starrangers:suggested_characters
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starrangers:suggested_characters [2015/08/12 01:15] – weby | starrangers:suggested_characters [2018/07/31 23:23] (current) – external edit 127.0.0.1 | ||
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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; | ||
Line 482: | Line 491: | ||
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 -- ===== | ||
Line 490: | Line 500: | ||
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); | ||
Line 536: | Line 556: | ||
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; | ||
Line 557: | Line 579: | ||
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- | ||
Line 590: | Line 618: | ||
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 |
Line 633: | Line 668: | ||
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 652: | 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 | ||
Line 673: | Line 712: | ||
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 | ||
Line 683: | Line 719: | ||
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 704: | Line 742: | ||
Hand; and Traps. | Hand; and Traps. | ||
- | ===== Streets ===== | + | ===== Streets |
Line 716: | 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.1439342120.txt.gz · Last modified: 2018/07/31 23:23 (external edit)