CHARACTER TEMPLATES
A character template is a list of attributes,
advantages, disadvantages and
skills that a player can use in order to quickly build a
specific type of character
without neglecting important abilities or getting bogged down
in the rules. The
point costs of these abilities are listed, and the sum is
given as the "template
cost." The player pays this cost, specifies the
options he wants, writes those
abilities down on his character sheet and spends his remaining
points to customize
his character (see below).
Templates are never required, and it's possible to mix
characters created
with and without templates in the same campaign. Templates
are just a way of
buying many abilities at once; they have no in-play effects
and aren't discountpriced
package deals. Characters made from templates are 100%
compatible
with characters cut from whole cloth, and the abilities on
templates can be treated
as nothing more than recommendations, exactly like those
listed in the
Character Types sections of other GURPS books.
Skills
In the templates in this section, primary
skills are skills
that are absolutely required,
secondary skills are
helpful skills that it's
hard to imagine the character not having,
and background skills are skills chosen for
descriptive reasons rather than utility. Skills
are listed in the following format:
Skill Name (Difficulty) Relative Level
[Point Cost]-Actual
Level
Customizing Templates
Once the template has been purchased,
the player must customize it by spending
his remaining character points. The template
does not influence how these points
are spent. If the template has
fewer disadvantages
than the campaign permits, more
may be taken, giving extra points to spend.
Quirks are rarely listed on templates,
and are always optional; they should be
selected by the player.
Altering Templates
Templates are guidelines, not rules. When
customizing a template, the player
is free to alter any or all of the items that came with
it. Subtracting items from
a professional template may result in a character who
will be regarded as incompetent
by his peers, however.
Character Templates vs. Racial
Templates
Character templates are not the same thing as
the racial templates of
Chapters 3 and 4. Racial templates use attribute modifiers instead of
attribute
levels, include advantages that are unavailable on a
less-than-racial basis, and
include disadvantages don't count against the campaign disadvantage
limit.
Racial templates also matter in play, and frequently
contain a-point features.
CHARACTERS
ATHLETE 90 POINTS
A former professional athlete, in whatever sport the player
chooses. For whatever reason, he has retired - perhaps he
suffered
an injury, ran afoul of professional gamblers or grew
bored
with his former occupation.
Attributes: ST
12 [20], DX 12 [20], IQ 10 [0], HT 12 [20].
Advantages: A
total of 20 points in Ambidexterity [10], DoubleJointed
[5], Extra Fatigue [3/level], Fit or Very Fit [5 or 15],
High Pain Threshold [10], Rapid Healing [5], Reputation
(Famous athlete) [varies],
Toughness (DR 1) [10], Wealth
[10 or 20], and +1 ST, DX or HT [10].
Disadvantages: A
total of -20 points chosen from Bad Back [-15],
Code of Honor (Sportsmanship) [-5], Compulsive Gambling
[-5 to -15], Enemy (Gamblers, 6 or less) [-10], Greed
[-15],
Jealousy [-10], Overconfidence or Glory Hound [-10 or
-15],
Selfish [-5] and Sense of Duty
(Anyone on his "team") [-5].
Primary Skills: Tournament Law (sport) (MIE) IQ+2 [4]-12,
plus
anyone of Bicycling
or Swimming, both (PIE) DX+4
[16]-16; Boxing, Fencing Sport, Sports (any) or
Wrestling,
all (PIA) DX+3 [16]-15; Judo Sport,
Karate Sport, Skating or
Skiing, all (P/H) DX+2 [16]-14;
Lifting (P/H; ST) ST+2
[16]-14, or Running (P/H; HT)
HT+2 [16]-14.
Secondary Skills: A total of 6 points in any of the above and any
of Jumping (PIE); Climbing or Dancing, both (PIA); Hiking
(PIA; HT), and Acrobatics or Throwing, both (P/H).
Background Skills: A total of 4 points in any of Acting, Gambling,
Intimidation or Leadership, all (MIA); Sex Appeal (MIA;
HT), and Carousing (PIA; HT).
Customization Notes: A "star" athlete should consider spending
most of his remaining points to boost an Athletic skill, ST
or
DX up to a very high level. He should also use at least some
of his designated advantage points to buy a Reputation.
Note
that it's rare for athletes to be cross-trained in many
disciplines.
ATTORNEY 60 POINTS
A lawyer. Perhaps not the most appealing character from a
roleplaying standpoint, but one which can have certain advantages
in some kinds of campaigns.
Attributes: ST
10 [0], DX 10 [0], IQ 13 [30], HT 10 [0].
Advantages: Comfortable
Wealth [10] and 10 points chosen from
among Charisma [5/level], Sanctity [5], Single-Minded [5],
Status 1 [5], Voice [10] and more
Wealth [10].
Disadvantages: A
total of -20 points in Bully [-10], Code of
Honor (Professional ethics) [-5], Compulsive Lying
[-15],
Greed [-15], Honesty [-10], Odious Personal Habits
("Pedantic,"
"Shameless," etc.) [-5 to
-15], Overweight [-5],
Reputation (lawyer) [-5], Secret (Dishonest) [-10],
Sense of
Duty (Clients) [-5] or Workaholic
[-5].
Primary Skills: Law (M/H) IQ+3 [10]-16, Research (M/A) IQ+2
[6]-15, and one of Bard (MIA) IQ+2 [6]-15, Diplomacy
(MIH) IQ+1 [6]-14 or Fast-Talk (M/A) IQ+2 [6]-15.
Secondary Skills: Administration (M/A) IQ-l [1]-12 and Writing
(M/A) IQ-l [1]-12.
Background Skills: A total of 6 points in Criminology,
Interrogation, Intimidation or Politics, all (MIA);
Accounting, Detect Lies or Psychology, all (M/H), and
improved levels with any of the other skills on this template.
Customization Notes: Pick a specialty and choose your skills to
reflect this. E.g., a corporate lawyer is likely to have
Accounting and extra points in Administration, while a
D.A.
is more likely to have a very high level in Politics. A
successful
attorney of any kind will spend some of his remaining
points on Reputation and additional Wealth.
BARBARIAN 50 POINTS
This template represents a standard fixture of science
fiction:
a character from a primitive world, forced to cope with
things beyond his ken. He's not stupid; he's just
unacquainted
with life in a technological society.
Attributes: ST
II [10], DX 12 [20], IQ 10 [0], HT II [10].
Advantages: A
total of 10 points chosen from Alertness [5/level],
Animal Empathy [5], Fit [5], Immunity to Disease [10],
Night Vision [10], Pitiable [5], Plant Empathy [5],
Rapid
Healing [5] and Resistant to Poison [5].
Disadvantages: Primitive
(-4 TLs) [-20], plus another -15 points
in Confused [-10], Curious [-5 to -15], Gullibility
[-10],
Innumerate [-5], Non-Iconographic [-10], Semi-Literacy
[-5]
or Illiteracy [-10], Social Stigma (Barbarian) [-15],
Space
Sickness [-10], Technophobia [-15], Uneducated [-5] and
more levels of Primitive [-5/Ievel].
Primary Skills: Survival (any) (MIA)
IQ+2 [6]-12, 10 points in
low-tech CombatlWeapon skills (Bow,
Brawling,
Broadsword, etc.), and one of Hiking (PIA; HT) HT+I [4]12,
Riding (PIA) DX+I [4]-13
or Running (P/H; HT) HT
[4]-11.
Secondary Skills: Camouflage (M/E)
IQ+ I [2]-11, Cooking
(M/E) IQ+I [2]-11, Stealth (PIA) DX
[2]-12, Swimming
(PIE) DX [1]-12, Tracking (MIA) IQ+I
[4]-11.
Background Skills: A total of 4 points in Animal Guise (MIA),
Animal Handling (MIH), Climbing (PIA), Fishing (MIE) and
Mimicry (any) (PIH; HT).
Customization Notes: If enough skills are taken, it will probably
be more efficient to raise DX or IQ by one or more
levels.
This is in keeping with the archetype: SF barbarians
always
seem to catch on fast!
BELTER 75 POINTS
Belters are rude, crude, rough-and-tumble space
prospectors
who hunt among the tumbling rocks of the asteroid belt,
looking
for the strike that will make them rich and let them
retire. Some
tire of the quest and take up other pursuits.
Attributes: ST
11 [10], DX 12 [20], IQ 12 [20], HT 10 [0].
Advantages: A
total of 20 points in 3D Spatial Sense [10],
Alcohol Tolerance [5], Alertness [5/level], Fit [5],
G-Experience [l0], Improved G-Tolerance [5 or 10],
Intuition [15], Light Hangover or No Hangover [2 or 5],
and
Luck [15].
Disadvantages: A
total of -20 points in Alcoholism [-15],
Compulsive Carousing [-5], Compulsive Gambling [-5 to
-15], Greed [-15], Lecherousness [-15], Loner [-5],
Obsession (Finding the big strike) [-5], Odious
Personal
Habits ("Doesn't wash," "Foul
mouth," etc.) [-5 to -15] and
Social Disease [-5].
Primary Skills: Area Knowledge (Belt) (M/E) IQ+2 [4]-14,
Engineer (Mining) (MIH) IQ
[4]-12, Free Fall (PIA) DX
[2]-12, Geology (M/H) IQ [4]-12,
Navigation (M/H) IQ
[4]-12 and Prospecting (MIA) IQ [2]-12.
Secondary Skills: Astrogation
(MIA) IQ-l [I ]-11, Piloting (Small
Spacecraft) (PIA) DX-l [1]-11
and Vacc Suit (MIA) IQ-l
[lHI.
Background Skills: A total of 2 points in Cartography, Gambling,
Merchant or Planetology
(Rock/Ice), all (MIA);
Brawling
(PIE), and Carousing (PIA; HT).
Customization Notes: Long-time belters should spend some additional
points on higher levels in Free Fall and Vacc
Suit. A
successful belter might actually have some Wealth! Since
belters spend a lot of time in space and live in cramped
quarters,
neither Claustrophobia nor Space Sickness is appropriate.
BOUNTY HUNTER 65 POINTS
A bounty hunter makes his living finding people who
don't
want to be found: bail jumpers, escaped criminals,
merchants
who "skip out" on scheduled starship payments,
and fugitives of
all kinds. The hunter takes custody of the fugitive and
escorts
him to the nearest legal authority.
Attributes: ST II [10], DX 12 [20], IQ 12 [20], HT 10 [0].
Advantages: Legal Enforcement Powers (Bounty-hunter's
license) [5], plus 15 points chosen from Acute Senses (any)
[2/level], Alertness [5/level], Combat Reflexes [15],
Contact
(Police; skill-15, 9 or less, usually reliable) [4],
Intuition
[15], Reputation [varies] and Single-Minded [5].
Disadvantages:A total of -20
points chosen from Bully [-10],
Callous [-6], Delusion ("I'm a cop!") [-5 to
-15], Enemy
(Rival or escaped criminal, 6 or less) [-2] or (9 or
less) [-5],
Greed [-15], Honesty [-10], Intolerance (Crooks) [-5],
No
Sense of Humor [-10], Reputation [varies] and
Stubbornness
[-5].
Primary Skills: Area Knowledge (any) (MIE) IQ
[1]-12; two of
Interrogation, Research or Streetwise, all (MIA) IQ [2]-12;
one of Beam Weapons (any) or Guns (any), both (PIE)
DX+2 [1]-14*, and a total of 3 points in Blackjack (PIE),
Brawling (PIE), Judo (PIH) and Wrestling (PIA). * Includes
+2 for IQ.
Secondary Skills: Stealth (PIA) DX-l [I]-II; one of Detect Lies
(M/H) IQ-2 [1]-10 or Intimidation (MIA) IQ-I [1]-11, and
one of Shadowing or Tracking, both (MIA) IQ-I [1]-11.
Background Skills: A total of 3 points in Criminology, Fast-Talk,
Gambling or Holdout, all (MIA); Fast-Draw (any) (PIE), and
Carousing (PIA; HT).
Customization Notes: A bounty hunter can be an honest "freelance
cop" or a low-life who is no better than those he
hunts;
consider spending some points on skills from the Law
Enforcer (p. 94) or Rogue (p. 98)
template, respectively.
Successful bounty hunters may also want to spend a few
points on Wealth.
BUREAUCRAT 50 POINTS
Paper-pushers sometimes leave their jobs to take up the
travelling
lifestyle. There are many reasons for this, most of them
involving boredom and the lack of a sense of purpose.
Bureaucrats are invaluable in certain situations; i.e.,
anything
involving paperwork.
