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starrangers:suggested_characters [2015/08/11 00:35] webystarrangers:suggested_characters [2018/07/31 23:23] (current) – external edit 127.0.0.1
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 they exist. they exist.
  
-===== Establishment =====+===== Establishment =====
  
 Dealing with the setting’s apparatus of power can be a Dealing with the setting’s apparatus of power can be a
-major challenge – possibly the principal one, in a relatively +major challenge. This can be the primary job of a niche, or
-cerebral campaign. This can be the primary job of a niche, or+
 of several if there are many different authorities to wrangle. of several if there are many different authorities to wrangle.
 +
 Advantages: Charisma, for leaders; Claim to Hospitality; Advantages: Charisma, for leaders; Claim to Hospitality;
 Contacts; Legal Immunity; Patrons; Rank; Reputation; Secu- Contacts; Legal Immunity; Patrons; Rank; Reputation; Secu-
 rity Clearance; Social Regard; Status; and Wealth. rity Clearance; Social Regard; Status; and Wealth.
 +
 Disadvantages: Any Code of Honor, Duty, or Disadvantages: Any Code of Honor, Duty, or
 Sense of Duty expected of the position. In some set- Sense of Duty expected of the position. In some set-
 tings, Jealousy or Selfish might be necessary to tings, Jealousy or Selfish might be necessary to
 seem convincing. seem convincing.
 +
 Skills: Administration; Current Affairs (People or Skills: Administration; Current Affairs (People or
 Politics); Diplomacy; Economics; Expert Skill Politics); Diplomacy; Economics; Expert Skill
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 Speaking; and Savoir-Faire, usually but not always Speaking; and Savoir-Faire, usually but not always
 the High Society specialty. the High Society specialty.
-===== Exploration ===== 
  
-“How do we get there?” is a classic RPG chal- +===== Exploration + ===== 
-lenge! While not all adventuring groups have a ded- + 
-icated navigator, map-maker, and route-finder, it’s +“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.  
-an essential sideline for at least one niche in any + 
-genre where the heroes leave home occasionallyIf +Advantages: Absolute Direction; Eidetic Memory; and Intuition. 
-the campaign’s explorers focus on the wilderness +
-rather than on manmade places, it would be reason- +
-able to merge this category with Outdoors (p. 39). +
-Advantages: Absolute Direction; Eidetic Mem- +
-ory; and Intuition.+
 Disadvantages: Curious. Disadvantages: Curious.
 Skills: Navigation above all else. Add Architecture, for Skills: Navigation above all else. Add Architecture, for
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 ing); Meteorology/Weather Sense; Naturalist; Prospecting; ing); Meteorology/Weather Sense; Naturalist; Prospecting;
 and Urban Survival, for urban exploration. and Urban Survival, for urban exploration.
-===== Inventing =====+ 
 +===== Inventing =====
  
 Coming up with new technologies is an important challenge Coming up with new technologies is an important challenge
-in a long-term campaign with a historical, pulp, or sci-fi angle. +in a long-term campaign with a sci-fi angle. 
-It’s an acquired taste, though, as the PCs involved will be in or + 
-out of the spotlight for a long time. If inventing will take center +
-stage, then, distribute these traits among several niches to +
-involve as many players as possible; if it won’t, make this stuff +
-incidental to a niche that handles other challenges.+
 Attributes: IQ is the most cost-effective way to be good at the Attributes: IQ is the most cost-effective way to be good at the
 many associated skills. many associated skills.
 +
 Advantages: Artificer; Gadgeteer*; Gizmos*; High TL*; Less Advantages: Artificer; Gadgeteer*; Gizmos*; High TL*; Less
-Sleep; and Versatile. Traits with an asterisk (*) may be too cin- +Sleep; and Versatile. 
-ematic for some campaigns.+
  
