starrangers:suggested_characters
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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 | + | 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: | Disadvantages: | ||
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; | Skills: Administration; | ||
Politics); Diplomacy; Economics; Expert Skill | Politics); Diplomacy; Economics; Expert Skill | ||
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Speaking; and Savoir-Faire, | Speaking; and Savoir-Faire, | ||
the High Society specialty. | the High Society specialty. | ||
- | ===== Exploration ===== | ||
- | “How do we get there?” is a classic | + | ===== Exploration + ===== |
- | lenge! While not all adventuring groups have a ded- | + | |
- | icated | + | “How do we get there?” is a classic |
- | an essential sideline for at least one niche in any | + | |
- | genre where the heroes leave home occasionally. If | + | Advantages: Absolute Direction; Eidetic |
- | 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 | + | |
- | ory; and Intuition. | + | |
Disadvantages: | Disadvantages: | ||
Skills: Navigation above all else. Add Architecture, | Skills: Navigation above all else. Add Architecture, | ||
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ing); Meteorology/ | ing); Meteorology/ | ||
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: | + | Disadvantages: |
- | Compulsive Inventing (it certainly fits!); | + | |
- | holic, which the rules thrust upon inventors, so they might as | + | |
well get points for it. | well get points for it. | ||
+ | |||
Skills: Bioengineering, | Skills: Bioengineering, | ||
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, | challenges encompass bio-weapons, | ||
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: | Disadvantages: | ||
Selfless; Sense of Duty; and Workaholic. | Selfless; Sense of Duty; and Workaholic. | ||
+ | |||
Skills: Bioengineering; | Skills: Bioengineering; | ||
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 | + | 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; | medals and decorations; | ||
+ | |||
Disadvantages: | Disadvantages: | ||
(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; | Parachuting; | ||
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 | + | gang goes, that’s a job for Exploration and Transportation. |
- | (p. 42). 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: | Attributes and Secondary Characteristics: | ||
Speed; and Basic Move. | Speed; and Basic Move. | ||
+ | |||
Advantages: Enhanced Dodge; Fit; Flexibility; | Advantages: Enhanced Dodge; Fit; Flexibility; | ||
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: | Disadvantages: | ||
Workaholic. | Workaholic. | ||
+ | |||
Skills: Accounting; Administration; | Skills: Accounting; Administration; | ||
ness), and conceivably other specialties, | ness), and conceivably other specialties, | ||
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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: | Secondary Characteristics: | ||
+ | |||
Advantages: Absolute Direction; Acute Senses; Outdoors- | Advantages: Absolute Direction; Acute Senses; Outdoors- | ||
man; and Temperature Tolerance. | man; and Temperature Tolerance. | ||
+ | |||
Disadvantages: | Disadvantages: | ||
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/ | Camouflage; Climbing; Fishing; Hiking; Meteorology/ | ||
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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; | Then there’s Flexibility for contortionists; | ||
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: | Disadvantages: | ||
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; | tune-Telling; | ||
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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: | Disadvantages: | ||
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; | all-nighters; | ||
best libraries. | best libraries. | ||
+ | |||
Disadvantages: | Disadvantages: | ||
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, | Advantages: Artificer; Fearlessness, | ||
explosives; High Manual Dexterity; and Luck, for avoiding | explosives; High Manual Dexterity; and Luck, for avoiding | ||
unintended accidents. | unintended accidents. | ||
+ | |||
Disadvantages: | Disadvantages: | ||
+ | |||
Skills: Architecture, | Skills: Architecture, | ||
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 | + | ===== Science + ===== |
- | sci-fi | + | |
- | many problems call for scientific solutions – most often testing | + | Eespecially |
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: | Disadvantages: | ||
+ | |||
Skills: Astronomy; Biology; Chemistry; Geography (Physical); | Skills: Astronomy; Biology; Chemistry; Geography (Physical); | ||
Geology; Mathematics; | Geology; Mathematics; | ||
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Affairs (Science & Technology), | Affairs (Science & Technology), | ||
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: | Secondary Characteristics: | ||
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: | Disadvantages: | ||
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: | Disadvantages: | ||
+ | |||
Skills: Acting, for not behaving suspiciously; | Skills: Acting, for not behaving suspiciously; | ||
Holdout, for one’s gear; Housekeeping, | Holdout, for one’s gear; Housekeeping, | ||
disappear; Observation, | disappear; Observation, | ||
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, | Attributes: IQ defines “social intelligence, | ||
“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*; | Adaptability*; | ||
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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: | Disadvantages: | ||
fidence, for the reaction bonus from the impressionable; | fidence, for the reaction bonus from the impressionable; | ||
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Public Speaking; Savoir-Faire; | Public Speaking; Savoir-Faire; | ||
- | ===== 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; | Advantages: Cultural Familiarity; | ||
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: | Disadvantages: | ||
+ | |||
Skills: Anthropology; | Skills: Anthropology; | ||
tography; Connoisseur (Literature, | tography; Connoisseur (Literature, | ||
Line 650: | Line 690: | ||
===== 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; | Advantages: 3D Spatial Sense; G-Experience; | ||
Tolerance; Perfect Balance; and Xeno-Adaptability, | Tolerance; Perfect Balance; and Xeno-Adaptability, | ||
campaigns with alien cultures. | campaigns with alien cultures. | ||
+ | |||
Disadvantages: | Disadvantages: | ||
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; | cat burglars; High Manual Dexterity, for pickpockets; | ||
Night Vision. | Night Vision. | ||
- | Disadvantages: | + | |
- | motivation, and Loner, to | + | Disadvantages: |
- | avoid betrayals. | + | |
Skills: Architecture, | Skills: Architecture, | ||
ing secret doors; Climbing; | ing secret doors; Climbing; | ||
Line 702: | Line 742: | ||
Hand; and Traps. | Hand; and Traps. | ||
- | ===== Streets ===== | + | ===== Streets |
Line 714: | Line 754: | ||
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; | nal); Danger Sense; Fearlessness; | ||
+ | |||
Disadvantages: | Disadvantages: | ||
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)