starrangers:character_training_packages
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You can take up to 10 less points in stats and advantages and leave those points to Basic skills/ | You can take up to 10 less points in stats and advantages and leave those points to Basic skills/ | ||
- | Random: | + | |
- | - Investigator | + | |
- | - Investigator | + | |
- | - Main | + | |
- | - FACEMAN | + | |
- | - HACKER | + | |
- | - INFILTRATOR | + | |
- | - MEDIC | + | |
- | - WHEELMAN | + | |
- | - SHOOTER | + | |
- | - Main as above | + | |
- | - Main second | + | |
- | - Sniper | + | |
- | - Demolition man | + | |
- | - WIRERAT | + | |
- | - Sniper | + | |
- | - Demolition man | + | |
- | - WIRERAT | + | |
- | - Secondary | + | |
- | - FIXER | + | |
- | - SCOUT | + | |
- | - WHITECOAT | + | |
- | - Generalist | + | |
- | - specialist high DX, roll training packages | + | |
- | - specialist high IQ, roll training packages | + | |
=====Main templates===== | =====Main templates===== | ||
- | ==== INVESTIGATOR | + | ==== 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 | 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 | you’re shooting at, and why.Hitting the wrong mark can be | ||
embarrassing – or fatal. You might not be as slick as the face | embarrassing – or fatal. You might not be as slick as the face | ||
- | man, a computer wizard like the hacker, | + | man, a computer wizard like the hacker, or the equal of the wire rat at surveillance, |
- | or the equal of the wire rat at surveillance, | + | |
get the facts, and can coordinate these experts and analyze | get the facts, and can coordinate these experts and analyze | ||
their results. | their results. | ||
Line 94: | Line 63: | ||
- | ==== FACEMAN | + | ==== Faceman |
I just don’t understand it. I lie, I cheat, | I just don’t understand it. I lie, I cheat, | ||
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Background Skills: Computer Operation[1] and Driving (Automobile or Motorcycle)[1] | Background Skills: Computer Operation[1] and Driving (Automobile or Motorcycle)[1] | ||
- | ==== HACKER | + | ==== Hacker |
Gabriel: DOD d-base, 128-bit RSA encryption. Whattaya | Gabriel: DOD d-base, 128-bit RSA encryption. Whattaya | ||
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=====Enchanced Templates===== | =====Enchanced Templates===== | ||
- | These are all 350 point templates. They include the character basic training and an edge into one package. | + | These are all 350 point templates. They include the character basic training and an edge into one package. |
==== Gunslinger ==== | ==== Gunslinger ==== | ||
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* Duty rangers(12-)[-10] | * 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*] | * -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 | + | * 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]. |
- | human) [-10]. | + | |
Primary Skills: (69) | Primary Skills: (69) | ||
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* Combat Reflexes[15] | * Combat Reflexes[15] | ||
* Luck [15] | * Luck [15] | ||
- | * 45 points in Bioenhancement abilities put leftovers into the following advantages | + | * 45 points in [[character_special_background# |
* 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], | * 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], | ||
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* Chemistry (H) IQ[4] | * Chemistry (H) IQ[4] | ||
* Computer Operation (E) IQ [1] | * Computer Operation (E) IQ [1] | ||
- | * Three of: Electronics Operation (Medical or Scientific) or Hazardous Materials (Biological or Chemical), both (A) IQ+1 [4]-14; Bio-engineering (any), Computer Programming, | + | * Three of: Electronics Operation (Medical or Scientific) or Hazardous Materials (Biological or Chemical), both (A) IQ+1 [4]; Bio-engineering (any), Computer Programming, |
