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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.

Select either:

  • Important background
  • Edge
  • Genie(Genetically engineered)

Important backgrounds

All important backgrounds are 300 points

From Haraza

Your home world had a full global nuclear war a long time ago, and you are not quite human after the mutations.

Persistent rumors claim that Haraza was originally the home world of all humans called “Earth”, that it was nuked in a independence fight with some colonies. Most experts like to point out that Haraza is far from the area that the Federation was in and thus not a likely candidate.

Attributes[60]

  • +1 DX
  • +1 HT
  • +1 IQ
  • +1 ST

Advantages[260]

  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. +1 water move[5]
  11. Chameleon 1 [5]
  12. breath holding 5(x32)[10]
  13. Dr 5 ablative[5]
  14. Dr 2 tough skin[6]
  15. eidetic memory[5]
  16. empathy[5]
  17. filter lungs(reduces the ranger implant package cost by 5pt)[5]
  18. Fearlessness 2[4]
  19. fit[5]
  20. flexibility[5]
  21. hard to kill 2[4]
  22. hard to subdue 2[4]
  23. 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.
  24. no vitals(vitals spread out though body→no vital hits in torso)[5]
  25. less sleep 2[4]
  26. metabolism control[5]
  27. microscopic vision[5]
  28. mind shield 1[5]
  29. nictating membrane 5[5]
  30. night vision 5[5]
  31. parabolic hearing 1[4]
  32. pressure support[5]
  33. protect senses:vision[5]
  34. protect senses:hearing[5]
  35. radiation tolerance /2[5]
  36. rapid healing[5]
  37. regeneration slow(radiation only)[4]
  38. Resist +3 metabolic hazards[10]
  39. immune: bends[5]
  40. sealed[15]
  41. Silence 1[5]
  42. speak underwater[5]
  43. subsonic hearing[5]
  44. telescopic vision 1 [5]
  45. temperature tolerance 5 high[5]
  46. temperature tolerance 5 low[5]
  47. ultra hearing[5]
  48. universal digestion[5]
  49. Vacuum support[5]
  50. 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

6 points more Basic skills/background.

Base gravity: 1g

From Elvenhome

You are from the planet Elvenhome. A place where the population tries to resemble “elves” from prehistoric tales.

Advantages/Disadvantages[85]

Advantages:

  • Access to special gear[1]
  • Any one combat perk[1]
  • Can learn special influence skills[1]
  • Heroic Archer [20]
  • Outdoorsman 2 [20]
  • Wealthy[10]
  • 40 points chosen from among ST +1 [10], DX +1 [20], HT +1 [10], Per +1 to +2 [5/level], Basic Speed +1 [20], Basic Move +1 to +2 [5/level], Absolute Direction [5], Acute Vision +1 to +3 [2/level], Combat Reflexes [15], Danger Sense [15], Fit [5] or Very Fit [15], High Pain Threshold [10], Outdoorsman 3 or 4 [10 or 20], Weapon Bond [1], or Weapon Master (Bow) [20]. Appearance (Attractive, Handsome, or Very Handsome) [4, 12, or 16], Bardic Talent 3 or 4 [8 or 16], Charisma 2-6 [5/level], Cultural Adaptability [10], Honest Face [1], Languages (any) [2-6/language], Musical Ability 3 or 4 [5 or 10], No Hangover [1], Penetrating Voice [1], Signature Gear [Varies], Smooth Operator 1 [15], Social Chameleon [5], Wealth (Wealthy or very wealthy) [+10 or +20]

Disadvantages: OPH (claims to be an elf)[-5], vegan[-1],distinctive feature(pointy ears)[-1] Unnatural features(skinny build)[-1]

Genetic modifications:[61]

  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]

111 points, but ranger package has 59 of the same points

Cognitive Enhancement (TL10)

This implant establishes new connections between itself and different parts of the brain., Normal neurons are replaced with cybernetic duplicates. The benefits provided are capabilities at which electronic computers exceed the capabilities of human brainpower, such as spatial awareness, memory and processing speed

  • Eidetic Memory [4]
  • Language Talent [8]
  • Musical Ability 1 [8]

20 points.

Thermal Imaging Eyes (TL10)

This is a pair of bionic eyes with tiny infrared imaging cameras, day/night telescopic optics, and a HUD (p. 24) chipped into the optic nerves.

Statistics: Accessory (HUD) [1]; Infravision (Temporary Disadvantage, Electrical, -20%) [8]; Nictitating Membrane 2 [2]; Telescopic Vision 1 (Temporary Disadvantage, Electrical, -20%) [4]; Blindness (Mitigator, -70%) [-15]. 0 points.

Visual and sound processor In the computer implant, clarifying what you see and hear Statistics: Acute vision +2(electricl -20%)[4], acute hearing +2(electrical)[4] 8 points.

Silvertongue Implant (TL10)

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

Boosted Reflexes (TL9)

These implanted glands release chemicals on mental command, triggering a controlled adrenaline-like response.

Statistics:Basic Speed +2 (Costs Fatigue, 2 FP, -10%) [18]. 18 points.

Advanced Bionic Ears (TL9)

These ears are connected to a computerized sound profiling database.

Statistics: Discriminatory Hearing (Temporary Disadvantage, Electrical, -20%) [12]; Protected Hearing [5]; Deafness (Mitigator, -70%) [-6]. 11 points.

