User Tools

Site Tools


starrangers:character_training_packages

This is an old revision of the document!


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.

Main templates

INVESTIGATOR

This is the resume of a professional mercenary! You got the world’s biggest drug dealer on his way here. What, do you need a slide rule to figure it out? Or maybe another body in a zipper bag
before you start asking questions? – Det. Lt. John McClane, Die Hard 2

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 13 [60]; IQ 14 [80]; 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 (A) DX [2]-13, Brawling (A) DX+1 [2]-14, or Karate (H) DX-1 [2]-12. • Either Judo (H) DX-1 [2]-12 orWrestling (A) DX [2]-13. • Guns (Pistol) (E) DX+1 [2]-14 and Holdout (A) IQ-1 [1]-14. • Three of Administration (A) IQ [2]-15; Accounting, Cryptography, Expert Skill (Military Science), Forensics, or Psychology, all (H) IQ-1 [2]-14; or another primary skill choice. • Three of Forced Entry (E) DX+1 [2]-14; 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) (A) DX-1 [1]-12

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 13 [60]; IQ 14 [80]; HT 11 [10].

Advantages: Attractive [4]; Honest Face [1]; Luck [15]; and Smooth Operator 2 [30]. • 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], 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) (E) IQ+2 [1]-17†; Acting, Fast-Talk, Leadership, and Public Speaking, all (A) IQ+1 [1]-16†; Merchant (A) IQ-1 [1]-14; Diplomacy (H) IQ [1]-15†; Carousing (E) HT+2 [1]-13†; Sex Appeal (A) HT+2 [1]-13†‡; Intimidation (A) Will+1 [1]-16†; and Detect Lies (H) Per [1]-15†.

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 orWrestling (A) DX [2]-13. • Guns (Pistol) (E) DX+1 [2]-14 and Holdout (A) IQ-1 [1]-14. • Ten of Fast-Draw (Pistol) (E) DX [1]-13; Dancing, Filch, or Stealth, all (A) DX-1 [1]-12; Pickpocket or Sleight of Hand, both (H) DX-2 [1]-11; Savoir-Faire (any) (E) IQ+2 [1]-17†; Administration, Connoisseur (any), Disguise, Electronics Operation (Media), Gambling, Interrogation, Propaganda, or Smuggling, all (A) IQ-1 [1]-14; Counterfeiting, Forgery, or Psychology, all (H) IQ-2 [1]-13; Body Language (A) Per-1 [1]-14; or 1 point to raise one of those skills or any primary skill by a level.

Background Skills: Computer Operation (E) IQ [1]-15 and Driving (Automobile or Motorcycle) (A) DX-1 [1]-12.

† Includes +2 for Smooth Operator.

‡ Includes +1 for Attractiv

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 (pp. 9-10), kill alarms ahead of the infiltrator (pp. 11-12), pull records for the investigator (pp. 12-13), and work geek-to-geek with the wire rat (p. 16).

Attributes:ST 10 [0]; DX 12 [40]; IQ 14 [80]; HT 11 [10]. Secondary Characteristics: Per 13 [-10];

Advantages: Born to Be Wired 4 [20]; Luck [15]; and Quick Gadgeteer (H4xx0r, -50%) [25]. • 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], 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], Zeroed [10], 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 (E) IQ+4 [1]-19‡; Electronics Repair (Computers) (A) IQ+3 [1]-18‡; Computer Programming, Cryptography, and Expert Skill (Computer Security), all (H) IQ+2 [1]-17‡; and Computer Hacking (VH) IQ+3 [4]-18‡.

