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starrangers:suggested_characters [2015/06/21 18:21] webystarrangers:suggested_characters [2018/07/31 23:23] (current) – external edit 127.0.0.1
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    * Paleontology    * Paleontology
    * Pharmacy    * Pharmacy
 +
 +====== Challenges/Niches and their importance ======
 +See that the group fills at least the ++ and + niches below and maybe some of the - niches if wished. 
 +
 +They are rated from ++ (very important) and + (important) down though - (not important) to --(totally non important)
 +
 +
 +===== Animals -- =====
 +
 +Beasts do come up but the amount of interaction is limited.
 +
 +
 +Advantages: Allies, in the form of highly capable pets; Animal Empathy; and Animal Friend.
 +
 +Disadvantages: Any self-imposed mental disadvantage
 +(p. B121) tied to animal welfare.
 +
 +Skills: Animal Handling; Disguise (Animals); Falconry;
 +Mimicry (Animal Sounds or Bird Calls); Mount, when the PC
 +is a beast; Naturalist; Packing; Riding; Teamster; and Veteri-
 +nary. At higher TLs, add Biology (Zoology), an IQ/H optional
 +specialty, and Paleontology (Paleozoology).
 +
 +
 +===== Combat ++ =====
 +Almost every adventurer needs abilities useful in a fight,
 +because battles take a while to game out and an incompetent
 +PC means a bored player. However, combat challenges also
 +define niches. The difference is that characters who fill pure
 +combat niches require higher skill levels and more supporting
 +attributes and advantages than their associates.
 +
 +Attributes and Secondary Characteristics: ST; DX; HT; HP;
 +Basic Speed; and Basic Move.
 +
 +Advantages: Ambidexterity; Combat Reflexes; Enhanced
 +Defenses; Extra Attack*; Fit; Gunslinger; Hard to Kill; Hard
 +to Subdue; High Pain Threshold; Peripheral Vision; Rapid
 +Healing; Trained by a Master; and Weapon Master. 
 +
 +Disadvantages: Berserk, which brings both benefits and risks;
 +Bloodlust, especially for assassins; Callous, ditto; and Sense of
 +Duty, to one’s own side or some great cause worth fighting for.
 +
 +Skills: All combat/weapon skills! Countless niches encom-
 +pass combat tasks, so pick matching skills. For example, an
 +assassin might prefer Fast-Draw, Garrote, Guns (Pistol), Knife,
 +and other skills for concealable weapons; a sniper needs Guns
 +(Rifle); and a space marine is likely to know Battlesuit. Com-
 +mon supporting skills are Armoury, Connoisseur (Weapons),
 +and Tactics; Animal Handling and Riding, for cavalrymen; and
 +Savoir-Faire (Dojo), and possibly cinematic martial-arts skills,
 +for martial artists.
 +
 +===== Communications + =====
 +Handling an adventuring group’s communications calls for
 +a clear-voiced language expert. Intercepting enemy messages
 +demands a good ear, too. Add technical proficiency to
 +all this. If the PCs aren’t prepared for such challenges, the
 +adventure may grind to a halt the first time they encounter a
 +code or a foreign tongue.
 +
 +Attributes and Secondary Characteristics: IQ and Per.
 +
 +Advantages and Perks: Acute Hearing; Cultural Familiarity;
 +Language Talent; Languages; Penetrating Voice; and Voice.
 +
 +Disadvantages: Xenophilia.
 +
 +Skills: Computer Operation; Cryptography; Electronics
 +Operation (Comm, EW, Media, or Surveillance); Electronics
 +Repair (ditto); Gesture; Heraldry, because visual codes are
 +communications, too; Linguistics; Lip Reading; Mimicry
 +(Speech); Public Speaking; Savoir-Faire, in settings with strict
 +social protocols surrounding messages; Typing; and Writing.
 +
 +===== Crafting + =====
 +Adventurers often face difficulties posed by broken or missing gear, or otherwise find themselves making hasty material
 +preparations. Entire stories have been written about such
 +things: raising the barn before winter, building a plane fromthe crash wreckage, etc. 
 +
 +Through the campaign creating and improving items will increase the effectiveness and repairs will be needed.
 +
 +
 +Advantages: Artificer; Gifted Artist
 +
 +Disadvantages: Workaholic.
