This section presents the tables for the basic archetypes in SFRPG. Higher priority Attributes/Disciplines are listed above other Attributes/Disciplines (top to bottom for highest to lowest priority), with their associated Skills/Sub-Disciplines to the side of them (left to right for highest to lowest priority). Below the priority tables are the possible trait sets; each set is listed with a number to the side. The number represents which set will be selected for a specific character on that given result of a 1d5 roll. Finally, all tables will contain a basic equipment package, which indicates what that kind of character will typically possess or own. For convenience, pieces of equipment from the Industrial and Starfaring Age have been labeled, so that they can be quickly removed in the event that the character involved is from a more primitive society.
Administrator
It seems that no matter where one travels, one always finds someone whose job is merely to direct other people's work without doing much of the actual work themselves. That's the job of the administrator, to direct, manage, execute, dispense, and as a rule be a pain in the ass to all of their underlings.
Administrator| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Bluff | Diplomacy* | Negotiations | Gather Information | Xenolinguistics | Intimidation/Distress |
|---|
| Command | Coordination | Leadership* | Inspire | Survival* | Security/Experience | Battle Tactics/- |
|---|
| Science | Sensor Use | Anthropology | Meteorology | Archaeology | Vehicle Technology | Starship Technology |
|---|
| Navigation | Vehicle Piloting | Orientation | Evasive Maneuvers | Stealth | Ballistics | Marksmanship |
|---|
| Medicine | Pathology | Psychology | Toxicology | Intensive Care | Long-Term Care | Xenobiology |
|---|
| Engineering | Jury Rig | Mechanics | Damage Control | Synthesize | Weaponry | Metallurgy |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Leadership | Personality |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Dodge | Hiding and Seeking | Dexterous Maneuvers |
|---|
| Power | Three-Dimensional Maneuvers | Brawling | Lifting |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Traits | 1 | Reputation +5, Greed -5 |
|---|
| 2 | Reputation +5, Social Status +5, Glutton -10 |
|---|
| 3 | Reputation +5, Education +5, Contacts +5, Allergic (Pollen) -15 |
|---|
| 4 | Reputation +5, Memory +5, Math Expert +10, Lecherous -10, Impulsive -10 |
|---|
| 5 | |
olspan=5>Wealth +10, Luck +5, Addicted (Stimulants) -5, Glutton -5, Overconfident -5| Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 3.1, TEC 1. |
Artisan
Artisans are skilled manual workers who use tools and machinery in a particular craft. They are masters of that craft, building objects that have a purpose that is not only quite functional, but beautiful as well.
Artisan| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Engineering | Synthesize | Jury Rig | Mechanics | Electromagnetism | Damage Control | Weaponry |
|---|
| Communications | Diplomacy* | Negotiations | Gather Information | Bluff | Intimidation | Distress/Jam |
|---|
| Science | Biology | Archaeology | Anthropology | Geology | Meteorology | Sensor Use |
|---|
| Navigation | Orientation | Ballistics | Targeting | Marksmanship | Vehicle Piloting | Evasive Maneuvers |
|---|
| Command | Inspire | Experience | Survival* | Security | Coordination | Leadership*/Battle Tactics |
|---|
| Medicine | Psychology | Toxicology | Intensive Care | Pathology | Long-Term Care | Xenobiology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Intellect | Resourcefulness | Cunning | Knowledge |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Traits | 1 | Reputation +5, Mechanical Sense +5, Education -5, Wealth -5 |
|---|
| 2 | Reputation +5, Reflexes +5, Amputee (Motor) -10 |
|---|
| 3 | Reputation +10, Social Status +5, Obsessed (Perfection) -15 |
|---|
| 4 | Mechanical Sense +15, Discipline +5, Tightwad -20 |
|---|
| 5 | |
olspan=5>Reputation +5, Social Status +5, Wealth +10, Overconfident -20| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
Assassin
In every society, there are people in positions of fame and/or power that can rally huge numbers to whatever cause they support. And usually, in every society, there are other people that want those people permanently silenced. The assassin's job is to do the silencing, by whatever means are most expedient.
Assassin| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Gather Information | Bluff | Jam | Diplomacy* | Negotiations | Xenolinguistics/Intimidation |
|---|
| Command | Security | Experience | Battle Tactics | Survival* | Coordination/Leadership* | Inspire/- |
|---|
| Science | Sensor Use | Archaeology | Anthropology | Biology | Geology | Meteorology |
|---|
| Navigation | Evasive Maneuvers | Targeting | Marksmanship | Ballistics | Vehicle Piloting | Orientation |
|---|
| Engineering | Jury Rig | Synthesize | Mechanics | Weaponry | Damage Control | Metallurgy |
|---|
| Medicine | Toxicology | Psychology | Pathology | Xenobiology | Intensive Care | Long-Term Care |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Intellect | Resourcefulness | Cunning | Knowledge |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Power | Three-Dimensional Maneuvers | Brawling | Lifting |
|---|
| Traits | 1 | Reputation +5, Overconfident -5 |
|---|
| 2 | Reputation +5, Luck +5, Impulsive -10 |
|---|
| 3 | Reputation +10, Reflexes +5, Overconfident -15 |
|---|
| 4 | Luck +5, Reflexes +1, Discipline +5, Impulsive -10, Social Status -10 |
|---|
| 5 | |
olspan=5>Luck +10, Discipline +5, Social Status -15| Equipment: Civilian Street Casual Outfit, Boots, Pocket Holster, Wallet, Deluxe Chronometer. Cost: 1.58, TEC 1. |
Athlete
These are generally worthless members of society who somehow manage to con other people into thinking they are both popular and worth paying a lot of money to go see. Athletes are people who actively participate in physical sports; they are really litle more than glorified players of games. What little value they do have comes from their awesome physical prowess.
Athlete| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Battle Tactics | Inspire | Coordination | Leadership* | Experience | Security/Survival* |
|---|
| Communications | Gather Information | Bluff | Intimidation | Negotiations | Xenolinguistics | Diplomacy*/Jam |
|---|
| Navigation | Vehicle Piloting | Evasive Maneuvers | Orientation | Targeting | Marksmanship | Combat Maneuvers |
|---|
| Medicine | Intensive Care | Xenobiology | Pathology | Toxicology | Long-Term Care | Psychology |
|---|
| Science | Anthropology | Archaeology | Vehicle Technology | Biology | Geology | Meteorology |
|---|
| Engineering | Jury Rig | Damage Control | Weaponry | Mechanics | Synthesize | Metallurgy |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Power | Three-Dimensional Maneuvers | Brawling | Lifting |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Charm | Leadership | Personality | Diplomacy |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Traits | 1 | Comeliness+5, Obsessed (Glory) -5 |
|---|
| 2 | Discipline +5, Reputation +5, Addiction (Stimulants) -10 |
|---|
| 3 | Comeliness+5, Discipline +5, Reflexes +5, Obsessed (Glory) -15 |
|---|
| 4 | Discipline +5, Reputation +10, Reflexes +5, Overconfident -10, Addiction (Alcohol) -10 |
|---|
| 5 | |
olspan=5>Comeliness+10, Reputation +5, Overconfident -15| Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.4, TEC 1. |
| Notes: Characters from this archetype may roll 5d5 for starting money. |
Barkeeper
Most societies need places where people can go to relax and try to forget their worries for a while. Barkeepers perform this function through the skill of bartending, mixing liquid chemicals (particularly ones that cause intoxication when consumed in excess) in just the right proportions to generate just the right drinks.
Barkeeper| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Xenolinguistics | Gather Information | Negotiations | Bluff | Intimidation | Diplomacy*/Distress |
|---|
| Science | Biology | Anthropology | Geology | Vehicle Technology | Sensor Use | Meteorology |
|---|
| Medicine | Toxicology | Intensive Care | Psychology | Pathology | Long-Term Care | Xenobiology |
|---|
| Navigation | Marksmanship | Targeting | Vehicle Piloting | Orientation | Evasive Maneuvers | Stealth |
|---|
| Engineering | Synthesize | Jury Rig | Damage Control | Mechanics | Weaponry | Quantum Mechanics |
|---|
| Command | Security | Coordination | Experience | Inspire | Survival* | Leadership*/Battle Tactics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Traits | 1 | Discipline +5, Comeliness+5, Social Status -5, Phobic (Death) -5 |
|---|
| 2 | Discipline +10, Social Status -5, Bleeder -5 |
|---|
| 3 | Discipline +5, Comeliness+5, Memory +5, Intolerant (Mean Drunks) -15 |
|---|
| 4 | Comeliness+5, Memory +5, Reflexes +10, Phobic (Debt Collectors) -10, Bleeder -10 |
|---|
| 5 | |
olspan=5>Memory +10, Reflexes +10, Intolerant (Violence) -20| Equipment: Civilian Casual Dress Outfit, Shoes, Trowser Holster, Wallet, Debit Chit, Chronometer. Cost: 1.23, TEC 1. |
Bounty Hunter
Where there is law and order, there are those out there who are doing their level best to run away from it. Some other members of society can turn a tidy profit by doing what it takes to collect on posted rewards for those who are fleeing from the law (not to mention the rewards sometimes offered up by less scrupulous members of society for largely the same thing).
Bounty Hunter| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Navigation | Vehicle Piloting | Combat Maneuvers | Evasive Maneuvers | Targeting | Marksmanship | Ballistics |
|---|
| Science | Sensor Use | Vehicle Technology | Starship Technology | Anthropology | Archaeology | Planetology |
|---|
| Communications | Gather Information | Intimidation | Jam | Bluff | Negotiations | Xenolinguistics |
|---|
| Command | Security | Experience | Survival* | Coordination | Battle Tactics | Leadership*/Inspire |
|---|
| Engineering | Jury Rig | Mechanics | Damage Control | Weaponry | Metallurgy | Electromagnetism |
|---|
| Medicine | Toxicology | Intensive Care | Xenobiology | Psychology | Pathology | Long-Term Care |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Acumen | Perception | Survival | Performance |
|---|
| Intellect | Resourcefulness | Cunning | Knowledge |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Power | Three-Dimensional Maneuvers | Brawling | Lifting |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Traits | 1 | Reputation +5, Scientific Sense +5, Overconfident -5, Lecherous -5 |
|---|
| 2 | Scientific Sense +5, Navigational Sense +5, Overconfident -10 |
|---|
| 3 | Quick Draw +10, Navigational Sense +5, Greed -15 |
|---|
| 4 | Reputation +20, Impulsive -5, Greed -10, Lecherous -5 |
|---|
| 5 | |
olspan=5>Quick Draw +10, Reflexes +10, Impulsive -20| Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.2, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item. |
Business Owner
Commerce is the very life blood of most societies; without it, individuals within the society would have to figure out how and where to get the things they need to survive all on their own. Some members of society specialize in the procurement of a particular set of goods. These individuals often open up their own shops to distribute those goods and make money in the process.
Business Owner| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Security | Leadership* | Inspire | Experience | Survival* | Coordination/Battle Tactics |
|---|
| Communications | Negotiations | Gather Information | Bluff | Diplomacy* | Intimidation | Distress*/Xenolinguistics |
|---|
| Engineering | Damage Control | Mechanics | Synthesize | Jury Rig | Weaponry | Metallurgy |
|---|
| Navigation | Vehicle Piloting | Orientation | Evasive Maneuvers | Ballistics | Stealth | Evasive Maneuvers |
|---|
| Science | Anthropology | Meteorology | Vehicle Technology | Biology | Geology | Archaeology |
|---|
| Medicine | Pathology | Psychology | Intensive Care | Long-Term Care | Toxicology | Xenobiology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Charm | Leadership | Diplomacy | Personality |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Traits | 1 | Senses (Sound) +5, Greed -5 |
|---|
| 2 | Senses (Sound) +10, Tightwad -5, Reputation -5 |
|---|
| 3 | Contacts +5, Social Status +5, Wealth +5, Greed -15 |
|---|
| 4 | Wealth +20, Greed -10, Tightwad -5, Health -5 |
|---|
| 5 | |
olspan=5>Contacts +10, Social Status +10, Tightwad -10, Reputation -5, Health -5| Equipment: Civilian Casual Dress Outfit, Shoes, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.1, TEC 1. |
| Notes: Characters from this archetype may roll 5d5 for starting money. |
Clerk
Clerks are ubiquitous members of society, found in any office or running the registers at any store. They occupationally work with records, accounts, and letters, and are often the ones doing the actual work while the owners and administrators are off making policies that ultimately will negatively affect their jobs.
Clerk| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Gather Information | Negotiations | Diplomacy* | Distress | Xenolinguistics | Bluff/Intimidation |
|---|
| Science | Anthropology | Meteorology | Vehicle Technology | Archaeology | Sensor Use | Biology |
|---|
| Navigation | Evasive Maneuvers | Stealth | Orientation | Vehicle Piloting | Targeting | Ballistics |
|---|
| Command | Coordination | Experience | Security | Survival* | Inspire | Leadership*/Battle Tactics |
|---|
| Medicine | Toxicology | Intensive Care | Psychology | Pathology | Long-Term Care | Xenobiology |
|---|
| Engineering | Jury Rig | Mechanics | Damage Control | Synthesize | Metallurgy | Electromagnetism |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Traits | 1 | Health +5, Math Expert +5, Wealth -5, Curious -5 |
|---|
| 2 | Comeliness+10, Curious -5, Education -5 |
|---|
| 3 | Health +15, Wealth -15 |
|---|
| 4 | Health +5, Math Expert +5, Contacts +10, Intolerant (Unintelligence) -10, Education -10 |
|---|
| 5 | |
olspan=5>Math Expert +5, Contacts +5, Comeliness+5, Intolerant (Unintelligence) -15| Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 0.63, TEC 1. |
Commander¶
Commanders are the most senior-ranking military officers, typically in command of large units of people. These are the guys that make all of the command-level decisions for the group. A common place to find a Commander is on the bridge of a ship, where they act as the ship's captain.