- | [4]-12. | + | * 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]. |
- | * Three of Forced Entry or Jumping, both (E) DX+1 [2]-14; Climbing or Stealth, both (A) DX [2]-13; Acrobatics or Escape, both (H) DX-1 [2]-12; Swimming (E) HT+1 [2]-15; Hiking, Lifting, or Running, all (A) HT [2]-14. Secondary Skills: First Aid (E) IQ [1]-13; Occultism (A) IQ [2]-13; and Research (A) IQ-1 [1]-12. | + | * 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]. |
- | * One of Knife (E) DX+2 [4]-15 or Axe/Mace, Broadsword, Rapier, Saber, Shortsword, Spear, Staff, Two-Handed Axe/Mace, or Two- Handed Sword, all (A) DX+1 [4]-14. | + | * 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]. |
- | * Two of Crossbow, Guns (Pistol, Rifle), Liquid Projector (Flamethrower or Sprayer), Thrown Weapon (Axe/Mace or Knife), all (E) DX+1 [2]-14; Bolas, Bow, or Throwing, all (A) DX [2]-13; or Net (H) DX-1 [2]-12. | + | |
* One of these 8-point unarmed packages: | * One of these 8-point unarmed packages: | ||
- | * Judo (H) DX [4]-13 and Karate (H) DX [4]-13. | + | * Judo (H) DX [4] and Karate (H) DX [4]. |
- | * Brawling (E) DX+1 [2]-14 and Wrestling (A) DX [2]-13 and Spend 4 points to raise a melee weapon skill by 1, or to raise two ranged weapon skills by 1 each. | + | * 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 Bicy- | + | Background Skills:(6) Six of Beam Weapons (Projector) or Bicycling, both (E) DX [1]; Driving (Automobile, |
- | cling, both (E) DX [1]-13; Driving (Automobile, | + | Wheeled, or Motorcycle) (A) DX-1 [1]; Body Sense or |
- | Wheeled, or Motorcycle) (A) DX-1 [1]-12; Body Sense or | + | Sleight of Hand, both (H) DX-2 [1]; Area Knowledge |
- | Sleight of Hand, both (H) DX-2 [1]-11; Area Knowledge | + | (any), Camouflage, or Gesture, all (E) IQ [1]; Administra- |
- | (any), Camouflage, or Gesture, all (E) IQ [1]-13; Administra- | + | |
tion, Armoury (any), Disguise, Holdout, Speed-Reading, | tion, Armoury (any), Disguise, Holdout, Speed-Reading, | ||
- | Writing, all (A) IQ-1 [1]-12; Intimidation (A) Will-1 [1]-12; or | + | Writing, all (A) IQ-1 [1]; Intimidation (A) Will-1 [1]; or |
- | Lip Reading, Observation, | + | Lip Reading, Observation, |
- | ===Bioenhancement=== | + | ==== Techie |
+ | You have spent most of your life applying techno logical solutions to all kinds of problems. | ||
- | Your abilities are tied directly to your unique body chem- | + | Attributes:(190) ST 11 [10]; DX 12 [40]; IQ 16 [120]; HT 12 [20]. |
- | istry. You must have Unusual Biochemistry | + | |
- | ever roll a 4-5 for that disadvantage, | + | |
- | works, but the “harmful effect” is always losing access to all of | + | |
- | your Bioenhancement abilities for 1d minutes. | + | |
+ | Secondary Characteristics: | ||
- | Some of the abilities below are leveled. Unless the GM rules | + | Advantages: (85) |
- | otherwise, the maximum | + | * Combat Reflexes [15]; |
- | ment ability is equal to the HT. | + | * 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]. | ||
- | Adrenal-Muscular Trigger | + | Disadvantages: |
- | 2 points/ | + | |
- | You can temporarily boost your ST (but not your HP) by | + | |
- | one for every level of this ability. This takes a Ready maneuver | + | * further |
- | to activate and lasts for 1d¥5 seconds, after which it is inacces- | + | * Another |
- | sible for five minutes. | + | |
- | Statistics: Extra ST without HP* (Maximum Duration, 1d¥5 | + | |
- | seconds, | + | |
- | * Normally costs 8 points/ | + | |
- | Breath-Holding | + | |
- | 2 points/level | + | |
- | You can go a long time without breathing. If you buy five or | + | |
- | more levels, apply the -10% PM discount after calculating the | + | |
- | total cost. | + | |
- | Statistics: Breath-Holding (PM, -10%) [2/level]. | + | |