Gyrobalance (TL9)

This is a miniature electronic gyroscope implanted in the inner ears (bothears – but treat as a single operation), and interfaced to improve the recipient’s sense of balance.

Statistics:Klutz (Mitigator, -70%) [-2]; Perfect Balance (Temporary Disadvantage, Electrical, -20%) [12]. 10 points.

Computer Implant (TL9)

The user should also have a neural jack (p. 217) or implant radio (p. 211).

Statistics: Accessory (Tiny computer) [1]; Photographic Memory (Temporary Disadvantage, Electrical, -20%; Recorded data only, -20%) [6]

Bioplastic Skin (TL10)

This modification covers the recipient’s body with a sheath of living smart bioplastic (p. 171). It is thin and sensitive enough that it looks and behaves like normal skin, and even heals itself. It is invisible armor covering the entire body. It has DR 15 vs. burning or piercing damage, DR 5 vs. other types of damage.

Statistics:DR 10 (Limited, Burning and Piercing damage, -20%; Tough Skin, -40%) [20]; DR 5 (Tough Skin, -40%) [15]. 35 points.

Neural Jack (TL9)

This is a socket implanted in the body (usually the back of the neck, base of the spine, or skull) with a communications interface. The user can plug an optical cable (p. 43) into it and connect to a phone line, modem, etc. Statistics:Cable Jack (Sensie, +80%) [9]. 9 points

Implant Video Comm (TL9)

This implanted radio communicator (p. 44) is spliced into the recipient’s optic nerves to provide a video display. It has a range of one mile, and can be used to subscribe to a cell phone or net service provider. Statistics: Radio (Reduced Range, x1/10, -30%; Temporary Disadvantage, Electrical, -20%; Video, +40%) [9]. 9 points

Basic training: (102)

Primary Skills(44):

  • Bow[16];
  • Camouflage[2]
  • Fast-Draw (Arrow)[1];
  • Observation [2]
  • Tracking [2]
  • One of Broadsword, rapier or smallsword [12]
  • Acting [2];
  • Diplomacy[1]
  • Fast-Talk [1];
  • Musical Instrument (any)[2]
  • Performance [1]
  • Public Speaking [1]
  • Singing [1]

Secondary Skills(39): Climbing and Stealth, both[4]; Gesture [2]; Cartography, Shadowing, and Traps, all [4]; Navigation (Land or Sea)[1]; Mimicry (Bird Calls)[1]; Hiking[2]; and Survival (any)[2]. Fast-Draw (any)[1]; Current Affairs (any) and Savoir-Faire (High Society), both [1]; Interrogation, Merchant, Propaganda, and Streetwise, all [1]; Musical Composition[1]; Carousing[1]; Intimidation[1]; and Detect Lies[1].

Background Skills(14):

  • Heraldry and Poetry, both[1]
  • six at [1] of Climbing or Dancing; Acrobatics or Sleight of Hand; First Aid or Gesture; Connoisseur (any), Disguise, Teaching, or Writing,; Mimicry (Speech) or Ventriloquism; Sex Appea; Scrounging; or Observation
  • six at [1] of: Brawling, Fast-Draw (any other), Garrote, Jumping, Knife, or Knot-Tying; Boating (Unpowered), Riding (Horse), Throwing, or Wrestling; First Aid or Seamanship; Armoury (Missile Weapons), Prospecting, or Weather Sense; Swimming; Running; Skiing or Search.

Special Skills(5):Hypnotism[1]; Musical Influence[1] Persuade[1]; Suggest{1] and Sway Emotions[1]

Other gear

Elven bow: Composite recurve bow with electronically accelerated memory material return(powered by a b-cell good for 500 shots). HUD link. Compact targeting scope(Infravision)(+3), Multispectral laser sight(+1), +2 gunner program. ($24 000). Special effect: uses bow skill even to fire guided missiles.

TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk
11 Elven bow thr+8 imp* 7(8)+3 x30/x35 4/0.1 1 1(2) $24,000 9 -7

*damage type varies by arrow.

Elven Arrows:

  • Can carry any 10mm, warhead typical:
    • Training: imp $1
    • War arrow +4 damage imp(10) $60
    • Apex pi+(2) liked: 1d-4 cr ex [1d-2] $10
    • Plasma 1d+2 burn ex sur $15
    • Hemp 8d(5) imp inc + linked 1d-2 cr ex [1d-2] $10
    • Biochemical Aerosol $5+carrier thing cost typical things:
      • Riot gas $2
      • Sleep gas $0.5
      • Paralysis gas $10
  • Payload arrows, carry a 25mm warhead, half range -1 acc.
    • Plasma: 6d burn ex sur $80
    • Hemp 6dx3(10) cr inc + linked 2d cr ex [1d+1] $40
    • Tangler: ST 15 (+1 per additional layer) $40
    • Thermobaric 8d+8 cr ex inc $80
    • Biochemical 2 yards radius 10 doses $20

All but training are Multitargeting: use one of:

  • Infrared homing( Homing (Infravision) skill 14)
  • Semiactive laser homing(guided attack: Guided attack homes in on the laser sight dot)
  • Passive (no homing system active)

Elven blade(TL 11): Broadsword, smallsword or rapier, Balanced, hyperdense very fine vibroblade( +1d+4(20)) Base cost *90, with neurolash function +$500.

