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starrangers:character_training_packages

Character training packages

Note that disadvantages can be swapped for other suitable ones. Specially common among all rangers are codes of honor, vows, mild odious personal habits.

You can take up to 10 less points in stats and advantages and leave those points to Basic skills/background if you wish.

Main templates

Investigator

It’s crucial to know where you’re headed, when the opposition intends to move, what you (or they) are grabbing, who you’re shooting at, and why.Hitting the wrong mark can be embarrassing – or fatal. You might not be as slick as the face man, a computer wizard like the hacker, or the equal of the wire rat at surveillance, but you still get the facts, and can coordinate these experts and analyze their results.

This is the “Standard” ranger package with more then half of all rangers being investigators.

Attributes:ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10]. Secondary Characteristics:Per +2 [10];

Advantages: Intuition [15] and Luck [15]. • A further 30 points chosen from among lens advantages (pp. 4-5), ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Per +1 or +3 [5/level], Acute Senses (any) [2/level], Contact Group (Investigative agency or police department; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or15], Cultural Familiarity [1/culture], Danger Sense [15], Daredevil [15], Gun Perks [1/perk], Honest Face [1], Languages (any) [2-6/language], Sensitive [5] or Empathy [15], Serendipity 1-2 [15/level], Signature Gear [Varies], Smooth Operator 1-2 [15/level], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: Duty rangers(12-)[-10] and -50 points chosen from among Curious [-5*], , Greed† [-15*], Honesty† [-10*], Obsession (Solve a particular case) [-5*], Secret (Past crimes – or cover-ups) [-5 or -10], Sense of Duty (Team) [-5], or Social Stigma (Criminal Record)† [-5]. Alcoholism [-15], Bad Temper [-10*], Chummy [-5] or Gregarious [-10], Guilt Complex [-5], Insomniac [-10 or -15], Nightmares [-5*], Overconfidence [-5*], Paranoia [-10], Stubbornness [-5], Truthfulness [-5*], Workaholic [-5], or one of Overweight [-1], Fat [-3], or Very Fat [-5].

Primary Skills: Intelligence Analysis (H) IQ+1 [8]-16. • Six of Criminology, Electronics Operation (Surveillance), Interrogation, Photography, Research, Shadowing, or Speed-Reading, all (A) IQ [2]-15; Body Language, Lip Reading, Observation, Search, or Tracking, all (A) Per [2]-17; or Detect Lies (H) Per-1 [2]-16.

Secondary Skills:

  • One of Boxing[2], Brawling[2], or Karate[2].
  • Either Judo[2] or Wrestling[2].
  • Guns (Pistol)[2] or Beam weapons(Pistol)
  • Holdout[1].
  • Three of Administration[2]; Accounting, Cryptography, Forensics, or Psychology, all (H) IQ-1 [2]-14; or another primary skill choice.
  • Three of Forced Entry[2]; Stealth (A) DX [2]-13; Area Knowledge (any), Computer Operation, or Current Affairs (any), all (E) IQ+1 [2]-16; Writing (A) IQ [2]-15; Diplomacy (H) IQ-1 [2]-14; or 2 points to raise a combat skill by a level.

Background Skills: Driving (Automobile or Motorcycle)[1]

Faceman

I just don’t understand it. I lie, I cheat, I steal, and I just don’t get any respect! – Faceman,The A-Team (Episode 65)

Every crew needs a “social engineer” – they just don’t know it yet! You’ll convince them, though, because that’s your gift. Whether it’s fast-talking the guards at the gate or setting up the long con, you’re a pro at getting close to the mark and into his confidence. Your biggest asset is a devious mind, but you also possess cat-like grace and disarming good looks. Your chief weakness is that even your closest associates can’t quite bring themselves to trust you.

Attributes:ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].

Advantages: Attractive [4]; Honest Face [1]; Luck [15]; and Smooth Operator 2 [30]. • A further 30 points chosen from ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Alcohol Tolerance [1], Business Acumen 1-3 [10/level], Charisma 1-6 [5/level], Contact Group (Corporation, local black market, quartermaster, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or15], Cultural Adaptability [10], Daredevil [15], Fashion Sense [5], Gun Perks [1/perk], Language Talent [10], Languages (any) [2-6/language], No Hangover [1], Rapier Wit [5], Sensitive [5] or Empathy [15], Serendipity 1-2 [15/level], Signature Gear [Varies], Smooth Operator 3-4 [15/level], Voice [10], Wild Talent 1 [20], improve Appearance to Handsome [12] for 8 points or Very Handsome [16] for 12 points, or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: Duty rangers(12-)[-10] and -50 points chosen from among Greed [-15*], Secret (Past scams) [-5 or -10], Sense of Duty (Team) [-5], Social Stigma (Criminal Record) [-5], or Trickster [-15*]. Chummy [-5] or Gregarious [-10], Compulsive Carousing [-5*], Compulsive Gambling [-5*], Compulsive Lying [-15*], or Lecherousness [-15*]. Curious [-5*], Impulsiveness [-10*], Jealousy [-10], Kleptomania [-15*], Overconfidence [-5*], Selfish [-5*], or Trademark [-5 to -15].

Primary Skills:

  • Savoir-Faire (High Society, Mafia, Military, or Police)[1];
  • Acting[1]
  • Fast-Talk[1]
  • Leadership[1]
  • Public Speaking[1]
  • Merchant[1]
  • Diplomacy[1]
  • Carousing[1]
  • Sex Appeal[1]
  • Intimidation[1];
  • Detect Lies[1]

Secondary Skills:

  • One of Boxing[2], Brawling[2], or Karate[2].
  • Either Judo[2] or Wrestling[2]
  • Guns (Pistol)[2] or Beam weapons(Pistol)
  • Holdout (A) IQ-1 [1]-14
  • Ten of[1]: Fast-Draw (Pistol); Dancing, Filch, or Stealth; Pickpocket, Sleight of Hand; Savoir-Faire (any)[1]; Administration,Connoisseur (any), Disguise, Electronics Operation (Media),Gambling, Interrogation, Propaganda, or Smuggling; Counterfeiting, Forgery, or Psychology; Body Language; or 1 point to

raise one of those skills or any primary skill by a level.

Background Skills: Computer Operation[1] and Driving (Automobile or Motorcycle)[1]

Hacker

Gabriel: DOD d-base, 128-bit RSA encryption. Whattaya think? Impossible? Stanley: Nothing’s impossible. – Swordfish

Banks and utilities, streetlights and air-traffic control, communications and security systems . . .everythingruns on computers. If you’re legit, your beat is huge and you face rivals

halfway around the globe. If you aren’t, you’re betting your laptop against million-dollar opposition. On a team, you validate false ID for the face man , kill alarms ahead of the infiltrator , pull records for the investigator , and work geek-to-geek with the wire rat.

Attributes:ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10]. Secondary Characteristics: Per 13 [-10];

Advantages:

  • Born to Be Wired 4 [20]
  • Luck [15];
  • A further 35 points chosen ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Absolute Timing [2], Artificer 1-3 [10/level], Business Acumen 1-3 [10/level], Contact Group (Online associates; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or15], Daredevil [15], Eidetic Memory [5] or Photographic Memory [10], Gizmos 1-3 [5/gizmo], Intuition [15], Mathematical Ability 1-3 [10/level], Pitiable [5], Serendipity 1-2 [15/level], Signature Gear [Varies], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: Duty rangers(12-)[-10] and -50 points chosen from among Greed† [-15*], Obsession (Hack a specific target)† [-5*], Secret (Past hacks) [-5 or -10], Sense of Duty (Team) [-5], or Social Stigma (Criminal Record or Minor) [-5]. or Curious [-5*], Delusion (“The real world works just like the Internet!”) [-5], Clueless [-10], Gullibility [-10*], Honesty† [-10*], Loner [-5*], Oblivious [-5], Shyness [-5 or -10], or Trademark (Particular hack or “calling card”) [-5 or -10]. Bad Temper [-10*], Cowardice [-10*], Easy to Read [-10], Impulsiveness [-10*], Jealousy [-10], Klutz [-5] or Total Klutz [-15], Laziness [-10], Overconfidence [-5*], Post-Combat Shakes [-5*], Slow Riser [-5], Squeamish [-10*], Stubbornness [-5], Trickster [-15*], Unfit [-5] or Very Unfit [-15], or one of Overweight [-1], Fat [-3], Very Fat [-5], or Skinny [-5].

Primary Skills: Computer Operation[2]‡; Electronics Repair (Computers)[1]‡; Computer Programming, Cryptography[1]‡; and Computer Hacking[4]‡.