- | Cellular Restoration | + | |
- | 18, 32, or 54 points | + | |
- | You recover from injury very quickly. You regain conscious- | + | |
- | ness 60 times faster than normal; you add +5 to rolls to recover | + | |
- | from a crippling injury; and you heal 1 HP per 12 hours, 1 HP | + | |
- | per hour, or 1 HP per minute, depending on your level. | + | |
- | Statistics: Recovery | + | |
- | Regular, or Fast; PM, -10%) [9, 23, or 45]. | + | |
- | Cerebral-Motor Multitasking | + | |
- | 28 or 55 points | + | |
- | You are not limited to one attack per turn! Depending on | + | |
- | your level, you can attack two or three times per second with- | + | |
- | out having to make an All-Out Attack | + | |
- | may use the same weapon if you wish. Bioenhancement Talent | + | |
- | does not add to your attack rolls. | + | |
- | Statistics: Extra Attack 1 or 2 (Multi-Strike, +20%; PM, -10%) | + | |
- | [28 or 55]. | + | |
- | Circadian Rhythm Control | + | |
- | 8 or 18 points | + | |
- | You can stay awake longer, requiring only half as much | + | |
- | sleep as a normal person or no sleep at all, depending on | + | |
- | your level! | + | |
- | Statistics: Less Sleep 4 (PM, -10%) [8] or Doesn’t Sleep (PM, | + | |
- | -10%) [18]. | + | |
- | Discriminatory Hearing | + | |
- | 14 points | + | |
- | You can automatically tell two sounds apart no matter how | + | |
- | similar, can perfectly memorize sounds for later recollection, | + | |
- | and make all Hearing rolls at +4. | + | |
- | Statistics: Discriminatory Hearing (PM, -10%) [14]. | + | |
- | Discriminatory Smell | + | |
- | 14 or 21 points | + | |
- | You can identify people, places, and things by their scent, | + | |
- | and even track by smell, all at +4. Level 2 adds the ability to | + | |
- | smell emotion! | + | |
- | Statistics: Discriminatory Smell (PM, -10%) [14] or Discrim- | + | |
- | inatory Smell (Emotion Sense, +50%; PM, -10%) [21]. | + | |
- | Eagle Eyes | + | |
- | 4 points/ | + | |
- | You can “zoom in” with your eyes at will. Your range penal- | + | |
- | ties for Vision rolls are reduced and you may use your eyes as a | + | |
- | variable-power scope (p. B412). However, any blinding attacks | + | |
- | (e.g., a flash-bang grenade) that affect you while using this abil- | + | |
- | ity have double the normal duration! | + | |
- | Statistics: Telescopic Vision (PM, -10%; Temporary Disad- | + | |
- | vantage, Vulnerability (Blinding Attacks ¥2), -10%) [4/level]. | + | |
- | Enhanced Ground Move | + | |
- | 18 or 27 points | + | |
- | When you sprint, you can really run! Your top speed is 2¥ or | + | |
- | 3¥ your Move, depending on your level. | + | |
- | Statistics: Enhanced Move 1 or 1.5 (Ground; PM, -10%) | + | |
- | [18 or 27]. | + | |
- | Enhanced Speed | + | |
- | 18, 36, or 54 points | + | |
- | Your body takes very little time to react to your impulses. | + | |
- | Each level adds +1 to your Basic Speed (and thus to your | + | |
- | Dodge and Basic Move)! Bioenhancement Talent does not add | + | |
- | to your Dodge rolls, but it does add to Acrobatics skill when | + | |
- | making a “fancy” dodge (p. B375). | + | |
- | Statistics: Basic Speed +1.00, +2.00, or +3.00 (PM, -10%) | + | |
- | [18, 36, or 54]. | + | |
- | Epidermal Resilience | + | |
- | 3 points/ | + | |
- | Your skin is much tougher than it looks, providing flexible | + | |
- | DR against anything except contact attacks. Anyone who | + | |
- | touches it must make a Per-4 roll to notice. The level of this | + | |
- | ability is limited to half your HT, rounded up. | + | |
- | Statistics: DR (Low Signature, +10%; PM, -10%; Tough Skin, | + | |
- | -40%) [3/level]. | + | |
- | Equilibrium Enhancement | + | |
- | 23 points | + | |
- | You can run along tightropes at full speed and perform sim- | + | |