 +
 +Skills: Armoury; Artist, especially Interior Decorating, Pot-
 +tery, and Woodworking; Carpentry; Electrician; Electronics
 +Repair; Jeweler; Leatherworking; Machinist; Masonry;
 +Mechanic; Scrounging; Sewing; and Smith. If the campaign
 +features relevant Professional Skills such as Clothmaker, Dis-
 +tiller, Glassblower, and Tanner, add those. Engineer should
 +be an option for very talented individuals.
 +
 +===== Deceit - =====
 +
 +The campaign features some criminal and espionage activities but they are not common. Some niche should handle the art of bypassing
 +security not through force, stealth, or technology, but by pre-
 +tending to be somebody else.
 +
 +Attributes: IQ is crucial to impersonators (see p. B174).
 +
 +Advantages and Perks: Cultural Adaptability*; Honest Face;
 +Social Chameleon*; Voice; and Zeroed. Traits with an asterisk
 +(*) may be too cinematic for some campaigns. People with
 +established alter egos might have Alternate Identity.
 +
 +Disadvantages: Compulsive Lying; Enemies; Secret; and
 +Trickster.
 +
 +Skills: Acting; Disguise; Fast-Talk; Forgery, if the deceiver
 +prepares his own fake ID; Makeup; Mimicry (Speech); and Psy-
 +chology. Savoir-Faire and Streetwise are useful for passing
 +oneself off as a “generic” member of a particular social class.
 +
 +===== Detective Work + =====
 +It’s the rare adventure that doesn’t involve tracking foot-
 +prints, questioning captives, searching bodies, tossing rooms,
 +and so on. Most plots have at least one place where the PCs –
 +– must follow a trail of clues.
 +
 +Attributes and Secondary Characteristics: IQ and Per.
 +
 +Advantages: Acute Senses, for spotting clues; Empathy, for
 +detecting lies; and Intuition, for those times when the evidence
 +is ambiguous. Actual detectives usually have Legal Enforce-
 +ment Powers and/or Police Rank.
 +
 +Disadvantages: Curious. Detectives often have Duty, Hon-
 +esty (for the eventual reaction bonus), and/or Sense of Duty
 +(ditto), too.
 +
 +Skills: Artist (Drawing), for sketching faces from descrip-
 +tions; Body Language; Computer Operation, in worlds with
 +databases of fingerprints, license plates, photos, and so on;
 +Criminology; Cryptography (Code-Breaking), an IQ/A optional
 +specialty; Detect Lies; Electronics Operation (Security or Sur-
 +veillance); Forensics; Interrogation; Photography; Psychology;
 +Research; Scrounging; Search; and Tracking. Intelligence
 +Analysis is vital for combining all the information if the GM
 +plans to provide “free” insights on a success. Give genuine
 +detectives Law (Police) and Savoir-Faire (Police).
 +
 +===== Esoterica -- =====
 +
 +The campaign does feature the occult and paranormal, but in really small amounts.
 +
 +Attributes and Secondary Characteristics: IQ; Will; and Per.
 +If spells are involved, add FP to the list.
 +
 +Advantages and Perks: Autotrance; Danger Sense; Empa-
 +thy; Illuminated; and Intuition. Use
 +Luck and Serendipity to emulate abstract “blessings.” 
 +
 +Disadvantages: Disciplines of Faith; Vows, especially weird
 +ones; and Xenophilia, for those who deal with supernatural
 +entities. Mystics occasionally exploit problems like Addiction
 +(psychedelics), Epilepsy, Flashbacks, and Phantom Voices for
 +gain. If occult powers exist, then Divine Curse, Weirdness Mag-
 +net, and related difficulties might even be required.
 +
 +Skills: Autohypnosis; Dreaming; Esoteric Medicine; For-
 +tune-Telling; Hidden Lore; Hypnotism; Meditation; Mind
 +Block; Occultism; Philosophy, the weirder the better; Religious
 +Ritual; Symbol Drawing; Theology; and any Expert Skill with
 +an unorthodox subject matter (Conspiracy Theory, Psionics,
 +Thanatology, etc.). Skills that manipulate genuine power –
 +Alchemy, Artist (Illusion), Enthrallment, Exorcism, Herb Lore,
 +Ritual Magic, Thaumatology, spells, etc. – also belong here, if
 +they exist.
 +
 +===== Establishment + =====
 +
 +Dealing with the setting’s apparatus of power can be a
 +major challenge. This can be the primary job of a niche, or
 +of several if there are many different authorities to wrangle.