Commander| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Leadership* | Inspire | Coordination | Battle Tactics | Security | Experience/Survival* |
|---|
| Navigation | Combat Maneuvers | Evasive Maneuvers | Targeting | Vehicle Piloting | Orientation | Ballistics |
|---|
| Science | Sensor Use | Anthropology | Archaeology | Biology | Geology | Astronomy |
|---|
| Medicine | Psychology | Toxicology | Intensive Care | Long-Term Care | Xenobiology | Pathology |
|---|
| Engineering | Damage Control | Jury Rig | Nuclear Physics | Electromagnetism | Metallurgy | Applied Relativity |
|---|
| Communications | Gather Information | Negotiations | Diplomacy* | Bluff | Intimidation | Xenolinguistics/Jam |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Leadership | Diplomacy | Personality |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Dodge | Dexterous Maneuvers | Hiding and Seeking |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Traits | 1 | Discipline +5, Reputation +5, Creed (Protect Nation) -5, Lecherous -5 |
|---|
| 2 | Discipline +5, Social Status +5, Creed (Protect Nation) -10 |
|---|
| 3 | Discipline +5, Reflexes +5, Quick Draw +5, Impulsive -15 |
|---|
| 4 | Social Status +5, Reputation +10, Reflexes +5, Creed (Protect Nation) -10, Lecherous -10 |
|---|
| 5 | |
olspan=5>Quick Draw +10, Reflexes +10, Impulsive -5, Obsessed (Vengeance) -5, Lecherous -10| Equipment: Military Dress Uniform Outfit, Military Service Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 4.7, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item. |
Con Artist
A common philosophy amongst most civilizations is that there is a sucker born every minute. Con artists are unscrupulous people who take advantage of the fear and gullibility of others to gain their confidence, usually in an attempt to procure something for themselves, with no concern whatsoever for any feelings hurt by their ultimate and inevitable betrayal.
Con Artist| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Negotiations | Bluff | Gather Information | Diplomacy* | Xenolinguistics | Jam/Intimidation |
|---|
| Medicine | Toxicology | Psychology | Intensive Care | Long-Term Care | Pathology | Xenobiology |
|---|
| Command | Security | Survival* | Inspire | Coordination | Experience | Leadership*/Battle Tactics |
|---|
| Navigation | Vehicle Piloting | Orientation | Stealth | Evasive Maneuvers | Marksmanship | Ballistics |
|---|
| Engineering | Mechanics | Jury Rig | Synthesize | Damage Control | Weaponry | Metallurgy |
|---|
| Science | Sensor Use | Anthropology | Archaeology | Vehicle Technology | Planetology | Meteorology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Intellect | Resourcefulness | Cunning | Knowledge |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Traits | 1 | Comeliness+5, Mechanical Sense +5, Greed -5, Luck -5 |
|---|
| 2 | Empathic Sense +5, Nerves +5, Greed -10 |
|---|
| 3 | Comeliness+15, Greed -15 |
|---|
| 4 | Empathic Sense +5, Mechanical Sense +5, Nerves +10, Overconfident -10, Luck -10 |
|---|
| 5 | |
olspan=5>Comeliness+10, Empathic Sense +10, Overconfident -20| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
Courtesan
In aristocratic societies or circles, one can sometimes find courtesans. Courtesans are usually kept mistresses of powerful noblemen, or perhaps even a sovereign or member of the royal family. They're really high-class prostitutes, gathering fabulous wealth in exchange for their highly biological services.
Courtesan| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Negotiations | Diplomacy* | Gather Information | Bluff | Xenolinguistics | Distress/Intimidation |
|---|
| Command | Security | Survival* | Inspire | Experience | Coordination | Leadership*/Battle Tactics |
|---|
| Medicine | Psychology | Toxicology | Pathology | Long-Term Care | Xenobiology | Intensive Care |
|---|
| Navigation | Vehicle Piloting | Stealth | Evasive Maneuvers | Marksmanship | Ballistics | Targeting |
|---|
| Science | Sensor Use | Meteorology | Anthropology | Archaeology | Astronomy | Vehicle Technology |
|---|
| Engineering | Jury Rig | Mechanics | Applied Relativity | Electromagnetism | Nuclear Physics | Quantum Mechanics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Traits | 1 | Comeliness+5, Education +5, Bleeder -5, Allergic (Pollen) -5 |
|---|
| 2 | Contacts +10, Bleeder -5, Social Status -5 |
|---|
| 3 | Comeliness+15, Addiction (Painkillers) -15 |
|---|
| 4 | Contacts +10, Education +5, Reflexes +5, Bleeder -10, Allergic (Shelled Lifeforms) -10 |
|---|
| 5 | |
olspan=5>Comeliness+10, Reflexes +10, Allergic (Pollen) -5, Addiction (Hallucinogens) -10, Social Status -5| Equipment: Civilian Formal Dress Outfit, Shoes, Pocket Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 3.23, TEC 1. |
| Notes: Characters from this archetype may roll 4d5 for starting money. |
Crime Lord
Crime takes on many forms in any society. While most crimes committed in a society are committed as acts of passion by individuals, there are those out there who would use criminal means to gather up wealth and power for themselves. The Crime Lord, though almost never referred to by that title, is the head of an organization dedicated to such a purpose.
Crime Lord| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Intimidation | Negotiations | Gather Information | Diplomacy* | Bluff | Jam/Distress |
|---|
| Navigation | Stealth | Vehicle Piloting | Combat Maneuvers | Marksmanship | Ballistics | Targeting |
|---|
| Command | Security | Survival* | Coordination | Experience | Battle Tactics | Leadership*/Inspire |
|---|
| Science | Sensor Use | Archaeology | Vehicle Technology | Starship Technology | Anthropology | Meteorology |
|---|
| Engineering | Synthesize | Jury Rig | Damage Control | Weaponry | Applied Relativity | Mechanics |
|---|
| Medicine | Psychology | Toxicology | Xenobiology | Pathology | Intensive Care | Long-Term Care |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Charm | Personality | Leadership | Diplomacy |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Traits | 1 | Discipline +5, Temper -5 |
|---|
| 2 | Memory +10, Greed -5, Tightwad -5 |
|---|
| 3 | Contacts +15, Temper -15 |
|---|
| 4 | Discipline +20, Temper -10, Tightwad -10 |
|---|
| 5 | |
olspan=5>Contacts +10, Memory +10, Greed -20| Equipment: Civilian Formal Dress Outfit, Shoes, Trowser Holster, Back Holster, Wallet, Deluxe Chronometer. Cost: 3.5, TEC 1. |
| Notes: Characters from this archetype may roll 5d5 for starting money. |
Debutant
Every society has got its worthless members, either because they cannot work, choose not to work, or because their family has got so damned much money that they don't have to work. Often the members that don't have to work have absolutely no understanding of how society actually works. They're simply content to stick their olfactory organs up at it.
Debutant| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Gather Information | Distress | Diplomacy* | Negotiations | Xenolinguistics | Bluff/Intimidation |
|---|
| Navigation | Astrogation | Evasive Maneuvers | Stealth | Targeting | Vehicle Piloting | Orientation |
|---|
| Science | Anthropology | Meteorology | Vehicle Technology | Starship Technology | Astronomy | Sensor Use |
|---|
| Command | Coordination | Inspire | Experience | Security | Leadership* | Survival*/Battle Tactics |
|---|
| Medicine | Psychology | Toxicology | Pathology | Long-Term Care | Xenobiology | Intensive Care |
|---|
| Engineering | Jury Rig | Weaponry | Metallurgy | Damage Control | Synthesize | Mechanics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Intellect | Cunning | Resourcefulness | Knowledge |
|---|
| Charm | Diplomacy | Leadership | Personality |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Physique | Recuperation | Stamina | Concentration |
|---|
| Power | Three-Dimensional Maneuvers | Brawling | Lifting |
|---|
| Traits | 1 | Comeliness+5, Intolerant (Lower Classes) -5 |
|---|
| 2 | Education +5, Memory +5, Jealous (Other Debutants) -10 |
|---|
| 3 | Wealth +10, Education +5, Intolerant (Lower Classes) -15 |
|---|
| 4 | Wealth +20, Intolerant (Lower Classes) -10, Discipline -5, Lecherous -5 |
|---|
| 5 | |
olspan=5>Comeliness+10, Memory +5, Discipline -5, Lecherous -5, Jealous (Other Debutants) -5| Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 3.1, TEC 1. |
| Notes: Characters from this archetype may roll 7d5 for starting money. |
Deckhand¶
Most professions require some people to perform the back-breaking manual labor. For nautical professions (and by extention the starfaring professions for those societies that have them), those jobs are reserved for deckhands. They can best be thought of as glorified laborers, with perhaps a little more emphasis on the technical and mechanical aspects of their jobs.
Deckhand| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Engineering | Damage Control | Mechanics | Metallurgy | Weaponry | Applied Relativity | Nuclear Physics |
|---|
| Science | Starship Technology | Sensor Use | Geology | Vehicle Technology | Anthropology | Meteorology |
|---|
| Medicine | Intensive Care | Xenobiology | Toxicology | Psychology | Pathology | Long-Term Care |
|---|
| Navigation | Marksmanship | Ballistics | Targeting | Evasive Maneuvers | Vehicle Piloting | Orientation |
|---|
| Communications | Gather Information | Bluff | Xenolinguistics | Distress | Jam | Intimidation |
|---|
| Command | Coordination | Experience | Security | Leadership* | Survival* | Inspire/Battle Tactics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Power | Lifting | Brawling | Three-Dimensional Maneuvers |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Charm | Personality | Leadership | Diplomacy |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Traits | 1 | Discipline +5, Creed (Ship) -5 |
|---|
| 2 | Reflexes +5, Ambidexterity +5, Nerves -10 |
|---|
| 3 | Mechanical Sense +15, Health -15 |
|---|
| 4 | Discipline +5, Reflexes +5, Mechanical Sense +10, Nerves -10, Health -10 |
|---|
| 5 | |
olspan=5>Discipline +5, Reflexes +5, Ambidexterity +5, Creed (Ship) -15| Equipment: Military Service Uniform Outfit, Military Working Uniform Outfit, Boots, Wallet, Debit Chit. Cost: 2.1, TEC 1. |
Diplomat
Diplomats are people who are accredited to officially represent a government or organization in its relations with other governments or organizations. They therefore perform a vital political role in society, by making sure things go the way their boss wants them to, and letting them know when things aren't.
Diplomat| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Diplomacy* | Negotiations | Gather Information | Xenolinguistics | Bluff | Intimidation/Distress |
|---|
| Command | Inspire | Experience | Leadership* | Coordination | Survival* | Battle Tactics/Security |
|---|
| Medicine | Psychology | Toxicology | Intensive Care | Long-Term Care | Pathology | Xenobiology |
|---|
| Science | Sensor Use | Anthropology | Vehicle Technology | Archaeology | Meteorology | Planetology |
|---|
| Navigation | Vehicle Piloting | Orientation | Evasive Maneuvers | Stealth | Ballistics | Targeting |
|---|
| Engineering | Synthesize | Weaponry | Electromagnetism | Jury Rig | Damage Control | Mechanics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Leadership | Personality |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Traits | 1 | Contacts +5, Nerves -5 |
|---|
| 2 | Social Status +10, Phobic (Arachnids) -5, Bleeder -5 |
|---|
| 3 | Linguistic Sense +5, Social Status +5, Reputation +5, Nerves -15 |
|---|
| 4 | Contacts +20, Nerves -5, Phobic (Arachnids) -10, Addiction (Stimulants) -5 |
|---|
| 5 | |
olspan=5>Linguistic Sense +10, Reputation +5, Phobic (Reptilians) -5, Addiction (Hallucinogens) -5, Bleeder -5| Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit. Cost: 2.3, TEC 1. |
Doctor
Doctors are typically individuals who spent far too much time in their society's higher seats of learning with the goal of making as much money as possible. In this context, doctors have been highly educated in medicinal disciplines, possessing the highest degree of knowledge and skill in application of those disciplines. Osetensibly.
Doctor| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Medicine | Intensive Care | Pathology | Xenobiology | Long-Term Care | Toxicology | Psychology |
|---|
| Science | Sensor Use | Biology | Anthropology | Geology | Archaeology | Meteorology |
|---|
| Communications | Gather Information | Distress | Intimidation | Diplomacy* | Bluff | Xenolinguistics/Negotiations |
|---|
| Command | Experience | Survival* | Coordination | Inspire | Leadership* | Battle Tactics/Security |
|---|
| Engineering | Synthesize | Nuclear Physics | Mechanics | Quantum Mechanics | Jury Rig | Damage Control |
|---|
| Navigation | Vehicle Piloting | Orientation | Evasive Maneuvers | Stealth | Marksmanship | Targeting |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Traits | 1 | Education +5, Discipline +5, Creed (No Harm) -5, Addiction (Stimulants) -5 |
|---|
| 2 | Discipline +5, Nerves +5, Honesty -10 |
|---|
| 3 | Education +10, Empathic Sense +5, Overconfident -15 |
|---|
| 4 | Empathic Sense +20, Honesty -10, Overconfident -5, Addiction (Painkillers) -5 |
|---|
| 5 | |
olspan=5>Education +10, Nerves +5, Creed (No Harm) -15| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
| Notes: Characters from this archetype may roll 5d5 for starting money. |
Drunkard
Drunkards are unique individuals that spend their free time converting their hard earned cash into intoxicating beverages, when they then use to poison themselves to the point of near death (usually also at the cost of any meaningful relationships with family and friends). They may be skilled at what they do, but they're largely good for nothing after hours.
Drunkard| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Navigation | Vehicle Piloting | Evasive Maneuvers | Stealth | Orientation | Targeting | Combat Maneuvers |
|---|
| Communications | Intimidation | Bluff | Negotiations | Distress | Diplomacy* | Gather Information/Xenolinguistics |
|---|
| Engineering | Synthesize | Jury Rig | Mechanics | Metallurgy | Damage Control | Electromagnetism |
|---|
| Medicine | Toxicology | Xenobiology | Psychology | Long-Term Care | Pathology | Intensive Care |
|---|
| Science | Geology | Anthropology | Biology | Archaeology | Meteorology | Sensor Use |
|---|
| Command | Experience | Battle Tactics | Security | Inspire | Coordination | Leadership*/- |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Physique | Stamina | Recuperation | Concentration |
|---|
| Power | Brawling | Lifting | Three-Dimensional Maneuvers |
|---|
| Charm | Personality | Leadership | Diplomacy |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Traits | 1 | Luck +5, Navigational Sense +5, Addiction (Alcohol) -5, Crude -5 |
|---|
| 2 | Navigational Sense +10, Crude -5, Lecherous -5 |
|---|
| 3 | Luck +10, Contacts +5, Addiction (Alcohol) -15 |
|---|
| 4 | Luck +20, Crude -10, Temper -10 |
|---|
| 5 | |
olspan=5>Navigational Sense +10, Contacts +10, Addiction (Alcohol) -10, Temper -5, Lecherous -5| Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit. Cost: 0.6, TEC 1. |
Engineer
Engineers are individuals who devote themselves to finding technical solutions to physical problems. In starfaring societies, engineers are starship crewmembers who are primarily in charge of maintaining the ship's engines and repairing critical systems. In a sense, they are highly skilled, highly educated mechanics.