Attributes: ST 10 [0], DX 10 [0], IQ 13 [30], HT 10 [0].
Advantages: A total of 20 points in Administrative Rank
[5/level], Common Sense [10], Imperturbable or Unfazeable
[10 or 15], Security Clearance 1-2 [2/level],
Single-Minded
[5] and Wealth [10 or 20].
Disadvantages: A total of -20 points chosen from Bad Sight
(Correctable) [-10], Cowardice [-10], Hidebound [-5],
Honesty [-10], Incurious or Obdurate [-5 or -10], No
Sense
of Humor [-10], Odious Personal Habits
("Boring,"
"Officious," etc.) [-5 to -15], Overweight or Skinny [-5],
Stubbornness [-5], Unattractive (Geeky) [-5], Unfit
[-5] and
Workaholic [-5].
Primary Skills: Administration (MIA) IQ+2 [6]-15.
Secondary Skills: Computer Operation (M/E) IQ [I ]-13,
Research (MIA) IQ+l [4]-14, Speed-Reading (MIA) IQ-l
[1]-12 and Writing (MIA) IQ-I
[1]-12.
Background Skills: A total of 7 points in Savoir-Faire (Servant)
(MIE); Politics (MIA); Accounting,
Law or Diplomacy, all
(M/H), and Typing (PIE).
Customization Notes: Choose your background skills to reflect
your former job; e.g., a civil servant might have Politics
and
Savoir-Faire (Servant), an accountant should have
Accounting, and a low-level secretary would have SavoirFaire
(Servant) and Typing.
CORSAIR 75 POINTS
There is a certain romance in vicarious law breaking,
hence the rather romantic term "corsair." Call
them what
you will, these people are pirates (although those
who operate
under a Letter of Marque, p. 86, are more correctly
called "privateers").
Note: Piracy
is hotly debated among Traveller fans.
Decisions over the long-term viability of piracy in a
given
campaign rest with the GM and players.
Attributes: ST
II [10], DX 12 [20], IQ 12 [20], HT 11 [10].
Advantages: A
total of 20 points in 3D Spatial Sense [10],
Alcohol Tolerance [5], Ally Group (2-5 75-point
pirates, 9 or less) [10], Charisma [5/level], Combat
Reflexes [15], Contact (Military; skill-18, 9 or less,
somewhat reliable) [3], Daredevil [15], Fearlessness
[2/level], G-Experience [10], Light Hangover or No
Hangover [2 or 5], Luck [15] and
Zeroed [10].
Disadvantages: Enemy
(Imperium, 6 or less) [-20], and -15
points chosen from Alcoholism [-15], Bad Temper
[-10], Callous [-6], Code of Honor (Pirate's) [-5],
Compulsive Carousing [-5], Compulsive Gambling [-5 to
-15], Greed [-15], Laziness [-10], Reputation [varies],
Selfish
[-5] and Trademark [-1 to -15].
Primary Skills: Either Beam Weapons (any) or
Guns (any), both
(PIE) DX+3 [2]-15*, and Intimidation (MIA) IQ+2 [6]-14.
Secondary Skills: Free Fall (PIA)
DX [2]-12 and Vacc
Suit (MIA)
IQ [2]-12, plus any two of these 6 options:
I. Astrogation
(MIA) IQ [2]-12, Piloting (spacecraft type)
(PIA) DX+I [4]-13.
2. Armoury (Spaceship
Weaponry) (MIA) IQ [2]-12,
Gunner (any ship-mounted) (PIA) DX+3 [4]-15*.
3. Engineer (Vehicles) (M/H) IQ
[4]-12, Mechanic (any)
(MIA) IQ [2]-12.
4. Electronics Operation (Comm)
(MIA) IQ [2]-12, Traffic
Analysis (M/H) IQ [4]-12.
5. Electronics Operation (Sensors) (MIA) IQ [2]-12, SIGINT
Collection/Jamming (M/H) IQ [4]-12.
6. Leadership (MIA) IQ [2]-12,
Tactics (M/H) IQ [4]-12.
* Includes +2 for IQ.
Background Skills: A total of 6 points in Area Knowledge
(System) (MIE); Electronics Operation (Security
Systems),
Gambling, Heraldry (Ship's Markings) or Streetwise, all
(MIA); Brawling or Knife, both (PIE); Shortsword (PIA),
and Carousing (PIA; HT).
Customization Notes: Choose secondary skills to reflect your specialties:
(1) pilot, (2)
gunner, (3) engineer, (4) comm, (5)
Sensors/ECM and (6) captain. Two choices are required
because most pirate crews are small and experience heavy
attrition.
COMPUTER TECHNICIAN 60 POINTS
Another character with a variety of reasons for
traveling,
ranging from ennui to pursuing enemies. Computer technicians
have many skills of immediate value, but most are light on
combat
skills and reflexes, and need backup in tense situations.
Attributes: ST
10 [0], DX 10 [0], IQ 14 [45], HT 10 [0].
Advantages: A
total of 15 points chosen from Claim to
Hospitality (Contacts on the net) [I to 10], Less Sleep
[3/level], Lightning Calculator [5], Mathematical
Ability
[10], Security Clearance 1-2 [2/Ievel], Versatile [5]
and
Zeroed [10].
Disadvantages: A
total of -20 points in Addiction (Stimulants)
[-5], Bad Sight (Correctable) [-10], Clueless [-10],
Curious
[-5 to -15], Delusions ("Computers are
people," "The net is
real life," etc.) [-5 to -15], Klutz [-5], Low Empathy [-15],
Oblivious [-3], Overweight or Skinny [-5], Shyness [-5
to
-15], Unattractive (Geeky) [-5] and
Unfit [-5].
Primary Skills: Area Knowledge (Net) (M/E) IQ [I ]-14,
Computer Operation (M/E) IQ+ I
[2]-15, Computer
Programming (M/H)
IQ [4]-14 and Electronics Operation
(Computers) (MIA) IQ [2]-14.
Secondary Skills: Computer Hacking (M/VH) IQ-l [4]-13,
Electronics (Computers) (M/H) IQ-l
[2]-13, Mathematics
(M/H) IQ-2 [1]-12, Research (MIA) IQ-l [1]-13.
Background Skills: A total of 3 points in Administration or
Hobby (Computer Games), both (MIA), and Artificial
Intelligence or Cryptanalysis, both (M/H).
Note that
hobby skills are taken at half price; see p. B54.
Customization Notes: This template is intentionally on the
cinematic side to make it interesting. This can be taken
even further (if the GM permits) by adding Neural
Cyberdeck Interface [20 to 30] and Cyberdeck
Operation (M/VH).
DIPLOMAT 8O POINTS
The problem with being an ex-diplomat is that no
one you run into is quite willing to believe you're
retired. Are you the former under-assistant trade attache
to
have a wide variety of useful skills.
Attributes: ST 10 [0], DX 10 [0], IQ 13 [30], HT 10
[0].
Advantages: A total of 30 points in Administrative Rank
[5/1eve1], Alternate Identity [15], Legal Immunity [5
to 20] (20 points is Diplomatic Immunity), Patron
(Agency, 6 or less) [15], Security Clearance
[2I1evel], Status 1-4 [5I1evel] and Wealth [10 or 20];
plus 10 more points in Acute Hearing [2/1evel],
Charisma [5I1eve1], Fashion Sense [5], Language
Talent [2I1evel], Sanctity [5] and
Voice [10].
Disadvantages: A total of -20 points chosen from Duties
[-2 to -15], Enemy (Rivals, enemy agents, etc.; 6 or
less) [-10], Fanaticism (National or political cause)
[-15], Overconfidence or Glory Hound [-10 or -15],
Secret (Spy) [-5 to -20] and Sense of Duty (Nation,
planet or system) [-10].
Primary Skills: Administration (MIA) IQ [2]-13,
Bard
(MIA) IQ [2]-13, Diplomacy (M/H) IQ+2
[8]-15,
Savoir-Faire (MIE) IQ [1 ]-13 and a MIA language
at IQ [2].
Secondary Skills: Politics (MIA) IQ-1 [1]-12,
Research
(MIA) IQ-1 [1]-12 and Writing (MIA) IQ-l [1]-12;
one of Acting or Fast-Talk, both (MIA) IQ-1
[1]-12; one of Detect Lies or Psychology, both
(M/H) IQ-1 [2]-12; one of Economics,
History,
Intelligence Analysis or Law, all (MIH) IQ-1
[2]-12.
Background Skills: A total of 7 points in Chess (MIE); Disguise,
Holdout, Lip Reading or Photography, all (MIA); Beam
Weapons (any) or Guns (any), both (PIE); Fencing (PIA),
and Carousing (PIA; HT).
Customization Notes: Choose an agency, planet, political cause,
etc., and build your character around it ... or the
goal of
destroying it! Pick options that suit an archetype: Diplomatic
Immunity, Law and Chess for a top-hat-wearing
traditionalist;
Alternate Identity, Intelligence Analysis and Guns for
a
spy, etc.
ENGINEER 60 POINTS
In the days of steam-powered surface ships, the
engineering
crew were known as "black gangs" because the coal
dust and
smoke turned their uniforms black. Engineers still have a
tendency
to get dirty, even though they deal with liquid hydrogen
instead of coal.
Attributes: ST 10 [0], DX 10 [0], IQ 13 [30], HT 10 [0].
Advantages: A total of 15 points in Double-Jointed [5],
G-Experience [10], Lightning Calculator [5], Manual
Dexterity [3I1evel], Mathematical Ability [10], Temperature
Tolerance 1-2 [lor
2] and Versatile [5].
Disadvantages: A total of -15 points chosen from Curious [-5 to
-15], Delusion ("The engines
have feelings!") [-5], Duty
(As crewman) [-2 to -15], Loner [-5], Odious Personal
Habit ("Dirty") [-5], Sense of Duty (Ship)
[-5],
Stubbornness [-5] and Workaholic
[-5].
Primary Skills: Engineer (Vehicles) (M/H) IQ [4]-13, Mechanic
(J-Drive) (MIA) IQ+1 [4]-14,
Mechanic (M-Drive) (MIA)
IQ+1 [4]-14 and Mechanic (Power Reactor) (MIA) IQ+1
[4]-14.
Secondary Skills: Computer Operation (MIE) IQ-1
['h]-12, Free
Fall (PIA) DX+2 [8]-12, Mathematics
(M/H) IQ-1 [2]-12,
Scrounging (MIE) IQ-1 ['h]-12
and Vacc Suit (MIA) IQ-1
[1]-12.
Background Skills: Any two of Armoury (Spaceship Armor),
Armoury (Spaceship Weaponry), Electronics Operation
(any), Mechanic (other) or
Shipbuilding (Starship), all
(MIA) IQ-1 [1]-12, or Electronics (any), Engineer (other)
or Photonics (any), all (M/H) IQ-2 [1 ]-11.
Customization Notes: Consider spending a few points on additional
technical skills like Mechanic (Robotics) or
Engineer (Electrical). In a larger-than-life game, the GM
may also permit Gadgeteer [25].
Finally, an engineer
should never have Technophobia!
CHARACTERS
FARMER 25 POINTS
Another classic sci-fi character: the bucolic youth
infected
with wanderlust who leaves his backwater world and becomes
caught up in the excitement of interstellar adventure. He can
bring either youthful enthusiasm or comic relief, depending
on
the situation.
Attributes: ST
11 [10], DX 10 [0], IQ 10 [0], HT II [10].
Advantages: A
total of 15 points chosen from Animal Empathy
[5], Common Sense [10], Extra Fatigue 1-3 [3/level],
Fit [5],
Less Sleep [3/Ievel], Luck [IS], Sanctity [5],
Serendipity
[15] and Strong Will
[4/Ievel].
Disadvantages: A
total of -25 points chosen from Bowlegged [-I],
Charitable [-15], Clueless [-10], Curious [-5 to -15],
Easy to
Read [-10], Gluttony [-5], Gullibility [-10], Hidebound
[-5],
Honesty [-10], Impulsiveness [-10], Low Self-Image
[-10],
Overconfidence [- 10], Poverty [- 10], Shyness [-5 to
-IS],
Truthfulness [-5] and Youth
[-2/level].
Primary Skills: Agronomy (MIA)
IQ+2 [6]-12, Driving (any)
(PIA) DX+l [4]-1 I.
Secondary Skills: Any two of Carpentry or Gardening, both (MIE)
IQ+ 1 [2]-11; Blacksmith, Mechanic (Gasoline Engine) or
Weather Sense, all (MIA) IQ [2]-10;
Animal Handling
(M/H) IQ-I [2]-9, or Riding (any) (PIA) DX [2]- 10.