Secondary Skills: Guns (Pistol) (E) DX [1]-12. • Six of Stealth (A) DX+1 [4]-13; Cartography, Electronics Operation (Communications, Media, Security, Sensors,or Surveillance), Research, Speed-Reading, Teaching, or Writing, all (A) IQ+1 [4]-16; Accounting, Forgery, or Intelligence Analysis, all (H) IQ [4]-15; or Scrounging (E) Per+2 [4]-15. Background Skills: • Bicycling (E) DX [1]-12 or Driving (Automobile or Motorcycle) (A) DX-1 [1]-11.

* Multiplied for self-control number; see p. B120.

† Honesty is for “white hats” and security experts, and normally precludesGreed and Obsession as motivations (but not Secret or Social Stigma!).

‡ Includes +4 for Born to Be Wired

INFILTRATOR

I came in from the roof. I dropped twenty floors down on a McNeal descender. – Virginia Baker,Entrapment

You’re adept at getting into places that nobody else can get into and taking things that everybody else wants – preferably sans explosions and gunshots. If all goes well, the first person to discover your handiwork is the ambassador who can’t find his briefcase the next morning, or the watchman who realizes the Rembrandt is gone after it’s hanging in your condo by Central Park. When working with a crew, your priority is to go in ahead and open the door.

Attributes:ST 10 [0]; DX 14 [80]; IQ 13 [60]; HT 11 [10]. Secondary Characteristics: Basic Speed 7.00 [10];

Advantages: Flexibility [5]; Luck [15]; and Perfect Balance [15]. • A further 25 points chosen from among lens advantages (pp. 4-5), 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 Move +1 to +3 [5/level], Absolute Direction [5] or 3D Spatial Sense [10], Absolute Timing [2], Acute Senses (any) [2/level], Breath-Holding [2/level], Catfall [10], Combat Reflexes [15], Craftiness 1-4 [5/level], Danger Sense [15], Daredevil [15], Enhanced Dodge 1 [15], Fit [5] orVery Fit [15], Gizmos 1-3 [5/gizmo], Gun Perks [1/perk], High Manual Dexterity 1-4 [5/level], Night Vision 1-9 [1/level], Peripheral Vision [15], Serendipity 1 [15], Signature Gear [Varies], Wild Talent 1 [20], Zeroed [10], improve Flexibility [5] to Double-Jointed [15] for 10 points, or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: Duty rangers(12-)[-10] and -50 points chosen from among: Loner (12) [-5], Greed [-15*], Kleptomania [-15*], Obsession (Steal a particular item) [-5*], Secret (Past crimes) [-5 or -10], Sense of Duty (Team) [-5], Social Stigma (Criminal Record) [-5], or Trickster [-15*]. Cowardice [-10*], Curious [-5*], Impulsiveness [-10*], Jealousy [-10], Overconfidence [-5*], Selfish [-5*], Shyness [-5 or -10], Skinny [-5], Stubbornness [-5], Trademark [-5 to -15].

Primary Skills: Forced Entry and Jumping, both (E) DX [1]-15; Stealth (A) DX [2]-15; Climbing (A) DX+3 [1]-18†‡; Escape (H) DX+1 [1]-16†; Acrobatics (H) DX [2]-15‡; and Electronics Operation (Security), Lockpicking, and Traps, all (A) IQ+1 [4]-14.

Secondary Skills: One of Boxing (A) DX [2]-15, Brawling (A) DX+1 [2]-16, or Karate (H) DX-1 [2]-14. • Either Judo (H) DX-1 [2]-14 or Wrestling (A) DX [2]-15. • Guns (Pistol) (E) DX [1]-15. • Four of Parachuting (E) DX+1 [2]-16; Driving (Automobile or Motorcycle), Piloting (Glider), or Submarine (Free-Flooding Sub), all (A) DX [2]-15; Scuba (A) IQ [2]-13; Swimming (E) HT+1 [2]-12; Running (A) HT [2]-11; or 2 points to raise one of those skills or Acrobatics, Stealth, or an unarmed skill by a level. • Six of Knot-Tying (E) DX [1]-15; Filch or Throwing, both (A) DX-1 [1]-14; Camouflage or Gesture, both (E) IQ [1]-13; Animal Handling (Dogs), Architecture, Cartography, Connoisseur (any), Electronics Repair (Security), or Holdout, all (A) IQ-1 [1]-12; Observation or Search, both (A) Per-1 [1]-12; or 1 point to raise one of those skills or Climbing, Forced Entry, or Jumping by a level.

Background Skills: Computer Operation (E) IQ [1]-13

MEDIC

Ten-four, we’re transmitting EKG. We’re sending you a strip. Vitals to follow. Pulse is 160, the victim is in extreme pain, Rampart. V-fib! – Paramedic John Gage, Emergency

Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You might be a military field medic, an urban EMT, a first-rate physician, or a third-rate vet who stitches up mobsters for cash. Whatever your credentials, you find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and an action hero’s world is full of scorpion stings, snakebites, and terrorist bioweapons.

Attributes:ST 10 [0]; DX 12 [40]; IQ 14 [80]; HT 12 [20].

Advantages: Healer 4 [40]; Higher Purpose (“Medic!”) [5]; and Luck [15]. • A further 30 points chosen from among lens advantages (pp. 4-5), ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Combat Reflexes [15], Contact Group (Clinic, hospital, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or15], Daredevil [15], Fearlessness [2/level] or Unfazeable [15], Gizmos 1-3 [5/gizmo], High Manual Dexterity 1-4 [5/level], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Sensitive [5] or Empathy [15], Serendipity 1-2 [15/level], Signature Gear [Varies], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: Duty rangers(12-)[-10] and -50 points chosen from among: Greed [-15*], Honesty [-10*], Secret (Used or sold drugs, negligence, etc.) [-5, -10, or -20], Sense of Duty (Team) [-5]. Charitable [-15*], Chummy [-5]or Gregarious [-10], Code of Honor (Hippocratic Oath) [-5], Delusion (“I’m God when I’m your doctor!”) [-5], Guilt Complex [-5], Selfish [-5*] or Selfless [-5*], or Vow (Refuse no request for medical aid) [-10]. Alcoholism [-15], Curious [-5*], Insomniac [-10 or -15], Nightmares [-5*], Overconfidence[-5*], Post-Combat Shakes [-5*], Stubbornness [-5], Truthfulness [-5*], or Workaholic [-5].

Primary Skills: Diagnosis, Pharmacy (Synthetic), and Psychology, all (H) IQ+2 [1]-17†; Physician (H) IQ+5 [8]-20†; and Surgery (VH) IQ+1 [1]-16†.

Secondary Skills:Either Judo (H) DX-1 [2]-11 or Wrestling (A) DX [2]-12. • Guns (Pistol) (E) DX [1]-12. • Four of Fast-Draw (Medical Gear) or Knife, both (E) DX+1 [2]-13; NBC Suit (A) DX [2]-12; Hazardous Materials (Biological), Research, Teaching, or Writing, all (A) IQ [2]-15; Chemistry, Forensics, Naturalist, or Poisons, all (H) IQ-1 [2]-14; or 2 points to raise one of those skills or a grappling skill by a level. • Three of Driving (Automobile or Heavy Wheeled), Piloting (Helicopter), or Stealth, all (A) DX [2]-12; Administration or Interrogation, both (A) IQ [2]-15; Diplomacy (H) IQ-1 [2]-14; Scrounging (E) Per+1 [2]-16; or 2 points to raise one of those skills by a level.

Background Skills: Computer Operation (E) IQ [1]-15.

* Multiplied for self-control number; see p. B120.

† Includes +4 for Healer.

WHEELMAN

Transportation is a precise business. – Frank Martin, The Transporter

As E.B. White said, “Everything in life is somewhere else, and you get there in a car.” Sometimes you get there in a van, a chopper, or a rigid inflatable boat, but that maxim is a golden rule for action heroes. Whether you’re a lone transporter who moves high-value cargoes for a fee, or a chauffeur for gangsters, soldiers, or dignitaries, your stock in trade is the ride. You customize the vehicle, choose the routes, and sit behind the controls.

Attributes:ST 10 [0]; DX 14 [80]; IQ 12 [40]; HT 12 [20]. Secondary Characteristics: Per 14 [5]; Basic Speed 7.00[10]; Basic Move 6 [-5].

