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12.3.1: Character Archetypes

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Modified on 2010/05/17 10:42 by capi3101 Categorized as Starflight RPG

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   Administrator
   Artisan
   Assassin
   Athlete
   Barkeeper
   Bounty Hunter
   Business Owner
   Clerk
   Commander
   Con Artist
   Courtesan
   Crime Lord
   Debutant
   Deckhand
   Diplomat
   Doctor
   Drunkard
   Engineer
   Entertainer
   Executioner
   Farmer
   Fence
   Fisherman
   Gambler
   Hired Gun
   Housemate
   Innkeeper
   Interpreter
   Journalist
   Laborer
   Lawyer
   Martial Artist
   Mayor
   Mechanic
   Medic
   Mercenary
   Merchant
   Monk
   Musician
   Nobleman
   Nurse
   Officer
   Pharmacist
   Pilot
   Pimp
   Pirate
   Politician
   Priest
   Programmer
   Prospector
   Prostitute
   Radioman
   Rancher
   Researcher
   Scholar
   Scout
   Security Officer
   Settler
   Shopkeeper
   Smithy
   Soldier
   Spy
   Surveyor
   Teacher
   Technician
   Thief
   Thug
   Trader
   Vagrant
   Zookeeper


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.

olspan=5>Wealth +10, Luck +5, Addicted (Stimulants) -5, Glutton -5, Overconfident -5
Administrator
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsBluffDiplomacy*NegotiationsGather InformationXenolinguisticsIntimidation/Distress
CommandCoordinationLeadership*InspireSurvival*Security/ExperienceBattle Tactics/-
ScienceSensor UseAnthropologyMeteorologyArchaeologyVehicle TechnologyStarship Technology
NavigationVehicle PilotingOrientationEvasive ManeuversStealthBallisticsMarksmanship
MedicinePathologyPsychologyToxicologyIntensive CareLong-Term CareXenobiology
EngineeringJury RigMechanicsDamage ControlSynthesizeWeaponryMetallurgy
AttributePrimarySecondaryTertiary
CharmDiplomacyLeadershipPersonality
IntellectKnowledgeCunningResourcefulness
AcumenPerceptionPerformanceSurvival
FinesseDodgeHiding and SeekingDexterous Maneuvers
PowerThree-Dimensional ManeuversBrawlingLifting
PhysiqueConcentrationRecuperationStamina
Traits1Reputation +5, Greed -5
2Reputation +5, Social Status +5, Glutton -10
3Reputation +5, Education +5, Contacts +5, Allergic (Pollen) -15
4Reputation +5, Memory +5, Math Expert +10, Lecherous -10, Impulsive -10
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.

olspan=5>Reputation +5, Social Status +5, Wealth +10, Overconfident -20
Artisan
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
EngineeringSynthesizeJury RigMechanicsElectromagnetismDamage ControlWeaponry
CommunicationsDiplomacy*NegotiationsGather InformationBluffIntimidationDistress/Jam
ScienceBiologyArchaeologyAnthropologyGeologyMeteorologySensor Use
NavigationOrientationBallisticsTargetingMarksmanshipVehicle PilotingEvasive Maneuvers
CommandInspireExperienceSurvival*SecurityCoordinationLeadership*/Battle Tactics
MedicinePsychologyToxicologyIntensive CarePathologyLong-Term CareXenobiology
AttributePrimarySecondaryTertiary
FinesseDexterous ManeuversDodgeHiding and Seeking
IntellectResourcefulnessCunningKnowledge
PhysiqueConcentrationRecuperationStamina
PowerLiftingThree-Dimensional ManeuversBrawling
AcumenPerformancePerceptionSurvival
CharmDiplomacyPersonalityLeadership
Traits1Reputation +5, Mechanical Sense +5, Education -5, Wealth -5
2Reputation +5, Reflexes +5, Amputee (Motor) -10
3Reputation +10, Social Status +5, Obsessed (Perfection) -15
4Mechanical Sense +15, Discipline +5, Tightwad -20
5
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.

olspan=5>Luck +10, Discipline +5, Social Status -15
Assassin
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsGather InformationBluffJamDiplomacy*NegotiationsXenolinguistics/Intimidation
CommandSecurityExperienceBattle TacticsSurvival*Coordination/Leadership*Inspire/-
ScienceSensor UseArchaeologyAnthropologyBiologyGeologyMeteorology
NavigationEvasive ManeuversTargetingMarksmanshipBallisticsVehicle PilotingOrientation
EngineeringJury RigSynthesizeMechanicsWeaponryDamage ControlMetallurgy
MedicineToxicologyPsychologyPathologyXenobiologyIntensive CareLong-Term Care
AttributePrimarySecondaryTertiary
FinesseDexterous ManeuversHiding and SeekingDodge
CharmPersonalityDiplomacyLeadership
AcumenPerformancePerceptionSurvival
IntellectResourcefulnessCunningKnowledge
PhysiqueConcentrationStaminaRecuperation
PowerThree-Dimensional ManeuversBrawlingLifting
Traits1Reputation +5, Overconfident -5
2Reputation +5, Luck +5, Impulsive -10
3Reputation +10, Reflexes +5, Overconfident -15
4Luck +5, Reflexes +1, Discipline +5, Impulsive -10, Social Status -10
5
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.

olspan=5>Comeliness+10, Reputation +5, Overconfident -15
Athlete
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandBattle TacticsInspireCoordinationLeadership*ExperienceSecurity/Survival*
CommunicationsGather InformationBluffIntimidationNegotiationsXenolinguisticsDiplomacy*/Jam
NavigationVehicle PilotingEvasive ManeuversOrientationTargetingMarksmanshipCombat Maneuvers
MedicineIntensive CareXenobiologyPathologyToxicologyLong-Term CarePsychology
ScienceAnthropologyArchaeologyVehicle TechnologyBiologyGeologyMeteorology
EngineeringJury RigDamage ControlWeaponryMechanicsSynthesizeMetallurgy
AttributePrimarySecondaryTertiary
FinesseDexterous ManeuversDodgeHiding and Seeking
PhysiqueStaminaConcentrationRecuperation
PowerThree-Dimensional ManeuversBrawlingLifting
AcumenPerceptionPerformanceSurvival
CharmLeadershipPersonalityDiplomacy
IntellectCunningKnowledgeResourcefulness
Traits1Comeliness+5, Obsessed (Glory) -5
2Discipline +5, Reputation +5, Addiction (Stimulants) -10
3Comeliness+5, Discipline +5, Reflexes +5, Obsessed (Glory) -15
4Discipline +5, Reputation +10, Reflexes +5, Overconfident -10, Addiction (Alcohol) -10
5
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.

olspan=5>Memory +10, Reflexes +10, Intolerant (Violence) -20
Barkeeper
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsXenolinguisticsGather InformationNegotiationsBluffIntimidationDiplomacy*/Distress
ScienceBiologyAnthropologyGeologyVehicle TechnologySensor UseMeteorology
MedicineToxicologyIntensive CarePsychologyPathologyLong-Term CareXenobiology
NavigationMarksmanshipTargetingVehicle PilotingOrientationEvasive ManeuversStealth
EngineeringSynthesizeJury RigDamage ControlMechanicsWeaponryQuantum Mechanics
CommandSecurityCoordinationExperienceInspireSurvival*Leadership*/Battle Tactics
AttributePrimarySecondaryTertiary
AcumenPerformancePerceptionSurvival
CharmPersonalityDiplomacyLeadership
IntellectKnowledgeResourcefulnessCunning
FinesseDexterous ManeuversDodgeHiding and Seeking
PhysiqueConcentrationStaminaRecuperation
PowerBrawlingThree-Dimensional ManeuversLifting
Traits1Discipline +5, Comeliness+5, Social Status -5, Phobic (Death) -5
2Discipline +10, Social Status -5, Bleeder -5
3Discipline +5, Comeliness+5, Memory +5, Intolerant (Mean Drunks) -15
4Comeliness+5, Memory +5, Reflexes +10, Phobic (Debt Collectors) -10, Bleeder -10
5
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).

olspan=5>Quick Draw +10, Reflexes +10, Impulsive -20
Bounty Hunter
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
NavigationVehicle PilotingCombat ManeuversEvasive ManeuversTargetingMarksmanshipBallistics
ScienceSensor UseVehicle TechnologyStarship TechnologyAnthropologyArchaeologyPlanetology
CommunicationsGather InformationIntimidationJamBluffNegotiationsXenolinguistics
CommandSecurityExperienceSurvival*CoordinationBattle TacticsLeadership*/Inspire
EngineeringJury RigMechanicsDamage ControlWeaponryMetallurgyElectromagnetism
MedicineToxicologyIntensive CareXenobiologyPsychologyPathologyLong-Term Care
AttributePrimarySecondaryTertiary
FinesseHiding and SeekingDexterous ManeuversDodge
AcumenPerceptionSurvivalPerformance
IntellectResourcefulnessCunningKnowledge
PhysiqueStaminaConcentrationRecuperation
PowerThree-Dimensional ManeuversBrawlingLifting
CharmPersonalityDiplomacyLeadership
Traits1Reputation +5, Scientific Sense +5, Overconfident -5, Lecherous -5
2Scientific Sense +5, Navigational Sense +5, Overconfident -10
3Quick Draw +10, Navigational Sense +5, Greed -15
4Reputation +20, Impulsive -5, Greed -10, Lecherous -5
5
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.

olspan=5>Contacts +10, Social Status +10, Tightwad -10, Reputation -5, Health -5
Business Owner
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandSecurityLeadership*InspireExperienceSurvival*Coordination/Battle Tactics
CommunicationsNegotiationsGather InformationBluffDiplomacy*IntimidationDistress*/Xenolinguistics
EngineeringDamage ControlMechanicsSynthesizeJury RigWeaponryMetallurgy
NavigationVehicle PilotingOrientationEvasive ManeuversBallisticsStealthEvasive Maneuvers
ScienceAnthropologyMeteorologyVehicle TechnologyBiologyGeologyArchaeology
MedicinePathologyPsychologyIntensive CareLong-Term CareToxicologyXenobiology
AttributePrimarySecondaryTertiary
AcumenPerceptionPerformanceSurvival
IntellectCunningKnowledgeResourcefulness
FinesseDexterous ManeuversHiding and SeekingDodge
CharmLeadershipDiplomacyPersonality
PhysiqueConcentrationRecuperationStamina
PowerLiftingThree-Dimensional ManeuversBrawling
Traits1Senses (Sound) +5, Greed -5
2Senses (Sound) +10, Tightwad -5, Reputation -5
3Contacts +5, Social Status +5, Wealth +5, Greed -15
4Wealth +20, Greed -10, Tightwad -5, Health -5
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.

olspan=5>Math Expert +5, Contacts +5, Comeliness+5, Intolerant (Unintelligence) -15
Clerk
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsGather InformationNegotiationsDiplomacy*DistressXenolinguisticsBluff/Intimidation
ScienceAnthropologyMeteorologyVehicle TechnologyArchaeologySensor UseBiology
NavigationEvasive ManeuversStealthOrientationVehicle PilotingTargetingBallistics
CommandCoordinationExperienceSecuritySurvival*InspireLeadership*/Battle Tactics
MedicineToxicologyIntensive CarePsychologyPathologyLong-Term CareXenobiology
EngineeringJury RigMechanicsDamage ControlSynthesizeMetallurgyElectromagnetism
AttributePrimarySecondaryTertiary
IntellectKnowledgeResourcefulnessCunning
FinesseDexterous ManeuversHiding and SeekingDodge
AcumenPerformancePerceptionSurvival
CharmPersonalityDiplomacyLeadership
PowerLiftingThree-Dimensional ManeuversBrawling
PhysiqueConcentrationRecuperationStamina
Traits1Health +5, Math Expert +5, Wealth -5, Curious -5
2Comeliness+10, Curious -5, Education -5
3Health +15, Wealth -15
4Health +5, Math Expert +5, Contacts +10, Intolerant (Unintelligence) -10, Education -10
5
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.

