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starrangers:character_training_packages [2015/07/21 21:11] webystarrangers:character_training_packages [2018/07/31 23:23] (current) – external edit 127.0.0.1
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 You can take up to 10 less points in stats and advantages and leave those points to Basic skills/background if you wish. You can take up to 10 less points in stats and advantages and leave those points to Basic skills/background if you wish.
  
-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, but you still
-or the equal of the wire rat  at surveillance, but you still+
 get the facts, and can coordinate these experts and analyze get the facts, and can coordinate these experts and analyze
 their results. their results.
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-==== 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.  If you select one of these then use only 150 points in the [[Character special background]] on the professional trainings and if you already had an edge.+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 ==== ==== 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)
Line 887: Line 855:
    * 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#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.    * 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.
  
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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, Diagnosis, Forensics, or Pharmacy (Synthetic), all (H) IQ [4]-13; or ComputerHacking†,Surgery,or Weird Science,all(VH)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]. 
-[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, Heavy 
-cling, both (E) DX [1]-13; Driving (Automobile, Heavy +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, or tion, Armoury (any), Disguise, Holdout, Speed-Reading, or
-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, or Tracking, all (A) Per-1 [1]-12.+Lip Reading, Observation, or Tracking, all (A) Per-1 [1].
  
-===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 chemistry. You must have Unusual Biochemistry (p. B160); if you +Attributes:(190ST 11 [10]DX 12 [40]; IQ 16 [120]; HT 12 [20].
-ever roll a 4-5 for that disadvantage, the drug in question +
-works, but the “harmful effect” is always losing access to all of +
-your Bioenhancement abilities for 1d minutes.+
  
-Some of the abilities below are leveled. The maximum level available for any Bioenhancement ability is equal to the HT.+Secondary Characteristics:(8) HP +4 [8];
  
-Those with any points in Bioenhancement can learn +Advantages: (85) 
-Autohypnosis (pB179) or Body Control (pB181), and may +   * Combat Reflexes [15]; 
-ignore the prerequisites for the latter.+   * 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[24, 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: (-60) 
-points/level+   * 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].
  
-You can temporarily boost your ST (but not your HP) by 
-one for every level of this ability. This takes a Ready maneuver 
-to activate and lasts for 1dx5 seconds, after which it is inaccessible for five minutes. 
  
-StatisticsExtra ST without HP* (Maximum Duration1d¥5 +Primary Skills(98) 
-seconds-65%; PM-10%) [2/level].+   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]
  
-Normally costs 8 points/level.+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.
  
-==Breath-Holding== +Background Skills:(5Five ofFast-Draw (Pistol or Long Arm) (E
-2 points/level +DX+1 [1]; Driving (Automobile) (ADX-[1]-11Area 
- +Knowledge (any), Current Affairs (any), or First Aid†all (E
-You can go a long time without breathing. If you buy five or +IQ [1]-16ActingAdministrationExplosives (Demolition), 
-more levels, apply the -10% PM discount after calculating the +HoldoutMerchantSpeed-ReadingTeachingor Writing
-total cost. +all (A) IQ-[1]-15; Swimming (EHT [1]-12; or Observation 
- +or Searchboth (APer-[1]-15.
-StatisticsBreath-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. +
-StatisticsRecovery (PM, -10%) [9] + Regeneration (Slow, +
-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 or Rapid Strike, and you +
-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 for such sounds 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/level +
- +
-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 grenadethat affect you while using this abil- +
-ity have double the normal duration! +
- +
-Statistics: Telescopic Vision (PM, -10%; Temporary Disad- +
-vantageVulnerability (Blinding Attacks ¥2), -10%) [4/level]. +
- +
-==Enhanced Ground Move== +
-9, 18 or 27 points +
- +
-When you sprintyou can really run! Your top speed is 1.5x, 2x or +
-3x your Move, depending on your level. +
-Statistics: Enhanced Move 0.5,1 or 1.5 (Ground; PM, -10%+
-[9, 18 or 27]. +
- +
-==Enhanced Speed== +
-18, 36, or 54 points +
- +
-Your body takes very little time to react to your impulses. +
-Each level adds +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/level +
- +
-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 fallyou almost always end up +
-on your feetnone the worse for wear. +
- +
-Statistics: Catfall (PM, -10%) [9] + Perfect Balance (PM, +
--10%) [14]. +
- +
-==Injury Tolerance (Unliving)== +
-18 points +
- +
-Your redundant organs continue to function at full capacity +
-even when wounded. This greatly reduces the amount of dam- +
-age you take from bullets (Injury to UnlivingHomogenous+
-and Diffuse Targets, p. B380), unless struck directly in the skull +
-or vitals. +
- +
-Statistics: Injury Tolerance (Unliving; PM, -10%) [18]. +
- +
-==Neural Computational Matrix== +
-8 or 15 points +
- +
-portion of your mind has been wired to work as a high- +
-speed computer. You can use this to store or process any infor- +
-mation you know, or load actual raw data into it by reading a +
-“binary dump” (printed or on a monitor). At level 1, you can do +
-complex calculations and store general memories (an IQ roll is +
-needed to recall specific details). At level 2, your mind can out- +
-perform all but the fastest computers, and you automatically +
-remember everything. +
- +
-Statistics: Accessory (Computer) [1] + Eidetic Memory (PM, +
--10%) [5] + Lightning Calculator (PM, -10%) [2] or Accessory +
-(Computer) [1] + Intuitive Mathematician (PM, -10%) [5] + +
-Photographic Memory (PM, -10%) [9]. +
- +
-==Ocular Adaptability== +
-or 23 points +
- +
-The rods and cones in your eyes can adapt for different +
-forms of light. At level 1this gives you infrared vision. At level +
-2, it includes a whole spectrum of options! +
- +
-Statistics: Infravision (PM, -10%[9] or Hyperspectral +
-Vision (PM, -10%) [23]+
- +
-==Super Jump== +
-9, 18, or 27 points +
-You can make impressive leaps! This allows you to jump +
-two, four, or eight times farther than normal, depending on +
-your level. +
- +
-Statistics: Super Jump 1, 2, or 3 (PM, -10%) [9, 18, or 27] +
- +
-==Bioenhancement Talent== +
-5 points/level +
- +
-Bioenhancement Talent represents an understanding of +
-your body and its new giftsIt adds to any roll to use a +
-Bioenhancement ability, as well as to any roll to diagnose +
-(but not to fix) a problem with your own body or mind. +
-Bioenhancement Skills+
  
  
 +===== Random =====
 +   - 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
 +   - Enchanced:
 +     - Gunslinger
 +     - Experiment
 +     - Techie
 +     - Psi
 +     - Sleuth
 +     - Sage
starrangers/character_training_packages.1437513090.txt.gz · Last modified: 2018/07/31 23:23 (external edit)