 +
 +Advantages: Charisma, for leaders; Claim to Hospitality;
 +Contacts; Legal Immunity; Patrons; Rank; Reputation; Secu-
 +rity Clearance; Social Regard; Status; and Wealth.
 +
 +Disadvantages: Any Code of Honor, Duty, or
 +Sense of Duty expected of the position. In some set-
 +tings, Jealousy or Selfish might be necessary to
 +seem convincing.
 +
 +Skills: Administration; Current Affairs (People or
 +Politics); Diplomacy; Economics; Expert Skill
 +(Political Science); Geography (Political); Heraldry;
 +Law; Leadership; Politics; Propaganda; Public
 +Speaking; and Savoir-Faire, usually but not always
 +the High Society specialty.
 +
 +===== Exploration + =====
 +
 +“How do we get there?” is a classic challenge! While not all adventuring groups have a dedicated navigator, map-maker, and route-finder, it’s an essential sideline for at least one niche. 
 +
 +Advantages: Absolute Direction; Eidetic Memory; and Intuition.
 +
 +Disadvantages: Curious.
 +Skills: Navigation above all else. Add Architecture, for
 +indoor exploration; Area Knowledge, if only of the entire
 +world in broad strokes; Cartography, for making maps; Cur-
 +rent Affairs (Regional); Geography; Mathematics (Survey-
 +ing); Meteorology/Weather Sense; Naturalist; Prospecting;
 +and Urban Survival, for urban exploration.
 +
 +===== Inventing + =====
 +
 +Coming up with new technologies is an important challenge
 +in a long-term campaign with a sci-fi angle.
 +
 +
 +Attributes: IQ is the most cost-effective way to be good at the
 +many associated skills.
 +
 +Advantages: Artificer; Gadgeteer*; Gizmos*; High TL*; Less
 +Sleep; and Versatile. 
 +
 +Disadvantages:  Curious; and Workaholic, which the rules thrust upon inventors, so they might as
 +well get points for it.
 +
 +Skills: Bioengineering, for biotechnology; Computer Pro-
 +gramming, for software; Engineer, for most things; Metallurgy,
 +for alloys; Pharmacy, for drugs; and so on. Add Current Affairs
 +(Science & Technology); Mathematics (Applied), as a prerequi-
 +site for Engineer; and Scrounging, for parts. Many inventions
 +call for subsidiary skills, such as Architecture, for buildings;
 +Armoury, for weapons or armor; Electronics Repair, for elec-
 +tronic gadgets; Machinist, for tools; and Mechanic, for vehi-
 +cles. When permitting Gadgeteer and Gizmos, consider
 +topping off this list with Weird Science.
 +
 +===== Medicine + =====
 +
 +Adventurers who engage in chases, combat, and dangerous
 +athletics need a healer. In horror and technothrillers, medical
 +challenges encompass bio-weapons, epidemics, and infected
 +matter. Cyberpunk adds performance-enhancing substances
 +and implants. Sci-fi often features all of these elements.
 +
 +Attributes: IQ.
 +
 +Advantages: Empathy; Healer; and Resistant to Disease.
 +Disadvantages: Code of Honor (Professional); Pacifism;
 +Selfless; Sense of Duty; and Workaholic.
 +
 +Skills: Bioengineering; Biology (Microbiology), an IQ/H
 +optional specialty; Diagnosis; Electronics Operation (Medical);
 +Esoteric Medicine, especially in fantasy; Expert Skill (Epidemi-
 +ology); First Aid; Hazardous Materials (Biological); Hypno-
 +tism; NBC Suit; Pharmacy; Physician; Physiology; Poisons;
 +Surgery; and Veterinary.
 +
 +===== Military - =====
 +
 +Military challenges call for solutions like artillery barrages,
 +commando raids, sieges, and the sheer mass of manpower and
 +hardware that an organized fighting force can bring to bear.
 +Niches that handle military challenges normally tackle
 +Combat, too. Training ranges from Melee Weapon skills
 +for primitive soldiers, through Guns, on up to Beam Weapons
 +for futuristic troops.
 +
 +Advantages and Perks: Charisma, for leaders; Combat
 +Reflexes; Courtesy Rank; Fit; Military Rank; Penetrating Voice,
 +for sergeants and low-TL officers; Reputation, in the form of
 +medals and decorations; and Security Clearance.