Background Skills: Anyone of Fishing (MIE) IQ [1 ]-1 0; Distilling
or Merchant, both (MIA) IQ-l [I ]-9;
Swimming (PIE) DX
[1]-10; Guns (Rifle or Shotgun) (PIE) DX+l
[1]-11*, or
Bolas or Lasso, both (PIA) DX-l [1]-9.
* Includes +I for IQ.
Customization Notes: Of course, the farmer who becomes an
adventurer is liable to be exceptional! Given the low price of
this template, a farmer could have much higher attributes
and
more of everything. If you choose Youth,
though, remember
that points in skills cannot exceed (2 x age).
ENTERTAINER 8O POINTS
The entertainer-turned-traveler can be useful
to a group with more than gunfights on their
agenda. Depending on specific talents and local
tastes, entertainers are often more able to earn
pocket change than many other spacefarers.
Attributes: ST
10 [0], DX 12 [20], IQ 12 [20], HT
11[10].
Advantages: A
total of 20 points chosen from
Appearance [5 or 15], Charisma [5/level],
Empathy [15], Fashion Sense [5], Luck [15],
Manual Dexterity [3/Ievel], Musical Ability
[lIlevel],
Rapier Wit* [5], Reputation
[varies], Versatile [5], Voice
[10] and Wealth
[10 or 20].
* With GM's permission!
Disadvantages: A
total of -20 points chosen from Chummy or
Gregarious [-5 or -10], Compulsive Carousing [-5],
Jealousy
[-10], Lecherousness [-15], Overconfidence or Glory
Hound
[-10 or -15], Poverty [-10 or -15]
and Trademark [-1 to -15].
Primary Skills: Any two of Acting, Bard or Performance, all
(MIA) IQ+3 [8]-15; Musical Instrument (any) (M/H) IQ+2
[8]-14; Singing (PIE; HT) HT+3 [8]-14, or Dancing (PIA)
DX+2 [8]-14.
Secondary Skills: Any two of Musical Notation (M/E) IQ+2
[4]-14; Poetry or Snake Charming, both (MIA) IQ+l
[4]-13;
Musical Composition or Ventriloquism, both (M/H) IQ
[4]-12; Juggling (PIE) DX+2 [4]-14; Fire Eating or
Stage
Combat, both (PIA) DX+I [4]-13;
Acrobatics or Sleight of
Hand, both (P/H) DX [4]-12, or a total of 8
points in any of
the primary skills.
Background Skills: A total of 6 points in Make-Up or SavoirFaire,
both (M/E); Scene Design, Video
Production or
Writing, all (MIA); Sex Appeal (MIA; HT); Fireworks
(M/H), and Carousing (PIA; HT).
Customization Notes: Choose a profession and pick your skills
accordingly; e.g., a travelling vaudeville performer might
take Acrobatics-12 [4], Dancing-14 [8], Juggling-14 [4],
Make-Up-13 [2], Scene Design-13 [4] and Singing-14 [8],
while a classy opera star is more likely to have
Performance15
[8], Savoir-Faire-15 [6] and Singing-IS [16].
Entertainers who know
Leadership (MIA) at 12+ can
also learn Choreography (MIA)
(requires Dancing at 12+),
Conducting (MIA) (requires
two Musical Instrument skills
at 12+), Directing (M/H)
(requires Performance at 12+)
or Fight Choreography (MIA)
(requires Stage Combat at
12+).
o
HUNTER/GUIDE SO POINTS
Any group that plans to spend much time in a
wilderness area should include a skilled hunting
guide. Even if the guide isn't familiar with the specific
territory, there are certain general skills that carry
over.
Attributes: ST
II [10], DX II [10], IQ 13 [30], HT
11 [10].
Advantages: A
total of 20 points chosen from
Absolute Direction [5], Acute Senses (any)
[2/level], Alertness [5/level], Combat Reflexes
[15], Composed or Imperturbable [5 or 10],
Danger Sense [15], Fit [5], Night Vision [10],
Peripheral Vision [15] and Temperature
Tolerance 1-2[1 or2].
Disadvantages: A
total of -15 points in Claustrophobia
[-15], Demophobia [-15],
Guilt Complex [-5],
Loner [-5], Overconfidence [-10] and Sense of
Duty (Those he's guiding) [-5].
Primary Skills: Area Knowledge (any) (M/E) IQ+l
[2]-14, First Aid (M/E) IQ [1]-13, Orienteering
(M/A) IQ [2]-13, Survival (any) (M/A) IQ [2]-13,
and one of Beam Weapons (any) or Guns (any),
both (PIE) DX+2 [1]-13*.
* Includes +2 for IQ.
Secondary Skills: Leadership (M/A) IQ-l [1 ]-12,
Naturalist (M/H) IQ-l [2]-12, Tracking (M/A)
IQ-l [1]-12, and any two of Driving (any),
Powerboat or Riding (any), all (P/A) DX+I
[4]-12, or Hiking (P/A; HT) HT+l
[4]-12.
Background Skills: A total of 5 points in Camouflage
or Savoir-Faire (Servant), both (M/E); Animal Handling
(M/H); Knife or Swimming, both (PIE); Climbing or
Stealth,
both (P/A); Skiing (P/H), and higher level with Beam
Weapons or Guns.
Customization Notes: Consider spending points on higher DX or
other Area Knowledge and Survival skills. Depending on
your skill choices, the hunter can be everything from a boy
scout leader (Climbing, Hiking and Swimming) to the Great
White Hunter (Guns, Riding (Elephant) and Stealth).
.JOURNALIST/REPORTER 50 POINTS
Travel is grist for the writer's mill, and the average
group of
travelers will provide more than enough subject matter! Of
course, the journalist may be a news-maker himself, the
driving
force behind the group.
Attributes: ST
10 [0], DX 10 [0], IQ 13 [30], HT 10 [0].
Advantages: A
total of 20 points chosen from Alertness [5/level],
Charisma [5/Ievel], Contacts (Any kind; skill-18, 9 or
less,
somewhat reliable) [3/contact], Imperturbable [10], Intuition
[15], Patron (Publisher or network, provides
"press pass," 9
or less) [15], Reputation [varies], Serendipity [15], SingleMinded
[5] and Strong Will [4/level].
Disadvantages: A
total of -20 points chosen from Curious [-5 to
-15], Delusion (''I'm immortal when I'm carrying a note
pad,
camera, microphone, etc.") [-5 to -10], Impulsiveness
[-10],
Jealousy [-10], Obsession (Get the story) [-5], Odious
Personal Habits
("Aggressive," "Rude," etc.) [-5 to -10],
Reputation [varies], Stubbornness [-5], Vow
("Always publish
the truth.") [-5] and Workaholic
[-5].
Primary Skills: Research (M/A) IQ+ I
[4]-14, Writing (M/A) IQ+I [4]-14,
and native language skill at IQ+2
[2]-15. '
Secondary Skills: Speed-Reading (M/A)
IQ-l [1]-12 and any two of SavoirFaire
(MIE) IQ+I [2]-14; Bard or
Fast-Talk, both (M/A) IQ [2]-13;
Detect Lies (M/H) IQ-l [2]-12, and
2 more points in Writing.
Background Skills: Anyone of
Conspiracy Theory (MNH) IQ-3
[1]-10, Literature (M/H) IQ-2 [1]-11 or Shadowing (M/A)
IQ-l [1 ]-12, plus a total of
4 points in Computer Operation
(M/E); Electronics Operation (Comm),
Photography or
Video Production, all (M/A), and
Typing (PIE).
Customization Notes: Decide what kind of journalist you are and
choose skills appropriately: paparazzi will want Shadowing
and Photography, a tabloid writer will have Conspiracy
Theory, and a learned author might focus on Literature. A
successful journalist
should consider adding Wealth.
LAw ENFORCER 90 POINTS
COPS and ex-cops have many reasons for travelling: an
unsolved case from years past, vengeance over justice denied,
or
perhaps even a need to escape from enemies acquired in the
line
of duty.
Attributes: ST
10 [0], DX 12 [20], IQ 12 [20], HT 10 [0].
Advantages: A
total of 30 points chosen from Alertness [5/level],
Combat Reflexes [I5], Contacts (Street; skill-18, 9 or
less,
somewhat reliable) [3/contact], Fearlessness [2/1evel], Fit
[5], Higher Purpose (Oppose all criminals of one type,
etc.)
[5], Intuition [15], Legal Enforcement Powers* [5 to
15] and
+1 to ST, DX, IQ or HT [IO].
Disadvantages: A
total of -25 points chosen from Bully [-10],
Cannot Harm Innocents [-10], Curious [-5 to -15], Duty*
(To
force) [-5 to -15], Enemy (Gangsters, 6 or less) [-15],
Guilt
Complex [-5], Honesty [-10], Intolerance (Criminals)
[-5],
Odious Personal Habit ("Authoritarian") [-5],
Overconfidence
[-10], Secret (Crooked) [-10], Sense of Duty [-5 to
-15] and Workaholic [-5].
* Police officers must have at least 5 points of
Legal
Enforcement Powers and a -5-point Duty; ex-cops will
have
neither.
Primary Skills: Area Knowledge (Beat) (M/E) IQ+2 [4]-14 and
Law Enforcement (MIA) IQ+2 [6]-14; one of Beam
Weapons (any) or Guns (any), both (PIE) DX+2 [1]-14t; a
total of 7 points in Brawling, Fast-Draw (Pistol) or Shield
(Riot Shield), all (PIE), or Judo, Short Staff or Tonfa, all
(PIH).
tIncludes +2 for IQ.
Secondary Skills: Administration (MIA)
IQ [2]-12,
Computer Operation (MIE) IQ [1]-12, Criminology
(MIA) IQ [2]-12, First Aid (M/E) IQ
[1]-12,
Holdout (MIA) IQ-l [I]-II,
Research (MIA) IQ-l
[I]-11, Shadowing (MIA) IQ-l
[1]-11 and Stealth
(PIA) DX [2]-12; any three
of Interrogation,
Intimidation, Leadership or Streetwise, all (MIA)
IQ [2]-12, or Detect Lies, Diplomacy or
Psychology, all (M/H)
IQ-l [2]-1l; any two of
Motorcycle (PIE) DX+l [2]-13,
Driving (any) or
Riding (any), both (PIA) DX
[2]-12, or Running
(PIH; HT) HT-l [2]-9.
Background Skills: A total of 6 points in Armoury (any)
or Electronics Operation (any), both (MIA), or
Animal Handling, Explosive Ordnance Disposal,
Forensics, Law or Tactics, all (MIH).
Customization Notes: Choose skills to suit your service
specialty. A K9 officer will want Animal Handling,
a bomb-disposal expert will want Explosive
Ordnance Disposal, etc. Many policemen train with
firearms and the martial arts outside the force; thus,
extra Beam Weapons, Guns and unarmed combat
skills are likely.
MANAGER 55 POINTS
Like Attorney (p. 87) and Bureaucrat
(p. 89), this
may seem an odd choice. Why would a normal businessman
choose a life of excitement and danger over
one filled with mind-numbing boredom and tedious attention
to
minor details?
Attributes: ST
10 [0], DX 10 [0], IQ 13 [30], HT 10 [0].
Advantages: A
total of 20 points in Administrative Rank
[5/1evel], Common Sense [10], Intuition [I5],
Single-Minded
[5], Status 1-2 [5/1evel], Strong Will [4/level] and
Wealth [10
or 20].
Disadvantages: A
total of -20 points in Age [-3/year], Bully [-10],
Compulsive Spending [-5 to -15], Extravagance [-10],
Greed
[-15], Hidebound [-5], Incurious or Obdurate [-5 or
-10],
Migraine [-5 to -29], Miserliness [-10], Overweight
[-5],
Secret (Dishonest) [-10], Stubbornness [-5] and
Workaholic
[-5].
Primary Skills: Administration (MIA)
IQ+1 [4]-14, Leadership
(MIA) IQ+l
[4]-14, and any two of Bard, Fast-Talk,
Intimidation or Teaching, all (MIA) IQ+l
[4]-14, or Detect
Lies or Diplomacy, both (MlH) IQ [4]-13.
Secondary Skills: Accounting (M/H) IQ-l [2]-12, Computer
Operation (M/E) IQ [1 ]-13,
Economics (MIH) IQ-l [2]-12,
Merchant (MIA) IQ-l [1]-12 and Writing (MIA) IQ-l [1]-12.