-Disadvantages: Compulsive Behavior, if the GM permits +Disadvantages:  Curious; and Workaholic, which the rules thrust upon inventors, so they might as
-Compulsive Inventing (it certainly fits!); Curious; and Worka- +
-holic, which the rules thrust upon inventors, so they might as+
 well get points for it. well get points for it.
 +
 Skills: Bioengineering, for biotechnology; Computer Pro- Skills: Bioengineering, for biotechnology; Computer Pro-
 gramming, for software; Engineer, for most things; Metallurgy, gramming, for software; Engineer, for most things; Metallurgy,
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 cles. When permitting Gadgeteer and Gizmos, consider cles. When permitting Gadgeteer and Gizmos, consider
 topping off this list with Weird Science. topping off this list with Weird Science.
-===== Medicine =====+ 
 +===== Medicine =====
  
 Adventurers who engage in chases, combat, and dangerous Adventurers who engage in chases, combat, and dangerous
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 challenges encompass bio-weapons, epidemics, and infected challenges encompass bio-weapons, epidemics, and infected
 matter. Cyberpunk adds performance-enhancing substances matter. Cyberpunk adds performance-enhancing substances
-and implants. Sci-fi often features all of these elements, sug- +and implants. Sci-fi often features all of these elements. 
-gesting multiple niches; in other genres, this is a supporting +
-role, incidental to a niche.+
 Attributes: IQ. Attributes: IQ.
 +
 Advantages: Empathy; Healer; and Resistant to Disease. Advantages: Empathy; Healer; and Resistant to Disease.
 Disadvantages: Code of Honor (Professional); Pacifism; Disadvantages: Code of Honor (Professional); Pacifism;
 Selfless; Sense of Duty; and Workaholic. Selfless; Sense of Duty; and Workaholic.
 +
 Skills: Bioengineering; Biology (Microbiology), an IQ/H Skills: Bioengineering; Biology (Microbiology), an IQ/H
 optional specialty; Diagnosis; Electronics Operation (Medical); optional specialty; Diagnosis; Electronics Operation (Medical);
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 tism; NBC Suit; Pharmacy; Physician; Physiology; Poisons; tism; NBC Suit; Pharmacy; Physician; Physiology; Poisons;
 Surgery; and Veterinary. Surgery; and Veterinary.
-===== Military =====+ 
 +===== Military =====
  
 Military challenges call for solutions like artillery barrages, Military challenges call for solutions like artillery barrages,
 commando raids, sieges, and the sheer mass of manpower and commando raids, sieges, and the sheer mass of manpower and
 hardware that an organized fighting force can bring to bear. hardware that an organized fighting force can bring to bear.
-When every PC has such a background, all templates will boast 
-some of the traits below – but enough genres make the veteran 
-its own niche to justify a standalone category. 
 Niches that handle military challenges normally tackle Niches that handle military challenges normally tackle
-Combat (p. 36), too. Training ranges from Melee Weapon skills+Combat, too. Training ranges from Melee Weapon skills
 for primitive soldiers, through Guns, on up to Beam Weapons for primitive soldiers, through Guns, on up to Beam Weapons
 for futuristic troops. for futuristic troops.
 +
 Advantages and Perks: Charisma, for leaders; Combat Advantages and Perks: Charisma, for leaders; Combat
 Reflexes; Courtesy Rank; Fit; Military Rank; Penetrating Voice, Reflexes; Courtesy Rank; Fit; Military Rank; Penetrating Voice,
 for sergeants and low-TL officers; Reputation, in the form of for sergeants and low-TL officers; Reputation, in the form of
 medals and decorations; and Security Clearance. medals and decorations; and Security Clearance.
 +
 Disadvantages: Chummy; Code of Honor (Soldier’s); Duty Disadvantages: Chummy; Code of Honor (Soldier’s); Duty
 (Service), which is often required; Intolerance of the opposi- (Service), which is often required; Intolerance of the opposi-
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 and Sense of Duty, to unit or nation, for a reaction bonus from and Sense of Duty, to unit or nation, for a reaction bonus from
 one’s fellows. one’s fellows.
 +
 Skills: Grunts have Soldier and maybe Tactics; NCOs defi- Skills: Grunts have Soldier and maybe Tactics; NCOs defi-
 nitely have Tactics, and add Leadership; officers resemble nitely have Tactics, and add Leadership; officers resemble
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 Parachuting; and any Electronics Operation or vehicle-opera- Parachuting; and any Electronics Operation or vehicle-opera-
 tion skill for gear that’s largely or entirely military in the setting. tion skill for gear that’s largely or entirely military in the setting.
-===== Mobility =====+ 
 +===== Mobility +=====
  
