuvenate there is no maximum age.
      * It normally takes at least 5 years each to reach additional ranks. If you have 20 year service background you are at least 38 years old.      * It normally takes at least 5 years each to reach additional ranks. If you have 20 year service background you are at least 38 years old.
-     * If you want to randomly generate use: 16+2d for entry age, add 2 years service academy, 2d6 years additional service and +2d6/each extra rank over "ranger", if you have more than 20 year service, buy the independent income in the  suggested background section and if you are 15+ years service, you should buy the potential version.+     * If you want to randomly generate use: 16+2d for entry age, add 2 years service academy, 2d6 years additional service and +2d6-1/each extra rank over "ranger", if you have more than 20 year service, buy the independent income in the suggested background section and if you are 15+ years service, you should buy the potential version.
    * Skin color/Eyes/Hair color/Hair style/other identifying marks.    * Skin color/Eyes/Hair color/Hair style/other identifying marks.
-   * Home gravity. 
-     * Unless you have a named home world either due to a background or similar one you can use the following table: roll 2d and round the result to 2 decimals. 
-       * 2 microgravity: 0g 
-       * 3 extremely low: (3d-11)/40 +0.2g 
-       * 4 very low (3d-11)/40 +0.4g  
-       * 5 low (3d-11)/40 +0.6g 
-       * 6 low medium (3d-11)/40 +0.8g 
-       * 7 medium (3d-11)/40 +1g 
-       * 8 high medium(3d-11)/40 +1.2g 
-       * 9 high (3d-11)/40 +1.4g 
-       * 10 very high (3d-11)/40 +1.6g 
-       * 11 extremely high (3d-11)/40 +1.8g 
-       * 12: Variable: This may be because of living in a small spin habitat, TL 11 alien world with gravity manipulation in some places, or things like living on a planet but working on a moon or space station. Roll twice and at minimum have g-experience in both, select one as base. 
  
-=====Suggested background 0-30===== + 
-====Suggested background advantages====+=====Suggested background 0-60===== 
 +===Suggested background advantages===
 It it suggested that you buy the following: It it suggested that you buy the following:
-  * Legal immunity ranger[5+   * Legal immunity ranger[4
-  * G-experience[10]  +   * G-experience[10]  
-  * 1-[[advantages#Licenses]][1 each] for the skills that you qualify in.+   * 1-10 [[advantages#Licenses]][1 each] for the skills that you qualify in
 +     * Note that:  
 +       * Driving License is required if you want to operate vehicles in any non colony world(and some colony worlds). Note that in the core worlds most people use public transportation. 
 +       * All rangers should be qualified for space ship operations. (Spacehsip crew/spacehsip engineer or pilot with the spaceship option) 
 +       * Rangers tend to carry heavy weapons outside combat zones way often. This requires weapon License to carry LC2 weapons without the Legal immunity and LC1 weapons with it. 
 +       * The captain if the ship does not need the ship captain License as the scout ships are small enough, but most have it as the service pays for the training and the exam.  
 +       * If you have medical training the Doctor License is good to have. 
 +   * Improved G-Tolerance 0.3G/0.5G[5/10]. These are definitely useful: [[starrangers:advantages#improved g-tolerance/g-experience]] 
 +   * If you do not have at least 10 points in wealth it usually makes sense to buy 10 to 20 points of wealth as you are supposed to be a respected member of a prestigious organization.
  
-====Advanced skills====+===Advanced skills===
 You can buy up to 2 "Advanced skill" perks. Each upgrades the base TL of one skill to TL 11. You can buy up to 2 "Advanced skill" perks. Each upgrades the base TL of one skill to TL 11.
  
Line 260: Line 205:
 In game: Buying an "Advanced skill" perk into a new skill requires a lengthy retraining, normally about 200 hours(5 weeks full time study) of advanced training, or 400 hours of self training with just devices and manuals or 1600 work hours at the penalty for too low TL when working with such devices. In game: Buying an "Advanced skill" perk into a new skill requires a lengthy retraining, normally about 200 hours(5 weeks full time study) of advanced training, or 400 hours of self training with just devices and manuals or 1600 work hours at the penalty for too low TL when working with such devices.
  