Engineer| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Engineering | Nuclear Physics | Damage Control | Jury Rig | Synthesize | Quantum Mechanics | Mechanics |
|---|
| Science | Sensor Use | Vehicle Technology | Geology | Archaeology | Planetology | Astronomy |
|---|
| Navigation | Vehicle Piloting | Orientation | Targeting | Ballistics | Combat Maneuvers | Evasive Maneuvers |
|---|
| Command | Inspire | Coordination | Experience | Leadership* | Survival* | Security/Battle Tactics |
|---|
| Communications | Gather Information | Bluff | Intimidation | Distress | Negotiations | Xenolinguistics |
|---|
| Medicine | Toxicology | Xenobiology | Intensive Care | Psychology | Long-Term Care | Pathology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Charm | Personality | Leadership | Diplomacy |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Power | Lifting | Brawling | Three-Dimensional Maneuvers |
|---|
| Traits | 1 | Mechanical Sense +5, Math Expert +5, Wealth -5, Social Status -5 |
|---|
| 2 | Education +10, Wealth -5, Luck -5 |
|---|
| 3 | Mechanical Sense +15, Addiction (Alcohol) -15 |
|---|
| 4 | Mechanical Sense +20, Luck -10, Social Status -10 |
|---|
| 5 | |
olspan=5>Math Expert +10, Education +10, Addiction (Stimulants) -20| Equipment: Military Working Uniform Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
Entertainer
The need to distract oneself from the humdrum routine of one's life is a constant throughout most societies. Some members of those societies take it upon themselves to make it a point to distract others. These individuals usually have one field in which they specialize in, such as acting.
Entertainer| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Negotiations | Gather Information | Xenolinguistics | Bluff | Distress | Jam |
|---|
| Navigation | Vehicle Piloting | Stealth | Evasive Maneuvers | Orientation | Ballistics | Targeting |
|---|
| Command | Security | Inspire | Coordination | Experience | Battle Tactics | Leadership*/Survival* |
|---|
| Science | Sensor Use | Anthropology | Archaeology | Meteorology | Biology | Vehicle Technology |
|---|
| Medicine | Psychology | Toxicology | Pathology | Intensive Care | Long-Term Care | Xenobiology |
|---|
| Engineering | Synthesize | Mechanics | Jury Rig | Electromagnetism | Metallurgy | Applied Relativity |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Power | Lifting | Brawling | Three-Dimensional Maneuvers |
|---|
| Traits | 1 | Reflexes +5, Health +5, Impulsive -5, Addiction (Hallucinogens) -5 |
|---|
| 2 | Health +10, Impulsive -5, Lecherous -5 |
|---|
| 3 | Reflexes +10, Contacts +5, Intolerant ("Little" People) -15 |
|---|
| 4 | Comeliness+20, Intolerant ("Little" People) -5, Addiction (Hallucinogens) -10, Lecherous -5 |
|---|
| 5 | |
olspan=5>Reflexes +10, Contacts +5, Comeliness+5, Impulsive -20| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
Executioner
In societies that practice capital punishment, there's gotta be a guy that throws the switch, swings the weapon, or pulls the trigger. Executioners are individuals whose job is simply to kill people, albeit those whom their society has deemed unworthy to live in it. The job probably pays well, but one must wonder about the mental state of such individuals...
Executioner| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Security | Experience | Coordination | Leadership* | Survival*/Battle Tactics | Inspire/- |
|---|
| Communications | Gather Information | Intimidation | Jam | Xenolinguistics | Bluff | Negotiations |
|---|
| Navigation | Ballistics | Targeting | Orientation | Vehicle Piloting | Combat Maneuvers | Stealth |
|---|
| Science | Geology | Biology | Anthropology | Archaeology | Meteorology | Sensor Use |
|---|
| Medicine | Psychology | Xenobiology | Toxicology | Pathology | Long-Term Care | Intensive Care |
|---|
| Engineering | Weaponry | Metallurgy | Electromagnetism | Applied Relativity | Damage Control | Mechanics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Power | Brawling | Lifting | Three-Dimensional Maneuvers |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Acumen | Performance | Survival | Perception |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Charm | Personality | Leadership | Diplomacy |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Traits | 1 | Discipline +5, Nerves +5, Creed (Law) -5, Reputation -5 |
|---|
| 2 | Reflexes +5, Quick Draw +5, Temper -10 |
|---|
| 3 | Nerves +10, Reflexes +5, Social Status -15 |
|---|
| 4 | Discipline +10, Reflexes +5, Quick Draw +5, Creed (Law) -10, Reputation -10 |
|---|
| 5 | |
olspan=5>Discipline +10, Nerves +5, Social Status -5, Temper -5, Creed (Law) -5| Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Back Holster, Wallet, Debit Chit, Chronometer. Cost: 1.68, TEC 1. |
Farmer
Farmers are the unsung backbone of most societies. Their job is to oversee the growth and development of edible flora, protecting it from being consumed by pests until it can be harvested for consumption. In most societies, farmers provide the bulk of whatever food is available.
Farmer| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Biology | Meteorology | Anthropology | Vehicle Technology | Geology | Planetology |
|---|
| Navigation | Orientation | Ballistics | Targeting | Vehicle Piloting | Evasive Maneuvers | Combat Maneuvers |
|---|
| Command | Security | Coordination | Survival* | Experience | Inspire | Battle Tactics/Leadership* |
|---|
| Engineering | Damage Control | Mechanics | Jury Rig | Metallurgy | Weaponry | Electromagnetism |
|---|
| Medicine | Xenobiology | Pathology | Toxicology | Psychology | Intensive Care | Long-Term Care |
|---|
| Communications | Gather Information | Intimidation | Bluff | Distress | Xenolinguistics | Jam |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Finesse | Dodge | Dexterous Maneuvers | Hiding and Seeking |
|---|
| Acumen | Survival | Perception | Performance |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Traits | 1 | Scientific Sense +5, Health +5, Wealth -5, Nerves -5 |
|---|
| 2 | Memory +10, Social Status -5, Education -5 |
|---|
| 3 | Scientific Sense +15, Wealth -15 |
|---|
| 4 | Scientific Sense +20, Nerves -5, Social Status -5, Education -10 |
|---|
| 5 | |
olspan=5>Health +10, Memory +10, Wealth -20| Equipment: Civilian Street Casual Outfit, Boots, Wallet, Chronometer. Cost: 0.68, TEC 1. |
| Notes: Characters from this archetype may roll 2d5 for starting money. |
Fence
Certain criminals make a living stealing valuable objects from other people. Once those objects are obtained, it only remains for the criminal involved to try and convert the object into cold, hard cash. Fences are unscrupulous businessmen whose job it is to sell off the stolen merchandise, usually making a little money themselves in the transaction.
Fence| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Negotiations | Gather Information | Intimidation | Bluff | Diplomacy* | Distress/Jam |
|---|
| Science | Sensor Use | Archaeology | Meteorology | Anthropology | Biology | Geology |
|---|
| Navigation | Stealth | Evasive Maneuvers | Vehicle Piloting | Orientation | Targeting | Ballistics |
|---|
| Engineering | Synthesize | Damage Control | Jury Rig | Mechanics | Metallurgy | Quantum Mechanics |
|---|
| Command | Survival* | Coordination | Security | Experience | Battle Tactics | Leadership*/Inspire |
|---|
| Medicine | Psychology | Toxicology | Xenobiology | Pathology | Intensive Care | Long-Term Care |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Traits | 1 | Contacts +5, Luck +5, Reputation -5, Social Status -5 |
|---|
| 2 | Memory +10, Reputation -5, Social Status -5 |
|---|
| 3 | Luck +15, Math Expert +10, Greed -15 |
|---|
| 4 | Contacts +20, Reputation -5, Greed -10, Tightwad -5 |
|---|
| 5 | |
olspan=5>Memory +10, Math Expert +5, Tightwad -15| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
Fisherman
Some societies have developed on worlds with a large hydrospheric coverage, which also have a high biodensity. These societies often send out individuals on seaworthy craft to gather the lifeforms native to the hydrosphere as a source of food (either supplmentary or as a primary source). The money for the work is good, which is fortunate considering the high level of risk involved.
Fisherman| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Biology | Planetology | Meteorology | Astronomy | Vehicle Technology | Geology |
|---|
| Navigation | Vehicle Piloting | Orientation | Stealth | Targeting | Ballistics | Combat Maneuvers |
|---|
| Command | Security | Coordination | Battle Tactics | Experience | Survival* | Leadership*/Inspire |
|---|
| Engineering | Damage Control | Mechanics | Jury Rig | Synthesize | Metallurgy | Electromagnetism |
|---|
| Medicine | Toxicology | Intensive Care | Psychology | Xenobiology | Pathology | Long-Term Care |
|---|
| Communications | Bluff | Jam | Gather Information | Intimidation | Distress | Negotiations |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Acumen | Survival | Performance | Perception |
|---|
| Power | Lifting | Brawling | Three-Dimensional Maneuvers |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Traits | 1 | Scientific Sense +5, Wealth -5 |
|---|
| 2 | Luck +10, Education -5, Health -5 |
|---|
| 3 | Memory +15, Wealth -15 |
|---|
| 4 | Scientific Sense +20, Nerves -5, Education -10, Health -5 |
|---|
| 5 | |
olspan=5>Scientific Sense +5, Memory +5, Luck +5, Nerves -15| Equipment: Civilian Street Casual Outfit, Boots, Pocket Holster, Wallet, Chronometer. Cost: 0.81, TEC 1. |
| Notes: Characters from this archetype may roll 2d5 for starting money. |
Gambler
Gamblers are people who attempt to convert their hard-earned money into even more money through playing games of chance, either with individuals or through established houses of gaming. Gamblers have a tendency to be flamboyant and extroverted, at least those who are worth their salt. Unlucky gamblers have a tendency to become vagrants rather quickly.
Gambler| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Bluff | Negotiations | Gather Information | Intimidation | Diplomacy* | Xenolinguistics/Distress |
|---|
| Science | Sensor Use | Anthropology | Meteorology | Vehicle Technology | Archaeology | Astronomy |
|---|
| Navigation | Targeting | Evasive Maneuvers | Stealth | Ballistics | Vehicle Piloting | Orientation |
|---|
| Command | Security | Coordination | Inspire | Experience | Survival* | Leadership*/Battle Tactics |
|---|
| Medicine | Toxicology | Psychology | Pathology | Xenobiology | Intensive Care | Long-Term Care |
|---|
| Engineering | Mechanics | Quantum Mechanics | Applied Relativity | Synthesize | Jury Rig | Damage Control |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Intellect | Cunning | Resourcefulness | Knowledge |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Traits | 1 | Senses (Sight) +5, Comeliness+5, Overconfident -5, Social Status -5 |
|---|
| 2 | Luck +10, Discipline -5, Education -5 |
|---|
| 3 | Senses (Sight) +5, Comeliness+5, Reflexes +5, Overconfident -15 |
|---|
| 4 | Luck +20, Discipline -5, Education -10, Social Status -5 |
|---|
| 5 | |
olspan=5>Senses (Sight) +5, Reputation +10, Overconfident -15| Equipment: Civilian Formal Dress Outfit, Shoes, Pocket Holster, Wallet, Deluxe Chronometer. Cost: 3.23, TEC 1. |
Hired Gun
Whereas mercenaries are professional soldiers of fortune, a hired gun can be any individual who makes a living by shooting at other individuals. These people tend to be highly skilled in gun-play, and are usually either hired on by a small community to take care of small-time thieves, or even as a cheap assassin.
Hired Gun| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Security | Battle Tactics | Coordination | Experience | Inspire | Survival* |
|---|
| Navigation | Targeting | Ballistics | Marksmanship | Vehicle Piloting | Stealth | Combat Maneuvers |
|---|
| Communications | Intimidation | Jam | Xenolinguistics | Bluff | Diplomacy* | Negotiations/Gather Information |
|---|
| Science | Sensor Use | Anthropology | Archaeology | Meteorology | Biology | Geology |
|---|
| Engineering | Weaponry | Jury Rig | Mechanics | Metallurgy | Damage Control | Synthesize |
|---|
| Medicine | Toxicology | Xenobiology | Pathology | Psychology | Intensive Care | Long-Term Care |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Power | Three-Dimensional Maneuvers | Brawling | Lifting |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Traits | 1 | Discipline +5, Greed -5 |
|---|
| 2 | Reputation +5, Luck +5, Overconfident -10 |
|---|
| 3 | Discipline +15, Greed -15 |
|---|
| 4 | Discipline +5, Quick Draw +10, Luck +5, Lecherous -10, Crude -10 |
|---|
| 5 | |
olspan=5>Quick Draw +10, Reputation +5, Overconfident -5, Lecherous -5, Crude -5| Equipment: Civilian Casual Dress Outfit, Shoes, Duty (Hip) Holster, Trowser Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.3, TEC 1. |
Housemate
Sometimes households in a society can make due with the income provided by one adult member of the household. If there is another adult member of the household, it usually falls on them to primarily take care of the household itself. This typically includes all the manual labor involved in keeping the place running, as well as transportation of any offspring.
Housemate| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Biology | Vehicle Technology | Meteorology | Anthropology | Archaeology | Sensor Use |
|---|
| Command | Security | Inspire | Experience | Leadership* | Survival* | Coordination/Battle Tactics |
|---|
| Communications | Gather Information | Diplomacy* | Negotiations | Distress | Bluff | Intimidation/Jam |
|---|
| Navigation | Orientation | Vehicle Piloting | Evasive Maneuvers | Stealth | Targeting | Ballistics |
|---|
| Medicine | Intensive Care | Pathology | Psychology | Long-Term Care | Toxicology | Xenobiology |
|---|
| Engineering | Damage Control | Jury Rig | Synthesize | Mechanics | Electromagnetism | Quantum Mechanics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Survival | Perception | Performance |
|---|
| Intellect | Resourcefulness | Cunning | Knowledge |
|---|
| Charm | Diplomacy | Leadership | Personality |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Traits | 1 | Discipline +5, Creed (Family) -5 |
|---|
| 2 | Discipline +5, Reflexes +5, Allergic (Pollen) -10 |
|---|
| 3 | Reflexes +15, Creed (Family) -15 |
|---|
| 4 | Discipline +5, Contacts +10, Jealous (Other Housemates) -10, Lecherous -10 |
|---|
| 5 | |
olspan=5>Contacts +10, Social Status +10, Allergic (Pollen) -10, Jealous (Other Housemates) -5, Lecherous -5| Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 0.63, TEC 1. |
Innkeeper
In any society, people travel to places for many different reasons. Sometimes their travels take them far enough away from their places of residence that they are unable to return home as the end of a day grows near, putting them in need of temporary housing. Innkeepers are individuals who operate such establishments.