Advantages:

  • Absolute Direction [5]; Driver’s Reflexes 4 [20]; and Luck [15].
  • A further 35 points chosen from ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Per +1 to +6 [5/level], Basic Speed +1 [20], Acute Vision [2/level], Alcohol Tolerance [1], Artificer 1-3 [10/level], Combat Reflexes [15], Danger Sense [15], Daredevil 15], Enhanced Dodge 1-3 (Vehicular) [5 or 10/level], Fearlessness [2/level], Gizmos 1-3 [5/gizmo], Gun Perks [1/perk], Hard to Kill [2/level], Night Vision 1-9 [1/level], Peripheral Vision [15], Serendipity 1-2 [15/level], Signature Gear [Varies], Wild Talent 1 [20], improve Absolute Direction [5] to 3D Spatial Sense [10] for 5 points, or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: Duty rangers(12-)[-10] and -45 points chosen from among: Greed [-15*], Honesty [-10*], Sense of Duty (Team) [-5], or Social Stigma (Criminal Record) [-5]. or vehicle-related Compulsive Behavior (Modification, speeding, etc.) [-5*], Delusions (e.g., “I’m immortal in my car!”) [-5], Odious Personal Habits (e.g., “Nobody touches my ride!”) [-5 or -10], or Phobias (e.g., Leaving vehicle) [-10*]. Bad Temper [-10*], Impulsiveness [-10*], Jealousy [-10], On the Edge [-15*], Overconfidence [-5*], or Stubbornness [-5].

Primary Skills: Three of Boating (Motorboat), Driving (Automobile, Heavy Wheeled,or Motorcycle), Piloting (Glider, Helicopter, Light Airplane,or Ultralight), or Submarine (Free-Flooding Sub), all [2]. • Four of Artillery (Bombs, Guided Missile,or Torpedoes), Electronics Operation (Communications or Sensors), Freight Handling, or Mechanic (any), all [2]; Navigation (Air, Land, or Sea) (A) IQ+3 [2]-16‡; or 2 points to raise one of those skills by a level.

Secondary Skills: One of Boxing (A) DX [2]-14, Brawling (A) DX+1 [2]-15, or Karate (H) DX-1 [2]-13. • Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [2]-14. • Three of Gunner (Cannon, Machine Gun, or Rockets) or Guns (Pistol, Rifle, Shotgun, or Submachine Gun), all (E) DX+1 [2]-15. • Five of Parachuting (E) DX [1]-14; Stealth (A) DX-1 [1]-13; Area Knowledge (any) (E) IQ [1]-13; Cartography, Connoisseur (Cars), Machinist, Shadowing, or Smuggling, all (A) IQ-1 [1]-12; Scrounging (E) Per [1]-14; or 1 point to raise one of those skills by a level or buy any primary skill at one level lower.

Background Skills:• Computer Operation (E) IQ [1]-13.

* Multiplied for self-control number; see p. B120.

† Includes +4 for Driver’s Reflexes.

‡ Includes +3 for Absolute Direction

SHOOTER

National sports pistol champion at age 10. Recruited by the army. Sounds like black ops got him and trained him. – Hertz, Shoot ’Em Up

It wouldn’t be an action story if the floor wasn’t covered with spent brass eventually – and while the entire squad shoots when the chips are down, you’re a true gunslinger. You’ll tackle a whole building full of mooks, need be . . . you’re that good. The assassin (p. 7) scores higher with the sniper rifle and the demolition man (pp. 8-9) does better with explosive weaponry, but you’re not choosy. If it shoots, you can and will use it.

Attributes:ST 10 [0]; DX 14 [80]; IQ 12 [40]; HT 12 [20]. Secondary Characteristics: HP +5 [10]; Per 13 [5];

Advantages: Gunslinger [25] and Luck [15]. • A further 30 points chosen from ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Per +1 to +6 [5/level], Basic Speed +1 [20], Basic Move +1 to +3 [5/level], Acute Vision [2/level], Ambidexterity [5], Combat Reflexes [15], Daredevil [15], Enhanced Dodge 1-2 [15/level], Fearlessness [2/level], Fit [5] or Very Fit [15], Gizmos 1-3 [5/gizmo], Gun Perks [1/perk], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Peripheral Vision [15], Rapid Healing [5] or Very Rapid Healing [15], Serendipity 1-2 [15/level], Signature Gear [Varies], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: Duty rangers(12-)[-10] and -50 points chosen from among: Code of Honor (“Stay bought”) [-5] or(Soldier’s) [-10], Fanaticism (Employer, nation, or service) [-15], Greed [-15*], Intolerance (Rival nation or other large group) [-5], Sense of Duty (Team) [-5] or (Nation) [-10], or Social Stigma (Criminal Record) [-5]. Temper [-10*], Berserk [-10*], Bloodlust [-10*], Bully [-10*], or Honesty [-10*]. Callous [-5], Flashbacks [-5 or -10], Impulsiveness [-10*], Odious Personal Habits [-5 to -15], On the Edge [-15*], Overconfidence [-5*], Paranoia [-10], Stubbornness [-5], or Wounded [-5].

Primary Skills:

  • Fast-Draw (Ammo)[1]
  • Forced Entry[1]
  • Jumping[1]
  • Acrobatics[4].
  • Guns (Pistol or rifle)[4]
  • Seven of[1]: Guns/beam weapons (Pistol, Rifle, launcher, man-pack ),Crossbow, Fast-Draw (Rifle or Pistol), Gunner (any), Liquid Projector(Flamethrower or Sprayer),Throwing, Spray fire technique to some skill, Payload fire technique to some skill.

Secondary Skills: One of Boxing (A) DX [2]-16, Brawling (A) DX+1 [2]-17, or Karate (H) DX-1 [2]-15. • Either Judo (H) DX-1 [2]-15 orWrestling (A) DX [2]-16. • Driving (Automobile or Motorcycle) and Stealth, both (A) DX-1 [1]-15; Armoury (Heavy Weapons orSmall Arms) and Holdout, both (A) IQ+1 [4]-12; and Running (A) HT [2]-12. Background Skills: Computer Operation (E) IQ [1]-11.

* Multiplied for self-control number; see p. B120.

Sniper

The rifle is the first weapon you learn how to use, because it lets you keep your distance from the client. The closer you get to being a pro, the closer you can get to the client. The knife, for example, is the last thing you learn. – Léon,Léon

You are sniper with a uniform and a serial number. Whatever your background, your specialty is quick, silent death. Where the demolition man (pp. 8-9) might demolish a city block “just to be sure,” and the shooter (p. 14) would dive right in, guns blazing, you take pride in precision. On a squad, you’re the one the mooks don’t see, covering your allies from a stealthy perch.

Attributes:ST 11 [10]; DX 14 [80]; IQ 13 [60]; HT 11 [10]. Secondary Characteristics: Basic Speed 7.00[5];

Advantages: Craftiness 4 [20] and Luck [15]. • A further 25 points chosen from among 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], Absolute Timing [2], Combat Reflexes [15], Danger Sense [15], Daredevil [15], Gizmos 1-3 [5/gizmo], Gunslinger [25], Gun Perks [1/perk], Honest Face [1], Night Vision 1-9 [1/level], Peripheral Vision [15], Serendipity 1 [15], Signature Gear [Varies], Wild Talent 1 [20], Zeroed [10], or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: Callous [-5]. Duty(rangers)(12-)[-10] -45 points chosen from among, Fanaticism (Employer, nation, or service) [-15], Greed [-15*], Intolerance (large group) [-5], Obsession (Assassinate a particular target) [-5*], Sense of Duty (Team) [-5], or Social Stigma (Criminal Record) [-5]. • Bloodlust [-10*], Insomniac [-10 or -15], Loner [-5*], Nightmares [-5*], No Sense of Humor [-10], Odious Personal Habits [-5 to -15], Overconfidence [-5*], Paranoia [-10], Post-Combat Shakes [-5*], Selfish [-5*], or Trademark [-5 to -15].

Primary Skills:

  • Camouflage[1];
  • Guns/Beam weapons (Rifle)[4]
  • Holdout[2];
  • Shadowing (A)[2];
  • Stealth[2].
  • Five [1] of Beamweapons(Pistol, man-pack), Guns (Rifle, Pistol, man-pack or Launcher)

or Crossbow, Fast-Draw (Knife or Pistol), Garrote, Knife, or Liquid Projector (Squirt Gun).