Background Skills: A total of 2 points in Carousing (PIA; HT),
Savoir-Faire (MIE) and Sport (Golf) (PIA).
Customization Notes: Select skills that reflect your management
style. A tough, self-made, owner-operator type might have
Fast-Talk, Intimidation and Carousing, while a graduate
from a posh business school is more likely to have Bard,
Diplomacy and Savoir-Faire. Any manager can justify lots of
Wealth in the form of bonuses or
stock options.
MARTIAL ARTIST 90 POINTS
Depending on the campaign, there may be use for someone
whose previous career was learning how to kill people with
his
bare hands or a large wooden club. This template may be
combined
with Athlete (p. 87) or Entertainer (p. 92),
with the
approval of the GM.
Attributes: ST
II [10], DX 13 [30], IQ 10 [0], HT II [10].
Advantages: A
total of 20 points chosen from Combat
Reflexes [IS], Daredevil [IS], Enhanced Block*
[6], Enhanced Dodge* [15], Enhanced
Parry* [6
or 10], Fit or Very Fit [5 or IS], High Pain
Threshold [10], Iron Hand* [10 or IS], Strong
Will [4/Ievel], Style Familiarity [I to IS],
Toughness (DR 1) [10], +1 or +2 to ST or HT [10
or 20], and +1 to DX [15].
Disadvantages: A
total of -20 points chosen from Bad
Temper[-lO], Bully [-10], Code of
Honor [-5 to
-IS], Obsession (Become a master) [-5],
Overconfidence [-10], Pacifism (Cannot harm
innocents) [-10] or (Cannot kill or Self-defense
only) [-15], Post-Combat Shakes [5] and Vow
(Never use weapons) [-IS].
Primary Skills: A total of 24 points in the skills and
maneuvers of a martial-arts style from GURPS
Martial Arts; see
Spacer Kung Fu (p. MAilS)
for a style especially useful to travellers.
Alternatively, take any three of Brawling DX+3
[8]-16, Boxing, Sumo Wrestling or Wrestling, all
DX+2 [8]-15, or Judo, Karate, Short Staff, Staff
or Tonfa, all DX+I [8]-14.
Secondary Skills: Acrobatics (P/H) DX [4]-13,
Jumping (PIE) DX [1]-13 and one of Intimidation,
Leadership or Teaching, all (MIA) IQ+2
[6]-12.
Background Skills: A total of 5 points in First Aid,
Savoir-Faire (Dojo) or Tournament Law, all
(M/E); Armoury
(Hand Weapons) or Holdout,
both (MIA); Body Language, Style
Analysis or
Tactics, all (M/H); Meditation* or Physiology,
both (M/VH); Garrote or Knife, both (PIE), and
Stealth (PIA).
* With GM's permission!
Customization Notes: The biggest decision to make when customizing
a martial artist is choosing the style he uses. As a
result, this template really only comes into its own with the
addition of Martial Arts.
MECHANICITECHNICIAN 60 POINTS
Although less respected (and less well-paid) than
engineers
(p. 91), mechanics and techs fill a vital role in any
group.
Attributes: ST
10 [0], DX 10 [0], IQ 13 [30], HT 10 [0].
Advantages: A
total of IS points in Common Sense [10], Intuition
[IS], Less Sleep [3/Ievel], Lightning Calculator [5], Manual
Dexterity [3/level], Single-Minded
[5] and Versatile [5].
Disadvantages: A
total of -IS points chosen from Bad Sight
(Correctable) [-10], Clueless [-10], Curious [-5 to
-IS], Duty
(As crewman) [-2 to -IS], Overweight or Skinny [-5],
Shyness [-5 to -IS], Stubbornness [-5] and Workaholic
[-5].
Primary Skills: Scrounging (MIE) IQ+2 [4]-15, and any two specialties
of Armoury (see list, p. B53),
Mechanic (p. B54) or
Electronics Operation (p. B58), each (MIA) IQ+2 [6]-15.
Background Skills: Computer Operation (M/E) IQ [I ]-13,
and
three additional specialties of Armoury,
Mechanic or
Electronics Operation, each (MIA) IQ [2]-13.
Secondary Skills: A total of 7 points in Armoury (any),
Electronics Operation (any), Lockpicking,
Mechanic (any),
Vacc Suit or Video Production, all (MIA); Mathematics or
Metallurgy, both (M/H), and Driving (any), Free
Fall or
Piloting (any), all (PIA).
Customization Notes: Choose skills that reflect your area of
expertise. A Marine armourer will have
Armoury (Beam
Weapons), Electronics Operation (Weapons) and a few
points in Free Fall and Vacc suit;
a robot repairman is more
likely to have high skill levels in Electronics Operation
(Computers) and Mechanic (Robotics). Like engineers
(p. 91), the GM may permit techs and mechanics to take
Gadgeteer [25], and should forbid Technophobia!
MEDICAL DOCTOR SO POINTS
Passenger vessels all have medical requirements, and no
group of any size can afford to be far-from a trained
physician.
Attributes: ST
10 [0], DX 10 [0], IQ 14 [45], HT 10 [0].
Advantages: Comfortable
Wealth [10], and a total of 20 points in
Composed [5], Disease-Resistant or Immunity to Disease
[5
or 10], Higher Purpose (Heal the sick) [5], Less Sleep
[3/level], Manual Dexterity [3/level], Sanctity [5],
Sensitive
or Empathy [5 or 15], Single-Minded [5], Status 1-2 [5 or
10] and more Wealth [10 or 20].
Disadvantages: A
total of -20 points in Addiction (Stimulants)
[-5], Charitable [-15], Code of Honor (Hippocratic
Oath)
[-15], Greed [-15], Guilt Complex [-5], Honesty [-10],
Nightmares [-5], Pacifism (Cannot harm innocents) [-10]
or
either Cannot Kill or Self-Defense Only [-15], Selfless
[-10],
Sense of Duty [-5 to -20] and
Workaholic [-5].
Primary Skills: Diagnosis (M/H) IQ+ I [6]-15, Electronics
Operation (Medical) (M/A) IQ+1 [4]-15 and Physician
(MIH) IQ+I [6]-15.
Secondary Skills: Any two of Hypnotism, Pharmacy or
Psychology, all (MIH) IQ [4]-14, or
Genetics, Physiology or
Surgery, all (MNH) IQ-I [4]-13.
Background Skills: Administration (M/A) IQ-2 [1/2]-12,
Computer Operation (M/E) IQ-I [V2]-13 and Diplomacy
(M/H) IQ-2 [1]-12, plus another 9 points in Leadership,
Research, Tattooing or Teaching, all (M/A), Poisons or
Veterinary, both (MIH), or any primary or secondary skill.
Customization Notes: Use secondary skill choices and the flexible
background skill points to reflect your specialty. An army
field medic might pick Leadership-I 3 [I], Psychology-14
[4], Surgery-15 [12], while a "doctor" at a
seedy starport
clinic would probably get more mileage out of Hypnotism14
[4], Pharmacy-15 [6], Poisons-15 [6] and Tattooing-13
[I ].
MEDICAL TECHNICIAN 45 POINTS
As noted under Medical Doctor (above),
characters with
medical skills are almost mandatory in a group of adventurers.
Smaller passenger vessels tend to have medical techs
rather than
full-fledged doctors.
Attributes: ST
10 [0], DX 10 [0], IQ 13 [30], HT 10 [0].
Advantages: A
total of 20 points chosen from Combat Reflexes
[15], Disease-Resistant or Immunity to Disease [5 or
10],
Less Sleep [3/level],
Sensitive or Empathy [5 or 15], SingleMinded
[5] and Versatile [5].
Disadvantages: A
total of -20 points in Addiction (Stimulants)
[-5], Charitable [-15], Chummy [-5], Delusion (''I'm a
doctor!")
[-5], Guilt Complex [-5], Honesty [-10],
Overconfidence [-10], Pacifism (Cannot harm innocents)
[-10] or (Cannot kill or Self-defense only) [-15],
Selfless
[-10], Sense of Duty [-5 to -15] and
Workaholic [-5].
Primary Skills: Diagnosis (M/H) IQ+1 [6]-14, Electronics
Operation (Medical) (M/A) IQ+I [4]-14 and First Aid
(M/E)
IQ+I [2]-14.
Secondary Skills: Pharmacy (M/H) IQ-1 [2]-12.
Background Skills: Computer Operation (M/E) IQ-1 [Y2]-12,
Scrounging (M/E) IQ-1 [Y2]-12.
Customization Notes: On very small ships, "medical technician"
is probably a part-time job. If so, this template could be combined
with MechaniclTechnician
(p. 95) or (for pirate crews)
Corsair (p. 90), with the GM's assistance.
MERCHANT 75 POINTS
Many campaigns will focus on the crew of the futuristic
equivalent of a tramp steamer, moving from place to place and
eking out a living on the edge of the frontier. A keen eye
for a
bargain, and a sharp sense of profit and loss (and, in some
places,
a quick draw!) are vital job
skills.
Attributes: ST
10 [0], DX 10 [0], IQ 13 [30], HT 10 [0].
Advantages: A
total of 30 points in Ally Group (2-5 75-point
crewmen, 9 or less) [10], Charisma [5/level], Claim to
Hospitality (Trade guilds, etc.) [I to 10], Contacts (Business;
skill-18, 9 or less, somewhat reliable) [3/contact], Cultural
Adaptability [25], Empathy [15], Intuition [15],
Language
Talent [2/level], Lightning Calculator [5], Luck [15],
Strong
Will [4/level] and Wealth [10 to 30].
Disadvantages: A
total of -20 points in Code of Honor
(Merchant's) [-5], Compulsive Gambling [-5], Compulsive
Generosity [-5], Compulsive Spending [-5], Enemy
(Bounty
hunter, 6 or less) [-5], Extravagance [-10], Greed [-15],
Jealousy [-10], Miserliness [-10], Overweight or Fat
[-5 to
-20], Selfish [-5], Stubbornness [-5]
and Workaholic [-5].
Primary Skills: Merchant (M/A) IQ+2 [6]-15.
Secondary Skills: Accounting (M/H) IQ [4]-13, Administration
(M/A) IQ [2]-13, Computer Operation (M/E) IQ [1]-13,
Economics (M/A) IQ [4]-13, Fast-Talk (M/A) IQ [2]-13,
Freight Handling (M/A) IQ [2]-13 and Leadership (M/A)
IQ
[2]-13.
Background Skills: A total of 12 points in Area Knowledge (any)
or Gesture, both (M/E); Astrogation,
Gambling, Holdout,
Language (any) or Streetwise, all (M/A); Detect Lies,
Forgery or Law, all (M/H); Appreciate Beauty (M/VH);
Beam Weapons (any), Brawling, Fast-Draw (Pistol) or
Guns
(any), all (PIE); Piloting
(spacecraft type) (P/A); Carousing
(P/A; HT), or any primary or
secondary skill.
Customization Notes: Background skills should reflect your market,
goods and the size of your operation. A "lone wolf'
selling
stolen military technology out of the back of a scout ship
will want Astrogation-13 [2], Piloting-12 [8] and
Streetwise13
[2]; the master of a corporate trading vessel is likely
to
use those points to get Administration-16 [8] and
Economics-I 6 [10].
PROFESSOR 70 POINTS
This template represents an academician who spends more
of his time teaching than in research (compare Scientist,
p. 98).
Attributes: ST
10 [0], DX 10 [0], IQ 14 [45], HT 10 [0].
Advantages: A
total of 20 points in Claim to Hospitality
(Universities) [I to 10], Language Talent [2/Jevel],
Lightning
Calculator [5], Mathematical Ability [10], Reputation
(Famous academician) [varies],
Status 1-2 [5 or 10], Strong
Will [4/1evel], Tenure [5], Versatile [5], Voice [10]
and
Wealth [10 or 20].
Disadvantages: A
total of -20 points chosen from AbsentMindedness
[-15], Age [-3/year], Bad Sight (Correctable)
[-10], Clueless [-10], Duty (Teaching; non-hazardous,
12 or
less) [-5] or (15 or less) [-10], Hard of Hearing [-10],
Indecisive [-10], Intolerance (Uneducated people) [-5],
Oblivious [-3] and Sense of Duty (Anyone who needs
tutelage)
[-10].