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, Expert Skill (Epidemiology), 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]; Higher Purpose (Deliver the package) [5]; andLuck [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 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 -50 points chosen from among: Greed [-15*], Honesty [-10*], Sense of Duty (Team) [-5], or Social Stigma (Criminal Record) [-5]. • Another -10 points chosen from among those traits 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 (A) DX+4 [2]-18†. • Four of Artillery (Bombs, Guided Missile,or Torpedoes), Electronics Operation (Communications or Sensors), Freight Handling, or Mechanic (any), all (A) IQ [2]-13; 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 15 [100]; IQ 11 [20]; HT 12 [20]. Secondary Characteristics: HP +5 [10]; Per 12 [5];

Advantages: Gunslinger [25] 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 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), Forced Entry, and Jumping, all (E) DX [1]-16; and Acrobatics (H) DX [4]-16. • Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2 [4]-18. • Seven of Guns (Light Machine Gun, Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+1 [1]-17, bought from default to first Guns specialty; Crossbow, Fast-Draw (Long Arm or Pistol), Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), Liquid Projector (Flamethrower or Sprayer), all (E) DX [1]-16; or Throwing (A) DX-1 [1]-15.

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 15 [100]; IQ 12 [40]; HT 11 [10]. Secondary Characteristics: Basic Speed 7.00[5];

Advantages: Craftiness 4 [20] and Luck [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 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 (E) IQ+4 [1]-16†; Beam weapons (Rifle) (E) DX+2 [4]-18; Holdout (A) IQ+4 [2]-16†; Shadowing (A) IQ+4 [2]-16†; and Stealth (A) DX+4 [2]-20†. • Five [1] of Beamweapons(Pistol), Guns (Rifle, Pistol, Shotgun, or Submachine Gun) or Crossbow, Fast-Draw (Knife or Pistol), Garrote, Knife, or Liquid Projector (SquirtGun)

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, Fireworks, 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 (Grenade Launcher, LAW, Pistol, or Shotgun) and Guns (second choice), both (E) DX+1 [2]-14. • Four of Architecture, Armoury (Heavy Weapons), Artillery (any), Lockpicking, Machinist, Mechanic (Automobile), Scuba, or Traps, all (A) IQ [2]-14; Chemistry, Engineer (Combat), or Expert Skill (Military Science), 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 12 [40]; 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];and Quick Gadgeteer (Solder and Duct Tape, -50%) [25]. • 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], 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 30 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-[-15] 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(Neverkill 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]; DX15[100]; IQ11[20]; HT12[20]. Secondary Characteristics:HP +4[8] Per +1[10]; BasicSpeed +0.5 [10]

Advantages: Luck[15] Another 20 points chosenfromamongIQ+1 [20], AbsoluteDirection[5], AcuteSenses (any) [2/level], CombatReflexes[15],Craftiness1-4[5/level],DangerSense [15], EideticMemory[5] or PhotographicMemory[10], Fearlessness[2/level] or Unfazeable[15], Flexibility[5] or Double-Jointed [15], Luck [15], Night Vision [1/level], Patrons[10or20], Peripheral Vision[15], SignatureGear [Varies], Single-Minded[5], orWealth[Varies].

Disadvantages: Duty rangers 12-[-15] and -15points chosenfromamongCallous [-5], Curious [-5*], Impulsiveness [-10*], Kleptomania [-15*], Lecherousness[-15*],Loner[-5*],Post-CombatShakes[-5*], Selfish[-5*],SenseofDuty(OnehunterorTeammates)[-2or -5],Shyness[Varies],Stubbornness[-5],Trickster[-15*],Vow (Neverkillahuman)[-10],orWealth[Varies].•Another-20 pointschosenfromamongtheprevioustraitsorAlcoholism [-15],Flashbacks[Varies],Greed[-15*],Jealousy[-10],Nightmares[-5*],NoSenseofHumor[-10],Overconfidence[-5*], Paranoia[-10],orXenophilia[-10*].

Primary Skills: Stealth(A) DX+2[8]-16. •Eight of Forced EntryorJumping, both(E)DX+1[2]-15; Climbing(A)DX [2]-14;AcrobaticsorEscape,both(H)DX-1[2]-13;Camouflage(E)IQ+1[2]-12; Animal Handling(Dogs), Electronics Operation(Security), Holdout, Lockpicking, Photography, Shadowing,Soldier,orTraps,all(A)IQ[2]-11;orBodyLanguage, Lip Reading, Observation, Search, Tracking, or UrbanSurvival, all(A)Per[2]-13.