olspan=5>Quick Draw +10, Reflexes +10, Impulsive -5, Obsessed (Vengeance) -5, Lecherous -10
Commander
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandLeadership*InspireCoordinationBattle TacticsSecurityExperience/Survival*
NavigationCombat ManeuversEvasive ManeuversTargetingVehicle PilotingOrientationBallistics
ScienceSensor UseAnthropologyArchaeologyBiologyGeologyAstronomy
MedicinePsychologyToxicologyIntensive CareLong-Term CareXenobiologyPathology
EngineeringDamage ControlJury RigNuclear PhysicsElectromagnetismMetallurgyApplied Relativity
CommunicationsGather InformationNegotiationsDiplomacy*BluffIntimidationXenolinguistics/Jam
AttributePrimarySecondaryTertiary
CharmLeadershipDiplomacyPersonality
PhysiqueConcentrationStaminaRecuperation
AcumenPerceptionPerformanceSurvival
FinesseDodgeDexterous ManeuversHiding and Seeking
IntellectCunningKnowledgeResourcefulness
PowerBrawlingThree-Dimensional ManeuversLifting
Traits1Discipline +5, Reputation +5, Creed (Protect Nation) -5, Lecherous -5
2Discipline +5, Social Status +5, Creed (Protect Nation) -10
3Discipline +5, Reflexes +5, Quick Draw +5, Impulsive -15
4Social Status +5, Reputation +10, Reflexes +5, Creed (Protect Nation) -10, Lecherous -10
5
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.

olspan=5>Comeliness+10, Empathic Sense +10, Overconfident -20
Con Artist
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsNegotiationsBluffGather InformationDiplomacy*XenolinguisticsJam/Intimidation
MedicineToxicologyPsychologyIntensive CareLong-Term CarePathologyXenobiology
CommandSecuritySurvival*InspireCoordinationExperienceLeadership*/Battle Tactics
NavigationVehicle PilotingOrientationStealthEvasive ManeuversMarksmanshipBallistics
EngineeringMechanicsJury RigSynthesizeDamage ControlWeaponryMetallurgy
ScienceSensor UseAnthropologyArchaeologyVehicle TechnologyPlanetologyMeteorology
AttributePrimarySecondaryTertiary
AcumenPerceptionPerformanceSurvival
CharmPersonalityDiplomacyLeadership
IntellectResourcefulnessCunningKnowledge
FinesseDexterous ManeuversHiding and SeekingDodge
PhysiqueConcentrationRecuperationStamina
PowerBrawlingThree-Dimensional ManeuversLifting
Traits1Comeliness+5, Mechanical Sense +5, Greed -5, Luck -5
2Empathic Sense +5, Nerves +5, Greed -10
3Comeliness+15, Greed -15
4Empathic Sense +5, Mechanical Sense +5, Nerves +10, Overconfident -10, Luck -10
5
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.

olspan=5>Comeliness+10, Reflexes +10, Allergic (Pollen) -5, Addiction (Hallucinogens) -10, Social Status -5
Courtesan
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsNegotiationsDiplomacy*Gather InformationBluffXenolinguisticsDistress/Intimidation
CommandSecuritySurvival*InspireExperienceCoordinationLeadership*/Battle Tactics
MedicinePsychologyToxicologyPathologyLong-Term CareXenobiologyIntensive Care
NavigationVehicle PilotingStealthEvasive ManeuversMarksmanshipBallisticsTargeting
ScienceSensor UseMeteorologyAnthropologyArchaeologyAstronomyVehicle Technology
EngineeringJury RigMechanicsApplied RelativityElectromagnetismNuclear PhysicsQuantum Mechanics
AttributePrimarySecondaryTertiary
CharmPersonalityDiplomacyLeadership
AcumenPerformancePerceptionSurvival
IntellectCunningKnowledgeResourcefulness
FinesseHiding and SeekingDexterous ManeuversDodge
PhysiqueStaminaConcentrationRecuperation
PowerBrawlingThree-Dimensional ManeuversLifting
Traits1Comeliness+5, Education +5, Bleeder -5, Allergic (Pollen) -5
2Contacts +10, Bleeder -5, Social Status -5
3Comeliness+15, Addiction (Painkillers) -15
4Contacts +10, Education +5, Reflexes +5, Bleeder -10, Allergic (Shelled Lifeforms) -10
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.

olspan=5>Contacts +10, Memory +10, Greed -20
Crime Lord
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsIntimidationNegotiationsGather InformationDiplomacy*BluffJam/Distress
NavigationStealthVehicle PilotingCombat ManeuversMarksmanshipBallisticsTargeting
CommandSecuritySurvival*CoordinationExperienceBattle TacticsLeadership*/Inspire
ScienceSensor UseArchaeologyVehicle TechnologyStarship TechnologyAnthropologyMeteorology
EngineeringSynthesizeJury RigDamage ControlWeaponryApplied RelativityMechanics
MedicinePsychologyToxicologyXenobiologyPathologyIntensive CareLong-Term Care
AttributePrimarySecondaryTertiary
IntellectCunningKnowledgeResourcefulness
CharmPersonalityLeadershipDiplomacy
FinesseDexterous ManeuversHiding and SeekingDodge
PhysiqueConcentrationRecuperationStamina
PowerBrawlingThree-Dimensional ManeuversLifting
AcumenPerformancePerceptionSurvival
Traits1Discipline +5, Temper -5
2Memory +10, Greed -5, Tightwad -5
3Contacts +15, Temper -15
4Discipline +20, Temper -10, Tightwad -10
5
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.

olspan=5>Comeliness+10, Memory +5, Discipline -5, Lecherous -5, Jealous (Other Debutants) -5
Debutant
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsGather InformationDistressDiplomacy*NegotiationsXenolinguisticsBluff/Intimidation
NavigationAstrogationEvasive ManeuversStealthTargetingVehicle PilotingOrientation
ScienceAnthropologyMeteorologyVehicle TechnologyStarship TechnologyAstronomySensor Use
CommandCoordinationInspireExperienceSecurityLeadership*Survival*/Battle Tactics
MedicinePsychologyToxicologyPathologyLong-Term CareXenobiologyIntensive Care
EngineeringJury RigWeaponryMetallurgyDamage ControlSynthesizeMechanics
AttributePrimarySecondaryTertiary
AcumenPerformancePerceptionSurvival
IntellectCunningResourcefulnessKnowledge
CharmDiplomacyLeadershipPersonality
FinesseDexterous ManeuversHiding and SeekingDodge
PhysiqueRecuperationStaminaConcentration
PowerThree-Dimensional ManeuversBrawlingLifting
Traits1Comeliness+5, Intolerant (Lower Classes) -5
2Education +5, Memory +5, Jealous (Other Debutants) -10
3Wealth +10, Education +5, Intolerant (Lower Classes) -15
4Wealth +20, Intolerant (Lower Classes) -10, Discipline -5, Lecherous -5
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.

olspan=5>Discipline +5, Reflexes +5, Ambidexterity +5, Creed (Ship) -15
Deckhand
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
EngineeringDamage ControlMechanicsMetallurgyWeaponryApplied RelativityNuclear Physics
ScienceStarship TechnologySensor UseGeologyVehicle TechnologyAnthropologyMeteorology
MedicineIntensive CareXenobiologyToxicologyPsychologyPathologyLong-Term Care
NavigationMarksmanshipBallisticsTargetingEvasive ManeuversVehicle PilotingOrientation
CommunicationsGather InformationBluffXenolinguisticsDistressJamIntimidation
CommandCoordinationExperienceSecurityLeadership*Survival*Inspire/Battle Tactics
AttributePrimarySecondaryTertiary
PowerLiftingBrawlingThree-Dimensional Maneuvers
PhysiqueConcentrationStaminaRecuperation
CharmPersonalityLeadershipDiplomacy
IntellectKnowledgeResourcefulnessCunning
FinesseDexterous ManeuversHiding and SeekingDodge
AcumenPerceptionPerformanceSurvival
Traits1Discipline +5, Creed (Ship) -5
2Reflexes +5, Ambidexterity +5, Nerves -10
3Mechanical Sense +15, Health -15
4Discipline +5, Reflexes +5, Mechanical Sense +10, Nerves -10, Health -10
5
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.

olspan=5>Linguistic Sense +10, Reputation +5, Phobic (Reptilians) -5, Addiction (Hallucinogens) -5, Bleeder -5
Diplomat
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsDiplomacy*NegotiationsGather InformationXenolinguisticsBluffIntimidation/Distress
CommandInspireExperienceLeadership*CoordinationSurvival*Battle Tactics/Security
MedicinePsychologyToxicologyIntensive CareLong-Term CarePathologyXenobiology
ScienceSensor UseAnthropologyVehicle TechnologyArchaeologyMeteorologyPlanetology
NavigationVehicle PilotingOrientationEvasive ManeuversStealthBallisticsTargeting
EngineeringSynthesizeWeaponryElectromagnetismJury RigDamage ControlMechanics
AttributePrimarySecondaryTertiary
CharmDiplomacyLeadershipPersonality
IntellectKnowledgeCunningResourcefulness
AcumenPerceptionPerformanceSurvival
FinesseDexterous ManeuversHiding and SeekingDodge
PhysiqueConcentrationStaminaRecuperation
PowerThree-Dimensional ManeuversLiftingBrawling
Traits1Contacts +5, Nerves -5
2Social Status +10, Phobic (Arachnids) -5, Bleeder -5
3Linguistic Sense +5, Social Status +5, Reputation +5, Nerves -15
4Contacts +20, Nerves -5, Phobic (Arachnids) -10, Addiction (Stimulants) -5
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.

olspan=5>Education +10, Nerves +5, Creed (No Harm) -15
Doctor
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
MedicineIntensive CarePathologyXenobiologyLong-Term CareToxicologyPsychology
ScienceSensor UseBiologyAnthropologyGeologyArchaeologyMeteorology
CommunicationsGather InformationDistressIntimidationDiplomacy*BluffXenolinguistics/Negotiations
CommandExperienceSurvival*CoordinationInspireLeadership*Battle Tactics/Security
EngineeringSynthesizeNuclear PhysicsMechanicsQuantum MechanicsJury RigDamage Control
NavigationVehicle PilotingOrientationEvasive ManeuversStealthMarksmanshipTargeting
AttributePrimarySecondaryTertiary
IntellectKnowledgeCunningResourcefulness
AcumenPerceptionPerformanceSurvival
FinesseDexterous ManeuversHiding and SeekingDodge
PhysiqueConcentrationStaminaRecuperation
CharmPersonalityDiplomacyLeadership
PowerLiftingThree-Dimensional ManeuversBrawling
Traits1Education +5, Discipline +5, Creed (No Harm) -5, Addiction (Stimulants) -5
2Discipline +5, Nerves +5, Honesty -10
3Education +10, Empathic Sense +5, Overconfident -15
4Empathic Sense +20, Honesty -10, Overconfident -5, Addiction (Painkillers) -5
5
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.