Secondary Skills: One of Boxing (A) DX [2]-16, Brawling (A) DX+1 [2]-17, or Karate (H) DX-1 [2]-15. • Either Judo (H) DX-1 [2]-15 or Wrestling (A) DX [2]-16. • Five of Armoury (Small Arms), Electronics Operation (Security), or Smuggling, all (A) IQ [2]-12; Acting or Disguise, both (A) IQ+4 [2]-16†; Poisons (H) IQ-1 [2]-11; Observation or Tracking, both (A) Per [2]-12; or 2 points to raise one of those skills or an unarmed skill by a level. • Four of Forced Entry or Jumping, both (E) DX [1]-16; Climbing or Piloting(Vertol or contra gravity), Driving (Automobile or Motorcycle), both (A) DX-1 [1]-15; Acrobatics (H) DX-2 [1]-14; or 1 point to raise one of those skills by a level.

Background Skills: Choose a 20-point lens (pp. 4-5). • Computer Operation (E) IQ [1]-12

Demolition man

You want broke, blind, or bedlam?

– Basher Tarr, Ocean’s Eleven

Setting bombs is an excellent way to learn how to defuse them, while disarming them means thinking like a bomber. Thus, “demolition man” describes explosive ordnance disposal technicians, combat engineers, and mad bombers. All require a steady hand and familiarity with explosives, arson, and sabotage. The differences amount to “How crazy are you?” and “Who pays for your work?” If you belong to a team, you get the fun jobs of clearing booby traps ahead and leaving nasty surprises behind.

Attributes:ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 12 [20]. Secondary Characteristics: Basic Speed 6.00 [-5];

Advantages:Enhanced Dodge 3 (Dive for Cover) [15] and Luck [15]. • A further 30 point from among: ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Per +1 to +6 [5/level], Basic Speed +1 [20], Basic Move +1 to +3 [5/level], Absolute Timing [2], Artificer 1-3 [10/level], Combat Reflexes [15], Danger Sense [15], Daredevil [15], Gizmos 1-3 [5/gizmo], Gun Perks [1/perk], Hard to Kill [2/level], High Manual Dexterity 1-4 [5/level], Rapid Healing [5] or Very Rapid Healing [15], Serendipity 1-2 [15/level], Shtick (Can strike a flame anywhere) [1], Signature Gear [Varies], Unfazeable [15], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages:Duty rangers(12-)[-10] and -50 points chosen from among, Fanaticism (Employer, nation, or service) [-15], Greed† [-15*], Honesty† [-10*], Intolerance (Rival nation or other large group) [-5], Secret (Bomb-making nutcase)† [-20], Sense of Duty (Team) [-5], or Social Stigma (Criminal Record)† [-5].

Curious [-5*], Delusion (“Explosives are safe around me!”) [-5], Flashbacks [-5 or -10], Hard of Hearing [-10], Missing Digit [-2 or -5], Phobia (Loud Noises) [-10*], Post-Combat Shakes [-5*], Pyromania [-5*], Trademark (Bomb design/deployment) [-5 or -10], or Wounded [-5]. Callous [-5], Impulsiveness [-10*], Oblivious [-5], Odious Personal Habits [-5 to -15], On the Edge [-15*], Overconfidence [-5*], Stubbornness [-5], or Trickster [-15*].

Primary Skills: One Explosives specialty:

  • Explosives (Demolition) (A) IQ+6 [24]-20. Defaults: Explosives (Underwater Demolition) (A) IQ+4 [0]-18, Explosives (Explosive Ordnance Disposal, ireworks, and Nuclear Ordnance Disposal) (A) IQ+2 [0]-16, and Engineer (Combat) (H) IQ [0]-14.
  • Explosives (Explosive Ordnance Disposal) (A) IQ+6 [24]-20.Defaults: Explosives (Nuclear Ordnance Disposal) (A) IQ+4 [0]-18, and Explosives (Demolition, Fireworks, and Underwater Demolition) (A) IQ+2 [0]-16.

Secondary Skills:

  • One of Boxing (A) DX [2]-13, Brawling (A) DX+1 [2]-14, or Karate (H) DX-1 [2]-12.
  • Either Judo (H) DX-1 [2]-12 or Wrestling (A) DX [2]-13.
  • Guns/Beam weapons (Launcher, Man-pack, Pistol, or Rifle)[2] and Guns/Beam weapons (second choice)[2].
  • Four of Architecture, Armoury (Heavy Weapons), Artillery (any), Lockpicking, Machinist, Mechanic (Automobile), Scuba, or Traps, all (A) IQ [2]-14; Chemistry, Engineer (Combat) all (H) IQ-1 [2]-13; or 2 points to raise one of those skills or a combat skill by a level. • Four of Stealth or Throwing, both (A) DX [2]-13; Smuggling (A) IQ [2]-14; Swimming (E) HT+1 [2]-13; Running (A) HT [2]-12; Scrounging (E) Per+1 [2]-15; Search (A) Per [2]-14; or 2 points to raise one of those skills or a combat skill by a level.

Background Skills: Computer Operation (E) IQ [1]-14 and Driving (Automobile or Heavy Wheeled) (A) DX-1 [1]-12.

* Multiplied for self-control number; see p. B120.

† Honesty typically precludes Greed, Secret, and Social Stigma in this role

WIRERAT

Okay, boss, this LTX-71 concealable mike is part of the same system that NASA used when they faked the Apollo Moon landings. – Mother,Sneakers

You’re the crew’s ears and eyes. Cameras, mikes, tracking beacons, wiretaps, lasers bounced off windows, optical fibers under doors . . . no act of electronic privacy invasion is too small. Small is good, actually, because it’s harder to see. When there’s nothing on CCTV, you entertain yourself rigging remote detonators for the demolition man , running cable for the hacker, and cutting power for the infiltrator. You’re truly a hotshot with the soldering gun.

Attributes:ST 10 [0]; DX 13 [60]; IQ 14 [80]; HT 11 [10]. Secondary Characteristics:Per 16 [5]; Basic Speed 6.00 [5];

Advantages:

  • Circuit Sense 4 [20]; Gizmos 1 [5]; Luck [15]
  • A further 35 points chosen from among ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Acute Hearing [2/level], Artificer 1-3 [10/level], Daredevil [15], Gizmos 2+ [5/gizmo], High Manual Dexterity 1-4 [5/level], Mathematical Ability 1-3 [10/level], Serendipity 1-2 [15/level], Signature Gear [Varies], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: Duty rangers(12-)[-10] and -50 points chosen from among: Greed† [-15*], Honesty† [-10*], Secret (Illegal wiretaps, etc.) [-5 or -10], Sense of Duty (Team) [-5], or Social Stigma (Criminal Record)† [-5]. Curious [-5*], Clueless [-10], Delusion (“They are listening!”) [-5], Odious Personal Habit (Nosy) [-5], Oblivious [-5], Trademark (Device or wiring scheme) [-5 or -10], or Workaholic [-5]. Bad Temper [-10*], Cowardice [-10*], Impulsiveness [-10*], Overconfidence [-5*], Paranoia [-10], Post-Combat Shakes [-5*], Shyness [-5 or -10], Skinny [-5], Stubbornness [-5], or Trickster [-15*].

Primary Skills: Electrician, Electronics Operation (Communications, Security, and Surveillance), and Electronics Repair (Communications, Security, and Surveillance), all (A) IQ+3 [1]-18‡. • Four of Electronics Operation (Media or Sensors) or Electronics Repair (Computers, Media, or Sensors), both (A) IQ+3 [1]-18‡; or 1 point to raise any primary skill by a level.

Secondary Skills: One of Boxing (A) DX [2]-12, Brawling (A) DX+1 [2]-13, or Karate (H) DX-1 [2]-11. • Either Judo (H) DX-1 [2]-11 or Wrestling (A) DX [2]-12. • Guns (Pistol) (E) DX [1]-12. • Computer Operation (E) IQ [1]-15. • Seven of Fast-Draw (Gizmo) or Forced Entry, both (E) DX [1]-12; Stealth (A) DX-1 [1]-11; Camouflage (E) IQ [1]-15; Holdout, Photography, Smuggling, or Traps all (A) IQ-1 [1]-14; Scrounging (E) Per [1]-16; Body Language, Lip Reading, Observation, or Search, all (A) Per-1 [1]-15; or 1 point to raise one of those skills by a level or buy a remaining primary skill.

Background Skills: Driving(Automobile or Heavy Wheeled) (A) DX-1 [1]-11.

* Multiplied for self-control number; see p. B120. † Honesty is for lawmen, and normally precludes Greed or Social Stigma (but not the Secret!). ‡ Includes +4 for Circuit Sense

Alternate

These are not the normal ranger trainings, but there are quite many types of people in the rangers.