Secondary Skills: .•Two ofCrossbow,Guns(Pistol,Rifle,Shotgun,orSMG),orLiquidProjector(SquirtGun),all(E)DX+1[2]-15;ortakejust 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]-14;orJudoorNet,both(H)DX-1 [2]-13.

Background Skills: Four of Fast-Draw(any) or Knot-Tying, both(E)DX[1]-14; Driving(Automobile or Motorcycle) or Filch, both(A) DX-1[1]-13; Sleight of Hand(H) DX-2 [1]-12; Area Knowledge(any), Computer Operation, Current Affairs(any), First Aid, Gesture, or Housekeeping, all (E)IQ[1]-11; Acting, Architecture, or Disguise, all(A)IQ-1 [1]-10; Swimming(E)HT[1]-12; Running(A)HT-1[1]-11; or Scrounging(E)Per[1]-13.

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 astylaceration.

Attributes:ST10[0]; DX11[20]; IQ15[100]; HT12[20]. Secondary Characteristics: HP +3[6] Basic Speed +0.25[5];

Advantages: Luck[15] Healer2[20]. •Another 25 points chosen from among ST+1[10], DX+1[20], HT+1or+2[10/level], HP +1or +2[2/level], Combat Reflexes[15], Common Sense [10], Contacts (Coroner, hospital administrator, etc.; Skill-12, 15, or18; 9orless; Usually Reliable) [2, 4, or6], Fearlessness [2/level] or Unfazeable [15], Gizmos 1-3 [5/gizmo], Healer3-4[10/level], Intuition[15], Luck[15], Patrons [10 or 20], Resistant [Varies], Sensitive [5] or Empathy[15], Signature Gear[Varies], or Wealth[Varies].

Disadvantages: Duty rangers 12-[-15] and -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]. •Another-20pointschosenfromamongtheprevioustraitsorAlcoholism[-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:

  • 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:

  • One of: Beam weapon(any), Guns(Pistol, Rifle, Shotgun, or SMG), 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

Attributes:ST11[20]; DX13[60]; IQ13[60]; HT12[20].

Secondary Characteristics: HP +5[10]

Advantages: Luck[15] and

  • 15 points chosen from among ST+1[10], HP+1 to+3[2/level], Will+1or+2[5/level], Per+1or+2[5/level], 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[5or 10] or Weapon Bond[1/weapon].
    • 25 points chosen from among DX+1[20], IQ+1 [20],HT +1 or +2[10/level],HP+1or+2[2/level],Will+1or +2[5/level], Per+1or+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: Duty Rangers 12-[15]

  • -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:

  • One of Knife(E) DX+3-15 or Axe/Mace, Broadsword, Saber, Short sword, Spear, Two-Handed Axe/Mace, or Two-Handed Sword, all (A) DX+2 [4]-14.
  • Two of Brawling(E) DX+2[4]-14; Boxing, Staff, Sumo Wrestling, Tonfa, Whip, or Wrestling, all (A) DX+1[4]-13; Acrobatics, Karate, or Judo, all (H)DX[4]-12;
  • 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].
  • Ten of [4 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,Expert Skill* IQ/H B193,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:

  • Four of Fast-Draw(any), Forced Entry, or Jumping, ; Climbing or Stealth, ; Camouflage or Gesture, Holdout; or Hiking, Lifting, or Running, all[2].

Background Skills:

  • Three of Driving(Automobile or Motorcycle) (A) DX-1 [1]-11; Area Knowledge (any) or Current Affairs(any),both(E)IQ[1]-10; Carousing or Swimming, both[1]; Breath Control (H) HT-2[1]-10; or Scrounging (E) Per [1]-10
  • Six of Area Knowledge(any), Computer Operation, Current Affairs (any), First Aid, Gesture, or Housekeeping, all (E) IQ[1]-13; Administration, Holdout, Speed-Reading, Teaching, Traps, or Writing, all (A) IQ-1 [1]-12; Carousing or Swimming, both(E) HT[1]-11; or Scrounging(E)Per[1]-13

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 the package.

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.
starrangers/character_training_packages.1399936924.txt.gz · Last modified: 2018/07/31 23:23 (external edit)