olspan=5>Navigational Sense +10, Contacts +10, Addiction (Alcohol) -10, Temper -5, Lecherous -5
Drunkard
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
NavigationVehicle PilotingEvasive ManeuversStealthOrientationTargetingCombat Maneuvers
CommunicationsIntimidationBluffNegotiationsDistressDiplomacy*Gather Information/Xenolinguistics
EngineeringSynthesizeJury RigMechanicsMetallurgyDamage ControlElectromagnetism
MedicineToxicologyXenobiologyPsychologyLong-Term CarePathologyIntensive Care
ScienceGeologyAnthropologyBiologyArchaeologyMeteorologySensor Use
CommandExperienceBattle TacticsSecurityInspireCoordinationLeadership*/-
AttributePrimarySecondaryTertiary
PhysiqueStaminaRecuperationConcentration
PowerBrawlingLiftingThree-Dimensional Maneuvers
CharmPersonalityLeadershipDiplomacy
IntellectKnowledgeCunningResourcefulness
FinesseHiding and SeekingDexterous ManeuversDodge
AcumenPerceptionPerformanceSurvival
Traits1Luck +5, Navigational Sense +5, Addiction (Alcohol) -5, Crude -5
2Navigational Sense +10, Crude -5, Lecherous -5
3Luck +10, Contacts +5, Addiction (Alcohol) -15
4Luck +20, Crude -10, Temper -10
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.

olspan=5>Math Expert +10, Education +10, Addiction (Stimulants) -20
Engineer
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
EngineeringNuclear PhysicsDamage ControlJury RigSynthesizeQuantum MechanicsMechanics
ScienceSensor UseVehicle TechnologyGeologyArchaeologyPlanetologyAstronomy
NavigationVehicle PilotingOrientationTargetingBallisticsCombat ManeuversEvasive Maneuvers
CommandInspireCoordinationExperienceLeadership*Survival*Security/Battle Tactics
CommunicationsGather InformationBluffIntimidationDistressNegotiationsXenolinguistics
MedicineToxicologyXenobiologyIntensive CarePsychologyLong-Term CarePathology
AttributePrimarySecondaryTertiary
IntellectResourcefulnessKnowledgeCunning
PhysiqueStaminaConcentrationRecuperation
FinesseDexterous ManeuversDodgeHiding and Seeking
CharmPersonalityLeadershipDiplomacy
AcumenPerceptionPerformanceSurvival
PowerLiftingBrawlingThree-Dimensional Maneuvers
Traits1Mechanical Sense +5, Math Expert +5, Wealth -5, Social Status -5
2Education +10, Wealth -5, Luck -5
3Mechanical Sense +15, Addiction (Alcohol) -15
4Mechanical Sense +20, Luck -10, Social Status -10
5
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.

olspan=5>Reflexes +10, Contacts +5, Comeliness+5, Impulsive -20
Entertainer
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsNegotiationsGather InformationXenolinguisticsBluffDistressJam
NavigationVehicle PilotingStealthEvasive ManeuversOrientationBallisticsTargeting
CommandSecurityInspireCoordinationExperienceBattle TacticsLeadership*/Survival*
ScienceSensor UseAnthropologyArchaeologyMeteorologyBiologyVehicle Technology
MedicinePsychologyToxicologyPathologyIntensive CareLong-Term CareXenobiology
EngineeringSynthesizeMechanicsJury RigElectromagnetismMetallurgyApplied Relativity
AttributePrimarySecondaryTertiary
CharmDiplomacyPersonalityLeadership
PhysiqueConcentrationStaminaRecuperation
AcumenPerformancePerceptionSurvival
FinesseDexterous ManeuversHiding and SeekingDodge
IntellectKnowledgeCunningResourcefulness
PowerLiftingBrawlingThree-Dimensional Maneuvers
Traits1Reflexes +5, Health +5, Impulsive -5, Addiction (Hallucinogens) -5
2Health +10, Impulsive -5, Lecherous -5
3Reflexes +10, Contacts +5, Intolerant ("Little" People) -15
4Comeliness+20, Intolerant ("Little" People) -5, Addiction (Hallucinogens) -10, Lecherous -5
5
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...

olspan=5>Discipline +10, Nerves +5, Social Status -5, Temper -5, Creed (Law) -5
Executioner
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandSecurityExperienceCoordinationLeadership*Survival*/Battle TacticsInspire/-
CommunicationsGather InformationIntimidationJamXenolinguisticsBluffNegotiations
NavigationBallisticsTargetingOrientationVehicle PilotingCombat ManeuversStealth
ScienceGeologyBiologyAnthropologyArchaeologyMeteorologySensor Use
MedicinePsychologyXenobiologyToxicologyPathologyLong-Term CareIntensive Care
EngineeringWeaponryMetallurgyElectromagnetismApplied RelativityDamage ControlMechanics
AttributePrimarySecondaryTertiary
PowerBrawlingLiftingThree-Dimensional Maneuvers
FinesseDexterous ManeuversDodgeHiding and Seeking
AcumenPerformanceSurvivalPerception
PhysiqueConcentrationRecuperationStamina
CharmPersonalityLeadershipDiplomacy
IntellectResourcefulnessKnowledgeCunning
Traits1Discipline +5, Nerves +5, Creed (Law) -5, Reputation -5
2Reflexes +5, Quick Draw +5, Temper -10
3Nerves +10, Reflexes +5, Social Status -15
4Discipline +10, Reflexes +5, Quick Draw +5, Creed (Law) -10, Reputation -10
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.

olspan=5>Health +10, Memory +10, Wealth -20
Farmer
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceBiologyMeteorologyAnthropologyVehicle TechnologyGeologyPlanetology
NavigationOrientationBallisticsTargetingVehicle PilotingEvasive ManeuversCombat Maneuvers
CommandSecurityCoordinationSurvival*ExperienceInspireBattle Tactics/Leadership*
EngineeringDamage ControlMechanicsJury RigMetallurgyWeaponryElectromagnetism
MedicineXenobiologyPathologyToxicologyPsychologyIntensive CareLong-Term Care
CommunicationsGather InformationIntimidationBluffDistressXenolinguisticsJam
AttributePrimarySecondaryTertiary
PhysiqueStaminaConcentrationRecuperation
FinesseDodgeDexterous ManeuversHiding and Seeking
AcumenSurvivalPerceptionPerformance
PowerLiftingThree-Dimensional ManeuversBrawling
CharmPersonalityDiplomacyLeadership
IntellectKnowledgeResourcefulnessCunning
Traits1Scientific Sense +5, Health +5, Wealth -5, Nerves -5
2Memory +10, Social Status -5, Education -5
3Scientific Sense +15, Wealth -15
4Scientific Sense +20, Nerves -5, Social Status -5, Education -10
5
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.

olspan=5>Memory +10, Math Expert +5, Tightwad -15
Fence
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsNegotiationsGather InformationIntimidationBluffDiplomacy*Distress/Jam
ScienceSensor UseArchaeologyMeteorologyAnthropologyBiologyGeology
NavigationStealthEvasive ManeuversVehicle PilotingOrientationTargetingBallistics
EngineeringSynthesizeDamage ControlJury RigMechanicsMetallurgyQuantum Mechanics
CommandSurvival*CoordinationSecurityExperienceBattle TacticsLeadership*/Inspire
MedicinePsychologyToxicologyXenobiologyPathologyIntensive CareLong-Term Care
AttributePrimarySecondaryTertiary
IntellectCunningKnowledgeResourcefulness
CharmPersonalityDiplomacyLeadership
AcumenPerceptionPerformanceSurvival
FinesseHiding and SeekingDexterous ManeuversDodge
PhysiqueConcentrationRecuperationStamina
PowerBrawlingThree-Dimensional ManeuversLifting
Traits1Contacts +5, Luck +5, Reputation -5, Social Status -5
2Memory +10, Reputation -5, Social Status -5
3Luck +15, Math Expert +10, Greed -15
4Contacts +20, Reputation -5, Greed -10, Tightwad -5
5
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.

olspan=5>Scientific Sense +5, Memory +5, Luck +5, Nerves -15
Fisherman
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceBiologyPlanetologyMeteorologyAstronomyVehicle TechnologyGeology
NavigationVehicle PilotingOrientationStealthTargetingBallisticsCombat Maneuvers
CommandSecurityCoordinationBattle TacticsExperienceSurvival*Leadership*/Inspire
EngineeringDamage ControlMechanicsJury RigSynthesizeMetallurgyElectromagnetism
MedicineToxicologyIntensive CarePsychologyXenobiologyPathologyLong-Term Care
CommunicationsBluffJamGather InformationIntimidationDistressNegotiations
AttributePrimarySecondaryTertiary
PhysiqueStaminaConcentrationRecuperation
AcumenSurvivalPerformancePerception
PowerLiftingBrawlingThree-Dimensional Maneuvers
FinesseDexterous ManeuversHiding and SeekingDodge
IntellectKnowledgeCunningResourcefulness
CharmPersonalityDiplomacyLeadership
Traits1Scientific Sense +5, Wealth -5
2Luck +10, Education -5, Health -5
3Memory +15, Wealth -15
4Scientific Sense +20, Nerves -5, Education -10, Health -5
5
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.

olspan=5>Senses (Sight) +5, Reputation +10, Overconfident -15
Gambler
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsBluffNegotiationsGather InformationIntimidationDiplomacy*Xenolinguistics/Distress
ScienceSensor UseAnthropologyMeteorologyVehicle TechnologyArchaeologyAstronomy
NavigationTargetingEvasive ManeuversStealthBallisticsVehicle PilotingOrientation
CommandSecurityCoordinationInspireExperienceSurvival*Leadership*/Battle Tactics
MedicineToxicologyPsychologyPathologyXenobiologyIntensive CareLong-Term Care
EngineeringMechanicsQuantum MechanicsApplied RelativitySynthesizeJury RigDamage Control
AttributePrimarySecondaryTertiary
CharmDiplomacyPersonalityLeadership
AcumenPerceptionPerformanceSurvival
FinesseDexterous ManeuversHiding and SeekingDodge
IntellectCunningResourcefulnessKnowledge
PhysiqueConcentrationRecuperationStamina
PowerBrawlingThree-Dimensional ManeuversLifting
Traits1Senses (Sight) +5, Comeliness+5, Overconfident -5, Social Status -5
2Luck +10, Discipline -5, Education -5
3Senses (Sight) +5, Comeliness+5, Reflexes +5, Overconfident -15
4Luck +20, Discipline -5, Education -10, Social Status -5
5
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.