FIXER

You know this empire,you know its people,and you know its dirty little secrets. If someone needs to locate a person, place, or thing, you either know where it is, or you know someone who knows someone who does.When an investigation calls for working the streets or talking to witnesses, you’re a natural fit for the job–and if the team has a dedicated driver, it’s probably you. Others might have twitchier reflexes, but nobody knows the streets like you do!

Attributes:ST10[0]; DX13[60]; IQ14[80]; HT12[20]. Secondary Characteristics: HP +3[6]

Advantages:Luck[15] and 25 points chosen from among ST+1 [10], HP+1 or +2[2/level], Absolute Direction[5], Appearance [Varies], Charisma [5/level], Combat Reflexes [15], Contact Group(Gangs, underworld societies, etc.; Skill-12, 15, or18; 9orless; Somewhat Reliable)[5, 10, or15], Contacts(Cops, snitches, etc.; Skill-12, 15, or 18; 9orless; Usually Reliable) [2, 4, or 6], Driver’s Reflexes 1-4[5/level]†, ExtraLife1[25], Fearlessness[2/level] or Unfazeable[15], Honest Face[1], Patrons [10to30], Smooth Operator[+13/level more], Voice[10], or Wealth[Varies].

Disadvantages: Duty rangers 12-[-10] and -20 points chosen from among Compulsive Carousing[-5*], Compulsive Gambling[-5*], Lecherousness [-15*], Sense of Duty(One or all Teammates)[-2or-5], Trickster[-15*], Vow(Never kill a human)[-10], •Another-20pointschosenfromamongtheprevious traits or Alcoholism[-15], Callous [-5], Compulsive Snooping[-5*],Curious[-5*],Impulsiveness[-10*],Jealousy [-10], Kleptomania[-15*], Overconfidence[-5*], Post-CombatShakes[-5*],Selfish[-5*],orXenophilia[-10*].

Primary Skills:

  • Area Knowledge (any)[4] and Current Affairs(any)[2]; Fast-Talk, Interrogation, Occultism, and Streetwise, all (A) IQ[2]; and

Carousing(E) HT+1[2]-13.

  • Three of of Area Knowledge (any not yet chosen)[1], Current Affairs(any not yet chosen)[1], or Savoir-Faire(any)[1]
  • Three of Acting or Shadowing, both(A) IQ[2]-14; Diplomacy or Psychology, both(H)IQ-1[2]-13;Sex Appeal(A)HT[2]-12;Intimidation (A)Will[2]-14;Urban Survival(A)Per[2]-14;orDetectLies (H)Per-1[2]-13.

Secondary Skills:

  • Brawling(E) DX+1[2]-13 and Wrestling (A) DX[2]-12.
  • One of Beam weapons(any), Guns (Pistol, Rifle, Shotgun, or SMG), or Liquid Projector (Flamethrower, Sprayer or Squirt Gun)[4]; or Throwing(A)DX+1[4]
  • Two of the following 4-point training packages:
    • Administration and Merchant, both(A)IQ[2].
    • Boating(Motorboat)(A)DX+1[4]-13.
    • Disguise(A)IQ[2]-14andForgery(H)IQ-1[2]-13.
    • Driving(Automobile, HeavyWheeled, or Motorcycle) (A) DX+1[4].
    • Piloting(any)(A) DX+1[4].
    • Stealth(A)DX+1[4]-13.
    • One of Knife(E) DX+2[4]-14or Axe/Mace, Broadsword, Saber, Shortsword, orStaff, all(A)DX+1[4]-13.

Background Skills: Three of Fast-Draw(any) (E) DX[1]-12; Filch(A) DX-1[1]-11; Computer Operation(E) IQ[1]-14; Connoisseur(any), Gambling, Holdout, Leadership, Public Speaking, or Smuggling, all (A) IQ-1[1]-13; or Body Language or Observation, both(A)Per-1[1].

†A Talent (p.B89 )benefiting Boating,Driving,Piloting and Submarine. Reaction bonus: passengers; gamblers betting on you at the GrandPrix

SCOUT

You specialize at moving quickly and quietly–slipping in and out of a place like a ghost, leaving no trace behind.

During an investigation, you’re the one who can get into hard-to-reach areas, whether sneaking into a crime scene or scaling up to a second-story window to retrieve an important record. When approaching a possible hostile place, you’re all about recon– staying ahead of the rest of the team so you can sneak upon anything dangerous.Once combat starts,you’re quick to find a perch and start sniping.

Attributes: ST11[10]; DX14[80]; IQ12[40]; HT12[20]. Secondary Characteristics[23]:HP +4[8] Per +1[5]; Basic Speed +0.25 [5]

Advantages:[40] Luck[15] Another 25 points chosen from among IQ+1 [20], Absolute Direction[5], Acute Senses (any) [2/level], Combat Reflexes[15],Craftiness 1-4 [5/level], Danger Sense [15], Eidetic Memory[5] or Photographic Memory[10], Fearlessness[2/level] or Unfazeable[15], Flexibility[5] or Double-Jointed [15], Luck [15], Night Vision [1/level], Patrons[10or20], Peripheral Vision[15], Signature Gear [Varies], Single-Minded[5], or Wealth[Varies].

Disadvantages: [-50]

  • Duty rangers 12-[-10]
  • -15 points chosen from among Callous [-5], Curious [-5*], Impulsiveness [-10*], Kleptomania [-15*], Lecherousness[-15*], Loner[-5*], Post-Combat Shakes[-5*], Selfish[-5*], Sense of Duty(One team mate or Teammates)[-2 or -5], Shyness[Varies], Stubbornness[-5], Trickster[-15*], Vow (Never kill a human)[-10],or Wealth[Varies].
  • Another -20 points chosen from among the previous traits or Alcoholism [-15], Flashbacks[Varies], Greed[-15*], Jealousy[-10], Nightmares[-5*], No Sense of Humor[-10], Overconfidence[-5*],Paranoia[-10],or Xenophilia[-10*].

Primary Skills: [24]

  • Stealth(A) DX+2[8].
  • Eight of: Forced Entry or Jumping, both(E)DX+1[2]; Climbing(A)DX [2];Acrobatics or Escape,both(H)DX-1[2]; Camouflage(E)IQ+1[2]; Animal Handling(Dogs), Electronics Operation(Security), Holdout, Lockpicking, Photography, Shadowing,Soldier,or Traps,all(A)IQ[2];or Body Language, Lip Reading, Observation, Search, Tracking, or Urban Survival, all(A)Per[2].

Secondary Skills: [8]

  • Two of Crossbow, Guns(Pistol,Rifle), or Liquid Projector(Squirt Gun),all(E)DX+1[2];or take just one, at +1 skill
  • Two of Brawling, Knife, or Thrown Weapon(any), all (E)DX+1[2]-15; Axe/Mace, Bolas, Boxing, Broadsword, Saber, Shortsword, Staff, Throwing, or Wrestling, all(A)DX[2];or Judo or Net, both(H)DX-1 [2].

Background Skills: [5]: Five of Fast-Draw(any) or Knot-Tying, both(E)DX[1]; Driving(Automobile or Motorcycle) or Filch, both(A) DX-1[1]; Sleight of Hand(H) DX-2 [1]; Area Knowledge(any), Computer Operation, Current Affairs(any), First Aid, Gesture, or Housekeeping, all (E)IQ[1]; Acting, Architecture, or Disguise, all(A)IQ-1 [1]; Swimming(E)HT[1]; Running(A)HT-1[1]; or Scrounging(E)Per[1].

WHITECOAT

Some call you “doc” others say “egghead,” and a few use the more-accurate “forensic scientist. ”As long as they say it with respect, you’re okay with all three. You are a student of the human body and mind, which serves you well with everything from analyzing a crime scene to patching up an a stylaceration.

AttributesST10[0]; DX12[40]; IQ14[80]; HT12[20]. Secondary Characteristics:[6] HP +3[6]

Advantages: [65]

  • Luck[15]
  • Healer 2[20]
  • Another 25 points chosen from among ST+1[10], DX+1[20], HT+1 or +2[10/level], HP +1 or +2[2/level], Combat Reflexes[15], Common Sense [10], Contacts (Coroner, hospital administrator, etc.; Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or 6], Fearlessness [2/level] or Unfazeable [15], Gizmos 1-3 [5/gizmo], Healer 3-4[10/level], Intuition[15], Luck[15], Patrons [10 or 20], Resistant [Varies], Sensitive [5] or Empathy[15], Signature Gear[Varies], or Wealth[Varies].