 +
 +Disadvantages: Chummy; Code of Honor (Soldier’s); Duty
 +(Service), which is often required; Intolerance of the opposi-
 +tion; Overconfidence, for a reaction bonus from green recruits;
 +and Sense of Duty, to unit or nation, for a reaction bonus from
 +one’s fellows.
 +
 +Skills: Grunts have Soldier and maybe Tactics; NCOs defi-
 +nitely have Tactics, and add Leadership; officers resemble
 +NCOs, but acquire Strategy at the high end; and depending on
 +the background, Savoir-Faire (Military) might be universal or
 +matter only at high Rank. To this add technical skills such as
 +Armoury; Artillery; Camouflage; Engineer (Combat); Expert
 +Skill (Military Science); Explosives; Forward Observer; Haz-
 +ardous Materials; Heraldry, especially at low TLs; NBC Suit;
 +Parachuting; and any Electronics Operation or vehicle-opera-
 +tion skill for gear that’s largely or entirely military in the setting.
 +
 +===== Mobility +=====
 +
 +Many adventuring challenges amount to “Get from A to B,”
 +but separate A and B with distance and danger. When the whole
 +gang goes, that’s a job for Exploration and Transportation. 
 +
 +Attributes and Secondary Characteristics: DX; HT; Basic
 +Speed; and Basic Move.
 +
 +Advantages: Enhanced Dodge; Fit; Flexibility; and Perfect
 +Balance. If the GM is willing to deem Catfall or a half-level of
 +Enhanced Move (Ground) “realistic enough,” then add those.
 +
 +Skills: Acrobatics; Body Sense; Breath Control; Climbing;
 +Escape, for tight squeezes; Free Fall, in space campaigns;
 +Hiking; Jumping; Running; Sports, especially those to do
 +with running around; and Swimming. While this normally
 +means personal mobility, not vehicles, unpowered equipment
 +counts; e.g., Bicycling, Parachuting, Piloting (Glider or Low-
 +G Wings), Scuba, Skating, and Skiing. Finally, add Aerobat-
 +ics, Aquabatics, Flight, and Mount, for those capable of
 +suitable movement.
 +
 +===== Money - =====
 +
 +Money makes most game worlds go round and presents PCs
 +with endless challenges, starting with “How do we pay for our
 +gear?” Solving these problems is essential in all genres.
 +
 +Advantages: Business Acumen; Independent Income; Light-
 +ning Calculator; Mathematical Ability; Rank (Merchant or
 +Administrative); and Wealth.
 +
 +Disadvantages: Greed; Miserliness, to keep the money; and
 +Workaholic.
 +
 +Skills: Accounting; Administration; Current Affairs (Busi-
 +ness), and conceivably other specialties, to exploit trends; Diplo-
 +macy, for high-powered negotiations; Economics; Finance;
 +Gambling; Heraldry (Corporate Logos); Law (Contract or Busi-
 +ness); Market Analysis; Mathematics (Statistics); Merchant; Pan-
 +handling, down at street level; Propaganda; and Savoir-Faire
 +(High Society). These skills assume existing money; add Coun-
 +terfeiting to make money (literally!) or Prospecting to find gold,
 +silver, etc. at the source.
 +
 +===== Nautical -- =====
 +
 +If the campaign world has vast bodies of water that the
 +heroes can’t simply fly over – which describes most interesting
 +historical settings – then these are likely to pose major chal-
 +lenges indeed. Like Military (p. 38), this category might
 +describe everybody but is also a valid niche in itself.
 +Advantages: Absolute Direction and Perfect Balance.
 +Disadvantages: Chummy, as ships are close quarters, and
 +Xenophilia, because ports are full of foreigners.
 +Skills: Area Knowledge, for any body of water; Biology
 +(Marine Biology), an IQ/H optional specialty; Boating; Climbing,
 +for rigging at lower TLs; Diving Suit; Fishing; Freight Handling;
 +Knot-Tying; Law (Marine); Meteorology/Weather Sense; Navi-
 +gation (Sea); Scuba; Seamanship; Shiphandling (Ship or Sub-
 +marine); Submarine; Submariner; Survival (Island/Beach); and
 +Swimming. At TL6+, add Electronics Operation specialties for
 +equipment commonly found aboard ships, particularly Sensors
 +and Sonar.