olspan=5>Quick Draw +10, Reputation +5, Overconfident -5, Lecherous -5, Crude -5
Hired Gun
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandSecurityBattle TacticsCoordinationExperienceInspireSurvival*
NavigationTargetingBallisticsMarksmanshipVehicle PilotingStealthCombat Maneuvers
CommunicationsIntimidationJamXenolinguisticsBluffDiplomacy*Negotiations/Gather Information
ScienceSensor UseAnthropologyArchaeologyMeteorologyBiologyGeology
EngineeringWeaponryJury RigMechanicsMetallurgyDamage ControlSynthesize
MedicineToxicologyXenobiologyPathologyPsychologyIntensive CareLong-Term Care
AttributePrimarySecondaryTertiary
FinesseDexterous ManeuversDodgeHiding and Seeking
PowerThree-Dimensional ManeuversBrawlingLifting
PhysiqueStaminaConcentrationRecuperation
AcumenPerceptionPerformanceSurvival
IntellectKnowledgeCunningResourcefulness
CharmPersonalityDiplomacyLeadership
Traits1Discipline +5, Greed -5
2Reputation +5, Luck +5, Overconfident -10
3Discipline +15, Greed -15
4Discipline +5, Quick Draw +10, Luck +5, Lecherous -10, Crude -10
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.

olspan=5>Contacts +10, Social Status +10, Allergic (Pollen) -10, Jealous (Other Housemates) -5, Lecherous -5
Housemate
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceBiologyVehicle TechnologyMeteorologyAnthropologyArchaeologySensor Use
CommandSecurityInspireExperienceLeadership*Survival*Coordination/Battle Tactics
CommunicationsGather InformationDiplomacy*NegotiationsDistressBluffIntimidation/Jam
NavigationOrientationVehicle PilotingEvasive ManeuversStealthTargetingBallistics
MedicineIntensive CarePathologyPsychologyLong-Term CareToxicologyXenobiology
EngineeringDamage ControlJury RigSynthesizeMechanicsElectromagnetismQuantum Mechanics
AttributePrimarySecondaryTertiary
AcumenSurvivalPerceptionPerformance
IntellectResourcefulnessCunningKnowledge
CharmDiplomacyLeadershipPersonality
FinesseDexterous ManeuversHiding and SeekingDodge
PhysiqueStaminaConcentrationRecuperation
PowerLiftingThree-Dimensional ManeuversBrawling
Traits1Discipline +5, Creed (Family) -5
2Discipline +5, Reflexes +5, Allergic (Pollen) -10
3Reflexes +15, Creed (Family) -15
4Discipline +5, Contacts +10, Jealous (Other Housemates) -10, Lecherous -10
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.

olspan=5>Wealth +10, Contacts +5, Math Expert +5, Greed -20
Innkeeper
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsNegotiationsXenolinguisticsGather InformationDiplomacy*DistressIntimidation/Bluff
MedicinePsychologyIntensive CarePathologyLong-Term CareToxicologyXenobiology
NavigationCombat ManeuversOrientationStealthEvasive ManeuversVehicle PilotingTargeting
ScienceAnthropologyMeteorologyBiologyVehicle TechnologyArchaeologyGeology
EngineeringSynthesizeJury RigDamage ControlMechanicsElectromagnetismApplied Relativity
CommandSecurityExperienceSurvival*CoordinationInspireBattle Tactics/Leadership*
AttributePrimarySecondaryTertiary
CharmDiplomacyPersonalityLeadership
AcumenPerformancePerceptionSurvival
FinesseHiding and SeekingDodgeDexterous Maneuvers
IntellectKnowledgeResourcefulnessCunning
PowerThree-Dimensional ManeuversLiftingBrawling
PhysiqueConcentrationRecuperationStamina
Traits1Contacts +5, Nerves -5
2Reputation +5, Math Expert +5, Tightwad -10
3Contacts +10, Reputation +5, Nerves -15
4Wealth +20, Greed -10, Tightwad-10
5
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.

olspan=5>Contacts +10, Education +10, Impulsive -20
Interpreter
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsXenolinguisticsGather InformationDiplomacy*DistressJamNegotiations/Bluff
ScienceAnthropologySensor UseVehicle TechnologyPlanetologyArchaeologyAstronomy
MedicinePsychologyXenobiologyLong-Term CareIntensive CarePathologyToxicology
NavigationVehicle PilotingOrientationStealthEvasive ManeuversTargetingBallistics
CommandCoordinationExperienceInspireSecurityBattle TacticsLeadership*
EngineeringApplied RelativityElectromagnetismMechanicsJury RigDamage ControlSynthesize
AttributePrimarySecondaryTertiary
IntellectKnowledgeResourcefulnessCunning
AcumenPerceptionPerformanceSurvival
CharmPersonalityDiplomacyLeadership
FinesseHiding and SeekingDexterous ManeuversDodge
PhysiqueConcentrationRecuperationStamina
PowerThree-Dimensional ManeuversLiftingBrawling
Traits1Linguistic Sense +5, Contacts +5, Allergic (Pollen) -5, Wealth -5
2Contacts +5, Senses (Sight) +5, Intolerant (Translator Technology) -10
3Linguistic Sense +5, Senses (Sight) +5, Education +5, Allergic (Shelled Creatures) -15
4Linguistic Sense +20, Impulsive -5, Intolerant (Lower Classes) -5, Wealth -10
5
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.

olspan=5>Nerves +5, Luck +5, Linguistic Sense +10, Creed (Truth) -20
Journalist
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsGather InformationXenolinguisticsNegotiationsBluffDiplomacy*Distress/Intimidation
ScienceSensor UseAnthropologyVehicle TechnologyMeteorologyBiologyArchaeology
CommandCoordinationExperienceSurvival*InspireLeadership*Security/Battle Tactics
NavigationOrientationVehicle PilotingTargetingEvasive ManeuversStealthBallistics
EngineeringSynthesizeDamage ControlElectromagnetismJury RigMechanicsApplied Relativity
MedicinePsychologyIntensive CareXenobiologyToxicologyLong-Term CarePathology
AttributePrimarySecondaryTertiary
IntellectKnowledgeCunningResourcefulness
AcumenPerceptionSurvivalPerformance
FinesseHiding and SeekingDodgeDexterous Maneuvers
CharmDiplomacyPersonalityLeadership
PhysiqueConcentrationStaminaRecuperation
PowerBrawlingThree-Dimensional ManeuversLifting
Traits1Education +5, Creed(Truth) -5
2Luck +10, Nerves -5, Intolerant (Violence) -5
3Education +15, Nerves -15
4Nerves +20, Intolerant (Violence) -5, Reputation -5, Impulsive -10
5
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.

olspan=5>Memory +10, Ambidexterity +5, Addiction (Alcohol) -15
Laborer
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
EngineeringDamage ControlMechanicsJury RigSynthesizeMetallurgyElectromagnetism
NavigationVehicle PilotingOrientationTargetingBallisticsStealthEvasive Maneuvers
MedicineIntensive CarePsychologyToxicologyLong-Term CareXenobiologyPathology
CommunicationsXenolinguisticsBluffIntimidationGather InformationNegotiationsJam
ScienceAnthropologySensor UseMeteorologyVehicle TechnologyBiologyArchaeology
CommandSurvival*CoordinationSecurityExperienceLeadership*Inspire/Battle Tactics
AttributePrimarySecondaryTertiary
PowerBrawlingLiftingThree-Dimensional Maneuvers
PhysiqueStaminaRecuperationConcentration
AcumenPerformanceSurvivalPerception
FinesseDexterous ManeuversDodgeHiding and Seeking
CharmPersonalityDiplomacyLeadership
IntellectResourcefulnessKnowledgeCunning
Traits1Contacts +5, Luck -5
2Mechanical Sense +10, Luck -5, Crude -5
3Contacts +5, Mechanical Sense +5, Ambidexterity +5, Crude -15
4Memory +20, Luck -10, Addiction (Alcohol) -10
5
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.

olspan=5>Education +5, Discipline +5, Reputation +10, Overconfident -20
Lawyer
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandInspireLeadership*ExperienceCoordinationSurvival*Battle Tactics/Security
CommunicationsNegotiationsDiplomacy*Gather InformationIntimidationBluffXenolinguistics/Distress
ScienceAnthropologySensor UseMeteorologyArchaeologyVehicle TechnologyBiology
EngineeringSynthesizeWeaponryDamage ControlApplied RelativityElectromagnetismJury Rig
MedicinePsychologyToxicologyXenobiologyPathologyLong-Term CareIntensive Care
NavigationOrientationVehicle PilotingStealthEvasive ManeuversCombat ManeuversBallistics
AttributePrimarySecondaryTertiary
AcumenPerceptionPerformanceSurvival
CharmDiplomacyPersonalityLeadership
IntellectCunningKnowledgeResourcefulness
FinesseDodgeHiding and SeekingDexterous Maneuvers
PowerThree-Dimensional ManeuversLiftingBrawling
PhysiqueConcentrationStaminaRecuperation
Traits1Wealth +5, Obsessed (Glory) -5
2Wealth +10, Obsessed (Glory) -5, Addiction (Stimulants) -5
3Discipline +15, Overconfident -15
4Education +20, Obsessed (Glory) -10, Addiction (Hallucinogens) -10
5
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.

olspan=5>Discipline +10, Reflexes +10, Social Status -5, Overconfident -5, Comeliness-10
Martial Artist
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceBiologyGeologyMeteorologyAnthropologyPlanetologyAstronomy
CommandSecuritySurvival*CoordinationBattle TacticsInspireExperience/Ballistics
EngineeringDamage ControlSynthesizeJury RigMechanicsMetallurgyQuantum Mechanics
MedicineToxicologyPsychologyIntensive CareXenobiologyLong-Term CarePathology
CommunicationsXenolinguisticsGather InformationNegotiationsDiplomacy*BluffDistress/Intimidation
NavigationOrientationEvasive ManeuversStealthTargetingCombat ManeuversVehicle Piloting
AttributePrimarySecondaryTertiary
FinesseDexterous ManeuversDodgeHiding and Seeking
PhysiqueConcentrationStaminaRecuperation
PowerBrawlingThree-Dimensional ManeuversLifting
AcumenPerceptionPerformanceSurvival
IntellectKnowledgeResourcefulnessCunning
CharmDiplomacyPersonalityLeadership
Traits1Discipline +5, Nerves +5, Creed (School) -5, Social Status -5
2Nerves +10, Creed (School) -5, Overconfident -5
3Reflexes +15, Creed (School) -15
4Discipline +20, Social Status -10, Comeliness-10
5
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.

olspan=5>Wealth +5, Reputation +5, Education +5, Lecherous -15
Mayor
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandSecurityCoordinationInspireLeadership*Survival*Battle Tactics/Experience
NavigationVehicle PilotingOrientationEvasive ManeuversTargetingBallisticsStealth
CommunicationsDiplomacy*BluffGather InformationDistressNegotiationsXenolinguistics/Jam
EngineeringDamage ControlMechanicsNuclear PhysicsJury RigWeaponrySynthesize
ScienceSensor UseAnthropologyArchaeologyMeteorologyVehicle TechnologyGeology
MedicinePsychologyXenobiologyToxicologyPathologyLong-Term CareIntensive Care
AttributePrimarySecondaryTertiary
CharmLeadershipDiplomacyPersonality
PowerLiftingThree-Dimensional ManeuversBrawling
IntellectCunningKnowledgeResourcefulness
AcumenPerceptionSurvivalPerformance
FinesseDexterous ManeuversHiding and SeekingDodge
PhysiqueStaminaConcentrationRecuperation
Traits1Contacts +5, Reflexes -5
2Contacts +10, Reflexes -5, Greed -5
3Contacts +5, Wealth +5, Education +5, Lecherous -15
4Reputation +20, Reflexes -10, Greed -10
5
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.