-====Potential and actual 20 year benefits====+===Potential and actual 20 year benefits===
 If you have served for 15-19 years of your current 20 year hitch, you should buy following potential advantages that you get when you get to 20 years. If you have served for 15-19 years of your current 20 year hitch, you should buy following potential advantages that you get when you get to 20 years.
-   * Independent income 2(potential -50%)[1]: represents both the higher pay for 20 year men and the retirement money you would get.+   * Independent income 1-2(potential -50%)[1]: represents both the higher pay for 20 year men and the retirement money you would get.
    * Optional: Better gear(potential, -50%) [3]    * Optional: Better gear(potential, -50%) [3]
    * Optional:Rank(potential -50%)[3]    * Optional:Rank(potential -50%)[3]
 If you have served 20 years without having that as your edge, buy independent income as non potential version and can buy the better gear if you wish. If you have served 20 years without having that as your edge, buy independent income as non potential version and can buy the better gear if you wish.
-   * Independent income 2[2]: represents both the higher pay for 20 year men and the retirement money you would get.+   * Independent income 1-2[1-2]: represents both the higher pay for 20 year men and the retirement money you would get.
    * Optional:Better gear[5]    * Optional:Better gear[5]
 +
 +The level of the independent income depends on your rank and wealth. The 20 year benefit is 20% of the monthly pay, the 40 year benefit is 40%. Calculate the independent income based on the wealth level. Example a normal 20 year ranger would have a retirement/extra pay of 4050*0.2=810/month. With average wealth it would be independent income of 2 (1.6)
  
 =====Basic skills/background 0-60===== =====Basic skills/background 0-60=====
-Get 37 points total-things used in the suggested background and eventual higher cost home world package. Some earlier options might give extra or fewer points here. You balance the points here.  (Typically you have about 18 points to use here)+Get 34 points total-things used in the suggested background and eventual higher cost home world package. Some earlier options might give extra or fewer points here. You balance the points to the total of 800 here.  (Typically you have about 5-15 points to use here)
  
 Use the remaining points on [[Basics/Background]] to give your background fill out any missing things.  Use the remaining points on [[Basics/Background]] to give your background fill out any missing things. 
  
 Max 2 points/skill.   Max 2 points/skill.  
 +
 +=====Final touches=====
 +Attributes: Any base attributes(ST,IQ,DX,HT) and some sub attributes(per,will) can raised up to 20. You can raise an attribute by lowering skills based on that attribute by the same number of total points. None of the skills can go down in the conversion. If some sub attribute would be over 20 after this you must reduce it as part of the conversion.
  
 ===== Equipment ===== ===== Equipment =====
 [[Starting equipment]] [[Starting equipment]]
  