Innkeeper| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Negotiations | Xenolinguistics | Gather Information | Diplomacy* | Distress | Intimidation/Bluff |
|---|
| Medicine | Psychology | Intensive Care | Pathology | Long-Term Care | Toxicology | Xenobiology |
|---|
| Navigation | Combat Maneuvers | Orientation | Stealth | Evasive Maneuvers | Vehicle Piloting | Targeting |
|---|
| Science | Anthropology | Meteorology | Biology | Vehicle Technology | Archaeology | Geology |
|---|
| Engineering | Synthesize | Jury Rig | Damage Control | Mechanics | Electromagnetism | Applied Relativity |
|---|
| Command | Security | Experience | Survival* | Coordination | Inspire | Battle Tactics/Leadership* |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Finesse | Hiding and Seeking | Dodge | Dexterous Maneuvers |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Traits | 1 | Contacts +5, Nerves -5 |
|---|
| 2 | Reputation +5, Math Expert +5, Tightwad -10 |
|---|
| 3 | Contacts +10, Reputation +5, Nerves -15 |
|---|
| 4 | Wealth +20, Greed -10, Tightwad-10 |
|---|
| 5 | |
olspan=5>Wealth +10, Contacts +5, Math Expert +5, Greed -20| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
Interpreter
Even on a single planet, people have a tendency to communicate in local dialects and languages. Sometimes, peoples who don't speak the same language need to interact with each other, and for whatever reason reliable translation technologies aren't available. In those cases, it's the job of interpreters to translate, thereby facilitating the communication.
Interpreter| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Xenolinguistics | Gather Information | Diplomacy* | Distress | Jam | Negotiations/Bluff |
|---|
| Science | Anthropology | Sensor Use | Vehicle Technology | Planetology | Archaeology | Astronomy |
|---|
| Medicine | Psychology | Xenobiology | Long-Term Care | Intensive Care | Pathology | Toxicology |
|---|
| Navigation | Vehicle Piloting | Orientation | Stealth | Evasive Maneuvers | Targeting | Ballistics |
|---|
| Command | Coordination | Experience | Inspire | Security | Battle Tactics | Leadership* |
|---|
| Engineering | Applied Relativity | Electromagnetism | Mechanics | Jury Rig | Damage Control | Synthesize |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Traits | 1 | Linguistic Sense +5, Contacts +5, Allergic (Pollen) -5, Wealth -5 |
|---|
| 2 | Contacts +5, Senses (Sight) +5, Intolerant (Translator Technology) -10 |
|---|
| 3 | Linguistic Sense +5, Senses (Sight) +5, Education +5, Allergic (Shelled Creatures) -15 |
|---|
| 4 | Linguistic Sense +20, Impulsive -5, Intolerant (Lower Classes) -5, Wealth -10 |
|---|
| 5 | |
olspan=5>Contacts +10, Education +10, Impulsive -20| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
Journalist
A journalist is a pain in the ass whose living is made by butting in on people's lives (often during their darkest hours) and reporting whatever they find out using whatever media format they happen to specialize in. Such information is typically called "the news" or current events. Occasionally the information journalists gather is important in letting people know what decisions others have made that will affect their lives; more often, it's little more than a dark form of entertainment.
Journalist| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Gather Information | Xenolinguistics | Negotiations | Bluff | Diplomacy* | Distress/Intimidation |
|---|
| Science | Sensor Use | Anthropology | Vehicle Technology | Meteorology | Biology | Archaeology |
|---|
| Command | Coordination | Experience | Survival* | Inspire | Leadership* | Security/Battle Tactics |
|---|
| Navigation | Orientation | Vehicle Piloting | Targeting | Evasive Maneuvers | Stealth | Ballistics |
|---|
| Engineering | Synthesize | Damage Control | Electromagnetism | Jury Rig | Mechanics | Applied Relativity |
|---|
| Medicine | Psychology | Intensive Care | Xenobiology | Toxicology | Long-Term Care | Pathology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Acumen | Perception | Survival | Performance |
|---|
| Finesse | Hiding and Seeking | Dodge | Dexterous Maneuvers |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Traits | 1 | Education +5, Creed(Truth) -5 |
|---|
| 2 | Luck +10, Nerves -5, Intolerant (Violence) -5 |
|---|
| 3 | Education +15, Nerves -15 |
|---|
| 4 | Nerves +20, Intolerant (Violence) -5, Reputation -5, Impulsive -10 |
|---|
| 5 | |
olspan=5>Nerves +5, Luck +5, Linguistic Sense +10, Creed (Truth) -20| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
Laborer
Laborers represent the bulk of the population any society. These are the people who do the bulk of the hard work in a society, getting no credit for it and precious little pay in the process. They may either be largely uneducated and unskilled, or perhaps very educated and just unlucky.
Laborer| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Engineering | Damage Control | Mechanics | Jury Rig | Synthesize | Metallurgy | Electromagnetism |
|---|
| Navigation | Vehicle Piloting | Orientation | Targeting | Ballistics | Stealth | Evasive Maneuvers |
|---|
| Medicine | Intensive Care | Psychology | Toxicology | Long-Term Care | Xenobiology | Pathology |
|---|
| Communications | Xenolinguistics | Bluff | Intimidation | Gather Information | Negotiations | Jam |
|---|
| Science | Anthropology | Sensor Use | Meteorology | Vehicle Technology | Biology | Archaeology |
|---|
| Command | Survival* | Coordination | Security | Experience | Leadership* | Inspire/Battle Tactics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Power | Brawling | Lifting | Three-Dimensional Maneuvers |
|---|
| Physique | Stamina | Recuperation | Concentration |
|---|
| Acumen | Performance | Survival | Perception |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Traits | 1 | Contacts +5, Luck -5 |
|---|
| 2 | Mechanical Sense +10, Luck -5, Crude -5 |
|---|
| 3 | Contacts +5, Mechanical Sense +5, Ambidexterity +5, Crude -15 |
|---|
| 4 | Memory +20, Luck -10, Addiction (Alcohol) -10 |
|---|
| 5 | |
olspan=5>Memory +10, Ambidexterity +5, Addiction (Alcohol) -15| Equipment: Civilian Street Casual Outfit, Boots, Wallet, Debit Chit, Chronometer. Cost: 0.68, TEC 1. |
| Notes: Characters from this archetype may roll 2d5 for starting money. |
Lawyer
It takes someone with a sadistic mind to come up with the rules that govern society, and someone with an even more sadistic mind to interpret all the ends and outs of those rules. When a member of society finds themselves in violation of those rules, they have no recourse but to turn to one of the latter to try to resolve matters in their favor.
Lawyer| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Inspire | Leadership* | Experience | Coordination | Survival* | Battle Tactics/Security |
|---|
| Communications | Negotiations | Diplomacy* | Gather Information | Intimidation | Bluff | Xenolinguistics/Distress |
|---|
| Science | Anthropology | Sensor Use | Meteorology | Archaeology | Vehicle Technology | Biology |
|---|
| Engineering | Synthesize | Weaponry | Damage Control | Applied Relativity | Electromagnetism | Jury Rig |
|---|
| Medicine | Psychology | Toxicology | Xenobiology | Pathology | Long-Term Care | Intensive Care |
|---|
| Navigation | Orientation | Vehicle Piloting | Stealth | Evasive Maneuvers | Combat Maneuvers | Ballistics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Finesse | Dodge | Hiding and Seeking | Dexterous Maneuvers |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Traits | 1 | Wealth +5, Obsessed (Glory) -5 |
|---|
| 2 | Wealth +10, Obsessed (Glory) -5, Addiction (Stimulants) -5 |
|---|
| 3 | Discipline +15, Overconfident -15 |
|---|
| 4 | Education +20, Obsessed (Glory) -10, Addiction (Hallucinogens) -10 |
|---|
| 5 | |
olspan=5>Education +5, Discipline +5, Reputation +10, Overconfident -20| Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 3.1, TEC 1. |
Martial Artist
Martial artists aren't found in all societies (in particular they're missing in cultures whose species lacks motor and propulsive appendages). They are masters of unarmed defensive combat, exerting unbelivable control over mind and body to perform unparalleled physical feats.
Martial Artist| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Biology | Geology | Meteorology | Anthropology | Planetology | Astronomy |
|---|
| Command | Security | Survival* | Coordination | Battle Tactics | Inspire | Experience/Ballistics |
|---|
| Engineering | Damage Control | Synthesize | Jury Rig | Mechanics | Metallurgy | Quantum Mechanics |
|---|
| Medicine | Toxicology | Psychology | Intensive Care | Xenobiology | Long-Term Care | Pathology |
|---|
| Communications | Xenolinguistics | Gather Information | Negotiations | Diplomacy* | Bluff | Distress/Intimidation |
|---|
| Navigation | Orientation | Evasive Maneuvers | Stealth | Targeting | Combat Maneuvers | Vehicle Piloting |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Traits | 1 | Discipline +5, Nerves +5, Creed (School) -5, Social Status -5 |
|---|
| 2 | Nerves +10, Creed (School) -5, Overconfident -5 |
|---|
| 3 | Reflexes +15, Creed (School) -15 |
|---|
| 4 | Discipline +20, Social Status -10, Comeliness-10 |
|---|
| 5 | |
olspan=5>Discipline +10, Reflexes +10, Social Status -5, Overconfident -5, Comeliness-10| Equipment: Civilian Street Casual Outfit, Wallet, Chronometer. Cost: 0.48, TEC 1. |
Mayor
A mayor is a special breed of politician or lawyer. A purely municipal figure, mayors are the duly appointed or elected leader of a community, who acts as the head of the community's executive branch and makes sure all local ordnances are enforced properly. The level of power they actually wield, of course, depends on the specific community.
Mayor| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Security | Coordination | Inspire | Leadership* | Survival* | Battle Tactics/Experience |
|---|
| Navigation | Vehicle Piloting | Orientation | Evasive Maneuvers | Targeting | Ballistics | Stealth |
|---|
| Communications | Diplomacy* | Bluff | Gather Information | Distress | Negotiations | Xenolinguistics/Jam |
|---|
| Engineering | Damage Control | Mechanics | Nuclear Physics | Jury Rig | Weaponry | Synthesize |
|---|
| Science | Sensor Use | Anthropology | Archaeology | Meteorology | Vehicle Technology | Geology |
|---|
| Medicine | Psychology | Xenobiology | Toxicology | Pathology | Long-Term Care | Intensive Care |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Leadership | Diplomacy | Personality |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Acumen | Perception | Survival | Performance |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Traits | 1 | Contacts +5, Reflexes -5 |
|---|
| 2 | Contacts +10, Reflexes -5, Greed -5 |
|---|
| 3 | Contacts +5, Wealth +5, Education +5, Lecherous -15 |
|---|
| 4 | Reputation +20, Reflexes -10, Greed -10 |
|---|
| 5 | |
olspan=5>Wealth +5, Reputation +5, Education +5, Lecherous -15| Equipment: Civilian Casual Dress Outfit, Shoes, Ankle Holster, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.3, TEC 1. |
Mechanic
A mechanic is a skilled worker capable of building or repairing machinery. They are a specialized form of technician with a lot of hands-on experience. Mechanics are found in any society where a large amount of machinery is present, where it's their job to keep that machinery running smoothly and to fix it when it's not.
Mechanic| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Engineering | Damage Control | Electromagnetism | Mechanics | Jury Rig | Synthesize | Metallurgy |
|---|
| Science | Vehicle Technology | Anthropology | Sensor Use | Geology | Meteorology | Archaeology |
|---|
| Navigation | Vehicle Piloting | Ballistics | Orientation | Targeting | Stealth | Evasive Maneuvers |
|---|
| Communications | Jam | Gather Information | Xenolinguistics | Intimidation | Bluff | Negotiations |
|---|
| Medicine | Toxicology | Intensive Care | Psychology | Xenobiology | Pathology | Long-Term Care |
|---|
| Command | Coordination | Experience | Survival* | Security | Battle Tactics | Leadership*/Inspire |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Power | Lifting | Brawling | Three-Dimensional Maneuvers |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Intellect | Cunning | Resourcefulness | Knowledge |
|---|
| Traits | 1 | Mechanical Sense +5, Ambidexterity +5, Social Status -5, Wealth -5 |
|---|
| 2 | Mechanical Sense +5, Math Expert +5, Social Status -10 |
|---|
| 3 | Mechanical Sense +5, Ambidexterity +5, Math Expert +5, Crude -15 |
|---|
| 4 | Ambidexterity +5, Discipline +10, Reputation +5, Social Status -10, Wealth -10 |
|---|
| 5 | |
olspan=5>Discipline +10, Reputation +5, Crude -15| Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 0.63, TEC 1. |
Medic
Medic is a military form of the word "paramedic". Though the term's origin is military, its usage in this context is as someone who is trained to medically stabilize individuals outside of a hospital setting and to prepare them for transport to a medical facility. In a medical emergency, they are often the first help a victim is likely to see.
Medic| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Medicine | Xenobiology | Long-Term Care | Intensive Care | Pathology | Psychology | Toxicology |
|---|
| Navigation | Vehicle Piloting | Evasive Maneuvers | Combat Maneuvers | Orientation | Stealth | Targeting |
|---|
| Communications | Gather Information | Xenolinguistics | Negotiations | Diplomacy* | Distress | Intimidation/Bluff |
|---|
| Science | Biology | Sensor Use | Anthropology | Meteorology | Archaeology | Geology |
|---|
| Command | Coordination | Experience | Survival* | Inspire | Leadership* | Security/Battle Tactics |
|---|
| Engineering | Synthesize | Damage Control | Jury Rig | Mechanics | Metallurgy | Nuclear Physics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Traits | 1 | Discipline +5, Nerves +5, Honesty -5, Allergic (Pollen) -5 |
|---|
| 2 | Discipline +5, Empathic Sense +5, Honesty -10 |
|---|
| 3 | Discipline +15, Allergic (Stimulants) -15 |
|---|
| 4 | Reflexes +20, Honesty -10, Bleeder -10 |
|---|
| 5 | |
olspan=5>Nerves +5, Empathic Sense +5, Reflexes +5, Bleeder -15| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
Mercenary
While in the broadest sense all members of society are mercenaries, in this context a mercenary is an individual who is hired to do a job (usually but not always involving armed conflict) whose sole motivation is private gain. By their very nature, mercenaries have to have a broader knowledge and skill base than most other professions.