olspan=5>Discipline +10, Reputation +5, Crude -15
Mechanic
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
EngineeringDamage ControlElectromagnetismMechanicsJury RigSynthesizeMetallurgy
ScienceVehicle TechnologyAnthropologySensor UseGeologyMeteorologyArchaeology
NavigationVehicle PilotingBallisticsOrientationTargetingStealthEvasive Maneuvers
CommunicationsJamGather InformationXenolinguisticsIntimidationBluffNegotiations
MedicineToxicologyIntensive CarePsychologyXenobiologyPathologyLong-Term Care
CommandCoordinationExperienceSurvival*SecurityBattle TacticsLeadership*/Inspire
AttributePrimarySecondaryTertiary
PhysiqueConcentrationStaminaRecuperation
PowerLiftingBrawlingThree-Dimensional Maneuvers
CharmPersonalityDiplomacyLeadership
FinesseDexterous ManeuversHiding and SeekingDodge
AcumenPerformancePerceptionSurvival
IntellectCunningResourcefulnessKnowledge
Traits1Mechanical Sense +5, Ambidexterity +5, Social Status -5, Wealth -5
2Mechanical Sense +5, Math Expert +5, Social Status -10
3Mechanical Sense +5, Ambidexterity +5, Math Expert +5, Crude -15
4Ambidexterity +5, Discipline +10, Reputation +5, Social Status -10, Wealth -10
5
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.

olspan=5>Nerves +5, Empathic Sense +5, Reflexes +5, Bleeder -15
Medic
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
MedicineXenobiologyLong-Term CareIntensive CarePathologyPsychologyToxicology
NavigationVehicle PilotingEvasive ManeuversCombat ManeuversOrientationStealthTargeting
CommunicationsGather InformationXenolinguisticsNegotiationsDiplomacy*DistressIntimidation/Bluff
ScienceBiologySensor UseAnthropologyMeteorologyArchaeologyGeology
CommandCoordinationExperienceSurvival*InspireLeadership*Security/Battle Tactics
EngineeringSynthesizeDamage ControlJury RigMechanicsMetallurgyNuclear Physics
AttributePrimarySecondaryTertiary
AcumenPerceptionPerformanceSurvival
IntellectKnowledgeResourcefulnessCunning
FinesseDexterous ManeuversHiding and SeekingDodge
CharmPersonalityDiplomacyLeadership
PowerLiftingThree-Dimensional ManeuversBrawling
PhysiqueConcentrationRecuperationStamina
Traits1Discipline +5, Nerves +5, Honesty -5, Allergic (Pollen) -5
2Discipline +5, Empathic Sense +5, Honesty -10
3Discipline +15, Allergic (Stimulants) -15
4Reflexes +20, Honesty -10, Bleeder -10
5
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.

olspan=5>Quick Draw +10, Nerves +10, Temper -20
Mercenary
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandSecurityBattle TacticsExperienceSurvival*CoordinationInspire/Leadership*
MedicineIntensive CareToxicologyPathologyPsychologyXenobiologyLong-Term Care
ScienceSensor UsePlanetologyAstronomyAnthropologyVehicle TechnologyBiology
CommunicationsIntimidationJamGather InformationBluffNegotiationsXenolinguistics
NavigationVehicle PilotingBallisticsCombat ManeuversStealthEvasive ManeuversTargeting
EngineeringJury RigMechanicsWeaponryDamage ControlSynthesizeQuantum Mechanics
AttributePrimarySecondaryTertiary
FinesseDexterous ManeuversHiding and SeekingDodge
PhysiqueStaminaConcentrationRecuperation
PowerBrawlingThree-Dimensional ManeuversLifting
AcumenSurvivalPerceptionPerformance
IntellectResourcefulnessCunningKnowledge
CharmPersonalityDiplomacyLeadership
Traits1Reputation +5, Greed -5
2Reputation +5, Reflexes +5, Temper -10
3Reputation +5, Quick Draw +5, Nerves +5, Social Status -15
4Reflexes +20, Greed -10, Social Status -10
5
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.

olspan=5>Luck +10, Empathic Sense +5, Comeliness-5, Greed -5, Reputation -5
Merchant
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsNegotiationsXenolinguisticsBluffGather InformationDiplomacy*Distress/Intimidation
NavigationVehicle PilotingStealthEvasive ManeuversOrientationBallisticsMarksmanship
ScienceAnthropologyArchaeologySensor UseGeologyBiologyMeteorology
CommandCoordinationExperienceSecuritySurvival*InspireLeadership*/Battle Tactics
EngineeringDamage ControlMechanicsJury RigQuantum MechanicsMetallurgyElectromagnetism
MedicinePsychologyXenobiologyToxicologyIntensive CarePathologyLong-Term Care
AttributePrimarySecondaryTertiary
IntellectKnowledgeResourcefulnessCunning
AcumenPerceptionPerformanceSurvival
PhysiqueConcentrationRecuperationStamina
CharmDiplomacyPersonalityLeadership
FinesseDexterous ManeuversHiding and SeekingDodge
PowerLiftingThree-Dimensional ManeuversBrawling
Traits1Math Expert +5, Nerves -5
2Math Expert +10, Nerves -5, Comeliness-5
3Luck +15, Greed -15
4Empathic Sense +20, Nerves -10, Comeliness-5, Reputation -5
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.

olspan=5>Memory +10, Temper +10, Social Status -20
Monk
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
MedicineLong-Term CareToxicologyPsychologyPathologyXenobiologyIntensive Care
CommunicationsDiplomacy*Gather InformationDistressBluffXenolinguisticsNegotiations/Intimidation
EngineeringJury RigDamage ControlMechanicsMetallurgyElectromagnetismNuclear Physics
ScienceArchaeologyBiologyAnthropologyMeteorologySensor UseAstronomy
NavigationOrientationVehicle PilotingTargetingBallisticsEvasive ManeuversStealth
CommandExperienceCoordinationSurvival*Leadership*InspireSecurity/Battle Tactics
AttributePrimarySecondaryTertiary
IntellectKnowledgeResourcefulnessCunning
AcumenPerceptionSurvivalPerformance
FinesseDexterous ManeuversDodgeHiding and Seeking
CharmDiplomacyPersonalityLeadership
PhysiqueConcentrationRecuperationStamina
PowerThree-Dimensional ManeuversLiftingBrawling
Traits1Discipline +5, Reputation+5, Creed (Faith) -5, Intolerant (Violence) -5
2Discipline +5, Memory +5, Creed (Deity) -10
3Reputation +15, Wealth -15
4Temper +20, Intolerant (Violence) -10, Wealth -5, Social Status -5
5
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.

olspan=5>Reflexes +5, Memory +5, Math Expert +5, Phobic (Mistakes) -15
Musician
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceAnthropologyVehicle TechnologyMeteorologyArchaeologySensor UseGeology
CommunicationsXenolinguisticsBluffGather InformationDistressNegotiationsJam
EngineeringSynthesizeElectromagnetismApplied RelativityMetallurgyJury RigDamage Control
MedicinePsychologyPathologyIntensive CareXenobiologyLong-Term CareToxicology
NavigationVehicle PilotingEvasive ManeuversStealthOrientationTargetingBallistics
CommandInspireCoordinationExperienceLeadership*SecurityBattle Tactics/Survival*
AttributePrimarySecondaryTertiary
AcumenPerformancePerceptionSurvival
CharmPersonalityDiplomacyLeadership
IntellectKnowledgeResourcefulnessCunning
FinesseDodgeDexterous ManeuversHiding and Seeking
PowerLiftingBrawlingThree-Dimensional Maneuvers
PhysiqueConcentrationRecuperationStamina
Traits1Contacts +5, Comeliness+5, Phobic (Failure) -5, Nerves -5
2Contacts +5, Reflexes +5, Addiction (Alcohol) -10
3Contacts +10, Comeliness+5, Phobic (Failure) -15
4Comeliness+5, Memory +10, Math Expert +5, Nerves -10, Addiction (Hallucinogens) -10
5
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).

olspan=5>Contacts +10, Social Status +10, Greed -20
Nobleman
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsXenolinguisticsDiplomacy*NegotiationsGather InformationDistressBluff/Intimidation
CommandExperienceCoordinationLeadership*InspireBattle TacticsSecurity/Survival*
MedicineToxicologyPsychologyXenobiologyLong-Term CareIntensive CarePathology
EngineeringJury RigSynthesizeWeaponryMetallurgyElectromagnetismDamage Control
ScienceAnthropologySensor UseMeteorologyArchaeologyBiologyVehicle Technology
NavigationVehicle PilotingTargetingBallisticsStealthEvasive ManeuversOrientation
AttributePrimarySecondaryTertiary
AcumenPerformancePerceptionSurvival
IntellectKnowledgeCunningResourcefulness
FinesseDexterous ManeuversDodgeHiding and Seeking
CharmDiplomacyPersonalityLeadership
PowerThree-Dimensional ManeuversLiftingBrawling
PhysiqueConcentrationRecuperationStamina
Traits1Contacts +5, Creed (Sovereign) -5
2Reputation +5, Discipline +5, Creed (Sovereign) -10
3Wealth +15, Intolerant (Lower Classes) -15
4Reputation +20, Creed (Sovereign) -10, Intolerant (Lower Classes) -5, Greed -5
5
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.

olspan=5>Comeliness+20, Wealth -10, Honesty -5, Luck -5
Nurse
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
MedicineXenobiologyLong-Term CareIntensive CarePathologyPsychologyToxicology
ScienceBiologyAnthropologySensor UseMeteorologyGeologyVehicle Technology
CommunicationsGather InformationIntimidationDiplomacy*DistressBluffNegotiations/Xenolinguistics
EngineeringSynthesizeJury RigDamage ControlNuclear PhysicsMechanicsApplied Relativity
NavigationVehicle PilotingOrientationEvasive ManeuversCombat ManeuversTargetingBallistics
CommandCoordinationExperienceLeadership*Survival*InspireSecurity/Battle Tactics
AttributePrimarySecondaryTertiary
AcumenPerceptionPerformanceSurvival
IntellectKnowledgeCunningResourcefulness
FinesseDexterous ManeuversDodgeHiding and Seeking
CharmDiplomacyPersonalityLeadership
PhysiqueConcentrationStaminaRecuperation
PowerLiftingThree-Dimensional ManeuversBrawling
Traits1Nerves +5, Discipline +5, Wealth -5, Temper -5
2Nerves +5, Empathic Sense +5, Temper -10
3Empathic Sense +15, Honesty -15
4Comeliness+20, Wealth -10, Honesty -5, Luck -5
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.

olspan=5>Discipline +5, Education +5, Reputation +5, Addiction (Alcohol) -15
Officer
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandInspireSecurityBattle TacticsCoordinationLeadership*Experience/Survival*
ScienceSensor UseAnthropologyGeologyMeteorologyBiologyArchaeology
NavigationOrientationVehicle PilotingBallisticsCombat ManeuversEvasive ManeuversStealth
CommunicationsNegotiationsGather InformationIntimidationBluffDiplomacy*Distress/Jam
EngineeringDamage ControlJury RigMetallurgyWeaponryNuclear PhysicsQuantum Mechanics
MedicineIntensive CarePsychologyToxicologyXenobiologyLong-Term CarePathology
AttributePrimarySecondaryTertiary
CharmDiplomacyLeadershipPersonality
IntellectKnowledgeCunningResourcefulness
AcumenPerceptionPerformanceSurvival
FinesseDodgeDexterous ManeuversHiding and Seeking
PhysiqueRecuperationConcentrationStamina
PowerBrawlingThree-Dimensional ManeuversLifting
Traits1Social Status +5, Discipline +5, Overconfident -5, Temper -5
2Social Status +5, Education +5, Obsessed (Glory) -10
3Social Status +5, Discipline +5, Addiction (Stimulants) -15
4Reputation =20, Overconfident -10, Obsessed (Glory) -5, Addiction (Alcohol) -5
5
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.