Other

Base gravity: 0.87g

Special forces background

You served 20 years (“20 year man”) in one of the imperial special forces units before joining rangers. Alternatively (but less likely) you could be a current member of a special forces unit on tour of rangers.

Bionics

Do not get the ranger Bionics package, instead get special forces bionics: 265 points=(+201)

Hyperspectral Eyes

This is a pair of bionic eyes with tiny multispectral imaging cameras, day/night telescopic optics, and a HUD (p. 24) chipped into the optic nerves.

Statistics:Accessory (HUD) [1]; Hyperspectral Vision (Temporary Disadvantage, Electrical, -20%) [20]; Nictitating Membrane 3 [3]; Telescopic Vision 1 (Temporary Disadvantage, Electrical, -20%) [4]; Blindness (Mitigator, -70%) [-15]. 13 points.

Monocrys Subdermal Armor

This diamondoid nanocrystal mesh grown under the patient’s skin provides DR 24 vs. piercing and cutting damage and DR 8 vs. other damage.
Statistics: DR 16 (Limited, Piercing and Cutting, -20%; Tough Skin, -40%) [32]; DR 8 (Tough Skin, -40%) [24]. 56 points.

Hyperdense Skeleton

Micro- or nanomachines can reinforce a patient’s skeleton with carbon fibers, transforming his bones into structures with the strength of metal reinforced with hyperdense nanoparticles for additional damage resistance. Implants take over the function of bone marrow and produce blood cells. Weight does not increase. While the reinforced bones do not show up on metal detectors, they can be identified with X-rays, diagnostic beds, and other advanced sensors. A hyperdense skeleton increases body weight by 10 to 20 percent.

Statistics: HP+5 [10]; DR 40 (Skull only, -70%) [60]; DR 20 (Limited, Crushing, -40%; Tough Skin, -40%) [20]. 90 points

Intestinal Recycler (TL10)

The human digestive system is imperfect, so waste matter always contains useful chemicals that could have been metabolized and used by the body. This implant collects waste matter and reprocesses it.

Statistics:Reduced Consumption 2 [4]. 4 points

Accelerated Reflexes (TL10)

A system of electronic nerves and computer hardware that replaces large sections of the nervous system.

Statistics: Extra Attack 1 (Temporary Disadvantage, Electrical, -20%) [20]. 20 points.

Implant Video Comm (TL9)

This implanted radio communicator (p. 44) is spliced into the recipient’s optic nerves to provide a video display. It has a range of one mile, and can be used to subscribe to a cell phone or net service provider.

Statistics: Radio (Reduced Range, x1/10, -30%; Temporary Disadvantage, Electrical, -20%; Video, +40%) [9]. 9 points.

Gyrobalance (TL9)

This is a miniature electronic gyroscope implanted in the inner ears (bothears – but treat as a single operation), and interfaced to improve the recipient’s sense of balance.

Statistics:Klutz (Mitigator, -70%) [-2]; Perfect Balance (Temporary Disadvantage, Electrical, -20%) [12]. 10 points.

Filter Implant (TL9)

A self-regenerating particle-filtration system integrated into the recipient’s lungs.

Statistics:Filter Lungs [5].

Boosted Reflexes (TL9)

These implanted glands release chemicals on mental command, triggering a controlled adrenaline-like response. Statistics:Basic Speed +2 (Costs Fatigue, 2 FP, -10%) [18]. 18 points.

Advanced Bionic Ears (TL9)

These ears are connected to a computerized soundprofiling database. Statistics: Discriminatory Hearing (Temporary

Disadvantage, Electrical, -20%) [12]; Protected Hearing [5]; Deafness (Mitigator, -70%) [-6]. 11 points.

Biomonitor Implant (TL9)

This implant monitors vital signs: pulse, heartbeat, blood pressure, respiration, brainwaves, blood sugar, and alcohol levels, as well as the overall condition of the user’s other cybernetics. It includes a small wrist display, and can connect to a neural interface (p. 48) or computer implant (p. 215). It gives a +2 bonus to any First Aid, Diagnosis or Physician rolls on the cyborg, as long as the medic can see the display. Halve the bonus if the user can see it but has to describe it to the medic. If the medic has a neural interface or a computer, he can jack it into a port beside the visual readout and monitor the cyborg directly.

Statistics:Accessory (Biomonitor) [1]. 1 point

Computer Implant (TL9)

The user should also have a neural jack (p. 217) or implant radio (p. 211).

Statistics: Accessory (Tiny computer) [1]; Photographic Memory (Temporary Disadvantage, Electrical, -20%; Recorded data only, -20%) [6]

Neural Jack (TL9)

This is a socket implanted in the body (usually the back of the neck, base of the spine, or skull) with a communications interface. The user can plug an optical cable (p. 43) into it and connect to a phone line, modem, etc.

Statistics:Cable Jack (Sensie, +80%) [9]. 9 points

Biological Operating System (BOS) Implant (TL10)

This implant controls biofeedback systems and diagnostic monitors, as well as nanomachine drug factories that that help the user manage his body’s physiological state.

Statistics: Alcohol Tolerance [1], Deep Sleeper [1], Metabolism Control 1 [5], No Hangover [1]. 8 points.

Internal Reinforcement(TL10)

Implanted bioplastic elements under the skin protect specially vital locations from damage, but are not as durable as armor.