 +
 +
 +===== Outdoors + =====
 +The challenges of the great outdoors are legion. Unless the
 +adventurers won’t leave the city, ever, the campaign should
 +define at least one niche that has the job of dealing with these.
 +
 +As many of the things happen in the outback, the ability to survive in non civilized places is important.
 +
 +Secondary Characteristics: Per.
 +
 +Advantages: Absolute Direction; Acute Senses; Outdoors-
 +man; and Temperature Tolerance.
 +
 +Disadvantages: Loner, plus almost any self-imposed mental
 +disadvantage (p. B121) tied to keeping nature pristine.
 +
 +Skills: Area Knowledge, for any expansive outdoor area;
 +Camouflage; Climbing; Fishing; Hiking; Meteorology/Weather
 +Sense; Mimicry (Animal Sounds or Bird Calls); Naturalist;
 +Navigation; Survival; Swimming; and Tracking. Some ranged
 +combat skills – Blowpipe, Bolas, Lasso, Net, Thrown Weapon
 +(Harpoon), etc. – are used more often for hunting than for
 +fighting. High-tech niches might include Biology (Ecology), an
 +IQ/H optional specialty; Geography; and Geology.
 +
 +===== Performing -- =====
 +
 +Many plots call for the PCs to entertain NPCs, whether that
 +means placating the king to avoid beheading, impressing some-
 +one who can provide an introduction or a lucrative contract, or
 +using a performance as a diversion. Or perhaps the play is the
 +thing, and the campaign is about putting on successful shows!
 +Advantages and Perks: Appearance is universally handy.
 +
 +Then there’s Flexibility for contortionists; Musical Ability and
 +Voice for musicians; Penetrating Voice and Rapier Wit (unless
 +deemed too cinematic) for spoken-word types; Perfect Balance
 +for acrobats; and so on. Be sure to suggest these in customiza-
 +tion notes.
 +
 +Disadvantages: Compulsive Carousing and Overconfidence.
 +Performers sometimes actively exploit Dwarfism, Hunchback,
 +Skinny, etc.
 +
 +Skills: Acrobatics; Carousing; Dancing; Fire Eating; For-
 +tune-Telling; Games; Mimicry (Speech); Musical Instrument;
 +Performance; Public Speaking; Singing; Sleight of Hand;
 +Sports (anything fun to watch); Stage Combat; and Ventrilo-
 +quism. Behind the scenes, add Artist (Scene Design); Elec-
 +tronics Operation (Media); Group Performance; Makeup;
 +Musical Composition; Poetry; Sewing, for costumes; and
 +Writing, for plays. Some artists are also experts at Connois-
 +seur (Dance or Music) and/or Current Affairs (High Culture
 +or Popular Culture).
 +
 +===== Plants -- =====
 +
 +Plants might not matter at all to adventurers, but as they’re
 +everywhere in most game worlds, they can be a big deal –
 +whether that means leafy monsters in fantasy, a haunted forest
 +in horror, a plant-based cure in a medical thriller, or growing
 +a living in a low-key historical campaign. With rare exceptions,
 +there’s just enough here for one niche.
 +
 +Advantages: Green Thumb and Plant Empathy.
 +
 +Disadvantages: Phobia (Fire), in settings where intelligent
 +plants don’t appreciate flame.
 +
 +Skills: Farming; Gardening; Naturalist; and Pharmacy
 +(Herbal). Most fantasy and cinematic settings add Herb Lore;
 +high-tech ones might tack on Biology (Botany), an IQ/H
 +optional specialty, and Paleontology (Paleobotany).
 +===== Research + =====
 +
 +Heroes occasionally have to look for answers in whatever
 +repositories of information suit the setting: libraries, the
 +Internet, etc. While research-related tasks rarely constitute a
 +whole niche, they can be essential to moving the story forward
 +– particularly in mystery, occult, and technothriller plots.
 +
 +Attributes: IQ is archetypal.
 +
 +Advantages: Eidetic Memory; Intuition; Less Sleep, for
 +all-nighters; Single-Minded; and Tenure, for access to the
 +best libraries.
 +
 +Disadvantages: Curious; Obsession with some academic
 +goal; and Workaholic.