 Many adventuring challenges amount to “Get from A to B,” Many adventuring challenges amount to “Get from A to B,”
 but separate A and B with distance and danger. When the whole but separate A and B with distance and danger. When the whole
-gang goes, that’s a job for Exploration (p. 37) and Transportation +gang goes, that’s a job for Exploration and Transportation.  
-(p42). When just one brave volunteer needs to do it, that’s defin- +
-itive of a niche, from the fantasy thief to the modern traceur.+
 Attributes and Secondary Characteristics: DX; HT; Basic Attributes and Secondary Characteristics: DX; HT; Basic
 Speed; and Basic Move. Speed; and Basic Move.
 +
 Advantages: Enhanced Dodge; Fit; Flexibility; and Perfect Advantages: Enhanced Dodge; Fit; Flexibility; and Perfect
 Balance. If the GM is willing to deem Catfall or a half-level of Balance. If the GM is willing to deem Catfall or a half-level of
 Enhanced Move (Ground) “realistic enough,” then add those. Enhanced Move (Ground) “realistic enough,” then add those.
 +
 Skills: Acrobatics; Body Sense; Breath Control; Climbing; Skills: Acrobatics; Body Sense; Breath Control; Climbing;
 Escape, for tight squeezes; Free Fall, in space campaigns; Escape, for tight squeezes; Free Fall, in space campaigns;
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 ics, Aquabatics, Flight, and Mount, for those capable of ics, Aquabatics, Flight, and Mount, for those capable of
 suitable movement. suitable movement.
-===== Money =====+ 
 +===== Money =====
  
 Money makes most game worlds go round and presents PCs Money makes most game worlds go round and presents PCs
 with endless challenges, starting with “How do we pay for our with endless challenges, starting with “How do we pay for our
-gear?” Solving these problems is essential in all genres, and a +gear?” Solving these problems is essential in all genres. 
-niche in itself in more thoughtful campaigns.+
 Advantages: Business Acumen; Independent Income; Light- Advantages: Business Acumen; Independent Income; Light-
 ning Calculator; Mathematical Ability; Rank (Merchant or ning Calculator; Mathematical Ability; Rank (Merchant or
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 Disadvantages: Greed; Miserliness, to keep the money; and Disadvantages: Greed; Miserliness, to keep the money; and
 Workaholic. Workaholic.
 +
 Skills: Accounting; Administration; Current Affairs (Busi- Skills: Accounting; Administration; Current Affairs (Busi-
 ness), and conceivably other specialties, to exploit trends; Diplo- ness), and conceivably other specialties, to exploit trends; Diplo-
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 terfeiting to make money (literally!) or Prospecting to find gold, terfeiting to make money (literally!) or Prospecting to find gold,
 silver, etc. at the source. silver, etc. at the source.
-===== Nautical =====+ 
 +===== Nautical -- =====
  
 If the campaign world has vast bodies of water that the If the campaign world has vast bodies of water that the
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 equipment commonly found aboard ships, particularly Sensors equipment commonly found aboard ships, particularly Sensors
 and Sonar. and Sonar.
-===== Outdoors ===== 
  