Primary Skills: Teaching (M/A) IQ+I [4]-15, plus either two of
Anthropology, Archaeology, Artificial Intelligence,
Astronomy, Botany, Chemistry, Computer Programming,
Cryptology, Ecology, Economics, Geology, History, Law,
Literature, Mathematics, Paleontology, Philosophy,
Physician, Physics, Psychology, Theology or Xenology, all
(M/H) IQ+2 P~]-16, or one of
Genetics, Linguistics or
Physiology, all (M/VH) IQ+2 [16]-16.
Secondary Skills: Computer Operation (M/E) IQ-l ['/2]-13,
Research (M/A) IQ-l [1]-13, Speed-Reading (M/A) IQ-I
[1]-13 and Writing (M/A) IQ-I [1]-13.
Background Skills: Bard (M/A) IQ-2 [V2]-12, Language (any)
(M/A) IQ-2 [Y2]-12 and Savoir-Faire
(MIE) IQ-l ['h]-13.
Customization Notes: If choosing two fields, make sure the combination
is logical; e.g., Archaeology and Paleontology,
Botany and Ecology, Philosophy and
Theology. Professors
often have skill in advanced fields like Biochemistry
(M/VH) (requires Chemistry at
12+), Hyperspace Physics
(M/VH) (requires Mathematics,
Nuclear Physics and Physics
at 15+), Nuclear Physics (MNH) (requires Mathematics and
Physics at 15+) and Paraphysics
(M/VH) (requires Physics
and Biochemistry at 12+).
SCIENTIST 70 POINTS
The term "scientist" is applied to those
academicians who spend more time in
research than teaching (compare Professor,
p.97).
Attributes: ST
10 [0], DX 10 [0], IQ 14 [45],
HT 10 [0].
Advantages: A
total of 20 points in Ally (76100
point grad student, 9 or less) [5],
Claim to Hospitality (Universities) [1 to
10], Imperturbable [10], Intuition [15],
Language Talent [2/level], Lightning
Calculator [5], Mathematical Ability [l0],
Reputation (Famous academician)
[varies], Single-Minded [5], Status
1-2 [5
or 10], Strong Will [4/1evel], Tenure [5],
Versatile [5] and Wealth [10 or 20].
Disadvantages: Curious
[-5] and -20 points
chosen from a higher level of Curious [-5 or -10], AbsentMindedness
[-15], Age [-3/year], Bad Sight (Correctable)
[-10], Clueless [-10], Delusion (Crazy theory) [-5],
Dependent (26-50 point grad student, 9 or less) [-3],
Hard of
Hearing [-10], Intolerance (Uneducated people) [-5],
Oblivious [-3], Obsession (Proving his theory) [-5 to
-15],
Stubbornness [-5] and Workaholic [-5].
Primary Skills: Either two of Anthropology, Archaeology,
Artificial Intelligence, Astronomy, Botany, Chemistry,
Computer Programming, Cryptology, Ecology, Economics,
Geology, History, Law, Literature, Mathematics,
Paleontology, Philosophy, Physician, Physics,
Psychology,
Theology or Xenology, all (MIH) IQ+4 [12]-18, or
one of
Genetics, Linguistics or Physiology, all (MIVH) IQ+4
[24]-18.
Secondary Skills: Research (M/A) IQ [2]-14, Writing (MIA) IQ
[2]-14, and either
Computer Operation (MIE) IQ
[1]-14 or
Electronics Operation (any) (M/A)
IQ-1 [1]-13.
Background Skills: Any two of Language (any) (M/A) IQ-2
[Yz]-12, Leadership (M/A)
IQ-2 [\11]-12, Savoir-Faire (MIE)
IQ-1 [\11]-13 and Teaching (M/A) IQ-2 [\11]-12.
Customization Notes: All notes given for Professor (p. 97) also
apply here.
ROGUE 85 POINTS
"Rogue" is a more romantic term
than "criminal." Literature is filled with
lovable, roguish criminal/heroes, from
Robin Hood to Simon Templar, touching
base with Jesse James and Butch
Cassidy along the way, and culminating
in a merchant/smuggler-turned-rebel
named Han Solo.
Attributes: ST
10 [0], DX 13 [30], IQ
13 [30], HT 10 [0].
Advantages: A
total of 30 points chosen
from Alertness [5/level], Charisma
[5/level], Contacts (Street; skill-18,
9 or less, somewhat reliable)
[3/contact], Danger Sense [15],
Daredevil [15], Double-Jointed [5],
Luck [15], Manual Dexterity
[3/1evel], Night Vision [10], Sanctity [5], Versatile
[5] and
Wealth [10 to 30].
Disadvantages: A
total of -30 points chosen from Callous [-6],
Code of Honor (Rogue's) [-5], Compulsive Gambling [-5
to
-15], Compulsive Lying [-15], Enemy (Law-enforcement
agency, 6 or less) [-15], Greed [-15], Kleptomania [-15],
Laziness [-10], Light Sleeper [-5], Loner [-5],
Overconfidence [-10], Paranoia [-10], Reputation
(Crook)
[varies], Secret (Almost
anything!) [-5 to -20], Selfish or
Self-Centered [-5 or -10], Social Stigma (Outlaw)
[-15],
Status -1 [-5], Trademark [-1 to -15]
and Trickster [-15].
Primary Skills: Area Knowledge (any) (MIE) IQ [1]-13, Stealth
(P/A) DX [2]-13 and Streetwise (M/A) IQ [2]-13.
Secondary Skills: Computer Operation (M/E) IQ [1 ]-13 and
Running (PIH; HT) HT-2 [1]-8, and three skills off each of
these two lists (or just spend a net 12 points on them):
I. Panhandling
(M/E) IQ+ 1 [2]-14; Acting, Courtesan,
Fast-Talk, Fortune Telling, Gambling, Intimidation or
Merchant, all (M/A) IQ [2]-13, or Sex Appeal (M/A;
HT) HT [2]-10.
II. Electronics Operation (Security Systems), Holdout,
Lockpicking, Shadowing and Traps, all (M/A) IQ [2]13;
Brawling (PIE) DX+1 [2]-14; Beam Weapons (any)
or Guns (any), both DX+3 [2]-16*; Climbing or Filch,
both (P/A) DX [2]-13, or Escape, Pickpocket or Sleight
of Hand, all (PIH)
DX-1 [2]-12.
* Includes +2 for IQ.
Background Skills: A total of 6 points in Gesture (MIE);
Disguise
or Survival (Urban), both (M/A); Forgery or Poisons, both
(M/H); Computer Hacking (M/VH); Fast-Draw (any) or
Knife, both (PIE);
Carousing (P/A; HT) or Mimicry (Human
Speech) (PIH; HT).
Customization Notes: This template is adaptable.
Decide on what
kinds of crimes you'd like to commit, then pick skills (and
disadvantages!) to match. A mob
knee-breaker might take
Brawling, Fast-Talk, Gambling, Guns, Holdout and
Intimidation; a sweet-talking street girl might prefer
Acting,
Courtesan, Holdout, Pickpocket, Sex Appeal and Sleight
of
Hand.
SCOUT 90 POINTS
Veterans of the Imperial Interstellar Scout Service
share a
problem with ex-spies and ex-diplomats: nobody really believes
they're no longer working for their "former"
employer. And, of
course, sometimes they are.
Attributes: ST
11 [10], DX 11 [10], IQ 13 [30], HT 11 [10].
Advantages: A
total of 20 points in 3D Spatial Sense [10],
Acceleration Tolerance [10], Alertness [5/level], Claim
to
Hospitality (Former Scouts) [10], Collected or
Imperturbable
[5 or 10], Combat Reflexes [15], Common Sense [10],
Danger Sense [15], Daredevil [15], Fit [5],
G-Experience
[10], Improved G-Tolerance [10], Intuition [15], Luck
[15],
Strong Will [4/level] and Versatile
[5].
Disadvantages: Duty
(Reactivation, 9 or less) [-5] and -20 points
in Code of Honor (Scout's) [-5], Curious [-5 to -15],
Impulsi veness [-10], Loner or
Reclusive [-5 or -10],
Overconfidence or Glory Hound [-10 or -15], Shyness [-5
to
-15], Stubbornness [-5], Workaholic [-5] and Xenophilia [-5
or -15].
Primary Skills: Astrogation
(MIA) IQ [2]-13, Cartography (MIA)
IQ [2]-13, Electronics Operation (Sensors) (MIA) IQ [2]-13
and Piloting (Scout Ship) (PIA) DX+2 [8]-13.
Secondary Skills: Area Knowledge (Galaxy) (MIH) IQ-I [2]-12,
Computer Operation (M/E) IQ-I [lf2]-12,
Electronics
Operation (Comm) (MIA) IQ-I [1]-12, Engineer (Vehicles)
(MIH) IQ-l [2]-12, Free Fall (PIA) DX+l
[4]-12, Mechanic
(J-Drive) (MIA) IQ-l [1]-12,
Mechanic (M-Drive) (MIA)
IQ-I [1]-12, Photography (MIA) IQ-I [1]-12 and Vacc Suit
(MIA) IQ-I [1]-12.
Background Skills: Astronomy (M/H)
IQ-2 [1]-11, First Aid
(MIE) IQ-I [Y2]-12, Intelligence Analysis (MIH) IQ-2 [1]-11,
Navigation (MIH) IQ-2 [1]-11, Planetology (any) (MIA) IQ2
[lf2]-ll and Survival (any) (MIA) IQ-2 [lf2]-11, plus 3
points in Area Knowledge (any) (M/E), Beam Weapons
(any) (PIE), Gunner (any ship-mounted) (PIA), Guns (any)
(PIE) and Tactics (Space) (MIH).
Customization Notes: A Scout can justify having been almost
anywhere. Use extra Area Knowledge, Planetology
and
Survival skills to reflect the systems, planet types
and terrain
types (respectively) that your Scout has encountered. The
Scout Service isn't intended for combat, but
some Scouts are
"cowboys" and may
have decent levels in Gunner and
Tactics. Remember that scouts often work alone: it pays to
be versatile rather than specialized.
UNDERCOVER AGENT 90 POINTS
For obvious reasons, a retired spy often needs to keep
moving.
The talents, contacts and enemies acquired during an
active
career as a agent can make life exciting for anyone who comes
into contact with him!
Attributes: ST
10 [0], DX 13 [30], IQ 13 [30], HT 10 [0].
Advantages: A
total of 25 points in Alertness [5/level], Alternate
Identity [15], Appearance [5 or 15], Charisma
[5/Ievel],
Collected or Imperturbable [5 or 10], Combat Reflexes
[15],
Contacts (Any; skill-I 8, 9 or less, somewhat reliable)
[3/contact],
Danger Sense [15], Intuition [15], Language Talent
[2/1evel], Luck [15], Sanctity [5], Strong Will
[4/level],
Versatile [5], Voice [10] and Zeroed [10].
Disadvantages: A
total of -25 points in Curious [-5 to -15],
Delusion ("Enemy agents are after me!") [-5
to -15], Duty
(Agency, 9 or less) [-5], Enemy (Enemy agents, 6 or
less)
[-15], Insomniac [-10 or -15], Light Sleeper [-5],
Loner [-5],
Mistaken Identity [-5], Nightmares [-5], Overconfidence
[-10], Paranoia [-10], Secret [-5 to -20] and Sense of
Duty
(Nation) [-10].
Primary Skills: Area Knowledge (any) (M/E) IQ [1 ]-13,
Language (any) (MIA) IQ [2]-13,
and two skills from each of
these three lists (or just spend a net 12 points on them):
I. Savoir-Faire
(M/E) IQ+ I [2]-14; Acting, Fast-Talk or
Interrogation, all (MIA) IQ
[2]-13; Sex Appeal (MIA;
HT) HT [2]-10; Detect Lies (M/H) IQ-l [2]-12, or
Carousing (PIA; HT) HT [2]-10.
II. Demolition,
Electronics Operation (Security Systems),
Lockpicking or Traps, all (MIA) IQ [2]-13;
Climbing or
Stealth, both (PIA) DX [2]-13, or
Escape (PIH) DX-I
[2]-12.
III. Electronics
Operation (Comm), Electronics Operation
(Sensors), Lip Reading, Photography or Shadowing, all
(MIA) IQ [2]-13, or Body Language or Traffic
Analysis, both (MIH) IQ-l [2]-12.
Secondary Skills: Computer Operation (M/E) IQ-I [lf2]-12,
Disguise (MIA) IQ-I [1]-12,
Holdout (MIA) IQ-I [1]-12,
Intelligence Analysis (M/H) IQ-l
[2]-12, Research (MIA)
IQ-I [1]-12, Speed-Reading (MIA) IQ-I [1]-12, and one of
Beam Weapons (any) or Guns (any), both (PIE) DX+I
[Y2]-14*.