Disadvantages:[-50]

  • Duty rangers 12-[-10]
  • -15 points chosen from among Charitable [-15*], Chummy [-5] or Gregarious [-10], Compulsive Snooping[-5*], Curious[-5*], Guilt Complex[-5], Honesty [-10*], Post-Combat Shakes [-5*], Sense of Duty (One teammate or Teammates)[-2 or-5],Vow(Never kill a human or Never refuse a request for medical aid) [-10], or Wealth [Varies]
  • -20 points chosen from among the previous traits or Alcoholism[-15],Bad Temper[-10*],Easy to Read[-10], Greed[-15*], Nightmares [-5*], No Sense of Humor[-10], Overconfidence[-5*], Selfish[-5*], Stubbornness[-5], Truthfulness[-5*], or Workaholic[-5].

Primary Skills:[26]

  • Criminology[2]; Forensics[4]; Diagnosis, Physician, and Psychology, all[2];Surgery[2];Search[2]
  • Five of Administration,Electronics Operation(Medical),Hazardous Materials (Biological), Interrogation, or Research,Bioengineering(any), Chemistry, Intelligence Analysis, or Poisons,Pharmacy(Synthetic) or Veterinary,Biology, Body Language or Observation or Detect Lies all[2]

Secondary Skills:[8]

  • One of: Beam weapon(any), Guns(Pistol, Rifle), or Liquid Projector (Flamethrower, Sprayer, or Squirt Gun) all [4]
  • Two of Brawling or Knife, Axe/Mace, Boxing, Broadsword, Saber, Short sword, Staff, Throwing, or Wrestling, Acrobatics or Judo. all[2]

Background Skills: Five of: Fast-Draw(any),Driving(Automobile) or Stealth,Area Knowledge (any), Computer Operation, Current Affairs (any),Gesture,or Housekeeping;Merchant,Teaching,or Writing,Diplomacy or Naturalist Swimming or Scrounging all [1]

Generalist

Not everyone is specialized in just one or two things. If the team needs anything done where one of the others is not in their primary role, they likely turn to you.

Attributes:ST11[10]; DX13[60]; IQ13[60]; HT11[10].

Secondary Characteristics: HP +5[10]

Advantages: [55]

  • Luck[15]
  • 15 points chosen from among ST+1[10], Combat Reflexes[15], Danger Sense[15], DR 1-2(Tough Skin,-40%)[3 or 6],Fearlessness[2/level], High Pain Threshold[10], Improvised Weapons[1/skill], Lifting ST 1-2[3 or 6], Off Hand Weapon Training [1/skill] or Ambidexterity [5], Rapid Healing[5] or Regeneration(Slow) [10], Striking ST 1-2[5 or 10] or Weapon Bond[1/weapon].
  • 20 points chosen from among DX+1[20], IQ+1 [20],HT +1 or +2[10/level], HP +1 to +3[2/level], Will +1 or +2[5/level], Per +1 or +2 [5/level], Combat Reflexes[15], Eidetic Memory[5]or Photographic Memory[10],Fearlessness[2/level], Languages[2-6/language], Luck[+15], Wealth[Varies], or any Talent[Varies].

Disadvantages: [-60]

  • Duty Rangers 12-[-10]
  • -25 points chosen from among Appearance [Varies], Bad Temper [-10*], Berserk[-10*], Bully[-10*], Callous[-5], Charitable[-15*], Curious[-5*], Flashbacks[Varies], Gluttony[-5*], Honesty [-10*], Impulsiveness[-10*], Nightmares[-5*], No Sense of Humor[-10], Oblivious[-5], On the Edge[-15*], Overconfidence[-5*], Sense of Duty(One person or Teammates)[-2 or -5], Shyness[Varies], Social Stigma(Criminal Record)[-5], Stubbornness [-5], Truthfulness [-5*] or Wealth[Varies].
  • -25 points chosen from among Absent-Mindedness [-15], Alcoholism[-15], Appearance[Varies], Bad Sight (Mitigator, Glasses, -60%) [-10], Bad Temper [-10*], Callous [-5], Charitable[-15*], Curious [-5*], Honesty[-10*], No Sense of Humor [-10], Overconfidence[-5*], Post-Combat Shakes[-5*], Sense of Duty (One person or Teammates) [-2 or -5], Shyness [Varies], Skinny[-5], Stubbornness [-5], Stuttering[-10], Truthfulness[-5*], or Wealth[Varies]

Primary Skills: [52]

  • One of Knife(E) or Axe/Mace, Broadsword, Saber, Short sword, Spear, Two-Handed Axe/Mace, or Two-Handed Sword, all[4].
  • Two of Brawling[4]; Boxing, Staff, Sumo Wrestling, Tonfa, Whip, or Wrestling, all (A) DX+1[4]; Acrobatics, Karate, or Judo, all [4]
  • One of: Beam weapon(any)[8],Guns(Pistol,Rifle,Shotgun,or SMG)[8]
  • Two of Beam weapon(any),Guns(Pistol,Rifle,Shotgun,or SMG), Liquid Projector(Flamethrower, Sprayer, or Squirt Gun), or Thrown Weapon(any); or Bolas, Bow, or Throwing, all[2].
  • 12 of [2 each]:Acting IQ/A B174, Administration IQ/A B174, Animal Handling* IQ/A B175, Archaeology IQ/H B176, Architecture/TL IQ/A B176, Area Knowledge* IQ/E, B176 Armoury/TL* IQ/A B178, Bicycling DX/E B180, Bioengineering/TL* IQ/H B180, Biology/TL IQ/VH B180, Body Language Per/A B181, Camouflage IQ/E B183, Chemistry/TL IQ/H B183, Computer Hacking/TL IQ/VH B184, Computer Operation/TL IQ/E B184, Computer Programming/TL IQ/H B184, Connoisseur* IQ/A B185, Criminology/TL IQ/A B186, Current Affairs/TL* IQ/E B186, Detect Lies Per/H B187, Diagnosis/TL IQ/H B187, Diplomacy IQ/H B187, Disguise/TL IQ/A B187, Electronics Operation/TL* IQ/A B189, Electronics Repair/TL* IQ/A B190, Engineer/TL* IQ/H B190,Explosives/TL* IQ/A B194, Fast-Talk IQ/A B195, First Aid/TL IQ/E B195, Forensics/TL IQ/H B196, Forgery/TL IQ/H B196, Gambling IQ/A B197, Gesture IQ/E B198, Hazardous Materials/TL* IQ/A B199, Hidden Lore* IQ/A B199, Holdout IQ/A B200, Housekeeping IQ/E B200, Hypnotism IQ/H B201, Intelligence Analysis/TL IQ/H B201, Interrogation IQ/A B202, Intimidation Will/A B202,Law*† IQ/H B204, Leadership IQ/A B204, Lip Reading Per/A B205, Lock picking/TL IQ/A B206, Mathematics/TL(Applied) IQ/H B207, Mechanic/TL* IQ/A B207, Meditation Will/H B207, Merchant IQ/A B209, Naturalist IQ/H B211, Observation Per/A B211, Pharmacy/TL* IQ/H B213, Photography/TL IQ/A B213, Physician/TL IQ/H B213, Physics/TL‡ IQ/VH B213, Physiology/TL* IQ/H B213, Poisons/TL IQ/H B214, Professional Skill* IQ/A B215, Psychology IQ/H B216, Public Speaking IQ/A B216, Research/TL IQ/A B217, Savoir-Faire* IQ/E B218, Scrounging Per/E B218, Search Per/A B219, Shadowing IQ/A B219, Smuggling IQ/A B221, Soldier/TL IQ/A B221, Speed-Reading IQ/A B222, Streetwise IQ/A B223, Surgery/TL IQ/VH B223, Survival* Per/A B223, Tactics IQ/H B224, Teaching IQ/A B224, Theology* IQ/H B226, Tracking Per/A B226, Traps/TL IQ/A B226, Urban Survival Per/A B228, Ventriloquism IQ/H B228, Veterinary IQ/H B228, Writing IQ/A B22.

Secondary Skills: [5]

  • five of Fast-Draw(any), Forced Entry, or Jumping, ; Climbing or Stealth, ; Camouflage or Gesture, Holdout; or Hiking, Lifting, or Running, all[1].

Background Skills: all 1 point each[7]

  • Three of Driving(Automobile or Motorcycle); Area Knowledge (any) or Current Affairs(any); Carousing or Swimming; Breath Control; or Scrounging
  • Four of Area Knowledge(any), Computer Operation, Current Affairs (any), First Aid, Gesture, or Housekeeping; Administration, Holdout, Speed-Reading, Teaching, Traps, or Writing; Carousing or Swimming; or Scrounging

Other/specialist

Not everyone is one of the previous categories, there are a lot of specialists around.