 +
 +===== Outdoors + =====
 The challenges of the great outdoors are legion. Unless the The challenges of the great outdoors are legion. Unless the
 adventurers won’t leave the city, ever, the campaign should adventurers won’t leave the city, ever, the campaign should
 define at least one niche that has the job of dealing with these. define at least one niche that has the job of dealing with these.
-In games where Exploration (p. 37) is the dominant outdoor + 
-activity, the GM might merge that category with this one.+As many of the things happen in the outback, the ability to survive in non civilized places is important. 
 Secondary Characteristics: Per. Secondary Characteristics: Per.
 +
 Advantages: Absolute Direction; Acute Senses; Outdoors- Advantages: Absolute Direction; Acute Senses; Outdoors-
 man; and Temperature Tolerance. man; and Temperature Tolerance.
 +
 Disadvantages: Loner, plus almost any self-imposed mental Disadvantages: Loner, plus almost any self-imposed mental
 disadvantage (p. B121) tied to keeping nature pristine. disadvantage (p. B121) tied to keeping nature pristine.
 +
 Skills: Area Knowledge, for any expansive outdoor area; Skills: Area Knowledge, for any expansive outdoor area;
 Camouflage; Climbing; Fishing; Hiking; Meteorology/Weather Camouflage; Climbing; Fishing; Hiking; Meteorology/Weather
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 fighting. High-tech niches might include Biology (Ecology), an fighting. High-tech niches might include Biology (Ecology), an
 IQ/H optional specialty; Geography; and Geology. IQ/H optional specialty; Geography; and Geology.
-===== Performing =====+ 
 +===== Performing -- =====
  
 Many plots call for the PCs to entertain NPCs, whether that Many plots call for the PCs to entertain NPCs, whether that
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 thing, and the campaign is about putting on successful shows! thing, and the campaign is about putting on successful shows!
 Advantages and Perks: Appearance is universally handy. Advantages and Perks: Appearance is universally handy.
 +
 Then there’s Flexibility for contortionists; Musical Ability and Then there’s Flexibility for contortionists; Musical Ability and
 Voice for musicians; Penetrating Voice and Rapier Wit (unless Voice for musicians; Penetrating Voice and Rapier Wit (unless
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 for acrobats; and so on. Be sure to suggest these in customiza- for acrobats; and so on. Be sure to suggest these in customiza-
 tion notes. tion notes.
 +
 Disadvantages: Compulsive Carousing and Overconfidence. Disadvantages: Compulsive Carousing and Overconfidence.
 Performers sometimes actively exploit Dwarfism, Hunchback, Performers sometimes actively exploit Dwarfism, Hunchback,
 Skinny, etc. Skinny, etc.
 +
 Skills: Acrobatics; Carousing; Dancing; Fire Eating; For- Skills: Acrobatics; Carousing; Dancing; Fire Eating; For-
 tune-Telling; Games; Mimicry (Speech); Musical Instrument; tune-Telling; Games; Mimicry (Speech); Musical Instrument;
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 seur (Dance or Music) and/or Current Affairs (High Culture seur (Dance or Music) and/or Current Affairs (High Culture
 or Popular Culture). or Popular Culture).
 +
 ===== Plants -- ===== ===== Plants -- =====
  
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 a living in a low-key historical campaign. With rare exceptions, a living in a low-key historical campaign. With rare exceptions,
 there’s just enough here for one niche. there’s just enough here for one niche.
 +
 Advantages: Green Thumb and Plant Empathy. Advantages: Green Thumb and Plant Empathy.
 +
 Disadvantages: Phobia (Fire), in settings where intelligent Disadvantages: Phobia (Fire), in settings where intelligent
 plants don’t appreciate flame. plants don’t appreciate flame.
 +
 Skills: Farming; Gardening; Naturalist; and Pharmacy Skills: Farming; Gardening; Naturalist; and Pharmacy
 (Herbal). Most fantasy and cinematic settings add Herb Lore; (Herbal). Most fantasy and cinematic settings add Herb Lore;
 high-tech ones might tack on Biology (Botany), an IQ/H high-tech ones might tack on Biology (Botany), an IQ/H
 optional specialty, and Paleontology (Paleobotany). optional specialty, and Paleontology (Paleobotany).
-===== Research =====+===== Research =====
  