TL 10: hard to kill 2[4], Damage Resistance 10 - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[10] 14 points

Training

96 points

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

Primary Skills: 54

  • 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 (A) IQ [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]

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]
  • -4-rank points to Basic skills/background.(will be negative)

If on a tour to rangers get:

  • rank 1-2[5-10]
  • 3-rank cost points points to Basic skills/background. (will be negative)

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 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 +/-5 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 alent 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)15-228

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 -40%, hardened twice +40%)

  • 5 pt fully ablative shield with 1 point/40 seconds regeneration(7.5 minute use time/c-cell)[15] extra guide: 3000/0.06kg
  • 9 pt fully ablative shield with 1 point/9 seconds regeneration (40 minute use time/c-cell)[24] extra guide: 500/0.18kg
  • 18 pt fully ablative shield with 1 point/9 seconds regeneration(20 minute use time/c-cell)[33] extra guide: 2 000/0.18kg
  • 28 pt fully ablative shield with 1 point/9 seconds regeneration(10 minute use time/c-cell)[43] extra guide: 10 000/0.18kg
  • 37 pt fully ablative shield with 1 point/9 seconds regeneration(5 minute use time/c-cell)[52] extra guide: 50 000/0.18kg
  • 52 pt fully ablative shield with 1 point/second regeneration(36 minute use time/3*c-cell)[72] extra guide: 1 500/0.6kg
  • 104 pt fully ablative shield with 1 point/second regeneration(18 minute use time/3*c-cell)[124] extra guide: 6 000/0.6kg
  • 156 pt fully ablative shield with 1 point/second regeneration(9 minute use time/3*c-cell)[176] extra guide: 30 000/0.6kg
  • 208 pt fully ablative shield with 1 point/second regeneration(4.5 minute use time/3*c-cell)[228] 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.

Edges

For edges you get an edge from below and 2 previous 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.

Psionic

  • Get 75 points of psionic abilities. Upto 50 of those points can put to buy “potential abilities” at -50% cost that can then be bought with points in game(only way to get more abilitiesn besides the special powers, though you can raise leveled abilities to higher level normally).
  • +1 IQ[20]
  • Regeneration(slow)(psi -10%)[9]
  • and one skill package of:[46]

Investigator

Advantages 20 points chosen from among ST+1[10], DX+1[20], IQ+1 [20], HP +1 or +2[2/level], Per +1 or +2 [5/level], Acute Senses (any) [2/level], Charisma 1-2[5/level], Common Sense [10], Contact Group [Varies], Contacts [Varies], Danger Sense[15], Eidetic Memory[5] or Photographic Memory[10], Favor[Varies], Intuition[15], Languages[2-6/language], Legal Enforcement Powers [5 to 15], Luck [15], Night Vision 1-5 [1/level], Patrons [Varies], Rank (any) [5/level], Security Clearance [5 to 15], Sensitive[5] or Empathy[15],Serendipity 1-2[15/level],Single-Minded [5], Smooth Operator 1-2[15/level], or additional Talent for your psionic power(s)1-2[5/level]

Primary Skills: Four of Criminology, Electronics Operation (Psychotronics), Interrogation, Occultism, Psychology (Parapsychology), Research, Shadowing, or Streetwise, all (A)IQ+1[4]-13; Diagnosis, Diplomacy, Hidden lore(Psionics), Forensics, Intelligence Analysis, or Law(any), all (H) IQ[4]-12; Body Language, Observation, Search, or Tracking, all(A)Per+1[4]-14; or DetectLies(H)Per[4]-13.

Secondary Skills: Five of Beam Weapons(Pistol), Brawling, Forced Entry, Guns(Pistol), or Knife, all (E)DX+1[2]-12; Broadsword, Climbing, Short sword, or Stealth, all (A)DX [2]-11; Area Knowledge(any)or Savoir-Faire(Police), both (E)IQ+1[2]-13;Acting,Administration,Fast-Talk,Disguise, Electronics Operation(Security or Surveillance), Hidden Lore(Conspiracies or Psis), Holdout, Lock picking, or Photography,all(A)IQ[2]-12;Tactics(H)IQ-1[2]-11;Intimidation or Mind Block, both(A)Will[2]-12; or 2 points to buy any unchosen primary skill at -1 to skill

Manipulator

Advantages:Smooth Operator[13],charisma[5], Honest Face[1]

Primary Skills:

  • Acting and Fast-Talk, both(A) IQ+2 [2]-14†.
  • Five of Savoir-Faire(High Society,Mafia,or Servant) (E) IQ+3[2]-15†; Leadership, Public Speaking, or Streetwise, all(A)IQ+2[2]-14†; Diplomacy(H) IQ+1[2]-13†; Psychology(H) IQ-1[2]-11; Carousing (E)HT+3[2]-15†; SexAppeal (A)HT+2[2]-14†; Intimidation(A)Will+2[2]-14†; or Detect Lies(H)Per+1[2]-13†.
  • Raise one primary skill by 1 level[+2]

Secondary Skills: Four of Dancing or Stealth, both(A) DX [2]-10; Administration, Connoisseur(any), Disguise, Interrogation,Merchant,Propaganda,Research,or Teaching,all (A)IQ[2]-12; Hidden lore(Psionics),Linguistics,or Sociology,all(H)IQ-1[2]-11;Mind Block(A)Will[2]-12;or Body Language, Observation, or Search, all(A)Per[2]-12;