Specialists select one of:

  • Attributes:ST 10 [0]; DX 13 [60]; IQ 14 [80]; HT 11 [10]
  • Attributes:ST 10 [0]; DX 14 [80]; IQ 13 [60]; HT 11 [10]

Then select one of the suitable training_experience_packages as base.

Advantages: Luck [15] and 45 points advantages from the package

Disadvantages: Duty rangers(12-)[-10] and -50 points chosen from among Curious [-5*], , Greed† [-15*], Honesty† [-10*], Sense of Duty (Team) [-5], or Social Stigma (Criminal Record)† [-5]. Alcoholism [-15], Bad Temper [-10*], Chummy [-5] or Gregarious [-10], Guilt Complex [-5], Insomniac [-10 or -15], Nightmares [-5*], Overconfidence [-5*], Paranoia [-10], Stubbornness [-5], Truthfulness [-5*], Workaholic [-5] Curious [-5*], Clueless [-10], Odious Personal Habit (Nosy) [-5], Oblivious [-5], Bad Temper [-10*], Cowardice [-10*], Impulsiveness [-10*], Post-Combat Shakes [-5*], Shyness [-5 or -10], Skinny [-5], or Trickster [-15*]

Primary and secondary skills: 50 points from the package.

  • If the package has more than 50 points skills, then reduce the levels of 4+ points skill of your choice by one level each until suitable.
  • If the package has less than 50 points skills, then first add one more pick to all “choose X skills from” lists. Next increase the levels of 4-8 points skills of your choice by one level each until suitable and if still points over raise first 2 point skills to 4 and then 1 point to 2.
  • Any 1-3 points left over are then used in the Basic skills/background part of character creation.

Enchanced Templates

These are all 350 point templates. They include the character basic training and an edge into one package. If you select one of these then use only 150 points in the Training/Experience packages instead of 300 in Character special background on the professional trainings as if you already had an edge.

Gunslinger

You’re a one-person combat squad! In your hands, a gun is more precise than a surgeon’s scalpel. If it can be put down with bullets, you can do it. If not, you can hold your own with other forms of combat, too – and enough firepower can often weaken a foe enough for one of your teammates to land a true killing blow. Your situational awareness helps you predict your enemies’ tactics and find the best cover before the fight starts..

Attributes:(220) ST 13 [30]; DX 16 [120]; IQ 12 [40]; HT 13 [30].

Secondary Characteristics:(5) HP +5 [10]; Basic Speed -0.25[-5];

Advantages: (101)

  • Combat Reflexes [15]
  • Gunslinger [25]
  • Luck [15];
  • Quick Reload (Gun!) [1]
  • Another 30 points chosen from among ST +1 to +2 [10/level], DX +1 [20], IQ +1 [20], HT +1 [10], Will +1 to +3 [5/level], Per +1 to +3 [5/level], Born War-Leader 1-4 [5/level], Brave [1], Danger Sense [15], Daredevil [15], DR 1-2 (Tough Skin, -40%) [3 or 6], Dual Shooting (Gun!) [5], Enhanced Dodge 1 [15], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Gun Fu Perks [1/perk], High Pain Threshold [10], Lifting ST 1-2 [3 or 6], Off-Hand Weapon Training [1/skill] or Ambidexterity [5], Patrons [10 to 30], Peripheral Vision [15], Rapid Healing [5] or Regeneration (Slow) [10], Resistant [Varies], Wild Talent 1 [20], or replace Luck [15] with Extraordinary Luck [30] for 15 points.
  • A further 15 points chosen from among the previous traits or Absolute Direction [5], Acute Senses (any) [2/level], Alcohol Tolerance [1], Night Vision [1/level], No Hangover [1], Reputation[Varies], or Wealth [Varies].

Disadvantages: (-60)

  • Duty rangers(12-)[-10]
  • -20 points chosen from among: Bad Temper [-10*], Berserk [-10*], Bloodlust [-10*], Code of Honor (Soldier’s) [-10], Delusion (“Enough bullets can kill any physical threat!”) [-10], Fanaticism (Nation or Service) [-15], Flashbacks [Varies], Greed [-15*], Honesty [-10*], Impulsiveness [-10*], On the Edge [-15*], or Overconfidence [-5*]
  • Another -30 points chosen from among the previous traits or Alcoholism [-15], Bully [-10*], Callous [-5], Chummy [-5] or Gregarious [-10] or Loner [-5*], Destiny [-5 to -15], Guilt Complex [-5], Jealousy [-10], Killjoy [-15], Nightmares [-5*], Oblivious [-5], Odious Personal Habits [-5 to -15], Reputation [Varies], Sense of Duty (Teammates) [-5], Stubbornness [-5], Truthfulness [-5*], Wealth [Varies], Wounded [-5], or Vow (Never kill a human) [-10].

Primary Skills: (69)

  • Guns/beam weapons(any)[16]
  • two other Guns/beam weapons(any)[4]
  • Gunner(any)[4]
  • Gunner(any other)[2]
  • Power Armor[16]
  • (main Gun/beam weapon) Power Armor training[3]
  • payload or auto fire technique for one weapon type[2]
  • Tactics (H)[8]
  • Two of: Intelligence Analysis (H) IQ [4]-12; Observation (A) Per+1 [4]-13; Soldier† (A) IQ+1 [4]-13; or 4 points to raise Tactics one level.
  • Three of Brawling, Knife‡, or Thrown Weapon (any), all (E) DX+1 [2]-17; Axe/Mace‡, Bow, Boxing, Broadsword‡, Shortsword‡, Spear‡, Throwing, or Wrestling, all (A) DX [2]-16; or Judo or Karate, both (H) DX-1 [2]-15.

Secondary Skills:(10)

  • First Aid (E) IQ+1 [2]-13
  • Four of: Climbing or Stealth†, both (A) DX [2]-16; Gesture† (E) IQ+1 [2]-13; Armoury (Small Arms)†, Explosives (Demolition)†, Interrogation†, Leadership†, or Traps, all (A) IQ [2]-12; Hiking† or Running, both (A) HT [2]-13; Intimidation (A) Will [2]-12; or Tracking or Urban Survival, both (A) Per [2]-12. •

Background Skills(5): Five of: Knot-Tying (E) DX [1]-16; Fast- Draw (Knife or Sword) (E) DX+1 [1]-17‡§; Driving (Auto- mobile, Heavy Wheeled, or Motorcycle) (A) DX-1 [1]-15; Area Knowledge (any), Camouflage†, Computer Operation, Current Affairs (any), or Savoir-Faire (Military)† all (E) IQ [1]-12; Gambling (A) IQ-1 [1]-11; or Carousing or Swim- ming, both (E) HT [1]-13.

Experiment

You’re human… just not, technically, 100% human. They reengineered every part of you – or, alternatively, grew you from scratch – using the latest biotechnology. Now you’re faster, stronger, and smarter than a normal human could ever hope to be, all thanks to Bioenhancement. Whether your creators were Good Guys that you still work for, or Bad Guys that you managed to escape, you now use your advanced body and mind to protect humanity.

Attributes:(210) ST 15 [50]; DX 13 [60]; IQ 13 [60]; HT 14 [40].

Secondary Characteristics:(11) +3 [6]; Basic Speed +0.25[5]

Advantages: (80)

  • Bioenhancement Talent 2 [10];
  • Combat Reflexes[15]
  • Luck [15]
  • 45 points in Bioenhancement abilities put leftovers into the following advantages
  • Another 40 points chosen from among: ST +1 to +4 [10/level], DX +1 or +2 [20/level], IQ +1 or +2 [20/level]; HT +1 [10], Absolute Direction [5], Absolute Timing [2], Acute Senses (any) [2/level], Alcohol Tolerance[1], Ambidexterity [5], Appearance [Varies], Brave [1], Charisma [5/level], Contacts (Researchers, etc.; Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or 6], Danger Sense [15], Dual Shooting (Pistol)[5], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Flexibility [5] or Double-Jointed [15], High Pain Threshold [10], Intuition [15], Lifting ST 1-5 [3/level], Night Vision [1/level], Penetrating Voice [1], Peripheral Vision [15], Quick Reload (any) [1], Rapid Healing [5] or Regeneration (Slow) [10], Reputation [Varies], Resistant [Varies], Striking ST 1-5 [5/level], Trademark Move [1/move], Wealth [Varies], Weapon Bond [1/weapon], Wild Talent [20/level], replace Combat Reflexes [15] with Enhanced Time Sense [45] for 30 points, or replace Luck [15] with Extraordinary Luck [30] for 15 points.