 Heroes occasionally have to look for answers in whatever Heroes occasionally have to look for answers in whatever
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 whole niche, they can be essential to moving the story forward whole niche, they can be essential to moving the story forward
 – particularly in mystery, occult, and technothriller plots. – particularly in mystery, occult, and technothriller plots.
 +
 Attributes: IQ is archetypal. Attributes: IQ is archetypal.
 +
 Advantages: Eidetic Memory; Intuition; Less Sleep, for Advantages: Eidetic Memory; Intuition; Less Sleep, for
 all-nighters; Single-Minded; and Tenure, for access to the all-nighters; Single-Minded; and Tenure, for access to the
 best libraries. best libraries.
 +
 Disadvantages: Curious; Obsession with some academic Disadvantages: Curious; Obsession with some academic
 goal; and Workaholic. goal; and Workaholic.
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 Teaching; Typing; Writing; and IQ/H or IQ/VH skills, particu- Teaching; Typing; Writing; and IQ/H or IQ/VH skills, particu-
 larly Expert Skills, concerning abstruse subject matter. larly Expert Skills, concerning abstruse subject matter.
-===== Sabotage =====+ 
 +===== Sabotage =====
  
 Many an adventure plot revolves around blowing up, burn- Many an adventure plot revolves around blowing up, burn-
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 around in more subtle ways, then one or more niches should around in more subtle ways, then one or more niches should
 specialize in such destruction. specialize in such destruction.
 +
 Advantages: Artificer; Fearlessness, for walking around with Advantages: Artificer; Fearlessness, for walking around with
 explosives; High Manual Dexterity; and Luck, for avoiding explosives; High Manual Dexterity; and Luck, for avoiding
 unintended accidents. unintended accidents.
 +
 Disadvantages: Pyromania. Disadvantages: Pyromania.
 +
 Skills: Architecture, for knowing the weak spots in structures; Skills: Architecture, for knowing the weak spots in structures;
 Engineer (Combat); Explosives (Demolition or Fireworks); Engineer (Combat); Explosives (Demolition or Fireworks);
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 Repair can short-circuit gizmos; and Mechanic can sever brake Repair can short-circuit gizmos; and Mechanic can sever brake
 lines and facilitate car bombs. lines and facilitate car bombs.
-===== Science ===== 
  
-Outside of fantasy and TL0-3 adventures, and especially in +===== Science + ===== 
-sci-fi and TL6+ stories (unless the campaign is pure action), + 
-many problems call for scientific solutions – most often testing+Eespecially in sci-fi many problems call for scientific solutions – most often testing
 and field-expedient applications. If this stuff is relevant, then at and field-expedient applications. If this stuff is relevant, then at
 least one niche should excel at it. In a cerebral game, several least one niche should excel at it. In a cerebral game, several
 niches might specialize in different areas. niches might specialize in different areas.
 +
 Attributes: IQ is the cheapest way to shine at more than a Attributes: IQ is the cheapest way to shine at more than a
 few of the relevant skills. few of the relevant skills.
 +
 Advantages: Lightning Calculator and Mathematical Ability. Advantages: Lightning Calculator and Mathematical Ability.
 Disadvantages: Curious. Disadvantages: Curious.
 +
 Skills: Astronomy; Biology; Chemistry; Geography (Physical); Skills: Astronomy; Biology; Chemistry; Geography (Physical);
 Geology; Mathematics; Metallurgy; Meteorology; Naturalist; Geology; Mathematics; Metallurgy; Meteorology; Naturalist;
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 Affairs (Science & Technology), Electronics Operation (Sci- Affairs (Science & Technology), Electronics Operation (Sci-
 entific), and Hazardous Materials. entific), and Hazardous Materials.
-===== Security =====+ 
 +===== Security =====
  