Mercenary| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Security | Battle Tactics | Experience | Survival* | Coordination | Inspire/Leadership* |
|---|
| Medicine | Intensive Care | Toxicology | Pathology | Psychology | Xenobiology | Long-Term Care |
|---|
| Science | Sensor Use | Planetology | Astronomy | Anthropology | Vehicle Technology | Biology |
|---|
| Communications | Intimidation | Jam | Gather Information | Bluff | Negotiations | Xenolinguistics |
|---|
| Navigation | Vehicle Piloting | Ballistics | Combat Maneuvers | Stealth | Evasive Maneuvers | Targeting |
|---|
| Engineering | Jury Rig | Mechanics | Weaponry | Damage Control | Synthesize | Quantum Mechanics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Acumen | Survival | Perception | Performance |
|---|
| Intellect | Resourcefulness | Cunning | Knowledge |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Traits | 1 | Reputation +5, Greed -5 |
|---|
| 2 | Reputation +5, Reflexes +5, Temper -10 |
|---|
| 3 | Reputation +5, Quick Draw +5, Nerves +5, Social Status -15 |
|---|
| 4 | Reflexes +20, Greed -10, Social Status -10 |
|---|
| 5 | |
olspan=5>Quick Draw +10, Nerves +10, Temper -20| Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.2, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item. |
Merchant
A merchant is a more generalized form of shopkeeper, business owner, and trader all rolled up into one. Their purpose is to provide commodities to potential buyers, making as much profit for themselves in the process. Whereas traders, business owners and shopkeepers stay in one place, however, merchants remain moble, travelling from community to community.
Merchant| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Negotiations | Xenolinguistics | Bluff | Gather Information | Diplomacy* | Distress/Intimidation |
|---|
| Navigation | Vehicle Piloting | Stealth | Evasive Maneuvers | Orientation | Ballistics | Marksmanship |
|---|
| Science | Anthropology | Archaeology | Sensor Use | Geology | Biology | Meteorology |
|---|
| Command | Coordination | Experience | Security | Survival* | Inspire | Leadership*/Battle Tactics |
|---|
| Engineering | Damage Control | Mechanics | Jury Rig | Quantum Mechanics | Metallurgy | Electromagnetism |
|---|
| Medicine | Psychology | Xenobiology | Toxicology | Intensive Care | Pathology | Long-Term Care |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Traits | 1 | Math Expert +5, Nerves -5 |
|---|
| 2 | Math Expert +10, Nerves -5, Comeliness-5 |
|---|
| 3 | Luck +15, Greed -15 |
|---|
| 4 | Empathic Sense +20, Nerves -10, Comeliness-5, Reputation -5 |
|---|
| 5 | |
olspan=5>Luck +10, Empathic Sense +5, Comeliness-5, Greed -5, Reputation -5| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
| Notes: Characters from this archetype may roll 4d5 for starting money. |
Monk
Religion is one of the three basic foundations of all socities. In most of these societies are individuals whose faith in their religion is so strong that they choose to devote their lives to its service. Usually, this service comes with steep sacrifices of physical comfort and material wealth.
Monk| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Medicine | Long-Term Care | Toxicology | Psychology | Pathology | Xenobiology | Intensive Care |
|---|
| Communications | Diplomacy* | Gather Information | Distress | Bluff | Xenolinguistics | Negotiations/Intimidation |
|---|
| Engineering | Jury Rig | Damage Control | Mechanics | Metallurgy | Electromagnetism | Nuclear Physics |
|---|
| Science | Archaeology | Biology | Anthropology | Meteorology | Sensor Use | Astronomy |
|---|
| Navigation | Orientation | Vehicle Piloting | Targeting | Ballistics | Evasive Maneuvers | Stealth |
|---|
| Command | Experience | Coordination | Survival* | Leadership* | Inspire | Security/Battle Tactics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Acumen | Perception | Survival | Performance |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Traits | 1 | Discipline +5, Reputation+5, Creed (Faith) -5, Intolerant (Violence) -5 |
|---|
| 2 | Discipline +5, Memory +5, Creed (Deity) -10 |
|---|
| 3 | Reputation +15, Wealth -15 |
|---|
| 4 | Temper +20, Intolerant (Violence) -10, Wealth -5, Social Status -5 |
|---|
| 5 | |
olspan=5>Memory +10, Temper +10, Social Status -20| Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Chronometer. Cost: 2.33, TEC 1. |
| Notes: Characters from this archetype may only roll 1d5 for starting money. |
Musician
In societies whose members have auditory organs, there are those individuals who make it a point to generate particular sounds that are pleasing to others (or at least to themselves). These sounds are often used as a form of entertainment in those societies, and oftentimes subconsciously express deep emotions in whoever listens.
Musician| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Anthropology | Vehicle Technology | Meteorology | Archaeology | Sensor Use | Geology |
|---|
| Communications | Xenolinguistics | Bluff | Gather Information | Distress | Negotiations | Jam |
|---|
| Engineering | Synthesize | Electromagnetism | Applied Relativity | Metallurgy | Jury Rig | Damage Control |
|---|
| Medicine | Psychology | Pathology | Intensive Care | Xenobiology | Long-Term Care | Toxicology |
|---|
| Navigation | Vehicle Piloting | Evasive Maneuvers | Stealth | Orientation | Targeting | Ballistics |
|---|
| Command | Inspire | Coordination | Experience | Leadership* | Security | Battle Tactics/Survival* |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Finesse | Dodge | Dexterous Maneuvers | Hiding and Seeking |
|---|
| Power | Lifting | Brawling | Three-Dimensional Maneuvers |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Traits | 1 | Contacts +5, Comeliness+5, Phobic (Failure) -5, Nerves -5 |
|---|
| 2 | Contacts +5, Reflexes +5, Addiction (Alcohol) -10 |
|---|
| 3 | Contacts +10, Comeliness+5, Phobic (Failure) -15 |
|---|
| 4 | Comeliness+5, Memory +10, Math Expert +5, Nerves -10, Addiction (Hallucinogens) -10 |
|---|
| 5 | |
olspan=5>Reflexes +5, Memory +5, Math Expert +5, Phobic (Mistakes) -15| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
Nobleman
Noblemen are members of an aristocracy, more often located in societies ruled by an absolute monarchy but found in almost any civilization. They are often rich, often powerful, and often domineering over the subjects they ostensibly watch over. Basically they're glorified landlords (though in traditional role-playing settings, they are more often than not patrons of an adventuring group).
Nobleman| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Xenolinguistics | Diplomacy* | Negotiations | Gather Information | Distress | Bluff/Intimidation |
|---|
| Command | Experience | Coordination | Leadership* | Inspire | Battle Tactics | Security/Survival* |
|---|
| Medicine | Toxicology | Psychology | Xenobiology | Long-Term Care | Intensive Care | Pathology |
|---|
| Engineering | Jury Rig | Synthesize | Weaponry | Metallurgy | Electromagnetism | Damage Control |
|---|
| Science | Anthropology | Sensor Use | Meteorology | Archaeology | Biology | Vehicle Technology |
|---|
| Navigation | Vehicle Piloting | Targeting | Ballistics | Stealth | Evasive Maneuvers | Orientation |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Traits | 1 | Contacts +5, Creed (Sovereign) -5 |
|---|
| 2 | Reputation +5, Discipline +5, Creed (Sovereign) -10 |
|---|
| 3 | Wealth +15, Intolerant (Lower Classes) -15 |
|---|
| 4 | Reputation +20, Creed (Sovereign) -10, Intolerant (Lower Classes) -5, Greed -5 |
|---|
| 5 | |
olspan=5>Contacts +10, Social Status +10, Greed -20| Equipment: Civilian Formal Dress Outfit, Shoes, Duty (Hip) Holster, Ankle Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 3.6, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item, and may roll 5d5 for starting money. |
Nurse
Not every medical situation calls for the expertise of a doctor or the emergency training of a medic. In most cases, medical care is provided by nurses, who are medical practitoners skilled in overseeing the day to day operations of any medical facility. In some cases, they may be better at their jobs and know more than the doctors who actually run the facility.
Nurse| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Medicine | Xenobiology | Long-Term Care | Intensive Care | Pathology | Psychology | Toxicology |
|---|
| Science | Biology | Anthropology | Sensor Use | Meteorology | Geology | Vehicle Technology |
|---|
| Communications | Gather Information | Intimidation | Diplomacy* | Distress | Bluff | Negotiations/Xenolinguistics |
|---|
| Engineering | Synthesize | Jury Rig | Damage Control | Nuclear Physics | Mechanics | Applied Relativity |
|---|
| Navigation | Vehicle Piloting | Orientation | Evasive Maneuvers | Combat Maneuvers | Targeting | Ballistics |
|---|
| Command | Coordination | Experience | Leadership* | Survival* | Inspire | Security/Battle Tactics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Traits | 1 | Nerves +5, Discipline +5, Wealth -5, Temper -5 |
|---|
| 2 | Nerves +5, Empathic Sense +5, Temper -10 |
|---|
| 3 | Empathic Sense +15, Honesty -15 |
|---|
| 4 | Comeliness+20, Wealth -10, Honesty -5, Luck -5 |
|---|
| 5 | |
olspan=5>Comeliness+20, Wealth -10, Honesty -5, Luck -5| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
Officer
In military circles, an officer is an individual who has some command authority over others, but is not necessarily in charge of making command decisions for an entire group. They tend to have more education than the common soldier, though whether or not that's an asset or not to a military operation depends entirely on who's asked.
Officer| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Inspire | Security | Battle Tactics | Coordination | Leadership* | Experience/Survival* |
|---|
| Science | Sensor Use | Anthropology | Geology | Meteorology | Biology | Archaeology |
|---|
| Navigation | Orientation | Vehicle Piloting | Ballistics | Combat Maneuvers | Evasive Maneuvers | Stealth |
|---|
| Communications | Negotiations | Gather Information | Intimidation | Bluff | Diplomacy* | Distress/Jam |
|---|
| Engineering | Damage Control | Jury Rig | Metallurgy | Weaponry | Nuclear Physics | Quantum Mechanics |
|---|
| Medicine | Intensive Care | Psychology | Toxicology | Xenobiology | Long-Term Care | Pathology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Leadership | Personality |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Dodge | Dexterous Maneuvers | Hiding and Seeking |
|---|
| Physique | Recuperation | Concentration | Stamina |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Traits | 1 | Social Status +5, Discipline +5, Overconfident -5, Temper -5 |
|---|
| 2 | Social Status +5, Education +5, Obsessed (Glory) -10 |
|---|
| 3 | Social Status +5, Discipline +5, Addiction (Stimulants) -15 |
|---|
| 4 | Reputation =20, Overconfident -10, Obsessed (Glory) -5, Addiction (Alcohol) -5 |
|---|
| 5 | |
olspan=5>Discipline +5, Education +5, Reputation +5, Addiction (Alcohol) -15| Equipment: Military Dress Uniform Outfit, Military Service Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 4.7, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item. |
Pharmacist
Medicines can be tricky business. If an individual is given the wrong medicine for a particular ailment, the result can be fatal. Pharmacists are individuals whose job it is to make sure people receive as much of a particular drug as they need in order to recover from their ailment.
Pharmacist| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Medicine | Toxicology | Pathology | Psychology | Xenobiology | Long-Term Care | Intensive Care |
|---|
| Science | Geology | Biology | Anthropology | Vehicle Technology | Sensor Use | Meteorology |
|---|
| Engineering | Synthesize | Damage Control | Nuclear Physics | Metallurgy | Jury Rig | Quantum Mechanics |
|---|
| Communications | Gather Information | Negotiations | Diplomacy* | Xenolinguistics | Bluff | Jam/Distress |
|---|
| Navigation | Orientation | Vehicle Piloting | Stealth | Targeting | Ballistics | Evasive Maneuvers |
|---|
| Command | Coordination | Experience | Leadership* | Inspire | Security | Survival*/Battle Tactics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Traits | 1 | Education +5, Phobic (Mistakes) -5 |
|---|
| 2 | Education +5, Empathic Sense +5, Phobic (Lawsuits) -10 |
|---|
| 3 | Empathic Sense +5, Scientific Sense +5, Memory +5, Allergic (Pollen) -15 |
|---|
| 4 | Scientific Sense +20, Phobic (Violence) -5, Allergic (Certain Foods) -10, Bleeder -5 |
|---|
| 5 | |
olspan=5>Education +10, Memory +5, Bleeder -15| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
Pilot
Pilots are individuals who devote their lives into operating either a particular make of vehicles or an entire class of vehicles. They can be found in civil fields offering short-range transportation to individuals (particularly travellers) for a nominal fee. In military fields, their expertise can be used to support troops on the ground or at sea.
Pilot| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Navigation | Vehicle Piloting | Orientation | Evasive Maneuvers | Combat Maneuvers | Targeting | Ballistics |
|---|
| Science | Sensor Use | Vehicle Technology | Astronomy | Geology | Anthropology | Archaeology |
|---|
| Command | Security | Battle Tactics | Experience | Coordination | Inspire | Leadership* |
|---|
| Engineering | Damage Control | Jury Rig | Mechanics | Metallurgy | Weaponry | Nuclear Physics |
|---|
| Medicine | Intensive Care | Psychology | Long-Term Care | Toxicology | Pathology | Xenobiology |
|---|
| Communications | Gather Information | Xenolinguistics | Jam | Bluff | Intimidation | Distress |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Power | Three-Dimensional Maneuvers | Brawling | Lifting |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Charm | Personality | Leadership | Diplomacy |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Traits | 1 | Navigational Sense +5, Senses (Sight) +5, Overconfident -5, Impulsive -5 |
|---|
| 2 | Navigational Sense +10, Overconfident -5, Discipline -5 |
|---|
| 3 | Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Overconfident -15 |
|---|
| 4 | Reflexes +20, Impulsive -10, Discipline -5, Lecherous -5 |
|---|
| 5 | |
olspan=5>Senses (Sound) +10, Reflexes +10, Lecherous -20| Equipment: Military Working Uniform Outfit, Civilian Street Casual Outfit, Boots, Pocket Holster, Wallet, Debit Chit, Chronometer. Cost: 1.56, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item. |
Pimp
The universe's oldest profession is not exempt from the needs of management, though as a rule there aren't as many levels of organization. When a group of prostitutes want to work in the same area, it helps to have someone around to keep them from competing with one another for the same customers, not to mention having someone around to shake up deadbeats occasionally.