Disadvantages: (-65)

  • Duty rangers(12-)[-10]
  • Unusual Biochemistry [-5].
  • Another -20 points chosen from among Berserk [-10*], Callous [-5], Flashbacks[Varies], Loner [-5*], Low Self-Image [-10] or Overconfidence [-5*], Mistaken Identity [-5], Nightmares [-5*], Odious Personal Habit (Arrogant) [-5], or Stubbornness [-5].
  • Another -30 points chosen from among the previous traits or Bad Temper [-10*], Bloodlust [-10*], Bully [-10*], Clueless [-10], Code of Honor [-5 to -15], Curious [-5*], Delusions [Varies],Gullibility[-10*],Honesty[-10*], Impulsiveness [-10*], Killjoy [-15], Low Empathy [-20], No Sense of Humor [-10], Oblivious [-5], Obsession (Destroy all copies of my file) [-5*], Paranoia [-10], Phobia [Varies], Sense of Duty (Teammates) [-5], Shyness [Varies], or Vow (Never kill a human) [-10].

Primary Skills: (61)

  • Autohypnosis (H) Will [4]
  • Biology (VH) IQ[8]
  • Body Control (VH) HT [8]
  • Chemistry (H) IQ[4]
  • Computer Operation (E) IQ [1]
  • Three of: Electronics Operation (Medical or Scientific) or Hazardous Materials (Biological or Chemical), both (A) IQ+1 [4]; Bio-engineering (any), Computer Programming, Diagnosis, Forensics, or Pharmacy (Synthetic), all (H) IQ [4]; or Computer Hacking†, Surgery, or Weird Science,all(VH)IQ-1 [4].
    • Three of Forced Entry or Jumping, both (E) DX+1 [2]; Climbing or Stealth, both (A) DX [2]; Acrobatics or Escape, both (H) DX-1 [2]; Swimming (E) HT+1 [2]; Hiking, Lifting, or Running, all (A) HT [2]. Secondary Skills: First Aid (E) IQ [1]; and Research (A) IQ-1 [1].
    • One of Knife (E) DX+2 [4] or Axe/Mace, Broadsword, Rapier, Saber, Shortsword, Spear, Staff, Two-Handed Axe/Mace, or Two- Handed Sword, all (A) DX+1 [4].
    • Two of Crossbow, Guns (Pistol, Rifle), Liquid Projector (Flamethrower or Sprayer), Thrown Weapon (Axe/Mace or Knife), all (E) DX+1 [2]; Bolas, Bow, or Throwing, all (A) DX [2]; or Net (H) DX-1 [2].
    • One of these 8-point unarmed packages:
      • Judo (H) DX [4] and Karate (H) DX [4].
      • Brawling (E) DX+1 [2] and Wrestling (A) DX [2] and Spend 4 points to raise a melee weapon skill by 1, or to raise two ranged weapon skills by 1 each.

Background Skills:(6) Six of Beam Weapons (Projector) or Bicycling, both (E) DX [1]; Driving (Automobile, Heavy Wheeled, or Motorcycle) (A) DX-1 [1]; Body Sense or Sleight of Hand, both (H) DX-2 [1]; Area Knowledge (any), Camouflage, or Gesture, all (E) IQ [1]; Administra- tion, Armoury (any), Disguise, Holdout, Speed-Reading, or Writing, all (A) IQ-1 [1]; Intimidation (A) Will-1 [1]; or Lip Reading, Observation, or Tracking, all (A) Per-1 [1].

Techie

You have spent most of your life applying techno logical solutions to all kinds of problems.

Attributes:(190) ST 11 [10]; DX 12 [40]; IQ 16 [120]; HT 12 [20].

Secondary Characteristics:(8) HP +4 [8];

Advantages: (85)

  • Combat Reflexes [15];
  • Luck [15];
  • Versatile [5].
  • Another 25 points chosen from among: Equipment Bond [1/item], Gizmos 1-4[5/level], Wealth [Varies], Weapon Bond [1/weapon], or replace Luck

[15] with Extraordinary Luck [30] for 15 points.

  • A further 25 points chosen from among: DX +1 [20], HT +1 or +2 [10/level], Basic Speed +1.00 [20], Absolute Timing [2], Brave [1], Contact Group

(Scientific or research team, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15], Contacts (Expert, specialist, etc.; Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or 6], Daredevil [15], Eidetic Memory [5] or Photographic Memory [10], Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15], High Pain Threshold [10], Intuition [15], Lifting ST 1-2 [3 or 6], Quick Reload (any) [1], Resistant [Varies], or Wild Talent 1 [20].

Disadvantages: (-60)

  • Duty rangers(12-)[-10]
  • -15 points chosen from among Absent-Mindedness [-15], Appearance [Varies], Clueless [-10], Curious [-5*], Delusion (“Technology can fix anything!”) [-10], Impulsiveness [-10*], Oblivious [-5], Odious Personal Habit (Poor hygiene) [-5], Stubbornness [-5]
  • further -15 points chosen from among Charitable [-15*], Chummy [-5] or Gregarious [-10] or Loner [-5*], Easy to Read [-10], Gullibility [-10*], Honesty [-10*], Low Self-Image [-10], Short Attention Span [-10], Truthfulness [-5*], or Workaholic [-5]
  • Another -20 points chosen from among Greed [-15*], Intolerance (Luddites) [-5], Jealousy [-10], Klutz [-5], Lecherousness [-15*], No Sense of Humor [-10], Overweight [-1] or Skinny [-5], Post-Combat Shakes [-5*], Shyness [Varies], Trickster [-15*], Wealth [Varies], or Vow (Never kill a human) [-10].

Primary Skills: (98)

  • 5 at [8] each of: Armoury(Any), Electronics Repair(any), Mechanic(any), Engineering(any), Architect, Bio engineering(any), Computer programming, Physics, Chemistry, Electrician, Machinist
  • 5 at [4] each from above.
  • 5 at [2] each from above.
  • Computer Operation (E) IQ [2]
  • Research(A) IQ [2]
  • Scrounging (E) Per [1]
  • Mathematics(Applied)[1]
  • Three of Electronics Operation(any)(A)IQ [4]

Secondary Skills:(24)

  • Three of Hazardous Materials (Biological†, Chemical, or Radiological), Lockpicking, Photography, or Traps, all (A) IQ [2]-16; Diagnosis, Diplomacy, Forensics, Pharmacy (Synthetic), physician†, Psychology, or Veterinary, all (H) IQ-1 [2]-15; or Biology‡ or Surgery, both (VH) IQ-2 [2]-14.
  • Two of: Brawling or Forced Entry, both (E) DX+2 [4]-14; Climbing, Stealth, or Wrestling, all (A) DX+1 [4]-13; Acrobatics or Judo, both (H) DX [4]-12; or Running (A) HT+1 [4]-13.
  • Two of Beam Weapons (Any), Guns (Any), or Liquid Projector (Flamethrower,Sprayer, or Squirt Gun), all (E) DX+2 [4]-14.
  • One of Crossbow or Knife, both (E) DX+1 [2]-13; Axe/Mace, Broadsword, Saber, Shortsword, or Throwing, all (A) DX [2]-12; or spend 2 points to take any unchosen skill from the two previous lists, at -1 to skill.

Background Skills:(5) Five of: Fast-Draw (Pistol or Long Arm) (E) DX+1 [1]; Driving (Automobile) (A) DX-1 [1]-11; Area Knowledge (any), Current Affairs (any), or First Aid†, all (E) IQ [1]-16; Acting, Administration, Explosives (Demolition), Holdout, Merchant, Speed-Reading, Teaching, or Writing, all (A) IQ-1 [1]-15; Swimming (E) HT [1]-12; or Observation or Search, both (A) Per-1 [1]-15.

Random

  1. Investigator
  2. Main
    1. FACEMAN
    2. HACKER
    3. INFILTRATOR
    4. MEDIC
    5. WHEELMAN
    6. SHOOTER
  3. Main as above
  4. Main second
    1. Sniper
    2. Demolition man
    3. WIRERAT
    4. Sniper
    5. Demolition man
    6. WIRERAT
  5. Secondary
    1. FIXER
    2. SCOUT
    3. WHITECOAT
    4. Generalist
    5. specialist high DX, roll training packages
    6. specialist high IQ, roll training packages
  6. Enchanced:
    1. Gunslinger
    2. Experiment
    3. Techie
    4. Psi
    5. Sleuth
    6. Sage
starrangers/character_training_packages.txt · Last modified: 2018/07/31 23:23 by 127.0.0.1