olspan=5>Education +10, Memory +5, Bleeder -15
Pharmacist
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
MedicineToxicologyPathologyPsychologyXenobiologyLong-Term CareIntensive Care
ScienceGeologyBiologyAnthropologyVehicle TechnologySensor UseMeteorology
EngineeringSynthesizeDamage ControlNuclear PhysicsMetallurgyJury RigQuantum Mechanics
CommunicationsGather InformationNegotiationsDiplomacy*XenolinguisticsBluffJam/Distress
NavigationOrientationVehicle PilotingStealthTargetingBallisticsEvasive Maneuvers
CommandCoordinationExperienceLeadership*InspireSecuritySurvival*/Battle Tactics
AttributePrimarySecondaryTertiary
IntellectKnowledgeResourcefulnessCunning
AcumenPerceptionPerformanceSurvival
FinesseDexterous ManeuversHiding and SeekingDodge
CharmPersonalityDiplomacyLeadership
PhysiqueConcentrationRecuperationStamina
PowerLiftingThree-Dimensional ManeuversBrawling
Traits1Education +5, Phobic (Mistakes) -5
2Education +5, Empathic Sense +5, Phobic (Lawsuits) -10
3Empathic Sense +5, Scientific Sense +5, Memory +5, Allergic (Pollen) -15
4Scientific Sense +20, Phobic (Violence) -5, Allergic (Certain Foods) -10, Bleeder -5
5
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.

olspan=5>Senses (Sound) +10, Reflexes +10, Lecherous -20
Pilot
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
NavigationVehicle PilotingOrientationEvasive ManeuversCombat ManeuversTargetingBallistics
ScienceSensor UseVehicle TechnologyAstronomyGeologyAnthropologyArchaeology
CommandSecurityBattle TacticsExperienceCoordinationInspireLeadership*
EngineeringDamage ControlJury RigMechanicsMetallurgyWeaponryNuclear Physics
MedicineIntensive CarePsychologyLong-Term CareToxicologyPathologyXenobiology
CommunicationsGather InformationXenolinguisticsJamBluffIntimidationDistress
AttributePrimarySecondaryTertiary
FinesseDexterous ManeuversDodgeHiding and Seeking
IntellectKnowledgeResourcefulnessCunning
PowerThree-Dimensional ManeuversBrawlingLifting
PhysiqueStaminaConcentrationRecuperation
CharmPersonalityLeadershipDiplomacy
AcumenPerceptionPerformanceSurvival
Traits1Navigational Sense +5, Senses (Sight) +5, Overconfident -5, Impulsive -5
2Navigational Sense +10, Overconfident -5, Discipline -5
3Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Overconfident -15
4Reflexes +20, Impulsive -10, Discipline -5, Lecherous -5
5
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.

olspan=5>Math Expert +10, Luck +10, Reputation -10, Tightwad -5, Greed -5
Pimp
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsIntimidationGather InformationNegotiationsBluffXenolinguisticsDiplomacy*/Jam
NavigationVehicle PilotingStealthEvasive ManeuversBallisticsTargetingCombat Maneuvers
CommandSecuritySurvival*ExperienceCoordinationBattle TacticsLeadership*/Inspire
ScienceAnthropologyArchaeologyVehicle TechnologyMeteorologyBiologySensor Use
MedicinePsychologyPathologyToxicologyXenobiologyIntensive CareLong-Term Care
EngineeringMechanicsWeaponryMetallurgyJury RigElectromagnetismDamage Control
AttributePrimarySecondaryTertiary
CharmPersonalityDiplomacyLeadership
IntellectCunningResourcefulnessKnowledge
FinesseHiding and SeekingDodgeDexterous Maneuvers
PhysiqueConcentrationRecuperationStamina
AcumenPerceptionPerformanceSurvival
PowerBrawlingLiftingThree-Dimensional Maneuvers
Traits1Wealth +5, Social Status -5
2Wealth +10, Social Status -5, Reputation -5
3Wealth +10, Contacts +5, Social Status -15
4Contacts +10, Math Expert +5, Luck +5, Tightwad -10, Greed -10
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.

olspan=5>Luck +10, Reputation +10, Crude -20
Pirate
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsGather InformationIntimidationBluffJamNegotiationsXenolinguistics
NavigationVehicle PilotingOrientationBallisticsTargetingCombat ManeuversStealth
EngineeringDamage ControlJury RigWeaponryMechanicsElectromagnetismSynthesize
CommandSecurityBattle TacticsExperienceSurvival*CoordinationInspire/-
ScienceSensor UseGeologyArchaeologyAnthropologyMeteorologyVehicle Technology
MedicinePsychologyToxicologyIntensive CarePathologyLong-Term CareXenobiology
AttributePrimarySecondaryTertiary
FinesseHiding and SeekingDexterous ManeuversDodge
IntellectResourcefulnessCunningKnowledge
CharmDiplomacyPersonalityLeadership
PowerBrawlingThree-Dimensional ManeuversLifting
PhysiqueStaminaConcentrationRecuperation
AcumenPerceptionSurvivalPerformance
Traits1Quick Draw +5, Navigational Sense +5, Social Status -5, Greed -5
2Navigational Sense +10, Social Status -5, Lecherous -5
3Quick Draw +5, Reputation +10, Social Status -15
4Luck +20, Greed -10, Lecherous -5, Crude -5
5
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.

olspan=5>Reputation +5, Discipline +5, Contacts +5, Glutton -15
Politician
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsNegotiationsGather InformationDiplomacy*BluffXenolinguisticsIntimidation/Distress
CommandInspireLeadership*CoordinationExperienceSurvival*Security/Battle Tactics
NavigationStealthEvasive ManeuversOrientationVehicle PilotingTargetingCombat Maneuvers
EngineeringSynthesizeDamage ControlElectromagnetismMetallurgyJury RigQuantum Mechanics
MedicinePsychologyToxicologyIntensive CareXenobiologyPathologyLong-Term Care
ScienceAnthropologyArchaeologyVehicle TechnologyMeteorologySensor UseAstronomy
AttributePrimarySecondaryTertiary
CharmDiplomacyLeadershipPersonality
IntellectCunningKnowledgeResourcefulness
AcumenPerformancePerceptionSurvival
FinesseHiding and SeekingDodgeDexterous Maneuvers
PowerThree-Dimensional ManeuversLiftingBrawling
PhysiqueConcentrationRecuperationStamina
Traits1Wealth +5, Reputation +5, Addiction (Alcohol) -5, Glutton -5
2Wealth +10, Addiction (Painkillers) -5, Obsessed (Glory) -5
3Discipline +5, Contacts +10, Obsessed (Glory) -15
4Wealth +20, Addiction (Stimulants) -5, Obsessed (Glory) -10, Glutton -5
5
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.

olspan=5>Discipline +10, Social Status +5, Reputation +5, Creed (Deity) -20
Priest
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsNegotiationsXenolinguisticsDiplomacy*Gather InformationBluffDistress/Jam
CommandInspireSurvival*Leadership*CoordinationExperienceSecurity/Battle Tactics
MedicinePsychologyToxicologyLong-Term CareIntensive CarePathologyXenobiology
NavigationVehicle PilotingOrientationBallisticsTargetingEvasive ManeuversStealth
ScienceAnthropologySensor UseMeteorologyArchaeologyBiologyVehicle Technology
EngineeringMechanicsDamage ControlJury RigElectromagnetismMetallurgySynthesize
AttributePrimarySecondaryTertiary
CharmDiplomacyPersonalityLeadership
AcumenPerformancePerceptionSurvival
IntellectKnowledgeCunningResourcefulness
FinesseDexterous ManeuversDodgeHiding and Seeking
PowerBrawlingThree-Dimensional ManeuversLifting
PhysiqueConcentrationStaminaRecuperation
Traits1Empathic Sense +5, Education +5, Creed (Congregation) -5, Intolerant (Violence) -5
2Empathic Sense +5, Discipline +5, Wealth -10
3Empathic Sense +5, Education +5, Discipline +5, Creed (Religion) -15
4Education +5, Social Status +5, Reputation +10, Intolerant (Violence) -10, Wealth -10
5
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.

olspan=5>Mechanical Sense +10, Reflexes +10, Glutton -10, Lecherous -5, Bleeder -5
Programmer
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceSensor UseVehicle TechnologyAnthropologyMeteorologyAstronomyBiology
EngineeringDamage ControlJury RigSynthesizeMechanicsApplied RelativityElectromagnetism
NavigationStealthEvasive ManeuversVehicle PilotingOrientationTargetingBallistics
CommunicationsGather InformationJamXenolinguisticsDistressBluffNegotiations
CommandSecurityBattle TacticsCoordinationExperienceSurvival*Leadership*/Inspire
MedicinePsychologyXenobiologyLong-Term CareIntensive CareToxicologyPathology
AttributePrimarySecondaryTertiary
IntellectResourcefulnessCunningKnowledge
FinesseHiding and SeekingDexterous ManeuversDodge
AcumenPerformancePerceptionSurvival
CharmPersonalityDiplomacyLeadership
PowerLiftingBrawlingThree-Dimensional Maneuvers
PhysiqueRecuperationConcentrationStamina
Traits1Scientific Sense +5, Comeliness-5
2Scientific Sense +5, Mechanical Sense +5, Comeliness-10
3Scientific Sense +10, Education +5, Glutton -15
4Mechanical Sense +5, Education +10, Reflexes +5, Lecherous -10, Bleeder -10
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.

olspan=5>Mechanical Sense +10, Senses (Sound) +10, Crude -20
Prospector
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
NavigationVehicle PilotingOrientationTargetingStealthEvasive ManeuversBallistics
CommunicationsXenolinguisticsBluffNegotiationsGather InformationDistressJam
ScienceGeologyMeteorologySensor UseBiologyArchaeologyAnthropology
MedicineToxicologyIntensive CarePsychologyLong-Term CarePathologyXenobiology
EngineeringMetallurgyMechanicsJury RigDamage ControlWeaponryElectromagnetism
CommandSurvival*SecurityBattle TacticsCoordinationLeadership*Experience/Inspire
AttributePrimarySecondaryTertiary
AcumenSurvivalPerceptionPerformance
CharmLeadershipPersonalityDiplomacy
PhysiqueRecuperationStaminaConcentration
PowerLiftingThree-Dimensional ManeuversBrawling
IntellectResourcefulnessKnowledgeCunning
FinesseHiding and SeekingDexterous ManeuversDodge
Traits1Navigational Sense +5, Mechanical Sense +5, Crude -5, Luck -5
2Navigational Sense +5, Nerves +5, Crude -10
3Navigational Sense +5, Mechanical Sense +5, Nerves +5, Health -15
4Senses (Sound) +20, Luck -10, Health -10
5
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.