* Includes +2 for IQ.
Background Skills: One of Driving
(any) or Piloting (any), both
(PIA) DX-I [1]-12, and 7 points in Cartography or Heraldry
(any), both (MIA); Cryptanalysis, Cryptography, Forensics,
Forgery, Poisons or SIGINT CollectionlJamming,
all (MIH),
or Computer Hacking (MNH).
Customization Notes: Your primary skills should reflect the kind
of agent you are. A "social engineer" might
have Body
Language, Fast-Talk, Lip
and Stealth; an assassin is more likely to want
Demolition, Electronics Operation (Sensors), Shadowing
and
Traps, and would skip List I to put extra points into
Guns or
Beam Weapons. The best agents will have a good mix of
skills, though.
WEALTHY TRAVELLER 85 POINTS
(REMITTANCE MAN)
This template represents someone, usually a non-heir,
who
is paid by his family to stay away from home. The reasons
are
many and varied, and are left up to the imaginations of the
player
and GM. There are certain limitations (the need to check
in with
a bank from time to time, for one), but the character is
largely
free to do what he wants (except go within a parsec of home
or
gain too much notoriety).
Attributes: ST
10 [0], DX 10 [0], IQ 10 [0], HT 10 [0].
Advantages: Either
Filthy Rich [50] or Patron
(Wealthy family,
provides cash, 12 or less) [50], plus 25 points in Alcohol
Tolerance [5], Ally Group (2-5 75-point bodyguards, 12
or
less) [20], Appearance [5 to 25], Claim to Hospitality
(Other
rich people) [5 to 10], Fashion Sense [5], Heir [5], Light
Hangover or No Hangover [2 or 5], Luck [15], Reputation
(Celebrity) [varies], Status
1-5* [5/level] and +I or +2 to any
attribute [10 or 20].
* Filthy Rich characters get an extra +I Status for
free.
Disadvantages: A
total of -30 points in Addiction [varies],
Alcoholism [-15], Chummy [-5], Compulsive Carousing
[-5],
Compulsive Gambling [-5 to -15], Compulsive Spending
[-5
to -15], Delusion ("Everyone thinks I'm
great!") [-5],
Extravagance [-10], Greed [-15], Impulsiveness [-10],
Incompetence (Administration) [-I], Intolerance (Poor
people,
lower classes, etc.) [-5], Laziness [-10], Lecherousness
[-15], Overconfidence [-10], Selfish or Self-Centered
[-5 or
-10] and Short Attention Span
[-10].
Primary Skills: Savoir-Faire (MIE) IQ+4 [8]-14.
Secondary & Background
Skills: Any two of Chess or
Games
(any), both (MIE) IQ+8
[16]-18; Falconry or Gambling, both
(MIA) IQ+7 [16]-17; Sex Appeal (MIA; HT) HT+7 [16]-17;
Appreciate Beauty (MNH) IQ+2
[16]-12; Dancing, Driving
(any), Fencing, Piloting (any), Riding (any) or Sports
(any),
all (PIA) DX+3 [16]-13, or
Carousing (PIA; HT) HT+3
[16]-13.
Customization Notes: A character like this is mainly useful for
his money, but his skills can be chosen to give him an
edge
in adventuring situations. Be sure that they reflect your
character's
background. The scion of a powerful military family
might know Chess and Fencing, while the daughter of a rock
star is more likely to
have Carousing and Sex Appeal.
ARMY [ENLISTED] 90 POINTS
Soldiers are trained to follow orders and kill people
for a living,
which is occasionally useful in their subsequent careers.
This template represents a former soldier in a land
army, either
local (planetary), Imperial or extra-Imperial.
Attributes: ST
II [10], DX 13 [30], IQ II [10], HT 11[10).
Advantages: A
total of 20 points in Combat Reflexes [15),
Courtesy Rank 0-2 [l/Ievel),
Fearlessness [2/Ievel), Fit or
Very Fit [5 or 15], Hard to Kill 1-2 [5 or 10], High
Pain
Threshold [10], Reputation (Decorated) [varies] and
Toughness (DR I) [10].
Disadvantages: A
total of -20 points in Bloodlust [-10], Callous
[-6], Chummy [-5], Code of Honor (Soldier's) [-5], Duty
(Reactivation, 6 or less) [-2] or (9 or less) [-5],
Fanaticism
(Patriotism) [-15], Flashbacks [-5 to -20], Intolerance
(Enemy race or culture) [-5], Nightmares [-5],
Overconfidence
[-10], Post-Combat Shakes [-5] and Sense of Duty
(Comrades in arms) [-5].
Primary Skills: Either Beam Weapons (any) or
Guns (any), both
(PIE) DX+2 [2]-15*, plus Gunner (any) (PIA) DX+I
[2]-14*, NBC Warfare (MIA) IQ+I
[4]-12 and Savoir-Faire
(Military) (MIE) IQ+ I [2H2.
Secondary Skills: Armoury
(Small Arms) (MIA) IQ [2]-11,
Camouflage (MIE) IQ [1]-11, Electronics Operation (Comm)
(MIA) IQ-I [1]-10, First Aid (MIE) IQ [1]-11, Hiking (PIA;
HT) HT-I [1]-10, Orienteering (MIA) IQ-I [1]-10, Stealth
(PIA) DX-I [1]-12, Survival (any) (MIA) IQ-I [1]-10 and
Tactics (M/H) IQ-I [2]-10,
plus a total of 3 points in
Brawling (PIE), Judo (P/H), Knife (PIE), Spear (PIA) and
Throwing (PIH).
Background Skills: A total of 6 points in Scrounging (M/E);
Administration, Demolition, Forward Observer,
Leadership,
Mechanic (any) or No-Landing Extraction, all (MIA);
Engineer (Combat), Explosive Ordnance Disposal, SIGINT
Collection/Jamming or Traffic Analysis, all (M/H); Beam
Weapons (other), Guns (other) or Parachuting, all
(PIE), and
Battlesuit, Driving (any) or Gunner (any), all (PIA).
Customization Notes: Choose Courtesy Rank that reflects your
former service grade: a private is Rank 0 [0], a sergeant is
Rank I [I] and a senior sergeant (or specialist) is
Rank 2 [2].
This becomes Military Rank [5/level] if reactivated!
Choose background skills
appropriate to unit and MOS;
e.g., Airborne, No-Landing
Extraction-12 [4], Parachuting14
[2]; Artillery, Forward
Observer-12 [4], Gunner
(Cannon)-14* [2]; Engineer
Corps, Demolition-II [2],
Engineer (Combat)-II [4);
Mechanized Infantry, Driving
(Tracked)-13 [2], Mechanic
(Gasoline Engine)-12 [4);
Supply, Administration-12 [4],
Scrounging-12 [2], etc.
* Includes +I for IQ.
ARMY [OFFICER] 90 POINTS
A former officer in one of the forces described under Army
(Enlisted), above.
Attributes: ST
II [10], DX 12 [20], IQ 13 [30], HT 11 [10].
Advantages: A
total of 20 points in Charisma [5/level], Combat
Reflexes [15], Courtesy Rank 3+ [lIlevel],
Reputation
(Decorated) [varies], Status I
[5], Strong Will [4/Ievel] and
Voice [10].
Disadvantages: A
total of -20 points in Callous [-6], Code of
Honor (Officer's) [-5], Duty (Reactivation, 6 or less)
[-2] or
(9 or less) [-5], Fanaticism (Patriotism) [-15],
Honesty [-10],
Intolerance (Enemy race or culture) [-5], Jealousy
[-10],
Odious Personal Habit ("By the book") [-5],
Overconfidence
[-10], Sense of Duty (His command) [-10], Stubbornness
[-5]
and Workaholic [-5].
Primary Skills: Administration (MIA)
IQ [2]-13, Leadership
(MIA) IQ [2]-13 and Tactics (M/H) IQ [4]-13, plus 2 more
points in one of those three skills, and Savoir-Faire
(Military) (MIE) IQ [1]-13.
Secondary Skills: Either Beam
Weapons (any) or Guns (any)
(PIE), both DX+2 [I ]-14*, plus
Electronics Operation
(Comm) (MIA) IQ-I [1]-12, Gunner (any) (PIA) DX+I [1]13*,
NBC Warfare (MIA) IQ-l [1]-12
and Orienteering
(MIA) IQ-l [1]-12.
* Includes +2 for IQ.
Background Skills: A net 4 points in Forward Observer, Heraldry
(Military Insignia), Interrogation or Survival (any),
all
(MIA); Cryptography, Engineer (Combat), Intelligence
Analysis, Psychology or Strategy, all (M/H);
Parachuting
(PIE), and Battlesuit,
Driving (any) or Stealth, all (PIA).
Customization Notes: Courtesy Rank should reflect your former
service grade: a lieutenant is Rank 3 [3], a captain or major
is Rank 4 [4], a It.-colonel is Rank 5 [5], a colonel is
Rank 6
[6], a brigadier is Rank 7 [7] and a full general is
Rank 8 [8].
This becomes Military Rank [5/level] if reactivated!
Choose background skills appropriate to unit and MOS
(Military occupational Speciality);
e.g., Armor, Driving
(Tracked)-13 [4]; CIC, Strategy-13 [4]; Intelligence,
Intelligence
Analysis-12 [2], Interrogation-13 [2]; Psych
Warfare,
Psychology-13 [4], etc.
ARMY AVIATION
[ENLISTEe]
90 POINTS
Army aviation flies aircraft (helicopters, vertols, grav
vehicles
and light jets) in support of land operations by the army.
Since all Imperial aviation assets are assigned to the
Imperial
Navy, this template represents a veteran of a local
(planetary) or
extra-Imperial force.
Attributes: ST
10 [0], DX 12 [20], IQ 12 [20], HT II [10].
Advantages: A
total of 25 points in Absolute Direction or 3D
Spatial Sense [5 or 10], Acceleration Tolerance [10],
Acute
Vision [2/level], Combat Reflexes [15], Courtesy Rank
1-2
[1I1evel], Danger Sense [15] and Reputation (Decorated)
[varies].
Disadvantages: A
total of -20 points in Bad Temper [-10], Callous
[-6], Code of Honor (Soldier's) [-5], Duty
(Reactivation, 6 or
less) [-2] or (9 or less) [-5], Fanaticism (Patriotism)
[-15],
Intolerance (Enemy race or culture) [-5],
Overconfidence or
Glory Hound [-10 or -15], and Sense of Duty (Comrades
in
arms) [-5].
Primary Skills: Gunner (any) (PIA)
DX+2 [2]-14*, Gunner (any
other) (PIA) DX+2 [2]-14* and Piloting
(any military aircraft)
(PIA) DX+2 [8]-14.
* Includes +2 for IQ.
Secondary Skills: Aviation (MIA)
IQ [2]-12, Electronics
Operation (Comm) (MIA) IQ [2]-12, Electronics Operation
(Sensors) (MIA) IQ [2]-12,
Navigation (M/H) IQ [4]-12,
NBC Warfare (MIA) IQ [2]-12,
Parachuting (PIE) DX [1]12,
Savoir-Faire (Military) (M/E) IQ [1]-12 and Tactics
(M/H) IQ [4]-12.
Background Skills: A net 5 points in Forward Observer,
Leadership, Mechanic (any), No-Landing Extraction,
Photography, Survival (any) or Vacc
Suit, all (MIA); Free
Fall, Gunner (any) or Piloting (any), all (PIA), and personal
CombatIWeapon skills.
Customization Notes: Choose Courtesy Rank that reflects your
former service grade; aviators are always at least sergeants
(Rank I [I]), if not senior sergeants (Rank 2 [2]).
This
becomes Military Rank [5/1evel] if reactivated!
Choose your basic Gunner and Piloting skills to reflect
your
unit type; e.g., Air Cav, Gunner
(Machine Gun) and (Rocket
Launcher), Piloting (Helicopter); CAS, Gunner
(Bombs) and
(Machine Gun), Piloting (Heavy Airplane), etc. Choose
background
skills to reflect special training in things like extraction,
reconnaissance or SERE.
Note that aviators should never have Acceleration
Weakness, Acrophobia, Confused or Motion Sickness!
ARMY AVIATION 90 POINTS
[OFFICER]
A former officer in one of the forces described under Army
Aviation (Enlisted), above.
Attributes: ST
10 [0], DX 12 [20], IQ 13 [30], HT 11 [10].
Advantages: A
total of 25 points in Absolute Direction or 3D
Spatial Sense [5 or 10], Acceleration Tolerance [10],
Acute
Vision [2/Ievel], Charisma [5/level], Combat Reflexes
[15],
Courtesy Rank 3+ [lIlevel], Danger
Sense [15], Reputation
(Decorated) [varies] and
Status 1 [5].
Disadvantages: A
total of -25 points in Callous [-6], Code of
Honor (Officer's) [-5], Duty (Reactivation, 6 or less)
[-2] or
(9 or less) [-5], Fanaticism (Patriotism) [-15],
Honesty [-10],
Intolerance (Enemy race or culture) [-5], Jealousy
[-10],
Overconfidence or Glory Hound [-10 or -15], and Sense
of
Duty (His command) [-10].
Primary Skills: Gunner (any) (PIA)
DX+2 [2]-14*, Gunner (any
other) (PIA) DX+2 [2]-14*, Leadership (MIA) IQ-l [1]-12,
Piloting (any military aircraft) (PIA) DX+2 [8]-14, SavoirFaire
(Military) (M/E) IQ [1]-13 and
Tactics (M/H) IQ
[4]-13.
* Includes +2 for IQ.
Secondary Skills: Administration (MIA)
IQ-l [1 ]-12,
Aviation
(MIA) IQ-l [1]-12, Electronics Operation (Comm)
(MIA)
IQ-l [1 ]-12, Electronics
Operation (Sensors) (MIA)
IQ-l
[1]-12, Navigation (M/H) IQ-l
[2]-12, NBC Warfare (MIA)
IQ-l [1]-12 and Parachuting (PIE) DX
[1]-12.
Background Skills: A net 4 points in Forward Observer, NoLanding
Extraction, Photography, Survival (any) or Vacc
Suit, all (MIA); Intelligence
Analysis or Strategy, both
(M/H); Free Fall, Gunner (any) or Piloting (any), all (PIA),
and personal Combat/Weapon skills.
Customization Notes: Choose Courtesy Rank that reflects your
former service grade; if they fly, aviation officers are
usually
lieutenants (Rank 3 [3]), captains (Rank 4 [4]) or colonels
(Rank 5 [5] or 6 [6]). This becomes Military Rank
[5/level] if
reactivated! See Army Aviation (Enlisted) (above) for other
recommendations.
MARINE [ENLISTED] 90 POINTS
Inside the Imperium, this
represents a veteran of the
Imperial Marines. Powers outside the Imperium
sometimes have
marine forces, while planetary forces within the Imperium have
army units that serve the same function, but without the
title. The
Imperial Marines, after all, are unique.
Attributes: ST
11 [10], DX 12 [20], IQ 12 [20], HT 11 [10].
Advantages: G-Experience
[10] and 20 points chosen from 3D
Spatial Sense [10], Acceleration Tolerance [10], BreathHolding
1-2 [2 or 4], Combat Reflexes [15], Courtesy Rank
0-2 [1/level], Fearlessness [2/Ievel], Fit or Very Fit
[5 or 15],
Hard to Kill 1-2 [5 or 10], High Pain Threshold [10],
Improved G-Tolerance [10], Reputation (Decorated)
[varies]
and Toughness (DR 1) [10].
Disadvantages: A
total of -25 points in Bloodlust [-10], Callous
[-6], Chummy or Gregarious [-5 or -10], Code of Honor
(Soldier's) [-5], Duty (Reactivation, 6 or less) [-2]
or (9 or
less) [-5], Fanaticism (Patriotism) [-15], Intolerance
(Enemy race or culture) [-5], Overconfidence or Glory
Hound [-10 or -15], and Sense of Duty (Comrades in
arms)
[-5].
Primary Skills: Either Beam
Weapons (any) or Guns (any), both
(PIE) DX+3 [2]-15*, plus Free Fall (PIA) DX [2]-12,
Gunner (any) (PIA) DX+2 [2]-14*,
Savoir-Faire (Military)
(MIE) IQ [1]-12 and Vacc Suit
(MIA) IQ [2]-12.
* Includes +2 for IQ.
Secondary Skills: Armoury
(Small Arms) (MIA) IQ-l [1]-11,
Computer Operation (M/E) IQ-l
['12]-11, Electronics
Operation (Comm) (MIA) IQ-2 ['12]-10, First Aid (M/E)
IQ-l [\--1]-11, Tactics (MIH) IQ-l [2]-11; one of Battlesuit
or Exoskeleton, both (PIA) DX-l
[1]-11; one of Gesture
(MIE) IQ-l [\--1]-11 or Lip Reading (MIA) IQ-2 [\--1]-10, and
a total of 3 points in Brawling or Knife, both (PIE),
Shortsword (PIA), or
Judo or Throwing, both (P/H).
Background Skills: A total of 7 points in Scrounging (M/E);
Administration, Demolition, Leadership or Mechanic
(any),
all (MIA); Engineer (Combat),
Explosive Ordnance
Disposal, SIGINT Collection/Jamming or Traffic
Analysis,
all (MIH); Breath Control (MNH); Beam Weapons (other)
or Guns (other), both (PIE); Gunner
(other) or Piloting
(any), both (PIA), or any primary or secondary skill.
Customization Notes: Courtesy Rank should reflect your former
service grade: a private is Rank 0 [0], a sergeant is Rank I
[1] and a senior sergeant (or
specialist) is Rank 2 [2]. This
becomes Military Rank [5/level] if reactivated. Choose
background skills appropriate to unit and MOS; see Army
(Enlisted) (p. 100) for examples. No marine should have
Space Sickness!
MARINE [OFFICER]
90 POINTS
A former officer in the Imperial
Marines.
Attributes: ST
II [10], DX 12 [20], IQ 13
[30], HT II [10].
Advantages: A
total of 25 points in 3D
Spatial Sense [10], Acceleration
Tolerance [l0], Charisma [5/Ievel],
Combat Reflexes [15], Courtesy Rank
3+ [I/level], G-Experience [10],
Improved G-Tolerance [10], Reputation
(Decorated) [varies], Status I
[5],
Strong Will [4/level] and Voice [10].
Disadvantages: A
total of -25 points in
Callous [-6], Chummy [-5], Code of
Honor (Officer's) [-5], Duty
(Reactivation, 6 or less) [-2] or (9 or
less) [-5], Fanaticism (Patriotism)
[-15], Honesty [-10], Intolerance (Enemy race or
culture)
[-5], Jealousy [-10], Odious Personal Habit ("By
the book")
[-5], Overconfidence or Glory Hound [-10 or -15], Sense
of
Duty (His command) [-10], Stubbornness [-5] and
Workaholic [-5].
Primary Skills: Administration (MIA)
IQ [2]-13, Free Fall (PIA)
DX [2]-12, Leadership (MIA) IQ
[2]-13, Savoir-Faire
(Military) (M/E) IQ-l [Y2]-12, Tactics (M/H) IQ [4]-13,
Vacc Suit (MIA) IQ-l [1]-12.
Secondary Skills: Either Beam Weapons (any) or Guns (any)
(PIE), both DX+2 [1]-14*, plus Computer Operation (MIE)
IQ-I [Y2]-12, Electronics Operation
(Comm) (MIA) IQ-I
[1]-12, Gunner (any) (PIA) DX+l
[1]-13*, and one of
Battlesuit or Exoskeleton, both (PIA) DX-I [1 ]-11.
* Includes +2 for IQ.
Background Skills: A total of 4 points in Astrogation,
Electronics
Operation (other) or Interrogation, all (MIA); Engineer
(Combat), Intelligence Analysis, Psychology or
Strategy, all
(MIH), and Piloting (any) (PIA).
Customization Notes: Courtesy Rank should reflect your former
service grade; see Army (Officer) (p.
101) for ranks. This
becomes Military Rank [5/level] if reactivated. As with other
military careers, choose background skills appropriate to unit
and MOS. Marine officers shouldn't have
Space Sickness,
but some paper-pushers have never been space-side ...
MARINE SPECIAL 130 POINTS
OPERATIONS [ENLISTED]
A veteran of an Imperial Marines
special-operations unit. The
genuine article is fairly rare.
Attributes: ST
11 [10], DX 13 [30], IQ 13 [30], HT 11[10].
Advantages: Combat
Reflexes [15], Fit [5], G-Experience [10],
and 10 points chosen from 3D Spatial Sense [10],
Acceleration Tolerance [10], Breath-Holding 1-2 [2 or
4],
Courtesy Rank 0-2 [I/level], Daredevil [15],
Fearlessness
[2/1evel], Hard to Kill 1-2 [5 or 10], High Pain Threshold
[10], Improved G-Tolerance [10], Reputation (Decorated)
[varies], Toughness (DR 1) [10], and Very
Fit [10] (adds to
cost of Fit).
Disadvantages: Fanaticism
(Patriotism) [-15], plus -15 points in
Bloodlust [-10], Callous [-6], Chummy or Gregarious [-5
or
-10], Code of Honor (Soldier's) [-5], Duty
(Reactivation, 6
or less) [-2] or (9 or less) [-5], Intolerance (Enemy
race or
culture) [-5], Overconfidence or Glory Hound [-10 or -15],
and Sense of Duty (Comrades in arms) [-5].
Primary Skills: Two Beam
Weapons or Guns skills, each (PIE)
DX+3 [2]-16*, plus Free Fall (PIA) DX+l
[4]-14, Gunner
(any) (PIA) DX+2 [2]-15*, Savoir-Faire (Military) (MIE) IQ
[1]-13, Tactics (MIH) IQ [4]-13 and
Vacc Suit (MIA) IQ+l
[4]-14.
Secondary Skills: Another Beam Weapons or Guns skill, (PIE)
DX+2 [1]-15*, plus Armoury
(Small Arms) (MIA) IQ-l
[1]-12, Battlesuit (PIA) DX-l [1]-12, Brawling (PIE) DX
[1]-13, Computer Operation (M/E) IQ-l [Yz]-12, Demolition
(MIA) IQ-l [1]-12, Electronics Operation (Comm)
(MIA)
IQ-I [1]-12, Engineer (Combat) (M/H) IQ-I [2]-12,
Explosive Ordnance Disposal (M/H) IQ-l [2]-12, First Aid
(MIE) IQ-l [Yz]-12, Gesture (MIE) IQ-l [Yz]-12, Judo (PIH)
DX-l [2]-12, Knife (PIE) DX-l [Yz]-12, Piloting (spacecraft
type) (PIA) DX-l [1]-12, Scrounging
(MIE) IQ-I [Y2]-12,
Shortsword (PIA) DX-l
[1]-12 and Traps (MIA)
IQ-I [1]-12.
* Includes +2 for IQ.
Background Skills: Administration (MIA)
IQ-2 [1/2]-11,
Leadership (MIA) IQ-2 [Yz]-Il, Mechanic (any
space-related)
(MIA) IQ-2 [Yz]-II, SIGINT CollectionlJamming (MIH)
IQ-2 [1]-11 and Traffic Analysis (MIH) IQ-2 [1]-11.
Customization Notes: Courtesy Rank reflects your former service
grade; see Marine (Enlisted) (p.
102). This becomes Military
Rank [5/1evel] if reactivated. There
is no choice in background
skills here. Elite units have standardized training; the
only choices are "qualify" or "wash
out." Special ops troops
should have no physical
disadvantages (a retired soldier
could, if he was wounded in action).
MARINE SPECIAL 145 POINTS
OPERATIONS [OFFICER]
A former officer in one of the Imperial Marines' SpecOps units
... even rarer than his
enlisted counterpart!
Attributes: ST
11 [10], DX 13 [30], IQ 13 [30], HT 11 [10].
Advantages: Combat
Reflexes [15], Fit [5], G-Experience [10],
and 15 points chosen from 3D Spatial Sense [10],
Acceleration Tolerance [10], Breath-Holding 1-2 [2 or
4],
Charisma [5/level], Courtesy Rank 3-5 [1 /level],
Fearlessness [2nevel], Hard to Kill 1-2 [5 or 10], High
Pain
Threshold [10], Improved G-Tolerance [10], Reputation
(Decorated) [varies], Status 1
[5], Strong Will [4/level],
Toughness (DR 1) [10], Very Fit [10] (adds to cost of
Fit)
and Voice [10].