Background Skills: Three of Beam Weapons(Pistol) or Guns (Pistol),both(E)DX[1]-10;Driving(any),Erotic Art,Filch, Riding(any), or Wrestling, all (A)DX-1[1]-9; Panhandling (E)IQ+2[1]-14†; Area Knowledge(any), Computer Operation, or Current Affairs(any), all (E)IQ[1]-12; Politics(A) IQ+1[1]-13†; or Cooking, Fortune-Telling(any), Gambling, Heraldry, or HiddenLore(Psis), all(A)IQ-1[1]-11

Secret agent

Advantages: 20 points chosen from among Patrons[Varies], Rank(any) [5/level], or Security Clearance [5 to 15] ST+1 or +2[10/level], DX+1[20], IQ+1[20], Basic Speed +1[20], Absolute Direction[5], Acute Senses(any) [2/level], Alternate Identity(Legal)[5/identity], Claim to Hospitality[1 to 10], Combat Reflexes [15], Contact Group[Varies], Contacts[Varies], Craftiness(p. 5)[5/level], Cultural Adaptability[10], Cultural Familiarity[1/familiarity], Danger Sense[15], Eidetic Memory[5], Favor[Varies], Fearlessness 1-5 [2/level], Fit[5], Flexibility[5], Gizmos1-3[5/gizmo], Intuition[15], Language Talent[10], Languages[2-6/language], Luck[15], NightVision 1-5[1/level], Serendipity 1[15], Signature Gear[Varies], WildTalent1†[20]

Primary Skills:

  • Observation(A) Per [2]-12.
  • Five of Forced Entry(E)DX+1[2]-12; Acting, Disguise, Electronics Operation(Electronic Warfare, Security, or Surveillance), FastTalk, Holdout, Interrogation, Lockpicking, Photography, Shadowing, or Smuggling, all (A)IQ[2]-12; Cryptography, Forgery, Intelligence Analysis, or Poisons, all (H) IQ-1 [2]-11; Body Language, Lip Reading, or Search, all (A)Per [2]-12; or Detect Lies(H)Per-1[2]-11.
  • Raise one primary skill by 1 level[+2]

Secondary Skills: Two of Beam Weapons(Pistol), Brawling, Crossbow,Guns(Pistol or SMG),Knife,or Thrown Weapon (Knife), all (E) DX+1[2]-12. •Two of Filch, Short sword, Stealth, or Wrestling, all (A) DX+1[4]-12; or Acrobatics, Escape, Karate, or Judo, all(H)DX[4]-11.

Background Skills: Four of Parachuting(E)DX[1]-11; Driving(any),Riding(any),or Piloting(FlightPack, Glider, Helicopter, Light Airplane, or Ultralight), all (A) DX-1[1]-10;

Soldier

Advantages:20 points chosen from among ST +1 or +2 [10/level], DX +1 [20],IQ +1[20],HT +1 or +2 [10/level],HP +1 to +3 [2/level], Per +1 or +2[5/level], Ambidexterity[5], Combat Reflexes [15], Danger Sense[15], Daredevil [15], Fearlessness 1-5 [2/level], Fit[5]or VeryFit[15], High Pain Threshold[10], Luck[15], Military Rank[5/level], Rapid Healing[5] or Very Rapid Healing[15], or additional Talent for your psionic power(s)[5/level].

Primary Skills:

  • Two of Beam Weapons (any), Crossbow, or Guns (any), all (E) DX+2[4]-14; Axe/Mace, Bow, Broadsword, Force Sword, Polearm, Spear, Staff, Two-Handed Axe/Mace, or Two-Handed Sword, all(A)DX+1[4]-13; Flail, Judo, Karate, Sling, or Two-Handed Flail, all (H)DX[4]-12; Tactics(H)IQ[4]-12; or 4 points to raise one or more offensive psionic skills.
  • Two of Brawling,Fast-Draw(any),Gunner(any), Knife, or Shield, all (E) DX+1[2]-13; Acrobatics (H) DX-1[2]-11; Artillery, Forward Observer, or Soldier, all (A)IQ[2]-12; or Intimidation(A)Will[2]-12

Secondary Skills:First Aid(E)IQ[1]-12; •Three of Parachuting(E)DX[1]-12; Battlesuit, Boating(any), Driving(any), NBCSuit, Piloting(any), Riding(any), Stealth, Throwing, or VaccSuit, all (A) DX-1[1]-11; Seamanship, Spacer, or Submariner,all(E)IQ[1]-12;Tactics(H)IQ-2[1]-10†;Hiking (A) HT-1 [1]-11; or Observation, Survival (any), or Urban Survival, all(A)Per-1[1]-11.

Bionics

Get 150(+upto 59 extra for replaced ranger bionics) points of bionics from the noble list.

Rich

You have enjoyed the good tutors instead of normal schooling: [40]

  • IQ +1
  • 20 points in knowledge skills(max 4 points each)

Wealth:

  • Wealth: Very wealthy [30]
  • Status 3[10]
  • Better gear[5]

Better bionics:

  • 65 points in the implants from the noble list above, but cognitive implants are limited to normal commercial models at max 12 points and max 3 implants. This can vary by +/- 5 points with the Basic skills/background used to balance.