olspan=5>Linguistic Sense +10, Wealth +10, Greed -5, Health -10, Lecherous -5
Prostitute
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsGather InformationNegotiationsBluffXenolinguisticsDistressDiplomacy*/Intimidation
ScienceAnthropologyBiologyVehicle TechnologyMeteorologySensor UseArchaeology
CommandCoordinationSurvival*ExperienceInspireLeadership*Security/Battle Tactics
MedicinePathologyPsychologyLong-Term CareIntensive CareToxicologyXenobiology
NavigationOrientationVehicle PilotingStealthEvasive ManeuversBallisticsTargeting
EngineeringSynthesizeMechanicsJury RigElectromagnetismDamage ControlQuantum Mechanics
AttributePrimarySecondaryTertiary
AcumenPerformancePerceptionSurvival
IntellectCunningKnowledgeResourcefulness
CharmPersonalityDiplomacyLeadership
FinesseHiding and SeekingDexterous ManeuversDodge
PhysiqueStaminaRecuperationConcentration
PowerLiftingBrawlingThree-Dimensional Maneuvers
Traits1Comeliness+5, Greed -5
2Comeliness+5, Contacts +5, Social Status -10
3Contacts +5, Linguistic Sense +_5, Wealth +5, Social Status -15
4Comeliness+20, Health -10, Lecherous -10
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.

olspan=5>Memory +10, Scientific Sense +5, Nerves -5, Glutton -5, Curious -5
Radioman
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsXenolinguisticsGather InformationDistressJamBluffNegotiations
NavigationVehicle PilotingStealthEvasive ManeuversOrientationTargetingBallistics
ScienceAnthropologySensor UseArchaeologyGeologyMeteorologyVehicle Technology
EngineeringDamage ControlElectromagnetismApplied RelativityJury RigMechanicsQuantum Mechanics
CommandCoordinationExperienceInspireSurvival*SecurityBattle Tactics/-
MedicinePsychologyPathologyIntensive CareXenobiologyToxicologyLong-Term Care
AttributePrimarySecondaryTertiary
AcumenPerformancePerceptionSurvival
PowerThree-Dimensional ManeuversLiftingBrawling
IntellectKnowledgeCunningResourcefulness
PhysiqueConcentrationRecuperationStamina
FinesseDexterous ManeuversHiding and SeekingDodge
CharmDiplomacyPersonalityLeadership
Traits1Linguistic Sense +5, Scientific Sense +5, Bleeder -5, Nerves -5
2Linguistic Sense +5, Memory +5, Curious -10
3Linguistic Sense +10,Senses (Sound) +5, Curious -15
4Scientific Sense +10, Senses (Sound) +10, Bleeder -20
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.

olspan=5>Ambidexterity +10, Health +5, Phobic (Arachnids) -5, Allergic (Pollen) -5, Bleeder -5
Rancher
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceBiologyMeteorologyGeologyAnthropologyArchaeologyVehicle Technology
CommandSecurityCoordinationInspireExperienceSurvival*Leadership*/Battle Tactics
NavigationVehicle PilotingOrientationCombat ManeuversBallisticsTargetingStealth
MedicinePsychologyIntensive CarePathologyLong-Term CareXenobiologyToxicology
CommunicationsGather InformationNegotiationsDiplomacy*XenolinguisticsIntimidationBluff/Distress
EngineeringMechanicsJury RigDamage ControlMetallurgyWeaponryElectromagnetism
AttributePrimarySecondaryTertiary
FinesseDexterous ManeuversDodgeHiding and Seeking
PhysiqueStaminaConcentrationRecuperation
IntellectKnowledgeResourcefulnessCunning
AcumenSurvivalPerceptionPerformance
PowerBrawlingThree-Dimensional ManeuversLifting
CharmDiplomacyLeadershipPersonality
Traits1Health +5, Phobic (Reptilians) -5
2Health +10, Phobic (Poverty) -5, Allergic (Pollen) -5
3Health +5, Memory +5, Luck +5, Allergic (Venom) -15
4Memory +10, Luck +10, Education -20
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.

olspan=5>Scientific Sense +10, Math Expert +5, Education +5, Addiction (Stimulants) -20
Researcher
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceBiologySensor UseAnthropologyArchaeologyGeologyMeteorology
MedicineLong-Term CareToxicologyXenobiologyPathologyIntensive CarePsychology
EngineeringSynthesizeMetallurgyApplied RelativityNuclear PhysicsElectromagnetismQuantum Mechanics
CommunicationsGather InformationXenolinguisticsNegotiationsDiplomacy*DistressJam/Bluff
NavigationVehicle PilotingOrientationEvasive ManeuversStealthTargetingBallistics
CommandCoordinationLeadership*ExperienceInspireSecuritySurvival*/Battle Tactics
AttributePrimarySecondaryTertiary
IntellectKnowledgeResourcefulnessCunning
CharmDiplomacyPersonalityLeadership
PhysiqueConcentrationRecuperationStamina
AcumenPerceptionPerformanceSurvival
FinesseDexterous ManeuversHiding and SeekingDodge
PowerThree-Dimensional ManeuversLiftingBrawling
Traits1Reputation +5, Scientific Sense +5, Addiction (Stimulants) -5, Comeliness-5
2Reputation +5, Scientific Sense +5, Comeliness-10
3Education +5, Math Expert +5, Scientific Sense +5, Overconfident -15
4Math Expert +20, Allergic (Pollen) -5, Overconfident -5, Obsessed (Research) -10
5
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.

olspan=5>Social Status +10, Education +20, Allergic (Pollen) -5, Phobic (Vermin) -5, Nerves -10
Scholar
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsGather InformationXenolinguisticsDiplomacy*DistressNegotiationsBluff/Intimidation
ScienceSensor UseArchaeologyAnthropologyBiologyGeologyMeteorology
EngineeringDamage ControlSynthesizeJury RigMechanicsApplied RelativityNuclear Physics
NavigationOrientationVehicle PilotingStealthEvasive ManeuversBallisticsTargeting
CommandBattle TacticsCoordinationExperienceLeadership*InspireSurvival*/Security
MedicinePathologyPsychologyXenobiologyToxicologyLong-Term CareIntensive Care
AttributePrimarySecondaryTertiary
IntellectResourcefulnessKnowledgeCunning
FinesseDodgeDexterous ManeuversHiding and Seeking
AcumenPerformancePerceptionSurvival
PhysiqueConcentrationRecuperationStamina
CharmPersonalityDiplomacyLeadership
PowerThree-Dimensional ManeuversBrawlingLifting
Traits1Contacts +5, Education +5, Social Status -5, Allergic (Insectoid Bites) -5
2Contacts +5, Education +5, Nerves -10
3Contacts +5, Education +5, Math Expert +5, Social Status -15
4Social Status +5, Contacts +10, Education +5, Allergic (Mollusks) -10, Phobic (Failure) -10
5
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.

olspan=5>Navigational Sense +10, Senses (Sight) +10, Curious -20
Scout
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
NavigationVehicle PilotingStealthEvasive ManeuversOrientationTargetingBallistics
ScienceMeteorologyAnthropologyArchaeologyBiologyGeologyPlanetology
CommunicationsGather InformationXenolinguisticsJamNegotiationsDiplomacy*Distress/Bluff
MedicineToxicologyPathologyPsychologyIntensive CareXenobiologyLong-Term Care
CommandSurvival*SecurityExperienceCoordinationLeadership*Battle Tactics/Inspire
EngineeringMechanicsMetallurgyWeaponryElectromagnetismJury RigSynthesize
AttributePrimarySecondaryTertiary
PhysiqueConcentrationRecuperationStamina
IntellectResourcefulnessCunningKnowledge
AcumenSurvivalPerceptionPerformance
FinesseHiding and SeekingDexterous ManeuversDodge
CharmPersonalityDiplomacyLeadership
PowerThree-Dimensional ManeuversLiftingBrawling
Traits1Navigational Sense +5, Senses (Sight) +5, Comeliness-5, Education -5
2Scientific Sense +5, Navigational Sense +5, Curious -10
3Reflexes +5, Senses (Sight) +5, Scientific Sense +5, Curious -15
4Reflexes +20, Scientific Sense +5, Senses (Sight) +5, Education-10, Comeliness-10
5
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.

olspan=5>Discipline +10, Quick Draw +5, Health -15
Security Officer
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandSecurityCoordinationSurvival*Battle TacticsExperienceLeadership*/Inspire
NavigationTargetingBallisticsVehicle PilotingCombat ManeuversEvasive ManeuversOrientation
MedicineIntensive CarePsychologyToxicologyXenobiologyLong-Term CarePathology
EngineeringJury RigDamage ControlMechanicsMetallurgyWeaponryApplied Relativity
CommunicationsGather InformationXenolinguisticsIntimidationDiplomacy*NegotiationsBluff/Distress
ScienceSensor UseVehicle TechnologyAnthropologyArchaeologyMeteorologyBiology
AttributePrimarySecondaryTertiary
PhysiqueStaminaConcentrationRecuperation
FinesseDexterous ManeuversHiding and SeekingDodge
AcumenPerceptionPerformanceSurvival
PowerBrawlingThree-Dimensional ManeuversLifting
CharmPersonalityLeadershipDiplomacy
IntellectCunningKnowledgeResourcefulness
Traits1Social Status +5, Temper -5
2Social Status +10, Temper -5, Wealth -5
3Social Status +5, Discipline +10, Health -15
4Quick Draw +20, Temper -10, Wealth -10
5
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.

olspan=5>Memory +5, Luck +5, Ambidexterity +5, Education -15
Settler
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceBiologyGeologyMeteorologyPlanetologyVehicle TechnologyAnthropology
EngineeringJury RigMechanicsSynthesizeMetallurgyDamage ControlWeaponry
NavigationBallisticsOrientationVehicle PilotingTargetingStealthEvasive Maneuvers
MedicinePsychologyIntensive CareLong-Term CarePathologyToxicologyXenobiology
CommandSecuritySurvival*CoordinationLeadership*InspireExperience/Battle Tactics
CommunicationsGather InformationNegotiationsDiplomacy*DistressBluffXenolinguistics/Intimidation
AttributePrimarySecondaryTertiary
PowerLiftingThree-Dimensional ManeuversBrawling
FinesseDexterous ManeuversDodgeHiding and Seeking
AcumenSurvivalPerceptionPerformance
PhysiqueStaminaConcentrationRecuperation
CharmDiplomacyPersonalityLeadership
IntellectResourcefulnessKnowledgeCunning
Traits1Health +10, Phobic (Death) -10
2Health +5, Luck +5, Allergic (Certain Foods) -10
3Health +5, Luck +5, Memory +5, Phobic (Deity) -15
4Health +10, Memory +5, Ambidexterity +5, Allergic (Pollen) -10, Bleeder -10
5
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.

olspan=5>Memory +10, Math Expert +10, Reputation -10, Glutton -5, Greed -5
Shopkeeper
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommandCoordinationExperienceLeadership*InspireSecurityBattle Tactics/Survival*
CommunicationsNegotiationsDiplomacy*Gather InformationXenolinguisticsBluffIntimidation*/Jam
ScienceAnthropologyArchaeologyVehicle TechnologyMeteorologySensor UseGeology
EngineeringJury RigSynthesizeMechanicsDamage ControlMetallurgyWeaponry
MedicinePsychologyIntensive CareToxicologyLong-Term CareXenobiologyPathology
NavigationVehicle PilotingBallisticsOrientationTargetingStealthEvasive Maneuvers
AttributePrimarySecondaryTertiary
CharmDiplomacyPersonalityLeadership
IntellectCunningKnowledgeResourcefulness
FinesseHiding and SeekingDodgeDexterous Maneuvers
AcumenPerformancePerceptionSurvival
PhysiqueConcentrationStaminaRecuperation
PowerLiftingThree-Dimensional ManeuversBrawling
Traits1Wealth +5, Greed -5
2Wealth +5, Math Expert +5, Tightwad -10
3Wealth +5, Memory +5, Math Expert +5, Glutton -15
4Social Status +5, Memory +10, Reputation +5, Greed -10, Tightwad -10
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.