Pimp| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Intimidation | Gather Information | Negotiations | Bluff | Xenolinguistics | Diplomacy*/Jam |
|---|
| Navigation | Vehicle Piloting | Stealth | Evasive Maneuvers | Ballistics | Targeting | Combat Maneuvers |
|---|
| Command | Security | Survival* | Experience | Coordination | Battle Tactics | Leadership*/Inspire |
|---|
| Science | Anthropology | Archaeology | Vehicle Technology | Meteorology | Biology | Sensor Use |
|---|
| Medicine | Psychology | Pathology | Toxicology | Xenobiology | Intensive Care | Long-Term Care |
|---|
| Engineering | Mechanics | Weaponry | Metallurgy | Jury Rig | Electromagnetism | Damage Control |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Intellect | Cunning | Resourcefulness | Knowledge |
|---|
| Finesse | Hiding and Seeking | Dodge | Dexterous Maneuvers |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Power | Brawling | Lifting | Three-Dimensional Maneuvers |
|---|
| Traits | 1 | Wealth +5, Social Status -5 |
|---|
| 2 | Wealth +10, Social Status -5, Reputation -5 |
|---|
| 3 | Wealth +10, Contacts +5, Social Status -15 |
|---|
| 4 | Contacts +10, Math Expert +5, Luck +5, Tightwad -10, Greed -10 |
|---|
| 5 | |
olspan=5>Math Expert +10, Luck +10, Reputation -10, Tightwad -5, Greed -5| Equipment: Civilian Formal Dress Outfit, Shoes, Shoulder Holster, Wallet, Deluxe Chronometer. Cost: 3.47, TEC 1. |
Pirate
The difference between a pirate and a mercenary is largely one of semantics; for those who have been targeted, a soldier of fortune is often a pirate. These individuals make a living by preying off the shipping of their intended targets, stealing money, valuable cargo, and anything else that they deem valuable enough. They are pariahs in most societies as a result.
Pirate| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Gather Information | Intimidation | Bluff | Jam | Negotiations | Xenolinguistics |
|---|
| Navigation | Vehicle Piloting | Orientation | Ballistics | Targeting | Combat Maneuvers | Stealth |
|---|
| Engineering | Damage Control | Jury Rig | Weaponry | Mechanics | Electromagnetism | Synthesize |
|---|
| Command | Security | Battle Tactics | Experience | Survival* | Coordination | Inspire/- |
|---|
| Science | Sensor Use | Geology | Archaeology | Anthropology | Meteorology | Vehicle Technology |
|---|
| Medicine | Psychology | Toxicology | Intensive Care | Pathology | Long-Term Care | Xenobiology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Intellect | Resourcefulness | Cunning | Knowledge |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Acumen | Perception | Survival | Performance |
|---|
| Traits | 1 | Quick Draw +5, Navigational Sense +5, Social Status -5, Greed -5 |
|---|
| 2 | Navigational Sense +10, Social Status -5, Lecherous -5 |
|---|
| 3 | Quick Draw +5, Reputation +10, Social Status -15 |
|---|
| 4 | Luck +20, Greed -10, Lecherous -5, Crude -5 |
|---|
| 5 | |
olspan=5>Luck +10, Reputation +10, Crude -20| Equipment: Civilian Street Casual Outfit, Boots, Trowser Holster, Wallet, Chronometer. Cost: 0.83, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item. |
Politician
All socities function on rules, and need someone to maintain the rules and make sure they are properly enforced. Unfortunately, this job usually falls to the politician. Ostensibly, they are there to make life as easy as possible for the whole of society. More often, however, their policies tend to only line their own pocketbooks.
Politician| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Negotiations | Gather Information | Diplomacy* | Bluff | Xenolinguistics | Intimidation/Distress |
|---|
| Command | Inspire | Leadership* | Coordination | Experience | Survival* | Security/Battle Tactics |
|---|
| Navigation | Stealth | Evasive Maneuvers | Orientation | Vehicle Piloting | Targeting | Combat Maneuvers |
|---|
| Engineering | Synthesize | Damage Control | Electromagnetism | Metallurgy | Jury Rig | Quantum Mechanics |
|---|
| Medicine | Psychology | Toxicology | Intensive Care | Xenobiology | Pathology | Long-Term Care |
|---|
| Science | Anthropology | Archaeology | Vehicle Technology | Meteorology | Sensor Use | Astronomy |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Leadership | Personality |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Finesse | Hiding and Seeking | Dodge | Dexterous Maneuvers |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Traits | 1 | Wealth +5, Reputation +5, Addiction (Alcohol) -5, Glutton -5 |
|---|
| 2 | Wealth +10, Addiction (Painkillers) -5, Obsessed (Glory) -5 |
|---|
| 3 | Discipline +5, Contacts +10, Obsessed (Glory) -15 |
|---|
| 4 | Wealth +20, Addiction (Stimulants) -5, Obsessed (Glory) -10, Glutton -5 |
|---|
| 5 | |
olspan=5>Reputation +5, Discipline +5, Contacts +5, Glutton -15| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
| Notes: Characters from this archetype may roll 5d5 for starting money. |
Priest
Most religious orders are organized such that there are many different levels, ranging from the worldwide congregation all the way down to the local house of worship. Priests are individuals in charge at the local level, providing counsel for those who need guidance in their faith, and acting as leader for the local flock.
Priest| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Negotiations | Xenolinguistics | Diplomacy* | Gather Information | Bluff | Distress/Jam |
|---|
| Command | Inspire | Survival* | Leadership* | Coordination | Experience | Security/Battle Tactics |
|---|
| Medicine | Psychology | Toxicology | Long-Term Care | Intensive Care | Pathology | Xenobiology |
|---|
| Navigation | Vehicle Piloting | Orientation | Ballistics | Targeting | Evasive Maneuvers | Stealth |
|---|
| Science | Anthropology | Sensor Use | Meteorology | Archaeology | Biology | Vehicle Technology |
|---|
| Engineering | Mechanics | Damage Control | Jury Rig | Electromagnetism | Metallurgy | Synthesize |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Traits | 1 | Empathic Sense +5, Education +5, Creed (Congregation) -5, Intolerant (Violence) -5 |
|---|
| 2 | Empathic Sense +5, Discipline +5, Wealth -10 |
|---|
| 3 | Empathic Sense +5, Education +5, Discipline +5, Creed (Religion) -15 |
|---|
| 4 | Education +5, Social Status +5, Reputation +10, Intolerant (Violence) -10, Wealth -10 |
|---|
| 5 | |
olspan=5>Discipline +10, Social Status +5, Reputation +5, Creed (Deity) -20| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
Programmer
Computers are notoriously stupid machines. To get them to accomplish even the most simple of tasks, it takes a very detailed, error-free set of instructions given in a proper order. The job of the programmer is to write these instructions, test the results, and go back and fix mistakes rather than succumbing to the desire to put a brick through the damned computer.
Programmer| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Sensor Use | Vehicle Technology | Anthropology | Meteorology | Astronomy | Biology |
|---|
| Engineering | Damage Control | Jury Rig | Synthesize | Mechanics | Applied Relativity | Electromagnetism |
|---|
| Navigation | Stealth | Evasive Maneuvers | Vehicle Piloting | Orientation | Targeting | Ballistics |
|---|
| Communications | Gather Information | Jam | Xenolinguistics | Distress | Bluff | Negotiations |
|---|
| Command | Security | Battle Tactics | Coordination | Experience | Survival* | Leadership*/Inspire |
|---|
| Medicine | Psychology | Xenobiology | Long-Term Care | Intensive Care | Toxicology | Pathology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Resourcefulness | Cunning | Knowledge |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Power | Lifting | Brawling | Three-Dimensional Maneuvers |
|---|
| Physique | Recuperation | Concentration | Stamina |
|---|
| Traits | 1 | Scientific Sense +5, Comeliness-5 |
|---|
| 2 | Scientific Sense +5, Mechanical Sense +5, Comeliness-10 |
|---|
| 3 | Scientific Sense +10, Education +5, Glutton -15 |
|---|
| 4 | Mechanical Sense +5, Education +10, Reflexes +5, Lecherous -10, Bleeder -10 |
|---|
| 5 | |
olspan=5>Mechanical Sense +10, Reflexes +10, Glutton -10, Lecherous -5, Bleeder -5| Equipment: Civilian Street Casual Outfit, Shoes, Pocket Holster, Wallet, Debit Chit, Chronometer. Cost: 0.76, TEC 1. |
Prospector
The economies of many cultures are based upon the availability of certain materials, usually ones that are comparatively rare (precious metals are a good Earth example). Some individuals decide to strike out on their own with what equipment they can carry to go looking for those materials in nature. Those that are successful return to society rich. Those that aren't either return disillusioned, or die in the attempt.
Prospector| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Navigation | Vehicle Piloting | Orientation | Targeting | Stealth | Evasive Maneuvers | Ballistics |
|---|
| Communications | Xenolinguistics | Bluff | Negotiations | Gather Information | Distress | Jam |
|---|
| Science | Geology | Meteorology | Sensor Use | Biology | Archaeology | Anthropology |
|---|
| Medicine | Toxicology | Intensive Care | Psychology | Long-Term Care | Pathology | Xenobiology |
|---|
| Engineering | Metallurgy | Mechanics | Jury Rig | Damage Control | Weaponry | Electromagnetism |
|---|
| Command | Survival* | Security | Battle Tactics | Coordination | Leadership* | Experience/Inspire |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Survival | Perception | Performance |
|---|
| Charm | Leadership | Personality | Diplomacy |
|---|
| Physique | Recuperation | Stamina | Concentration |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Traits | 1 | Navigational Sense +5, Mechanical Sense +5, Crude -5, Luck -5 |
|---|
| 2 | Navigational Sense +5, Nerves +5, Crude -10 |
|---|
| 3 | Navigational Sense +5, Mechanical Sense +5, Nerves +5, Health -15 |
|---|
| 4 | Senses (Sound) +20, Luck -10, Health -10 |
|---|
| 5 | |
olspan=5>Mechanical Sense +10, Senses (Sound) +10, Crude -20| Equipment: Civilian Street Casual Outfit, Shoes, Back Holster, Wallet, Chronometer. Cost: 0.88, TEC 1. |
Prostitute
All creatures are driven by the need to procreate and continue their species. The physiology of some species, however, is such that they can engage in the procreative act for purposes other than reproduction. When one can't find a suitable mate, one can always try to find someone they can pay to engage in the necessary act, provided it's level in that society, of course.
Prostitute| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Gather Information | Negotiations | Bluff | Xenolinguistics | Distress | Diplomacy*/Intimidation |
|---|
| Science | Anthropology | Biology | Vehicle Technology | Meteorology | Sensor Use | Archaeology |
|---|
| Command | Coordination | Survival* | Experience | Inspire | Leadership* | Security/Battle Tactics |
|---|
| Medicine | Pathology | Psychology | Long-Term Care | Intensive Care | Toxicology | Xenobiology |
|---|
| Navigation | Orientation | Vehicle Piloting | Stealth | Evasive Maneuvers | Ballistics | Targeting |
|---|
| Engineering | Synthesize | Mechanics | Jury Rig | Electromagnetism | Damage Control | Quantum Mechanics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Physique | Stamina | Recuperation | Concentration |
|---|
| Power | Lifting | Brawling | Three-Dimensional Maneuvers |
|---|
| Traits | 1 | Comeliness+5, Greed -5 |
|---|
| 2 | Comeliness+5, Contacts +5, Social Status -10 |
|---|
| 3 | Contacts +5, Linguistic Sense +_5, Wealth +5, Social Status -15 |
|---|
| 4 | Comeliness+20, Health -10, Lecherous -10 |
|---|
| 5 | |
olspan=5>Linguistic Sense +10, Wealth +10, Greed -5, Health -10, Lecherous -5| Equipment: Civilian Street Casual Outfit, Shoes, Ankle Holster, Wallet, Debit Chit, Chronometer. Cost: 0.83, TEC 1. |
Radioman
Societies that have developed telecommunications have a need for individuals whose job it is to operate and maintaining the necessary equipment. Radiomen perform this job, as well as acting as a single voice for any specific organization running the equipment. In starfaring societies, radiomen can be found functioning as the communications officer on starships.
Radioman| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Xenolinguistics | Gather Information | Distress | Jam | Bluff | Negotiations |
|---|
| Navigation | Vehicle Piloting | Stealth | Evasive Maneuvers | Orientation | Targeting | Ballistics |
|---|
| Science | Anthropology | Sensor Use | Archaeology | Geology | Meteorology | Vehicle Technology |
|---|
| Engineering | Damage Control | Electromagnetism | Applied Relativity | Jury Rig | Mechanics | Quantum Mechanics |
|---|
| Command | Coordination | Experience | Inspire | Survival* | Security | Battle Tactics/- |
|---|
| Medicine | Psychology | Pathology | Intensive Care | Xenobiology | Toxicology | Long-Term Care |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Traits | 1 | Linguistic Sense +5, Scientific Sense +5, Bleeder -5, Nerves -5 |
|---|
| 2 | Linguistic Sense +5, Memory +5, Curious -10 |
|---|
| 3 | Linguistic Sense +10,Senses (Sound) +5, Curious -15 |
|---|
| 4 | Scientific Sense +10, Senses (Sound) +10, Bleeder -20 |
|---|
| 5 | |
olspan=5>Memory +10, Scientific Sense +5, Nerves -5, Glutton -5, Curious -5| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
Rancher
Most societies that include prey animals as part of their overall diet ultimately develop the art of ranching at some point. This involves fencing off a large area and actually raising the prey animals over time, until they are large enough to be consumed. Ranchers oversee this process, operating and maintaining the land necessary for the animals they've got.
Rancher| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Biology | Meteorology | Geology | Anthropology | Archaeology | Vehicle Technology |
|---|
| Command | Security | Coordination | Inspire | Experience | Survival* | Leadership*/Battle Tactics |
|---|
| Navigation | Vehicle Piloting | Orientation | Combat Maneuvers | Ballistics | Targeting | Stealth |
|---|
| Medicine | Psychology | Intensive Care | Pathology | Long-Term Care | Xenobiology | Toxicology |
|---|
| Communications | Gather Information | Negotiations | Diplomacy* | Xenolinguistics | Intimidation | Bluff/Distress |
|---|
| Engineering | Mechanics | Jury Rig | Damage Control | Metallurgy | Weaponry | Electromagnetism |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Acumen | Survival | Perception | Performance |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Charm | Diplomacy | Leadership | Personality |
|---|
| Traits | 1 | Health +5, Phobic (Reptilians) -5 |
|---|
| 2 | Health +10, Phobic (Poverty) -5, Allergic (Pollen) -5 |
|---|
| 3 | Health +5, Memory +5, Luck +5, Allergic (Venom) -15 |
|---|
| 4 | Memory +10, Luck +10, Education -20 |
|---|
| 5 | |
olspan=5>Ambidexterity +10, Health +5, Phobic (Arachnids) -5, Allergic (Pollen) -5, Bleeder -5| Equipment: Civilian Street Casual Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Chronometer. Cost: 0.98, TEC 1. |
Researcher
Scientific advancement doesn't just happens. It requires the dedication of individuals who are willing to do what it takes (including occasionally risking their own life) to try out new ideas and new theories in laboratory situations. Researchers do just that. In starfaring societies, researchers can be seen travelling the space lanes as a ship's science officer. On the ground, they're most common in academic settings.