 Except in the most sedate of campaigns, keeping watch for Except in the most sedate of campaigns, keeping watch for
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 bodyguards, antiterrorist forces, etc. – then every niche ought bodyguards, antiterrorist forces, etc. – then every niche ought
 to have some of these traits. to have some of these traits.
 +
 Secondary Characteristics: Per in itself is crucial for meeting Secondary Characteristics: Per in itself is crucial for meeting
 security challenges. security challenges.
 +
 Advantages: Acute Senses; Combat Reflexes; Danger Sense; Advantages: Acute Senses; Combat Reflexes; Danger Sense;
 Less Sleep; Night Vision; and Peripheral Vision. True security Less Sleep; Night Vision; and Peripheral Vision. True security
 officers often have Legal Enforcement Powers and/or Rank. officers often have Legal Enforcement Powers and/or Rank.
 +
 Disadvantages: Light Sleeper and Paranoia. Security offi- Disadvantages: Light Sleeper and Paranoia. Security offi-
 cers often have Duty and/or Sense of Duty. cers often have Duty and/or Sense of Duty.
 +
 Skills: Animal Handling (Dogs), for working alongside guard Skills: Animal Handling (Dogs), for working alongside guard
 and sniffer dogs; Body Language; Electronics Operation (Secu- and sniffer dogs; Body Language; Electronics Operation (Secu-
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 tor (Sprayer) and Guns. Police officers know Law (Police) and tor (Sprayer) and Guns. Police officers know Law (Police) and
 Savoir-Faire (Police). Savoir-Faire (Police).
-===== Sneaking =====+ 
 +===== Sneaking =====
  
 In adventure plots, not being detected by enemies comes sec- In adventure plots, not being detected by enemies comes sec-
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 Attributes: IQ (DX, not so much, despite the common asso- Attributes: IQ (DX, not so much, despite the common asso-
 ciation between grace and sneakiness). ciation between grace and sneakiness).
 +
 Advantages and Perks: Honest Face and Night Vision. Advantages and Perks: Honest Face and Night Vision.
 +
 Disadvantages: Loner. Disadvantages: Loner.
 +
 Skills: Acting, for not behaving suspiciously; Camouflage; Skills: Acting, for not behaving suspiciously; Camouflage;
 Holdout, for one’s gear; Housekeeping, for making evidence Holdout, for one’s gear; Housekeeping, for making evidence
 disappear; Observation, for spotting guards and hidden cam- disappear; Observation, for spotting guards and hidden cam-
 eras; Shadowing; Smuggling; and Stealth. eras; Shadowing; Smuggling; and Stealth.
-===== Social Engineering =====+ 
 +===== Social Engineering =====
  
 People can be the most puzzling challenge. Manipulating People can be the most puzzling challenge. Manipulating
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 (p. 36) and Sneaking (p. 40), it’s best to scatter these abilities (p. 36) and Sneaking (p. 40), it’s best to scatter these abilities
 across several – perhaps all – templates. across several – perhaps all – templates.
 +
 Attributes: IQ defines “social intelligence,” doing what the Attributes: IQ defines “social intelligence,” doing what the
 “Charisma” or “Charm” attribute does in other RPGs. “Charisma” or “Charm” attribute does in other RPGs.
 +
 Advantages and Perks: Appearance; Charisma; Cultural Advantages and Perks: Appearance; Charisma; Cultural
 Adaptability*; Cultural Familiarity; Empathy; Fashion Sense; Adaptability*; Cultural Familiarity; Empathy; Fashion Sense;
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 Chameleon*; and Voice. Traits with an asterisk (*) may be too Chameleon*; and Voice. Traits with an asterisk (*) may be too
 cinematic for some campaigns. cinematic for some campaigns.
 +
 Disadvantages: Chummy; Compulsive Carousing; Overcon- Disadvantages: Chummy; Compulsive Carousing; Overcon-
 fidence, for the reaction bonus from the impressionable; and fidence, for the reaction bonus from the impressionable; and
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 Public Speaking; Savoir-Faire; Sex Appeal; and Streetwise. Public Speaking; Savoir-Faire; Sex Appeal; and Streetwise.
  