Disadvantages: Fanaticism
(Patriotism) [-15], plus -15 points in
Bloodlust [-10], Callous [-6], Chummy [-5], Code of
Honor
(Officer's) [-5], Duty (Reactivation, 6 or less) [-2]
or (9 or
less) [-5], Honesty [-10], Intolerance (Enemy race or
culture)
[-5], Overconfidence or Glory Hound [-10 or -15], Sense
of
Duty (His command) [-10], Stubbornness [-5] and
Workaholic [-5].
Primary Skills: Two Beam Weapons or Guns
skills, each (PIE)
DX+3 [2]-16*, plus Electronics Operation (Comm) (MIA)
IQ [2]-13, Free Fall (PIA) DX+I
[4]-14, Gunner (any) (PIA)
DX+2 [2]-15*, Leadership (MIA) IQ+l
[4]-14, Savoir-Faire
(Military) (MIE)IQ [1]-13, Tactics (M/H) IQ+l [6]-14
and
Vacc Suit (MIA) IQ+l
[4]-14.
Secondary Skills: Another Beam
Weapons or Guns skill, (PIE)
DX+2 [1]-15*, plus Administration (MIA) IQ-l [1]-12,
Armoury (Small Arms) (MIA) IQ-l [1]-12, Battlesuit (PIA)
DX-l [1]-12, Brawling (PIE) DX [1]-13, Computer
Operation (M/E) IQ-I [1/2]-12,
Demolition (MIA) IQ-l
[1 ]-12, Engineer (Combat) (M/H) IQ-l [2]-12, Explosive
Ordnance Disposal (M/H) IQ-l
[2]-12, First Aid (MIE) IQ-l
[1/2]-12, Gesture (M/E) IQ-l [Y2]-12, Interrogation (MIA)
IQ-l [1 ]-12, Intelligence
Analysis (M/H) IQ-l [2]-12, Judo
(P/H) DX-I [2]-12, Knife (PIE) DX-I [Y2]-12, Piloting
(spacecraft type) (PIA) DX-l [1]-12, Scrounging (MIE) IQ-l
[Y2]-12, Shortsword (PIA) DX-l [1]-12 and Traps (MIA)
IQ-l [1]-12.
* Includes +2 for IQ.
Background Skills: Mechanic (any space-related) (MIA) IQ-2
[Y2]-11, SIGINT CollectionlJamming
(M/H) IQ-2 [1]-11 and
Traffic Analysis (M/H) IQ-2 [1]-11.
Customization Notes: SpecOps
officers lead from the front, and
are just as tough as their men. Since SpecOps
units are company-
or battalion-sized, these "fighting officers"
are limited
to Military Rank 5; therefore, SpecOps
officers are often passed over for promotion,
and may even have to accept a
demotion to join the unit. Courtesy
Rank should reflect this, and is limited
to lieutenant (Rank 3 [3]), captain
(Rank 4 [4]) or colonel (Rank 5 [5]).
This becomes Military Rank [5nevel] if
reactivated.
See Marine Special Operations
(Enlisted) (p.103) for other notes.
NAVY [ENLISTED] 90 POINTS
This template can represent a former member of the
Imperial Navy or a local planetary navy, either inside
or outside
the Imperium. Local navies
within the Imperium tend to be mislabeled
customs and anti-piracy patrols.
Attributes: ST
10 [0], DX 12 [20], IQ 12 [20], HT 11 [10].
Advantages: G-Experience
[10] and a total of 20 points in 3D
Spatial Sense [10], Acceleration Tolerance [10], Combat
Reflexes [15], Courtesy Rank 0-2 [Inevel],
Fit [5], Improved
G-Tolerance [10] and Reputation (Decorated) [varies].
Disadvantages: A
total of -20 points chosen from Chummy or
Gregarious [-5 or -10], Code of Honor (Soldier's) [-5],
Duty
(Reactivation, 6 or less) [-2] or (9 or less) [-5],
Fanaticism
(Patriotism) [-15], Intolerance (Enemy race or culture,
Pirates, etc.) [-5], Overconfidence or Glory Hound [-10 or
-15], and Sense of Duty (Comrades in
arms) [-5].
Primary Skills: Free Fall (PIA)
DX+l [4]-13, Savoir-Faire
(Military) (MIE) IQ+l [2]-13,
Vacc Suit (MIA) IQ+l [4]-13,
and one of these 6 options:
1. Area Knowledge (System or sector) (M/E) IQ+1 [2]-13,
Astrogation (MIA) IQ+l [4]-13, Piloting (spacecraft
type) (PIA) DX+2 [8]-14.
2. Armoury (any) (MIA) IQ+2 [6]-14, Gunner (any shipmounted)
(PIA) DX+4 [8]-16*.
3. Cartography (MIA) IQ+l [4]-13, Electronics
Operation
(Sensors) (MIA) IQ+l [4]-13, SIGINT Collectionl
Jamming (M/H) IQ+I [6]-13.
4. Electronics Operation (Comm)
(MIA) IQ+2 [6]-14,
Traffic Analysis (M/H) IQ+2 [8]-14.
5. Engineer (Vehicles) (M/H) IQ [4]-12, Shipbuilding
(Starship) (MIA) IQ [2]-12, two of
Mechanic (J-Drive),
(M-Drive) or (Power Reactor), each (MIA) IQ+l
[4]-13.
6. Leadership (MIA) IQ+2 [6]-14,
Tactics (Space) (M/H)
IQ+2 [8]-14.
Secondary Skills: Computer Operation (M/E) IQ [1 ]-12,
Shortsword (PIA) DX [2]-12, and either
Beam Weapons
(any) or Guns (any), both
(PIE) DX+2 [1]-14*.
* Includes +2 for IQ.
Background Skills: A to"tal of 2 points in any of Scrounging
(MIE); Administration or Heraldry (Ship's Markings),
both
(MIA); Brawling (PIE), or Carousing (PIA; HT).
Customization Notes: Courtesy Rank should reflect your former
service grade: an ordinary space hand is Rank 0 [0], a chief
is Rank 1 [1] and a master chief (or specialist) is Rank
2 [2].
This becomes Military Rank [5/1evel] if reactivated!
Also
choose primary skills
that reflect your duty:
(l) helmsman or
pilot, (2) gunner or
gunner's mate, (3)
sensor operator, (4)
radioman, (5) engineer,
and (6) chief or
master chief (require
Courtesy Rank 1 or 2,
respectively).
NAVY [OFFICER] 90 POINTS
A former officer in one of the forces described under Navy
(Enlisted), above.
Attributes: ST
10 [0], OX 12 [20], IQ 13 [30], HT II [10].
Advantages: A
total of 20 points in 3D Spatial Sense [10],
Acceleration Tolerance [10], Charisma [5/Ievel], Combat
Reflexes [15], Courtesy Rank 3+ [I Ilevel],
G-Experience
[10], Improved G-Tolerance [10], Reputation (Decorated)
[varies], Status I [5], Strong
Will [4/Ievel] and Voice [10].
Disadvantages: A
total of -20 points in Chummy [-5], Code of
Honor (Officer's) [-5], Duty (Reactivation, 6 or less)
[-2] or
(9 or less) [-5], Fanaticism (Patriotism) [-15],
Honesty [-10],
Intolerance (Enemy race or culture, Pirates, etc.)
[-5],
Jealousy [-10], Odious Personal Habit ("By the
book") [-5],
Ov.erconfidence or Glory Hound [-10 or -IS], Sense of Duty
(HIS command) [-10], Stubbornness [-5] and Workaholic
[-5].
Primary Skills: Leadership (MIA)
IQ+I [4]-14, Savoir-Faire
(Military) (M/E) IQ [1]-13,
Tactics (Space) (M/H)
IQ+l
[6]-14, and one of these options:
1. Armoury (any) (MIA) IQ+2 [6]-15, Gunner (any shipmounted)
(PIA) DX+3 [4]-15*.
2. Astrogation (MIA) IQ [2]-13, Piloting (spacecraft type)
(PIA) DX+2 [8]-14.
3. Cartography (MIA) IQ [2]-13,
Electronics Operation
(Comm) (MIA) IQ [2]-13, Electronics Operation
(Sensors) (MIA) IQ [2]-13,
SIGINT CollectionlJamming
(MIH) IQ-I [2]-12, Traffic Analysis (MIH) IQ-I [2]-12.
4. Engineer (Vehicles) (M/H) IQ+ I [6]-14, Shipbuilding
(Starship) (MIA) IQ-I [1]-12, all three of Mechanic
(J-Drive), (M-Drive) and (Power Reactor), each (MIA)
IQ-I [1]-12.
Secondary Skills: Administration (MIA)
IQ-l [1]-12, Computer
Operation (MIE) IQ-l [1/2]-12, Free Fall (PIA) OX [2]-12,
Vacc Suit (MIA) IQ-I [1]-12,
and either Beam Weapons
(any) or Guns (any), both
(PIE) DX+I [Y2]-13*.
* Includes +2 for IQ.
Background Skills: A total of 4 points in Heraldry (Ship's
Markings) or Planetology
(any), both (MIA), or Astronomy,
Intelligence Analysis or Strategy
(Space), all (M/H).
Customization Notes: Courtesy Rank should reflect former service
grade: ensign or junior lieutenant (Rank 3 [3]), lieutenant
or
It.:commander (Rank 4 [4]), commander (Rank 5 [5]), captam
(Ra~k 6 [6]), commodore or rear admiral (Rank 7 [7]),
or admlfal (Rank 8 [8]). This
becomes Military Rank
[5/Ievel] if reactivated!
Primary skills represent practical experience on board
ship:
I) weapons, (2) command, (3) systems and (4)
engineering. The
GM may wish to allow those 10 points to be spent in
other
areas (e.g., on Administration for a logistics man).
NAVY AVIATION
[OFFICER] 90 Points
A former naval officer (see Navy (Officer), above), but
trained to handle small craft - aerospace shuttles, fighters,
etc. as
opposed to starships. Local navies within the Imperium almost
never have "aviation assets" like this, except for
customs and
anti-piracy purposes.
Attributes: ST
10 [0], OX 12 [20], IQ 13 [30], HT II [10].
Advantages: One of 3D Spatial
Sense [10] or Acceleration
Tolerance [10], plus IS points in those and Acute
Vision
[2/level], Charisma [5/level], Combat Reflexes [15],
Courtesy Rank 3+ [l/level], Danger Sense [IS],
Daredevil
[15], G-Experience [10], Improved G-Tolerance [10],
Reputation (Decorated) [varies], Status I [5] and
Strong Will
[4/Ievel].
Disadvantages: A
total of -25 points in Callous [-6], Code of
Honor (Officer's) [-5], Duty (Reactivation, 6 or less)
[-2] or
(9 or less) [-5], Fanaticism (Patriotism) [-15],
Impulsiveness
[-10], Intolerance (Enemy race or culture, Pirates,
etc.) [-5],
Jealousy [-10], Overconfidence or Glory Hound [-10 or
-IS],
Sense of Duty (His command) [-10], Stubbornness [-5]
and
Workaholic [-5].
Primary Skills: Gunner (any) (PIA)
DX+2 [2]-14*, Gunner (any
o~he~) (PIA)
DX+2 [2]-14*, Leadership (MIA) IQ-I [1]-12,
PIlotmg (small spacecraft) (PIA) DX+2
[8]-14, Savoir-Faire
(Military) (M/E) IQ [1]-13 and
Tactics (Space) (M/H)
IQ
[4]-13.
Secondary Skills: Administration (MIA)
IQ-l [1 ]-12,
Astrogation
(MIA) IQ-I [1]-12, Aviation (MIA) IQ-l
[1]-12, Computer
Operation (M/E) IQ-I
[1/2]-12, Electronics Operation
(Comm) (MIA) IQ-I [1]-12, Electronics Operation (Sensors)
(MIA) IQ-I [1]-12, Free Fall (PIA) OX [2]-12 and Vacc Suit
(MIA) IQ-I [1]-12.
Background Skills: Navigation (M/H)
IQ-2 [1]-11, Parachuting
(PIE) DX-I [Y2]-II, and a total of 2 points in
Photography or
Survival (any) (MIA); Beam Weapons
(any) or Guns (any),
both (PIE), or Carousing (PIA; HT).
* Includes +2 for IQ.
Customization Notes: Courtesy Rank should reflect your former
service grade. Navy aviation officers either use the naval
ranks listed for Navy (Officer) (above)
or the following:
fl~ght lieutenant (Rank 3 [3]),
squadron leader (Rank 4 [4]),
wmg commander (Rank 5 [5]) and group captain (Rank 6
[6]). The higher ranks don't
get to fly (at least not as often as
they would like, and never in combat). This becomes
Military Rank [5/Ievel] if reactivated.