Researcher| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Biology | Sensor Use | Anthropology | Archaeology | Geology | Meteorology |
|---|
| Medicine | Long-Term Care | Toxicology | Xenobiology | Pathology | Intensive Care | Psychology |
|---|
| Engineering | Synthesize | Metallurgy | Applied Relativity | Nuclear Physics | Electromagnetism | Quantum Mechanics |
|---|
| Communications | Gather Information | Xenolinguistics | Negotiations | Diplomacy* | Distress | Jam/Bluff |
|---|
| Navigation | Vehicle Piloting | Orientation | Evasive Maneuvers | Stealth | Targeting | Ballistics |
|---|
| Command | Coordination | Leadership* | Experience | Inspire | Security | Survival*/Battle Tactics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Traits | 1 | Reputation +5, Scientific Sense +5, Addiction (Stimulants) -5, Comeliness-5 |
|---|
| 2 | Reputation +5, Scientific Sense +5, Comeliness-10 |
|---|
| 3 | Education +5, Math Expert +5, Scientific Sense +5, Overconfident -15 |
|---|
| 4 | Math Expert +20, Allergic (Pollen) -5, Overconfident -5, Obsessed (Research) -10 |
|---|
| 5 | |
olspan=5>Scientific Sense +10, Math Expert +5, Education +5, Addiction (Stimulants) -20| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Two armor as a free item. |
Scholar
A scholar is an individual who is attempting to better their life through attaining as high of a level of education as they are capable of managing. For some, this effort will ultimately lead them to notoriety, fame, and heights of excellence. For others, it's ultimately a wasted effort that leads them to heights of poverty.
Scholar| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Gather Information | Xenolinguistics | Diplomacy* | Distress | Negotiations | Bluff/Intimidation |
|---|
| Science | Sensor Use | Archaeology | Anthropology | Biology | Geology | Meteorology |
|---|
| Engineering | Damage Control | Synthesize | Jury Rig | Mechanics | Applied Relativity | Nuclear Physics |
|---|
| Navigation | Orientation | Vehicle Piloting | Stealth | Evasive Maneuvers | Ballistics | Targeting |
|---|
| Command | Battle Tactics | Coordination | Experience | Leadership* | Inspire | Survival*/Security |
|---|
| Medicine | Pathology | Psychology | Xenobiology | Toxicology | Long-Term Care | Intensive Care |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Finesse | Dodge | Dexterous Maneuvers | Hiding and Seeking |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Power | Three-Dimensional Maneuvers | Brawling | Lifting |
|---|
| Traits | 1 | Contacts +5, Education +5, Social Status -5, Allergic (Insectoid Bites) -5 |
|---|
| 2 | Contacts +5, Education +5, Nerves -10 |
|---|
| 3 | Contacts +5, Education +5, Math Expert +5, Social Status -15 |
|---|
| 4 | Social Status +5, Contacts +10, Education +5, Allergic (Mollusks) -10, Phobic (Failure) -10 |
|---|
| 5 | |
olspan=5>Social Status +10, Education +20, Allergic (Pollen) -5, Phobic (Vermin) -5, Nerves -10| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
Scout
Many military operations are made or broken on what one side knows about the other. When hard and fast data is needed on the enemy, scouts are sent in to perform covert reconnaisance and report back what they've learned. It's exceptionally lonely work, not to mention highly dangerous and potentially fatal.
Scout| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Navigation | Vehicle Piloting | Stealth | Evasive Maneuvers | Orientation | Targeting | Ballistics |
|---|
| Science | Meteorology | Anthropology | Archaeology | Biology | Geology | Planetology |
|---|
| Communications | Gather Information | Xenolinguistics | Jam | Negotiations | Diplomacy* | Distress/Bluff |
|---|
| Medicine | Toxicology | Pathology | Psychology | Intensive Care | Xenobiology | Long-Term Care |
|---|
| Command | Survival* | Security | Experience | Coordination | Leadership* | Battle Tactics/Inspire |
|---|
| Engineering | Mechanics | Metallurgy | Weaponry | Electromagnetism | Jury Rig | Synthesize |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Intellect | Resourcefulness | Cunning | Knowledge |
|---|
| Acumen | Survival | Perception | Performance |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Traits | 1 | Navigational Sense +5, Senses (Sight) +5, Comeliness-5, Education -5 |
|---|
| 2 | Scientific Sense +5, Navigational Sense +5, Curious -10 |
|---|
| 3 | Reflexes +5, Senses (Sight) +5, Scientific Sense +5, Curious -15 |
|---|
| 4 | Reflexes +20, Scientific Sense +5, Senses (Sight) +5, Education-10, Comeliness-10 |
|---|
| 5 | |
olspan=5>Navigational Sense +10, Senses (Sight) +10, Curious -20| Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.2, TEC 1. |
Security Officer
All socities have rules, and as a result have individuals who think that those rules don't apply to them. When one of those individuals actually breaks a rule, it is the job of the security officer to apprehend that individual by whatever means are available to them. Usually they're also expected to do what it takes to prevent the rules from being broken in the first place as well.
Security Officer| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Security | Coordination | Survival* | Battle Tactics | Experience | Leadership*/Inspire |
|---|
| Navigation | Targeting | Ballistics | Vehicle Piloting | Combat Maneuvers | Evasive Maneuvers | Orientation |
|---|
| Medicine | Intensive Care | Psychology | Toxicology | Xenobiology | Long-Term Care | Pathology |
|---|
| Engineering | Jury Rig | Damage Control | Mechanics | Metallurgy | Weaponry | Applied Relativity |
|---|
| Communications | Gather Information | Xenolinguistics | Intimidation | Diplomacy* | Negotiations | Bluff/Distress |
|---|
| Science | Sensor Use | Vehicle Technology | Anthropology | Archaeology | Meteorology | Biology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Charm | Personality | Leadership | Diplomacy |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Traits | 1 | Social Status +5, Temper -5 |
|---|
| 2 | Social Status +10, Temper -5, Wealth -5 |
|---|
| 3 | Social Status +5, Discipline +10, Health -15 |
|---|
| 4 | Quick Draw +20, Temper -10, Wealth -10 |
|---|
| 5 | |
olspan=5>Discipline +10, Quick Draw +5, Health -15| Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.2, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item. |
Settler
Communities begin life through the actions of individuals. It takes a very rugged individual to pick up whatever stakes they have in a society, move out to a spot in the wilderness and try to make a home there. Establishing a new town can be very hard, very lonely, and very dangerous, but it's also very rewarding if it's ultimately successful.
Settler| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Biology | Geology | Meteorology | Planetology | Vehicle Technology | Anthropology |
|---|
| Engineering | Jury Rig | Mechanics | Synthesize | Metallurgy | Damage Control | Weaponry |
|---|
| Navigation | Ballistics | Orientation | Vehicle Piloting | Targeting | Stealth | Evasive Maneuvers |
|---|
| Medicine | Psychology | Intensive Care | Long-Term Care | Pathology | Toxicology | Xenobiology |
|---|
| Command | Security | Survival* | Coordination | Leadership* | Inspire | Experience/Battle Tactics |
|---|
| Communications | Gather Information | Negotiations | Diplomacy* | Distress | Bluff | Xenolinguistics/Intimidation |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Acumen | Survival | Perception | Performance |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Traits | 1 | Health +10, Phobic (Death) -10 |
|---|
| 2 | Health +5, Luck +5, Allergic (Certain Foods) -10 |
|---|
| 3 | Health +5, Luck +5, Memory +5, Phobic (Deity) -15 |
|---|
| 4 | Health +10, Memory +5, Ambidexterity +5, Allergic (Pollen) -10, Bleeder -10 |
|---|
| 5 | |
olspan=5>Memory +5, Luck +5, Ambidexterity +5, Education -15| Equipment: Civilian Street Casual Outfit, Boots, Back Holster, Wallet, Debit Chit, Chronometer. Cost: 0.93, TEC 1. |
Shopkeeper
Sometimes a business is so successful that its owner wants to branch out to other communities. The owner cannot be in all the communities in which their business runs, so they will oftentimes hire a shopkeeper to manage a particular branch of the business. They run the business without owning it.
Shopkeeper| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Command | Coordination | Experience | Leadership* | Inspire | Security | Battle Tactics/Survival* |
|---|
| Communications | Negotiations | Diplomacy* | Gather Information | Xenolinguistics | Bluff | Intimidation*/Jam |
|---|
| Science | Anthropology | Archaeology | Vehicle Technology | Meteorology | Sensor Use | Geology |
|---|
| Engineering | Jury Rig | Synthesize | Mechanics | Damage Control | Metallurgy | Weaponry |
|---|
| Medicine | Psychology | Intensive Care | Toxicology | Long-Term Care | Xenobiology | Pathology |
|---|
| Navigation | Vehicle Piloting | Ballistics | Orientation | Targeting | Stealth | Evasive Maneuvers |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Finesse | Hiding and Seeking | Dodge | Dexterous Maneuvers |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Traits | 1 | Wealth +5, Greed -5 |
|---|
| 2 | Wealth +5, Math Expert +5, Tightwad -10 |
|---|
| 3 | Wealth +5, Memory +5, Math Expert +5, Glutton -15 |
|---|
| 4 | Social Status +5, Memory +10, Reputation +5, Greed -10, Tightwad -10 |
|---|
| 5 | |
olspan=5>Memory +10, Math Expert +10, Reputation -10, Glutton -5, Greed -5| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: 1.85, TEC 1. |
| Notes: Characters from this archetype may roll 4d5 for starting money. |
Smithy
Societies that work in metals need dedicated individuals who have studied the metal involved and know how to work with it. Smithys do this kind of work for a living, working in sweltering hot shops, pouring their labor in an effort to turn raw pieces of ground into something that can ultimately be valued by all of society.
Smithy| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Intimidation | Negotiations | Jam | Gather Information | Xenolinguistics | Bluff |
|---|
| Navigation | Vehicle Piloting | Targeting | Ballistics | Orientation | Stealth | Evasive Maneuvers |
|---|
| Science | Biology | Geology | Archaeology | Meteorology | Vehicle Technology | Anthropology |
|---|
| Medicine | Intensive Care | Toxicology | Psychology | Long-Term Care | Xenobiology | Pathology |
|---|
| Engineering | Synthesize | Metallurgy | Mechanics | Jury Rig | Damage Control | Weaponry |
|---|
| Command | Security | Coordination | Experience | Leadership* | Survival* | Inspire/Battle Tactics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Power | Brawling | Lifting | Three-Dimensional Maneuvers |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Traits | 1 | Mechanical Sense +5 Curious +5 |
|---|
| 2 | Mechanical Sense +5, Health +5, Temper -10 |
|---|
| 3 | Mechanical Sense +5, Health +5, Math Expert +5, Intolerant (Drunkards) -15 |
|---|
| 4 | Health +10, Empathic Sense +10, Obsessed (Alcohol Abstinence) -20 |
|---|
| 5 | |
olspan=5>Empathic Sense +5, Math Expert +10, Obsessed (Alcohol Abstinence) -5, Intolerant (Drunkards) -5, Temper -10| Equipment: Civilian Street Casual Outfit, Boots, Wallet, Debit Chit, Chronometer. Cost: 0.68, TEC 1. |
Soldier
Soldiers are poor sods whose job it is to go out and try to make other soldiers die for their country when their politicians decide they can't solve an issue by any means other than force. They are the lowest members of any military echelon, the ones that perform the labors of war, whose lives are considered most expendable.
Soldier| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Navigation | Ballistics | Targeting | Combat Maneuvers | Stealth | Evasive Maneuvers | Vehicle Piloting |
|---|
| Engineering | Weaponry | Damage Control | Jury Rig | Metallurgy | Mechanics | Synthesize |
|---|
| Command | Security | Battle Tactics | Coordination | Survival* | Leadership* | Inspire/Experience |
|---|
| Communications | Intimidation | Gather Information | Jam | Bluff | Distress | Negotiations |
|---|
| Science | Sensor Use | Meteorology | Vehicle Piloting | Anthropology | Archaeology | Biology |
|---|
| Medicine | Toxicology | Intensive Care | Psychology | Long-Term Care | Xenobiology | Pathology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Charm | Personality | Leadership | Diplomacy |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Acumen | Perception | Survival | Performance |
|---|
| Physique | Stamina | Recuperation | Concentration |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Traits | 1 | Reflexes +5, Discipline +5, Overconfident -5, Lecherous -5 |
|---|
| 2 | Discipline +5, Social Status +5, Education -10 |
|---|
| 3 | Senses (Sight) +10, Social Status +5, Overconfident -15 |
|---|
| 4 | Reflexes +10, Senses (Sight) +5, Social Status +5, Lecherous -10, Overconfident -10 |
|---|
| 5 | |
olspan=5>Discipline +10, Reflexes +5, Education -5, Creed (Protect Nation) -5, Overconfident -5| Equipment: Military Dress Uniform Outfit, Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 4.7, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item. |
Spy
Spies, at least successful ones, are people that do their best to gather up informationn a foreign power, organizations, or even individuals while gathering as little attention to themselves as possible. Their job is to watch, examine, analyze, report, and get the hell out once the job is done.
Spy| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Gather Information | Negotiations | Bluff | Xenolinguistics | Diplomacy* | Jam/Distress |
|---|
| Science | Sensor Use | Anthropology | Archaeology | Vehicle Technology | Geology | Biology |
|---|
| Navigation | Stealth | Evasive Maneuvers | Orientation | Vehicle Piloting | Targeting | Ballistics |
|---|
| Medicine | Toxicology | Psychology | Pathology | Xenobiology | Intensive Care | Long-Term Care |
|---|
| Engineering | Jury Rig | Synthesize | Mechanics | Metallurgy | Weaponry | Quantum Mechanics |
|---|
| Command | Security | Battle Tactics | Coordination | Survival* | Inspire | Leadership*/Experience |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Intellect | Cunning | Resourcefulness | Knowledge |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Traits | 1 | Navigational Sense +5, Impulsive +5 |
|---|
| 2 | Navigational Sense +5, Memory +5, Curious -10 |
|---|
| 3 | Navigational Sense +5, Linguistic Sense +5, Memory +5, Lecherous -15 |
|---|
| 4 | Memory +10, Senses (Sound) +10, Impulsive -20 |
|---|
| 5 | |
olspan=5>Linguistic Sense +10, Senses (Sound) +10, Lecherous -5, Curious -5, Overconfident -10| Equipment: Civilian Casual Dress Outfit, Shoes, Trowser Holster, Wallet, Deluxe Chronometer. Cost: 2, TEC 1. |
Surveyor
Engineering any structure takes precision calculations of the surrounding terrain, no matter how complex the structure involved is. Surveyors make a living by determining exact positions on a planet's surface, including coordinates, elevations and the height of permanent objects. Without their efforts, building high-quality structures would be impossible.