olspan=5>Empathic Sense +5, Math Expert +10, Obsessed (Alcohol Abstinence) -5, Intolerant (Drunkards) -5, Temper -10
Smithy
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsIntimidationNegotiationsJamGather InformationXenolinguisticsBluff
NavigationVehicle PilotingTargetingBallisticsOrientationStealthEvasive Maneuvers
ScienceBiologyGeologyArchaeologyMeteorologyVehicle TechnologyAnthropology
MedicineIntensive CareToxicologyPsychologyLong-Term CareXenobiologyPathology
EngineeringSynthesizeMetallurgyMechanicsJury RigDamage ControlWeaponry
CommandSecurityCoordinationExperienceLeadership*Survival*Inspire/Battle Tactics
AttributePrimarySecondaryTertiary
CharmPersonalityDiplomacyLeadership
PowerBrawlingLiftingThree-Dimensional Maneuvers
FinesseDexterous ManeuversHiding and SeekingDodge
PhysiqueStaminaConcentrationRecuperation
IntellectResourcefulnessKnowledgeCunning
AcumenPerformancePerceptionSurvival
Traits1Mechanical Sense +5 Curious +5
2Mechanical Sense +5, Health +5, Temper -10
3Mechanical Sense +5, Health +5, Math Expert +5, Intolerant (Drunkards) -15
4Health +10, Empathic Sense +10, Obsessed (Alcohol Abstinence) -20
5
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.

olspan=5>Discipline +10, Reflexes +5, Education -5, Creed (Protect Nation) -5, Overconfident -5
Soldier
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
NavigationBallisticsTargetingCombat ManeuversStealthEvasive ManeuversVehicle Piloting
EngineeringWeaponryDamage ControlJury RigMetallurgyMechanicsSynthesize
CommandSecurityBattle TacticsCoordinationSurvival*Leadership*Inspire/Experience
CommunicationsIntimidationGather InformationJamBluffDistressNegotiations
ScienceSensor UseMeteorologyVehicle PilotingAnthropologyArchaeologyBiology
MedicineToxicologyIntensive CarePsychologyLong-Term CareXenobiologyPathology
AttributePrimarySecondaryTertiary
PowerBrawlingThree-Dimensional ManeuversLifting
CharmPersonalityLeadershipDiplomacy
FinesseDexterous ManeuversDodgeHiding and Seeking
AcumenPerceptionSurvivalPerformance
PhysiqueStaminaRecuperationConcentration
IntellectKnowledgeResourcefulnessCunning
Traits1Reflexes +5, Discipline +5, Overconfident -5, Lecherous -5
2Discipline +5, Social Status +5, Education -10
3Senses (Sight) +10, Social Status +5, Overconfident -15
4Reflexes +10, Senses (Sight) +5, Social Status +5, Lecherous -10, Overconfident -10
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.

olspan=5>Linguistic Sense +10, Senses (Sound) +10, Lecherous -5, Curious -5, Overconfident -10
Spy
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsGather InformationNegotiationsBluffXenolinguisticsDiplomacy*Jam/Distress
ScienceSensor UseAnthropologyArchaeologyVehicle TechnologyGeologyBiology
NavigationStealthEvasive ManeuversOrientationVehicle PilotingTargetingBallistics
MedicineToxicologyPsychologyPathologyXenobiologyIntensive CareLong-Term Care
EngineeringJury RigSynthesizeMechanicsMetallurgyWeaponryQuantum Mechanics
CommandSecurityBattle TacticsCoordinationSurvival*InspireLeadership*/Experience
AttributePrimarySecondaryTertiary
CharmPersonalityDiplomacyLeadership
AcumenPerceptionPerformanceSurvival
FinesseHiding and SeekingDexterous ManeuversDodge
IntellectCunningResourcefulnessKnowledge
PowerBrawlingThree-Dimensional ManeuversLifting
PhysiqueConcentrationStaminaRecuperation
Traits1Navigational Sense +5, Impulsive +5
2Navigational Sense +5, Memory +5, Curious -10
3Navigational Sense +5, Linguistic Sense +5, Memory +5, Lecherous -15
4Memory +10, Senses (Sound) +10, Impulsive -20
5
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.

olspan=5>Mechanical Sense +10, Scientific Sense +5, Addiction (Tobacco) -5, Crude -5, Comeliness-5
Surveyor
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
NavigationOrientationTargetingVehicle PilotingMarksmanshipEvasive ManeuversStealth
EngineeringMechanicsDamage ControlJury RigSynthesizeMetallurgyQuantum Mechanics
ScienceArchaeologySensor UseAnthropologyGeologyVehicle TechnologyPlanetology
CommunicationsGather InformationXenolinguisticsNegotiationsDiplomacy*IntimidationBluff/Distress
CommandCoordinationExperienceSurvival*SecurityLeadership*Inspire/Battle Tactics
MedicineIntensive CarePsychologyToxicologyLong-Term CarePathologyXenobiology
AttributePrimarySecondaryTertiary
AcumenPerceptionSurvivalPerformance
IntellectResourcefulnessKnowledgeCunning
FinesseHiding and SeekingDexterous ManeuversDodge
PowerThree-Dimensional ManeuversLiftingBrawling
PhysiqueConcentrationStaminaRecuperation
CharmDiplomacyPersonalityLeadership
Traits1Math Expert +5, Crude -5
2Math Expert +5, Scientific Sense +5, Comeliness-10
3Math Expert+10, Mechanical Sense +5, Scientific Sense +5, Luck -15
4Education +10, Mechanical Sense +5, Scientific Sense +5, Addiction (Alcohol) -10, Crude -10
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.

olspan=5>Senses (Sound) +5, Senses (Sight) +10, Impulsive -10, Honesty -5, Wealth -5
Teacher
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceAnthropologyBiologyGeologyMeteorologyArchaeologyAstronomy
CommunicationsXenolinguisticsGather InformationDiplomacy*NegotiationsIntimidationBluff/Distress
CommandInspireExperienceLeadership*CoordinationSecuritySurvival*/Battle Tactics
EngineeringDamage ControlJury RigMechanicsSynthesizeApplied RelativityElectromagnetism
MedicinePsychologyIntensive CarePathologyToxicologyLong-Term CareXenobiology
NavigationOrientationVehicle PilotingEvasive ManeuversStealthCombat ManeuversBallistics
AttributePrimarySecondaryTertiary
IntellectKnowledgeCunningResourcefulness
AcumenPerceptionPerformanceSurvival
CharmLeadershipDiplomacyPersonality
PhysiqueStaminaConcentrationRecuperation
FinesseHiding and SeekingDodgeDexterous Maneuvers
PowerLiftingThree-Dimensional ManeuversBrawling
Traits1Education +5, Discipline +5, Honesty -5, Wealth -5
2Education +5, Senses (Sight) +5,Wealth -10
3Education +5, Senses (Sight) +5, Senses (Sound) +5, Bleeder -15
4Discipline +10, Senses (Sound) +10, Honesty -20
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.

olspan=5>Nerves +10, Memory +10, Reflexes -5, Bleeder -10, Luck -5
Technician
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
EngineeringDamage ControlJury RigMechanicsSynthesizeMetallurgyQuantum Mechanics
NavigationOrientationVehicle PilotingStealthEvasive ManeuversBallisticsTargeting
ScienceSensor UseArchaeologyBiologyGeologyPlanetologyMeteorology
CommandSecurityCoordinationExperienceInspireBattle TacticsLeadership*
CommunicationsJamDistressGather InformationNegotiationsBluffIntimidation
MedicineIntensive CareToxicologyPsychologyLong-Term CarePathologyXenobiology
AttributePrimarySecondaryTertiary
IntellectResourcefulnessKnowledgeCunning
FinesseDexterous ManeuversHiding and SeekingDodge
AcumenPerceptionPerformanceSurvival
PowerThree-Dimensional ManeuversLiftingBrawling
PhysiqueConcentrationRecuperationStamina
CharmPersonalityDiplomacyLeadership
Traits1Mechanical Sense +5, Comeliness-5
2Mechanical Sense +5, Math Expert +5, Reflexes -10
3Mechanical Sense +5, Memory +5, Nerves +5, Luck -15
4Math Expert +10, Memory +10, Comeliness-20
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.

olspan=5>Contacts +10, Reflexes +10, Luck -10, Obsessed (Big Heist) -5, Greed -5
Thief
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
NavigationVehicle PilotingStealthEvasive ManeuversOrientationBallisticsTargeting
EngineeringJury RigMechanicsDamage ControlWeaponryMetallurgyElectromagnetism
CommandSecuritySurvival*CoordinationExperienceBattle TacticsLeadership*/Inspire
ScienceSensor UseGeologyAnthropologyArchaeologyBiologyMeteorology
CommunicationsIntimidationBluffJamGather InformationNegotiationsDistress
MedicinePsychologyIntensive CareToxicologyXenobiologyLong-Term CarePathology
AttributePrimarySecondaryTertiary
IntellectCunningKnowledgeResourcefulness
FinesseHiding and SeekingDexterous ManeuversDodge
CharmPersonalityDiplomacyLeadership
PhysiqueStaminaConcentrationRecuperation
AcumenPerceptionSurvivalPerformance
PowerThree-Dimensional ManeuversLiftingBrawling
Traits1Ambidexterity +5, Contacts +5, Greed -5, Overconfident -5
2Ambidexterity +5, Reflexes +5, Obsessed (Big Heist) -10
3Ambidexterity +5, Luck +5, Contacts +5, Greed -15
4Contacts +10, Reflexes +10, Overconfident -10, Obsessed (Vengeance) -10
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.

olspan=5>Discipline +10, Nerves +10, Temper -10, Addiction (Painkillers) -5, Crude -5
Thug
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
NavigationVehicle PilotingBallisticsMarksmanshipTargetingCombat ManeuversEvasive Maneuvers
CommandSecurityBattle TacticsCoordinationExperienceInspireSurvival*/Leadership*
CommunicationsIntimidationJamBluffGather InformationNegotiationsDistress
EngineeringMechanicsWeaponryMetallurgyDamage ControlElectromagnetismJury Rig
MedicinePsychologyToxicologyXenobiologyPathologyIntensive CareLong-Term Care
ScienceSensor UseArchaeologyGeologyAnthropologyVehicle TechnologyMeteorology
AttributePrimarySecondaryTertiary
PowerBrawlingLiftingThree-Dimensional Maneuvers
PhysiqueStaminaRecuperationConcentration
FinesseDexterous ManeuversDodgeHiding and Seeking
AcumenPerformancePerceptionSurvival
CharmPersonalityLeadershipDiplomacy
IntellectResourcefulnessKnowledgeCunning
Traits1Health 5, Overconfident -5
2Health +5, Reflexes +5, Crude -10
3Health +5, Reflexes +5, Reputation +5, Temper -15
4Health +5, Reflexes +5, