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 Regina, or are you really a spy? Nevertheless, diplomats

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 Reading, Lockpicking, SavoirFaire

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.