- | ilar feats of balance. If you do fall, you almost always end up | + | |
- | on your feet, none the worse for wear. | + | |
- | Statistics: Catfall | + | |
- | -10%) [14]. | + | |
- | Injury Tolerance | + | |
- | 18 points | + | Primary Skills: |
- | Your redundant organs continue to function | + | * 5 at [8] each of: Armoury(Any), Electronics Repair(any), Mechanic(any), Engineering(any), Architect, Bio engineering(any), |
- | even when wounded. This greatly reduces the amount | + | * 5 at [4] each from above. |
- | age you take from bullets | + | * 5 at [2] each from above. |
- | and Diffuse Targets, p. B380), unless struck directly in the skull | + | * Computer Operation |
- | or vitals. | + | * Research(A) IQ [2] |
- | Statistics: Injury Tolerance | + | * Scrounging (E) Per [1] |
- | Neural Computational Matrix | + | * Mathematics(Applied)[1] |
- | 8 or 15 points | + | * Three of Electronics Operation(any)(A)IQ [4] |
- | A portion of your mind has been wired to work as a high- | + | |
- | speed computer. You can use this to store or process | + | Secondary Skills:(24) |
- | mation you know, or load actual raw data into it by reading a | + | * Three of Hazardous Materials (Biological†, |
- | “binary dump” | + | * 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 |
- | complex calculations and store general memories | + | *Two of Beam Weapons |
- | needed to recall specific details). At level 2, your mind can out- | + | *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 |
- | perform | + | |
- | remember everything. | + | Background Skills:(5) Five of: Fast-Draw (Pistol or Long Arm) (E) |
- | Statistics: Accessory | + | DX+1 [1]; Driving |
- | -10%) [5] + Lightning Calculator (PM, -10%) [2] or Accessory | + | Knowledge (any), Current Affairs (any), or First Aid†, all (E) |
- | (Computer) [1] + Intuitive Mathematician | + | IQ [1]-16; Acting, Administration, Explosives (Demolition), |
- | Photographic Memory (PM, -10%) [9]. | + | Holdout, Merchant, Speed-Reading, |
- | Ocular Adaptability | + | all (A) IQ-1 [1]-15; Swimming (E) HT [1]-12; |
- | 9 or 23 points | + | or Search, both (A) Per-1 [1]-15. |
- | The rods and cones in your eyes can adapt for different | + | |
- | forms of light. At level 1, this gives you infrared vision. At level | + | |
- | 2, it includes a whole spectrum of options! | + | ===== Random ===== |
- | Statistics: Infravision | + | - Investigator |
- | Vision | + | - Main |
- | Super Jump | + | - FACEMAN |
- | 9, 18, or 27 points | + | - HACKER |
- | You can make impressive leaps! This allows you to jump | + | - INFILTRATOR |
- | two, four, or eight times farther than normal, depending on | + | - MEDIC |
- | your level. | + | - WHEELMAN |
- | Statistics: Super Jump 1, 2, or 3 (PM, -10%) [9, 18, or 27] | + | - SHOOTER |
- | Bioenhancement Talent | + | - Main as above |
- | 5 points/ | + | - Main second |
- | Bioenhancement Talent represents an understanding of | + | - Sniper |
- | your body and its new gifts. It adds to any roll to use a | + | - Demolition man |
- | Bioenhancement ability, as well as to any roll to diagnose | + | - WIRERAT |
- | (but not to fix) a problem with your own body or mind. | + | - Sniper |
- | Bioenhancement Skills | + | - Demolition man |
- | Those with any points in Bioenhancement can learn | + | - WIRERAT |
- | Autohypnosis (p. B179) or Body Control (p. B181), and may | + | - Secondary |
- | ignore the prerequisites for the latter. | + | - FIXER |
+ | - SCOUT | ||
+ | - WHITECOAT | ||
+ | - Generalist | ||
+ | - specialist high DX, roll training packages | ||
+ | - specialist high IQ, roll training packages | ||
+ | - Enchanced: | ||
+ | - Gunslinger | ||
+ | - Experiment | ||
+ | - Techie | ||
+ | - Psi | ||
+ | - Sleuth | ||
+ | - Sage |
starrangers/character_training_packages.1437512790.txt.gz · Last modified: 2018/07/31 23:23 (external edit)