 +
 +Skills: Administration, for getting past librarians and clerks;
 +Computer Operation; Current Affairs, for “common knowl-
 +edge”; Intelligence Analysis; Literature; Philosophy, for
 +informed insights; Public Speaking, for debating, lecturing,
 +and presenting expert testimony; Research; Speed-Reading;
 +Teaching; Typing; Writing; and IQ/H or IQ/VH skills, particu-
 +larly Expert Skills, concerning abstruse subject matter.
 +
 +===== Sabotage - =====
 +
 +Many an adventure plot revolves around blowing up, burn-
 +ing down, or otherwise wrecking things. If the campaign fea-
 +tures mission objectives or obstacles that can’t be worked
 +around in more subtle ways, then one or more niches should
 +specialize in such destruction.
 +
 +Advantages: Artificer; Fearlessness, for walking around with
 +explosives; High Manual Dexterity; and Luck, for avoiding
 +unintended accidents.
 +
 +Disadvantages: Pyromania.
 +
 +Skills: Architecture, for knowing the weak spots in structures;
 +Engineer (Combat); Explosives (Demolition or Fireworks);
 +Forced Entry; Machinist; and Traps, for leaving nasty surprises.
 +Remember that “repair” skills can also destroy: Armoury can
 +neutralize weapons; Electrician can cut power; Electronics
 +Repair can short-circuit gizmos; and Mechanic can sever brake
 +lines and facilitate car bombs.
 +
 +===== Science + =====
 +
 +Eespecially in sci-fi many problems call for scientific solutions – most often testing
 +and field-expedient applications. If this stuff is relevant, then at
 +least one niche should excel at it. In a cerebral game, several
 +niches might specialize in different areas.
 +
 +Attributes: IQ is the cheapest way to shine at more than a
 +few of the relevant skills.
 +
 +Advantages: Lightning Calculator and Mathematical Ability.
 +Disadvantages: Curious.
 +
 +Skills: Astronomy; Biology; Chemistry; Geography (Physical);
 +Geology; Mathematics; Metallurgy; Meteorology; Naturalist;
 +Paleontology; Physics; Physiology; Psychology (Experimen-
 +tal); and any scientific Expert Skill imaginable (Epidemiol-
 +ogy, Hydrology, Natural Philosophy, etc.). In fiction,
 +Engineer is frequently associated with science, too. These
 +often come with some of Computer Programming, Current
 +Affairs (Science & Technology), Electronics Operation (Sci-
 +entific), and Hazardous Materials.
 +
 +===== Security - =====
 +
 +Except in the most sedate of campaigns, keeping watch for
 +trouble is important, and there should be at least one niche
 +tasked with doing so. If this is a central premise – the PCs are
 +bodyguards, antiterrorist forces, etc. – then every niche ought
 +to have some of these traits.
 +
 +Secondary Characteristics: Per in itself is crucial for meeting
 +security challenges.
 +
 +Advantages: Acute Senses; Combat Reflexes; Danger Sense;
 +Less Sleep; Night Vision; and Peripheral Vision. True security
 +officers often have Legal Enforcement Powers and/or Rank.
 +
 +Disadvantages: Light Sleeper and Paranoia. Security offi-
 +cers often have Duty and/or Sense of Duty.
 +
 +Skills: Animal Handling (Dogs), for working alongside guard
 +and sniffer dogs; Body Language; Electronics Operation (Secu-
 +rity or Sensors); Explosives (EOD); Lip Reading; Observation;
 +Search; Shadowing; Streetwise, for noticing dodgy situations;
 +Tactics, for suitable responses; and Tracking. Niches covering
 +these tasks should add combat skills for the relevant “force spec-
 +trum”: Intimidation, usually a Melee Weapon skill (whether
 +Broadsword for a big club or Tonfa for a modern side-handle
 +police baton), and possibly ranged skills such as Liquid Projec-
 +tor (Sprayer) and Guns. Police officers know Law (Police) and
 +Savoir-Faire (Police).
 +
 +===== Sneaking + =====
 +
 +In adventure plots, not being detected by enemies comes sec-
 +ond only to combat. If the entire PC group needs to be circum-
 +spect, then give all niches a few suitable traits – but even then,
 +the dedicated stealth expert is a common and necessary role.
 +Attributes: IQ (DX, not so much, despite the common asso-
 +ciation between grace and sneakiness).
 +
 +Advantages and Perks: Honest Face and Night Vision.
 +
 +Disadvantages: Loner.
 +
 +Skills: Acting, for not behaving suspiciously; Camouflage;
 +Holdout, for one’s gear; Housekeeping, for making evidence
 +disappear; Observation, for spotting guards and hidden cam-
 +eras; Shadowing; Smuggling; and Stealth.
 +
 +===== Social Engineering + =====
 +
 +People can be the most puzzling challenge. Manipulating
 +others and settling conflicts peacefully is a huge niche in
 +almost every genre. In fact, it’s such a major role that unless
 +the GM foresees the campaign being wall-to-wall Combat
 +(p. 36) and Sneaking (p. 40), it’s best to scatter these abilities
 +across several – perhaps all – templates.
 +
 +Attributes: IQ defines “social intelligence,” doing what the
 +“Charisma” or “Charm” attribute does in other RPGs.
 +
 +Advantages and Perks: Appearance; Charisma; Cultural
 +Adaptability*; Cultural Familiarity; Empathy; Fashion Sense;
 +Honest Face; Pitiable; Rapier Wit*; Smooth Operator; Social
 +Chameleon*; and Voice. Traits with an asterisk (*) may be too
 +cinematic for some campaigns.
 +
 +Disadvantages: Chummy; Compulsive Carousing; Overcon-
 +fidence, for the reaction bonus from the impressionable; and
 +Xenophilia, to avoid accidental bad reactions from foreigners.
 +
 +Skills: Acting; Carousing; Connoisseur (Wine), or any other
 +specialty that would impress; Current Affairs (High Culture,
 +People, Popular Culture, or Travel); Dancing; Detect Lies; Diplo-
 +macy; Erotic Art; Fast-Talk; Interrogation; Intimidation; Leader-
 +ship; Makeup; Merchant; Panhandling; Politics; Psychology;
 +Public Speaking; Savoir-Faire; Sex Appeal; and Streetwise.
 +
 +===== Social Sciences -=====
 +
 +
 +The trappings of culture can present
 +interesting challenges, ranging from spot-
 +ting art forgeries to determining whether
 +the tribesmen are cannibals. In high-
 +action campaigns, the associated traits are
 +at best part of one niche. In more sedate
 +tales, there’s room for at least two niches –
 +arts and humanities – and maybe more.
 +
 +Attributes: IQ is the most affordable
 +way to be good at lots of suitable skills.
 +
 +Advantages: Cultural Familiarity; Lan-
 +guage Talent; and Languages. Cultural
 +Adaptability also fits, though it’s cinematic.
 +Disadvantages: Curious and Xenophilia.
 +
 +Skills: Anthropology; Archae ology; Car-
 +tography; Connoisseur (Literature, Visual
 +Arts, etc.); Criminology; Current Affairs,
 +particularly Headline News, Politics, and
 +Regional; Economics; Geography (Politi-
 +cal); Heraldry; History; Law; Linguistics;
 +Literature; Philosophy; Psychology; Sociol-
 +ogy; Theology, especially the Comparative
 +specialty; and many Expert Skills (Egyptol-
 +ogy, Political Science, Xenology, etc.).
 +
 +===== Space =====
 +
 +As space travel features in the cam-
 +paign skills for dealing with the curves it throws at the PCs are vital.
 +Every space voyager should know the basics, but the sea-
 +soned space-hand is a strong niche of its own.
 +
 +Advantages: 3D Spatial Sense; G-Experience; Improved G-
 +Tolerance; Perfect Balance; and Xeno-Adaptability, in cinematic
 +campaigns with alien cultures.
 +
 +Disadvantages: Chummy, because spaceships are close
 +quarters, and Xenophilia.
 +
 +Skills: Area Knowledge, for an interplanetary state or even a
 +galaxy; Astronomy; Expert Skill (Xenology); Free Fall; Freight
 +Handling; Law (Interstellar); Navigation (Space or Hyperspace);
 +Physics (Astrophysics), an IQ/H optional specialty; Piloting, for
 +anything space-related; Shiphandling (Spaceship or Starship);
 +Spacer; and Vacc Suit. Electronics Operation specialties that
 +campaign assumptions make vital to space action also fit; e.g.,
 +Force Shields, Matter Transmitters, and Sensors are widespread
 +in space opera.
 +
 +===== Stealing + =====
 +
 +PCs often face the challenge of taking what isn’t theirs. This is a
 +niche unto itself in genres where it matters. In stealth-heavy
 +campaigns, there’s room for several templates: the nimble-fin-
 +gered pickpocket, the agile cat burglar, the security-systems
 +cracker, etc.
 +
 +Attributes: DX and IQ.
 +
 +Advantages and Perks: Flexibility and Perfect Balance, for
 +cat burglars; High Manual Dexterity, for pickpockets; and
 +Night Vision.
 +
 +Disadvantages: Greed, as motivation, and Loner, to avoid betrayals.
 +
 +Skills: Architecture, for find-
 +ing secret doors; Climbing;
 +Connoisseur, for recognizing
 +unobvious treasures worth
 +stealing; Electronics Operation
 +(Security); Electronics Repair
 +(Security); Escape; Explosives
 +(Demolition), for blowing safes;
 +Filch; Forced Entry; Lockpick-
 +ing; Merchant, for appraising
 +the value of obvious loot; Pick-
 +pocket; Search; Sleight of
 +Hand; and Traps.
 +
 +===== Streets - =====
 +
 +
 +The streets pose problems
 +that must be solved through
 +morally (if not physically!) dirty
 +means: bribery, threats, vio-
 +lence, and lurking in dark alley-
 +ways. Solutions to these often
 +inform a niche, which can be
 +substantial if all the other tem-
 +plates are polite and proper.
 +
 +Advantages and Perks: Alco-
 +hol Tolerance; Contacts (Crimi-
 +nal); Danger Sense; Fearlessness; and Indomitable.
 +
 +Disadvantages: Bad Appearance, Callous, and a mean-
 +and-nasty Reputation all aid Intimidation. Often, Social
 +Stigma (Criminal Record) is necessary to be taken seriously.
 +Skills: Acting, for appearing downtrodden; Area Knowledge
 +(any “tough” locale); Brawling; Carousing; Fast-Talk, for spe-
 +cious intimidation (p. B202); Forced Entry; Gambling; Her-
 +aldry (Graffiti Tags); Holdout; Intimidation; Merchant, for
 +illegal deals; Observation; Panhandling; Savoir-Faire (Mafia);
 +Scrounging; Shadowing; Streetwise; and Urban Survival.
 +
 +===== Technical Means ++ =====
 +
 +“Technical means” is a euphemism for tools with few honest applications: computer viruses, false-bottomed luggage,
 +forged ID cards, poisons, signal jammers, tiny cameras,
 +truth serums, etc. High-end crooks, spies, and commandos –
 + routinely face challenges that
 +require them to use or confront such stuff.
 +
 +Advantages: Those with legitimate support will have a few of
 +Alternate Identity, Legal Immunity, Rank (Administrative, Military, or Police), and Security Clearance.
 +
 +Disadvantages: Paranoia and Secret Identity. Duty (Service)
 +and Sense of Duty (Nation) are common among real spies and
 +black operators.
 +
 +Skills: Brainwashing; Cartography; Computer Hacking;
 +Computer Programming; Counterfeiting; Cryptography; Electronics Operation, particularly EW and Surveillance; Electronics Repair (ditto); Expert Skill (Computer Security);
 +Explosives; Forgery; Holdout; Intelligence Analysis; Interrogation; Mathematics (Cryptology); Photography; Poisons; Propaganda; and Smuggling.
 +
 +===== Transportation ++ =====
 +
 +Travel is a classic motivation for adventure, and thus a large
 +part of many campaigns. An expert with vehicles, cargos, and
 +related subjects can tackle numerous challenges. “driver” and “pilot,” “operator” and “mechanic,” and so
 +on are separate niches.
 +
 +Attributes: DX.
 +
 +Advantages: Absolute Direction; Acute Vision; Combat
 +Reflexes; and Signature Gear (Vehicle).
 +
 +Disadvantages: Workaholic, for those long hauls.
 +
 +Skills: Area Knowledge, possibly of specific transportation
 +networks; Bicycling; Boating; Connoisseur (Vehicles); Crewman
 +skills of all kinds; Current Affairs (Travel); Driving; Engineer
 +(Vehicle Type); Freight Handling; Mechanic; Navigation; Pack-
 +ing; Parachuting; Piloting; Riding; Shiphandling; Submarine;
 +and Teamster. Any Electronics Operation specialty
 +needed for essential vehicle systems may qualify, most often
 +Sensors and – Comm
  
starrangers/suggested_characters.1434910861.txt.gz · Last modified: 2018/07/31 23:23 (external edit)