Educated

  • IQ +3[60]
  • Three of[2]: Current Affairs(Business or High Culture)or Savoir-Faire(High Society); or Administration, Politics, or Writing
  • 20 points from among: Business Acumen1 [10],Common Sense [10],Versatile[5],Single-Minded[5], Lightning calculator[5],Math talent[10],Cultural Adaptability[10], Comfortable wealth[10],Eidetic Memory[5] or Photographic Memory[10]
  • 64 points in knowledge skills(max 16 points each. Should have at least one knowledge skill 12+ points.)

Fast Guy

You’re what most people think of as a “martial artist”: lean, agile, and lethally skilled at unarmed combat.

You can’t quite break the laws of physics, but you’re working on it! Until you succeed, you satisfy yourself with breaking boards, bricks, and records. You perform feats at the edge of human capability with ease – frequently to the surprise of friend and foe alike

Attributes: DX +3[60], Speed +0.25[5], move +1[5]

Advantages:

  • Trained by a Master [30], Acrobatic Kicks [1].
  • A further 25 points chosen from among, ST +1 or +2 [10/level], DX +1 [20], IQ +1 [20], HT +1 or +2 [10/level], HP +1 to +3 [2/level], Will +1 to +5 5/level], Per +1 to +5 [5/level], FP +1 to +3 [3/level], Basic Speed +1 [20], Basic Move +1 to +3 [5/level], Attractive [4], Blunt Claws [3], Combat Reflexes [15], Daredevil [15], Enhanced Dodge 1 [15], Enhanced Parry 1-3 (Bare Hands) [5/level], Extra Attack 1 [25], Fit [5] or Very Fit [15], Flexibility [5] or Double-Jointed [15], Hard to Kill 1-4 [2/level], Hard to Subdue 1-4 [2/level], High Pain Threshold [10], Perfect Balance [15], Serendipity 1 [15], Striker (Crushing; Shin, -20%) [4], Striking ST 1-2 [5/level], Strong Chi 1-4 [5/level], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Primary Skills:A total of 16 points in some combination of Boxing or Wrestling or Judo or Karate.

Secondary Skills:

  • Acrobatics[1];
  • Jumping[1];
  • Stealth[1]
  • Five of Fast-Draw (any), Forced Entry, Garrote, Guns (Pistol), or Knife; Climbing, Dancing, Jitte/Sai, Shortsword, Staff, Throwing, or Tonfa; Escape, Flail, Kusari, or Sleight of Hand; Carousing or Swimming; Running or Sex Appeal; Intimidation all [1] or 1 point to raise any secondary skill by a level.

Martial-Arts Abilities: A total of 15 points in any of the perks, cinematic skills, and techniques below. Where several specialties exist, choose unarmed ones.

Perks: Acrobatic Feints [1]; Cowpoker [1]; Dirty Fighting 1-3 [1/level]; Finishing Move [1]; Focused Fury [1]; High-Heeled Heroine [1]; High-Heeled Hurt [1]; Iron Hands [1]; or Trademark Move [1].

Cinematic Skills: Breaking Blow, Flying Leap (requires Power Blow), or Pressure Points; Pressure Secrets (requires Pressure Points at 16+); Immovable Stance or Push; Kiai ; Power Blow. all [1 to 4]

Techniques: Acrobatic Stand [1 to 6]; Arm Lock [1 to 4]; Back Kick [2 to 5]; Choke Hold [2 or 3]; Disarming [2 to 6]; DualWeapon Attack [2 to 5]; Elbow Strike [1 or 2]; Evade [1 to 5]; Feint [2 to 5]; Flying Jump Kick [2 to 8]; Ground Fighting [2 to 5]; Jump Kick [2 to 5]; Kicking [2 or 3]; Knee Strike [1]; Leg Lock [1 to 4]; Lethal Kick [2 to 5]; Lethal Strike [2 or 3]; Proxy Fighting [2 to 5]; Roll with Blow [2 or 3]; Running Climb [2 to 7]; Spinning [1 or 2]; Spinning Kick [2 to 4]; Spinning Punch [2 or 3]; Stamp Kick [2 to 4]; Sweeping Kick [2 to 4]; or Uppercut [1]

Big Guy

You’re a master of barehanded combat – but not the sort who jumps readily to mind. In fact, you prefer not to jump, and favor physical strength and grit over acrobatics. This doesn’t mean that you lack finesse; you simply like to settle scraps with solid hits, not by dancing around. As far as you’re concerned, leaping is a way to exit moving vehicles and second-story windows . . . and in those situations, you’re tough enough to take the fall!

Attributes: Strength +5[50]

Advantages: Trained by a Master [30],DR 1 (Limited, Crushing, -40%) [3],Focused Fury [1]; A further 25 points chosen from ST +1 to +3 [10/level], DX +1 [20], HT +1 to +2 [10/level], HP +1 to +5 [2/level], Will +1 to +6 [5/level], FP +1 to +5 [3/level], Arm ST 1-2 [5/level], Combat Reflexes [15], Daredevil [15], Enhanced Parry 1-3 (Bare Hands) [5/level], Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Kill 1-2 [2/level], Hard to Subdue 1-2 [2/level], High Pain Threshold [10], Lifting ST 1-2 [3/level], Rapid Healing [5] or Very Rapid Healing [15], Striker (Crushing; Shin, -20%) [4], Striking ST 1-2 [5/level], Strong Chi 1-4 [5/level], Wild Talent 1 [20], raise DR to DR 2 (Limited, Crushing, -40%) [6] for 3 points.