 +
 +====== alt skills ======
 +
 +Academic (X)! (IQ): This requires a choice of specialty, about as broad as a college major. Skills include Current Affairs (X), Computer Operation, Expert (anything related to X), Intelligence Analysis (limited to X), Research & Writing. In addition, this includes any relevant skill for the field. So if X is Physics, it includes Physics, Mathematics and other related skills. GMs should be generous in determining related skills.
 +
 +Analyze! (IQ): Astronomy, Computer Operation, Computer Programming, Electronics Operations (Sensors), Expert (Sciences), Intelligence Analysis, Mathematics, Naturalist, Physics, Research & Sociology.
 +
 +Astronautics! (IQ): Artillery (Ship’s weapons), Computer Operations, Electronics Operations (all ship systems), Freight Handling, Navigation, Ship Handling & Spacer. Make a DX based roll for Free Fall, Gunner (Ship’s weapons), NBC Suit, Pilot & Vacc Suit.
 +
 +Athlete! (DX): Acrobatics, Climbing, Escape, Free Fall, Jumping, Parachuting & Stealth. Make a HT based roll for Hiking, Lifting, Running, Skating, Skiing & Swimming. Make an IQ based roll for Scuba.
 +
 +Criminal! (IQ): Area Knowledge, Criminology, Fast Talk, Holdout, Panhandling, Savoir Faire, Shadowing, Smuggling & Streetwise. Make a DX based roll for Filch or Forced Entry. Make a Per based roll for Observation, Scrounging, Search & Urban Survival. Make a Will based roll for Intimidation.
 +
 +Deceive! (IQ): Acting, Disguise (People), Fast Talk, Forgery, Fortune Telling, Mimicry (Speech), Psychology, Savoir Faire and Streetwise. Make a HT based roll for Sex Appeal. Make a Per based roll for Body Language and Detect Lies. Add half of skill levels (rounded down) to default skill use but the bonus cannot exceed +3.
 +
 +Engineer! (IQ): Armory, Computer Operation, Computer Programming, Electrician, Electronics Operation, Electronics Repair, Engineering, Machinist, Mathematics (Applied), Mechanic & Physics. Make a Per based roll for Scrounging.
 +
 +Medical! (IQ): Diagnosis, Electronics Operation (Medical Equipment), Expert (Epidemiology), First Aid, Hazardous Materials (Biological), Pharmacy, Physician, Physiology, Psychology & Surgery. Chemistry for Drugs. Diplomacy for medical purposes. Forensics for autopsies. Naturalist for venoms.
 +
 +Personal Combat! (DX): Axe/Mace, Beam Weapons, Boxing, Brawling, Broadsword, Fast Draw, Gunner, Guns, Judo, Karate, Knife, Shortsword, Spear, Staff, Sumo Wrestling, Throwing, Tonfa & Wrestling. +1 to unarmed damage and +1 ST to unarmed techniques with skill at DX+1, bonus is +2 for skill of DX+2 or more. Make a Per based roll for Body Language to detect violent intent. Make an IQ based roll for Tactics for small units. Make a Will based roll for Intimidation.
 +
 +Scholar! (IQ): Archaeology, Connoisseur (Art, Literature & such), Expert (Humanities), History, Literature, Philosophy, Poetry, Research, Theology & Writing.
 +
 +Smooth Operator! (IQ): Acting, Diplomacy Fast Talk, Interrogation, Leadership, Merchant, Panhandling, Politics, Propaganda, Psychology, Public Speaking, Savoir Faire & Streetwise. Make a HT based roll for Carousing & Sex Appeal. Make a Per based roll for Body Language & Detect Lies. Make a Will based roll for Intimidation.
 +
 +Space Command! (IQ): Administration, Diplomacy, Expert(Military Science), Intelligence Analysis, Law (Space), Leadership, Psychology, Public Speaking, Savoir-Faire (Military), Ship Handling, Strategy & Tactics. Make Will based roll for Intimidation. Add large Wildcard bonus to Will rolls to resist efforts to sway the character from his duty or to persist in carrying out his duty. Add the small Wildcard bonus to Will rolls by subordinates to resist efforts to sway them from their duty or to persist in carrying out their duty. Add the small Wildcard bonus to HT and similar rolls for the character to persist in carrying out his duty.
 +
 +Survivor! (IQ): Animal Handling (defensive only), Armory (TL 0), Camouflage, Disguise (Animals), Mimicry (Bird & Animal Sounds), Naturalist, Navigation & Weather Sense. Make a Per based roll for Fishing, Search, Survival & Tracking as well as Observation for the wilderness only. Make a DX based roll for Climbing & Stealth. Make a HT based roll for Hiking and Swimming. Apply large Wild Card bonus to Attribute rolls against wilderness hazards.
 +
 +Trader! (IQ): Accounting, Administration, Connoisseur, Current Affairs (Business), Diplomacy, Economics, Fast Talk, Law (Business), Market Analysis, Merchant, Propaganda & Smuggling.
 +
 +For Star Trek TOS fans, Astronautics! & Space Command! are the gold shirt skills, Analyze! & Medical! are the blue shirt skills, and Engineer! and Personal Combat! are the red shirt skills.
 +
 +Optional Skills:
 +
 +This is heavily Star Trek inspired. However some Space Opera plays up ground combat and some may prefer more than one personal combat skill. So here are some options for those who believe ST means Starship Troopers:
 +
 +Hand to Hand! (DX): Axe/Mace, Beam Weapons, Boxing, Brawling, Broadsword, Fast Draw, Flail, Forced Entry, Judo, Karate, Knife, Kusari, Polearm, Shortsword, Spear, Staff, Sumo Wrestling, Two Handed Axe/Mace, Two Handed Flail, Two Handed Sword, Tonfa & Wrestling. +1 to unarmed damage and +1 ST to unarmed techniques with skill at DX, bonus is +2 for skill of DX+1 or more. Make a Per based roll for Body Language to detect violent intent. Make a Will based roll for Intimidation. Optionally, grant two points in Perks or Techniques for every point of Wild Card bonus.
 +
 +Shooting! (DX): Beam Weapons, Bow, Crossbow, Fast Draw, Gunner, Guns, Innate Attack, Liquid Projector, Stealth, Throwing & Thrown Weapon. Make a HT based roll for Breath Control for shooting purposes. Make an IQ based roll for Camouflage. Make an IQ based roll for Holdout with weapons or Tactics for small arms. Make a Per roll for Observation of ambushes and other related fire combat issues and for Search for concealed weapons. Add the small Wild Card bonus to Accuracy. Optionally, grant one point in Perks or Techniques for every point of Wild Card bonus. Raise this to two points if using Tactical Shooting.
 +
 +Surface Command! (IQ): Administration, Diplomacy, Expert(Military Science), Intelligence Analysis, Law (Military), Leadership, Psychology, Public Speaking, Savoir-Faire (Military), Soldier, Strategy & Tactics. Make Will based roll for Intimidation. Add large Wildcard bonus to Will rolls to resist efforts to sway the character from his duty or to persist in carrying out his duty. Add the small Wildcard bonus to Will rolls by subordinates to resist efforts to sway them from their duty or to persist in carrying out their duty. Add the small Wildcard bonus to HT and similar rolls for the character to persist in carrying out his duty.
 +
 +Trooper! (IQ): Artillery, Electronics Operation (Military systems), Engineer(Combat), Explosives, Forward Observer, Gesture, Leadership, Savoir Faire (Military), Soldier, Strategy & Tactics. Armory, Electronics Repair & Mechanic to make basic repairs on military equipment. Observation & Search to identify combat threats. 
starrangers/character_creation.1434912702.txt.gz · Last modified: 2018/07/31 23:23 (external edit)