Surveyor| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Navigation | Orientation | Targeting | Vehicle Piloting | Marksmanship | Evasive Maneuvers | Stealth |
|---|
| Engineering | Mechanics | Damage Control | Jury Rig | Synthesize | Metallurgy | Quantum Mechanics |
|---|
| Science | Archaeology | Sensor Use | Anthropology | Geology | Vehicle Technology | Planetology |
|---|
| Communications | Gather Information | Xenolinguistics | Negotiations | Diplomacy* | Intimidation | Bluff/Distress |
|---|
| Command | Coordination | Experience | Survival* | Security | Leadership* | Inspire/Battle Tactics |
|---|
| Medicine | Intensive Care | Psychology | Toxicology | Long-Term Care | Pathology | Xenobiology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Perception | Survival | Performance |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Physique | Concentration | Stamina | Recuperation |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Traits | 1 | Math Expert +5, Crude -5 |
|---|
| 2 | Math Expert +5, Scientific Sense +5, Comeliness-10 |
|---|
| 3 | Math Expert+10, Mechanical Sense +5, Scientific Sense +5, Luck -15 |
|---|
| 4 | Education +10, Mechanical Sense +5, Scientific Sense +5, Addiction (Alcohol) -10, Crude -10 |
|---|
| 5 | |
olspan=5>Mechanical Sense +10, Scientific Sense +5, Addiction (Tobacco) -5, Crude -5, Comeliness-5| Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 0.63, TEC 1. |
Teacher
Education is an important cornerstone of most societies. Without it, there would be no one with the knowledge needed to carry out advanced tasks. It is the job of the teacher to impress and to impart that knowledge upon their students to the best of their abilities. Sadly, though many socities recognize the important job teachers do, they aren't willing to give them the funding they deserve.
Teacher| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Anthropology | Biology | Geology | Meteorology | Archaeology | Astronomy |
|---|
| Communications | Xenolinguistics | Gather Information | Diplomacy* | Negotiations | Intimidation | Bluff/Distress |
|---|
| Command | Inspire | Experience | Leadership* | Coordination | Security | Survival*/Battle Tactics |
|---|
| Engineering | Damage Control | Jury Rig | Mechanics | Synthesize | Applied Relativity | Electromagnetism |
|---|
| Medicine | Psychology | Intensive Care | Pathology | Toxicology | Long-Term Care | Xenobiology |
|---|
| Navigation | Orientation | Vehicle Piloting | Evasive Maneuvers | Stealth | Combat Maneuvers | Ballistics |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Knowledge | Cunning | Resourcefulness |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Charm | Leadership | Diplomacy | Personality |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Finesse | Hiding and Seeking | Dodge | Dexterous Maneuvers |
|---|
| Power | Lifting | Three-Dimensional Maneuvers | Brawling |
|---|
| Traits | 1 | Education +5, Discipline +5, Honesty -5, Wealth -5 |
|---|
| 2 | Education +5, Senses (Sight) +5,Wealth -10 |
|---|
| 3 | Education +5, Senses (Sight) +5, Senses (Sound) +5, Bleeder -15 |
|---|
| 4 | Discipline +10, Senses (Sound) +10, Honesty -20 |
|---|
| 5 | |
olspan=5>Senses (Sound) +5, Senses (Sight) +10, Impulsive -10, Honesty -5, Wealth -5| Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: 1.08, TEC 1. |
Technician
A technician is an individual who studies, professes or practices the body of tools and other implements produced by a given society, usually specializing in a given area. Technicians can be found anywhere where knowledge of how a piece of technology works can be vital to the continued operation of that technology.
Technician| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Engineering | Damage Control | Jury Rig | Mechanics | Synthesize | Metallurgy | Quantum Mechanics |
|---|
| Navigation | Orientation | Vehicle Piloting | Stealth | Evasive Maneuvers | Ballistics | Targeting |
|---|
| Science | Sensor Use | Archaeology | Biology | Geology | Planetology | Meteorology |
|---|
| Command | Security | Coordination | Experience | Inspire | Battle Tactics | Leadership* |
|---|
| Communications | Jam | Distress | Gather Information | Negotiations | Bluff | Intimidation |
|---|
| Medicine | Intensive Care | Toxicology | Psychology | Long-Term Care | Pathology | Xenobiology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Finesse | Dexterous Maneuvers | Hiding and Seeking | Dodge |
|---|
| Acumen | Perception | Performance | Survival |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Traits | 1 | Mechanical Sense +5, Comeliness-5 |
|---|
| 2 | Mechanical Sense +5, Math Expert +5, Reflexes -10 |
|---|
| 3 | Mechanical Sense +5, Memory +5, Nerves +5, Luck -15 |
|---|
| 4 | Math Expert +10, Memory +10, Comeliness-20 |
|---|
| 5 | |
olspan=5>Nerves +10, Memory +10, Reflexes -5, Bleeder -10, Luck -5| Equipment: Military Working Uniform Outfit, Shoes, Pocket Holster, Wallet, Debit Chit, Chronometer. Cost: 1.21, TEC 1. |
Thief
Many societies hold to an idea that the further accumulation of material goods is something to be valued. This sometimes produces individuals who decide that the best way for them to further their own wealth is to take it from others. While many of these individuals conduct petty thefts and often get caught, others are skilled enough at it to actually make a living by stealing from others.
Thief| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Navigation | Vehicle Piloting | Stealth | Evasive Maneuvers | Orientation | Ballistics | Targeting |
|---|
| Engineering | Jury Rig | Mechanics | Damage Control | Weaponry | Metallurgy | Electromagnetism |
|---|
| Command | Security | Survival* | Coordination | Experience | Battle Tactics | Leadership*/Inspire |
|---|
| Science | Sensor Use | Geology | Anthropology | Archaeology | Biology | Meteorology |
|---|
| Communications | Intimidation | Bluff | Jam | Gather Information | Negotiations | Distress |
|---|
| Medicine | Psychology | Intensive Care | Toxicology | Xenobiology | Long-Term Care | Pathology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Charm | Personality | Diplomacy | Leadership |
|---|
| Physique | Stamina | Concentration | Recuperation |
|---|
| Acumen | Perception | Survival | Performance |
|---|
| Power | Three-Dimensional Maneuvers | Lifting | Brawling |
|---|
| Traits | 1 | Ambidexterity +5, Contacts +5, Greed -5, Overconfident -5 |
|---|
| 2 | Ambidexterity +5, Reflexes +5, Obsessed (Big Heist) -10 |
|---|
| 3 | Ambidexterity +5, Luck +5, Contacts +5, Greed -15 |
|---|
| 4 | Contacts +10, Reflexes +10, Overconfident -10, Obsessed (Vengeance) -10 |
|---|
| 5 | |
olspan=5>Contacts +10, Reflexes +10, Luck -10, Obsessed (Big Heist) -5, Greed -5| Equipment: Civilian Street Casual Outfit, Boots, Trowser Holster, Wallet, Debit Chit, Chronometer. Cost: 0.83, TEC 1. |
Thug
Thugs are often big, burly employees of criminal organizations. Their job in the organization is a fairly simple one. If someone crosses someone higher up in the organization, they are dispatched to find that person and to express their boss's deep dissatisfaction with that individual. Usually this involves rough, violent action and treatment.
Thug| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Navigation | Vehicle Piloting | Ballistics | Marksmanship | Targeting | Combat Maneuvers | Evasive Maneuvers |
|---|
| Command | Security | Battle Tactics | Coordination | Experience | Inspire | Survival*/Leadership* |
|---|
| Communications | Intimidation | Jam | Bluff | Gather Information | Negotiations | Distress |
|---|
| Engineering | Mechanics | Weaponry | Metallurgy | Damage Control | Electromagnetism | Jury Rig |
|---|
| Medicine | Psychology | Toxicology | Xenobiology | Pathology | Intensive Care | Long-Term Care |
|---|
| Science | Sensor Use | Archaeology | Geology | Anthropology | Vehicle Technology | Meteorology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Power | Brawling | Lifting | Three-Dimensional Maneuvers |
|---|
| Physique | Stamina | Recuperation | Concentration |
|---|
| Finesse | Dexterous Maneuvers | Dodge | Hiding and Seeking |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Charm | Personality | Leadership | Diplomacy |
|---|
| Intellect | Resourcefulness | Knowledge | Cunning |
|---|
| Traits | 1 | Health 5, Overconfident -5 |
|---|
| 2 | Health +5, Reflexes +5, Crude -10 |
|---|
| 3 | Health +5, Reflexes +5, Reputation +5, Temper -15 |
|---|
| 4 | Health +5, Reflexes +5, Reputation +10, Temper -10, Overconfident-10 |
|---|
| 5 | |
olspan=5>Discipline +10, Nerves +10, Temper -10, Addiction (Painkillers) -5, Crude -5| Equipment: Civilian Street Casual Outfit, Boots, Trowser Holster, Back Holster, Wallet, Chronometer. Cost: 1.08, TEC 1. |
| Notes: Characters using this archetype can be given up to Class Three armor as a free item. |
Trader
Traders are individuals who provide commodities to potential buyers. They usually don't own the area in which they conduct their trade and work in concert with other traders (rather than individually) in an attempt to maximize profit. In starfaring societies, traders are tasked with the job of moving commodities in between worlds through specialized trading posts licensed by the local planetary government.
Trader| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Communications | Negotiations | Diplomacy* | Gather Information | Bluff | Intimidation | Distress/Jam |
|---|
| Science | Sensor Use | Archaeology | Biology | Geology | Anthropology | Meteorology |
|---|
| Navigation | Vehicle Piloting | Orientation | Evasive Maneuvers | Stealth | Ballistics | Targeting |
|---|
| Command | Security | Experience | Leadership* | Survival*/Coordination | Inspire | Battle Tactics/- |
|---|
| Engineering | Damage Control | Jury Rig | Mechanics | Synthesize | Weaponry | Metallurgy |
|---|
| Medicine | Psychology | Toxicology | Intensive Care | Pathology | Long-Term Care | Xenobiology |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Intellect | Cunning | Knowledge | Resourcefulness |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Finesse | Hiding and Seeking | Dodge | Dexterous Maneuvers |
|---|
| Physique | Concentration | Recuperation | Stamina |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Traits | 1 | Reputation +5, Greed -5 |
|---|
| 2 | Reputation +10, Greed -5, Addict (Gambling) -5 |
|---|
| 3 | Reputation +5, Wealth +10, Greed -15 |
|---|
| 4 | Wealth +20, Luck -5, Discipline -15 |
|---|
| 5 | |
olspan=5>Education +10, Linguistic Sense +10, Overconfident -20| Equipment: Civilian Casual Dress Outfit, Shoes, Duty (Hip) Holster, Wallet, Debit Chit, Chronometer. Cost: 1.38, TEC 1. |
| Notes: Characters from this archetype may roll 4d5 for starting money. |
Vagrant
Most societies have individuals living within them that, for whatever reason, cannot or will not work. These individuals find themselves homeless, jobless and penniless once their money runs out, and find themselves performing whatever actions are necessary in order for them to survive. They are usually considered the lowest members of society, on par with hardened criminals.
Vagrant| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Biology | Meteorology | Anthropology | Archaeology | Geology | Vehicle Technology |
|---|
| Navigation | Vehicle Piloting | Stealth | Orientation | Evasive Maneuvers | Combat Maneuvers | Ballistics |
|---|
| Medicine | Psychology | Pathology | Intensive Care | Long-Term Care | Toxicology | Xenobiology |
|---|
| Communications | Negotiations | Diplomacy* | Distress | Gather Information | Bluff | Intimidation |
|---|
| Engineering | Jury Rig | Synthesize | Mechanics | Damage Control | Metallurgy | Quantum Mechanics |
|---|
| Command | Experience | Coordination | Survival* | Security | Leadership* | Battle Tactics/Inspire |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Physique | Stamina | Recuperation | Concentration |
|---|
| Finesse | Hiding and Seeking | Dexterous Maneuvers | Dodge |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Acumen | Survival | Perception | Performance |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Traits | 1 | Health +5, Wealth -5 |
|---|
| 2 | Health +10, Wealth -5, Social Status -5 |
|---|
| 3 | Health +10, Senses (Sound) +5, Wealth -15 |
|---|
| 4 | Senses (Sound)+10, Math Expert +10, Wealth -20 |
|---|
| 5 | |
olspan=5>Education+5, Senses (Sound) +10, Luck-5, Wealth -5, Social Status -5| Equipment: Civilian Street Casual Outfit, Shoes, Chronometer. Cost: 0.48, TEC 0. |
| Notes: Characters from this archetype do not roll for starting money. |
Zookeeper
Zookeepers have a fairly unique job. They are tasked with the care of all forms of animal life-forms, providing food and making sure whatever habitats have been provided for animals remain suitable for habitation. The animals themselves may be in an environment well outside their norms, placed in specialized parks as a peculiar form of entertainment.
Zookeeper| Discipline | Primary | Secondary | Tertiary | Quaternary | Quinary | Senary |
|---|
| Science | Biology | Vehicle Technology | Geology | Meteorology | Planetology | Sensor Use |
|---|
| Medicine | Xenobiology | Long-Term Care | Intensive Care | Pathology | Toxicology | Psychology |
|---|
| Navigation | Vehicle Piloting | Targeting | Ballistics | Orientation | Evasive Maneuvers | Combat Maneuvers |
|---|
| Command | Security | Coordination | Experience | Survival* | Leadership* | Inspire/Battle Tactics |
|---|
| Communications | Gather Information | Negotiations | Bluff | Diplomacy* | Distress | Intimidation/Xenolinguistics |
|---|
| Engineering | Mechanics | Jury Rig | Damage Control | Metallurgy | Weaponry | Electromagnetism |
|---|
| Attribute | Primary | Secondary | Tertiary |
|---|
| Acumen | Performance | Perception | Survival |
|---|
| Intellect | Knowledge | Resourcefulness | Cunning |
|---|
| Physique | Recuperation | Concentration | Stamina |
|---|
| Power | Brawling | Three-Dimensional Maneuvers | Lifting |
|---|
| Finesse | Dodge | Dexterous Maneuvers | Hiding and Seeking |
|---|
| Charm | Diplomacy | Personality | Leadership |
|---|
| Traits | 1 | Reflexes +5, Scientific Sense +5, Creed (Care for Animals) -5, Nerves -5 |
|---|
| 2 | Scientific Sense +5, Comeliness+5, Luck -10 |
|---|
| 3 | Education +5, Empathic Sense +5, Scientific Sense +5, Nerves -15 |
|---|
| 4 | Reputation +10, Education +5, Comeliness+5, Creed (Care for Animals) -10, Nerves -10 |
|---|
| 5 | |
olspan=5>Senses (Sight) +10, Senses (Sound) +5, Intolerant (Stupid Behavior) -15| Equipment: Civilian Casual Dress Outfit, Shoes, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.1, TEC 1. |
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