Primary Skills:A total of 16 points in some combination of Brawling (E) [4]; Boxing, Sumo Wrestling, or Wrestling, all (A) [4]; Judo or Karate, both (H) [4]; or 4 points/level to raise any of these by up to three levels.

Secondary Skills: Five of Fast-Draw (Knife or Pistol), Forced Entry, Garrote, Guns (Pistol or Shotgun), Jumping, or Knife, all (E) [2]; Axe/Mace, Broadsword, Shortsword, Staff, Stealth, or Two-Handed Axe/Mace, all (A) [2]; Acrobatics or Flail, both (H) [2]; Acting, Leadership, or Streetwise, all (A) [2]-; Carousing or Swimming, both (E) HT+1 [2]; Lifting (A) HT [2]; Intimidation (A) Will [2]; Scrounging (E) Per+1 [2]; Urban Survival (A) Per [2]; or 2 points to raise one of those skills by a level.

Martial-Arts Abilities: A total of 15 points in any of the perks, cinematic skills, and techniques below. Where several specialties exist, choose unarmed ones. Perks: Cowpoker [1]; Deadly Pose [1]; Dirty Fighting 1-3 [1/level]; Finishing Move [1]; Iron Hands [1]; or Trademark Move [1]. Cinematic Skills: Immovable Stance or Push, both (H) DX-2 [1]-11; Kiai (H) HT-2 [1]-12; or Power Blow (H) Will-2 [1]-9. Spending a total of 2 points in any skill buys it at one level higher, a total of 4 points purchases it at two levels higher, and cost is 4 points/level after that. Techniques: Arm Lock [1 to 4]; Choke Hold [2 or 3]; Disarming [2 to 6]; Dual-Weapon Attack [2 to 5]; Elbow Drop [2 to 5]; Elbow Strike [1 or 2]; Feint [2 to 5]; Ground Fighting [2 to 5]; Kicking [2 or 3]; Knee Strike [1]; Leg Lock [1 to 4]; Neck Snap [2 to 8]; Piledriver [2 to 6]; Proxy Fighting [2 to 5]; Roll with Blow [2 or 3]; Stamp Kick [2 to 4]; Sweeping Kick [2 to 4]; Uppercut [1]; or Wrench (Limb) [2 to 8].

Homo superior

You are a “new human”, result of a mutation or deliberate genetic tinkering to create a better human.

  1. absolute direction
  2. absolute timing
  3. acute senses +1 vision
  4. acute senses +1 hearing
  5. acute senses +1 touch
  6. acute senses +1 taste/smell
  7. ambidextrous
  8. +1 IQ
  9. +1 HT
  10. +1 ST
  11. +1 DX
  12. breath holding 1
  13. Dr 1 tough skin
  14. eidetic memory(5pt)
  15. filter lungs
  16. fit
  17. flexibility
  18. hard to kill 1
  19. hard to subdue 1
  20. less sleep 2
  21. metabolism control
  22. night vision 3
  23. rapid healing
  24. Resist +3 toxins
  25. Resist +3 sickness
  26. subsonic hearing
  27. temperature tolerance 1 high
  28. temperature tolerance 2 low
  29. ultra hearing

Veteran Ranger

You have been in the service for a long time, heck, back when you were an old hat, you trained newbies that are now considered old hats.

You have served at least 20 years already(“20 year man”) and are working on your second 20 as retiring is just too boring.

  • Better gear[5]
  • Reputation +1(other rangers)[2]
  • one more of character training packages, but 120 points less attributes.[100]
  • The base ranger package again(no law enforcement powers, increase courtesy rank to normal rank, change cultural familiarity to something else)[36]
  • Independent income 2[2]: represents both the higher pay for 20 year men and the retirement money you would get.
  • G-experience(all)[10]
  • -5 points in basic/background skills.

Immortal

You are immortal, aged more than 1000 years and mildly psionic.

  • +1 IQ[20]
  • +1 HT[10]
  • Unaging[15]
  • Regeneration(slow)(psionic -10%)[9]
  • 25 points of psionics form the psi packages[25]
  • Regrowth(psionic -10%)[36]
  • Recovery(psionic -10%)[9]
  • Hard to kill 3[6]
  • Hard to subdue 2[4]
  • Social chameleon[5]
  • Mind Shield 2(psionic -10%)[8]
  • Immune to long term effects from mental trauma and fright checks: Unzazeable(only affects long term effects -80%)[3]

At least some of the skills in the training packages should be from an earlier TL.

Other service background

You served 20 years (“20 year man”) in one of the other imperial services before joining rangers.

  • Better gear[5]
  • One more of character training packages, but 120 points less attributes.[100]
  • Independent income 2[2]: represents both the higher pay for 20 year men and the retirement money you would get.
  • Rank +1[5]
  • If the previous service is army replace the bioplas skin with:[+21 points]:Monocrys Subdermal Armor This diamondoid nanocrystal mesh grown under the patient’s skin provides DR 24 vs. piercing and cutting damage and DR 8 vs. other damage. Statistics: DR 16 (Limited, Piercing and Cutting, -20%; Tough Skin, -40%) [32]; DR 8 (Tough Skin, -40%) [24]. 56 points.
  • if previous service is not army select one more additional training package
  • The remaining 13/17 points to 150 go to Basic skills/background part.

Salarian Lystheni

You Salarian Lystheni. A offshot that is not welcome in the Salarian worlds and have chosen to be in the Empire.

Advantages:

  • Language (Imperial)[6]
  • Cultural familiarity(empire)[1]
  • IQ +2[40]
  • Speed +2[40]
  • Improved initiative 2[10]
  • Less sleep 7[14]
  • High TL:11 [5]
  • Versatile[5]
  • Photographic memory[10]
  • Can buy as many Efficient perks as want and they do not count against limit[1], efficient(9 different skills)[9*1]

Disadvantages

  • Reduced lifespan 1[-2]
  • Second class citizen[-5]: You are Lystheni and thus not trusted by normal Salarians. In the Empire you also find a lot of distrust desipite being officially a citizen.
  • Sense of duty(own circles)[-5]
  • Unusual biochemistry[-5]
  • Impulsiveness 15-[-5]
  • Curious 15- [-2]

Traits:

  • SM -1

Two extra additional training packages(should likely be technical)

7 less points in Basic skills/background part.

Note that you should have some technical training be it in basic training, Training/Experience packages or Additional training packages.

Note: If you want you can instead be a regular Salarian on exchange program to the imperial forces, though this is rarer:

  • Remove the second class citizen
  • You cannot have real rank, all rank is courtesy rank

Enhanced

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

Attributes:ST+1[10]; DX+1[20]; IQ+1[20]; HT+1[10].

one of:

  • +1 DX[20]
  • +1 IQ[20]
  • +1 ST and +1 HT[20]

Advantages:

  • Combat Reflexes[15] (If you have combat reflexes already: Enchanted dodge[15] )
  • Another 25 points chosen from among the template’s advantage options or Fearlessness [2/level], Extra Life 1 [25], Resistant[Varies], or Wealth[Varies].

Skills: Spend another 30 points to add or improve any skills from the template, max 1 rank each.

Hard to kill

You are just very hard to kill permanently.

Advantages

  • Extra life[25]
  • Unkillable 1[50]
  • Regrowth[40]
  • Regeneration(regular)[25]
  • Hitpoints +5[10]

Renaissance Man

Your capabilities are at the upper end of the normal human spectrum, or a little past it.

Attributes:

  • Total of +5 to DX/IQ, so that the resulting value for both is within one of the other[100].

Advantages:

  • Appearance (Attractive) [4]
  • Charisma 1 [5]
  • Wealth (Comfortable) [10]
  • Efficient(skill of choice)[1]

30 additional points from:

  • Acute Senses[2-6 each sense]
  • Ambidexterity [5]
  • Combat Reflexes [15]
  • Cultural Adaptability 1 [10]
  • Eidetic Memory [5] or Photographic Memory [10]
  • Fit [5]
  • Independent Income [1-5]
  • Language Talent [10]
  • Languages: any number[varies]
  • Lightning Calculator [2]
  • Longevity [2]
  • Single-Minded [5]
  • Versatile [5]
  • Voice [10]
  • Appearance [+8]
  • additional Charisma [+5-10]
  • additional Wealth [+10-20]

Tough to Take Out

You are one tough son of a bitch, being really hard to take out most of the ways. This has also made you somewhat overconfident.

  • Injury Tolerance (Damage Reduction) 2[50] P53
  • Resistant - Metabolic hazards, +30; +8 to all HT rolls to resist, x0.5. [15] B81
  • Mind Shield 3 [12] B70
  • Hard to Subdue 2 [4] B59
  • Hard to Kill 2 [4] B58
  • Longevity [2] B66
  • High Pain Threshold [10] B59
  • Protected Sense (vision) [5] B78
  • Temperature Tolerance 4 - two high, two low [4] B93
  • Protected Sense (hearing) [5] B78
  • Overconfidence - CR: 12 (Quite Often). [-5] B148
  • Filter Lungs [5] B55
  • Injury Tolerance (No Vitals) [5] B61
  • Injury Tolerance (No Brain) [5] B61
  • Damage Resistance 4 - Hardened 1, +20%. [24] B47
  • Rule of 15 [1] PU2:13
  • Nictitating Membrane 4 - Hardened 1, +20%. [5] B71
  • Fit, Very [15] B55

Reduce the ranger bionic packages: by 15 points. (filter lungs+vitals armor)

1 less point in Basic skills/background part.

Training/Experience packages

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
  • 6:Genie
    1. Genetic upgrades
      1. Alpha
      2. Omega
      3. Heavy Worlder
      4. Ishtar
      5. Siduri
      6. Light Worlder
    2. Genetic upgrades
      1. Orion
      2. Orion
      3. Light Worlder
      4. Ishtar
      5. Heavy Worlder
      6. Alpha
    3. Genetic upgrades
      1. Orion
      2. Light Worlder
      3. Ishtar
      4. Heavy Worlder
      5. Alpha
      6. omega
    4. Homo superior parahumans
      1. Brownie
      2. Diana
      3. Artemis
      4. Athena
      5. Avatar
      6. Gilgamesh
    5. Homo superior parahumans
      1. Ladon
      2. Guardian
      3. Guardian Warrior
      4. Pandora
      5. Prometheus
      6. Tiresia
    6. Pantropic/Homo superior parahumans
      1. Drylander
      2. Selkie
      3. Spacer
      4. Brownie
      5. Diana
      6. 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.1437398376.txt.gz · Last modified: 2018/07/31 23:23 (external edit)