-===== Social Sciences =====+===== Social Sciences -=====
  
  
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 tales, there’s room for at least two niches – tales, there’s room for at least two niches –
 arts and humanities – and maybe more. arts and humanities – and maybe more.
 +
 Attributes: IQ is the most affordable Attributes: IQ is the most affordable
 way to be good at lots of suitable skills. way to be good at lots of suitable skills.
 +
 Advantages: Cultural Familiarity; Lan- Advantages: Cultural Familiarity; Lan-
 guage Talent; and Languages. Cultural guage Talent; and Languages. Cultural
 Adaptability also fits, though it’s cinematic. Adaptability also fits, though it’s cinematic.
 Disadvantages: Curious and Xenophilia. Disadvantages: Curious and Xenophilia.
 +
 Skills: Anthropology; Archae ology; Car- Skills: Anthropology; Archae ology; Car-
 tography; Connoisseur (Literature, Visual tography; Connoisseur (Literature, Visual
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 ===== Space ===== ===== Space =====
  
- +As space travel features in the cam- 
-If space travel features in the cam- +paign skills for dealing with the curves it throws at the PCs are vital.
-paign, as it often does at TL9+, then skills +
-for dealing with the curves it throws at the PCs are vital.+
 Every space voyager should know the basics, but the sea- Every space voyager should know the basics, but the sea-
 soned space-hand is a strong niche of its own. soned space-hand is a strong niche of its own.
 +
 Advantages: 3D Spatial Sense; G-Experience; Improved G- Advantages: 3D Spatial Sense; G-Experience; Improved G-
 Tolerance; Perfect Balance; and Xeno-Adaptability, in cinematic Tolerance; Perfect Balance; and Xeno-Adaptability, in cinematic
 campaigns with alien cultures. campaigns with alien cultures.
 +
 Disadvantages: Chummy, because spaceships are close Disadvantages: Chummy, because spaceships are close
 quarters, and Xenophilia. quarters, and Xenophilia.
 +
 Skills: Area Knowledge, for an interplanetary state or even a Skills: Area Knowledge, for an interplanetary state or even a
 galaxy; Astronomy; Expert Skill (Xenology); Free Fall; Freight galaxy; Astronomy; Expert Skill (Xenology); Free Fall; Freight
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 in space opera. in space opera.
  
-===== Stealing =====+===== Stealing =====
  
- 
-Fantasy heroes out to loot dungeons, career criminals after 
-the big score, super-spies assigned to snatch top-secret plans . . . 
 PCs often face the challenge of taking what isn’t theirs. This is a 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 niche unto itself in genres where it matters. In stealth-heavy
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 gered pickpocket, the agile cat burglar, the security-systems gered pickpocket, the agile cat burglar, the security-systems
 cracker, etc. cracker, etc.
 +
 Attributes: DX and IQ. Attributes: DX and IQ.
 +
 Advantages and Perks: Flexibility and Perfect Balance, for Advantages and Perks: Flexibility and Perfect Balance, for
 cat burglars; High Manual Dexterity, for pickpockets; and cat burglars; High Manual Dexterity, for pickpockets; and
 Night Vision. Night Vision.
-Disadvantages: Greed, as + 
-motivation, and Loner, to +Disadvantages: Greed, as motivation, and Loner, to avoid betrayals. 
-avoid betrayals.+
 Skills: Architecture, for find- Skills: Architecture, for find-
 ing secret doors; Climbing; ing secret doors; Climbing;
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 Hand; and Traps. Hand; and Traps.
  
-===== Streets =====+===== Streets =====
  
  
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 substantial if all the other tem- substantial if all the other tem-
 plates are polite and proper. plates are polite and proper.
 +
 Advantages and Perks: Alco- Advantages and Perks: Alco-
 hol Tolerance; Contacts (Crimi- hol Tolerance; Contacts (Crimi-
 nal); Danger Sense; Fearlessness; and Indomitable. nal); Danger Sense; Fearlessness; and Indomitable.
 +
 Disadvantages: Bad Appearance, Callous, and a mean- Disadvantages: Bad Appearance, Callous, and a mean-
 and-nasty Reputation all aid Intimidation. Often, Social and-nasty Reputation all aid Intimidation. Often, Social
starrangers/suggested_characters.1439253348.txt.gz · Last modified: 2018/07/31 23:23 (external edit)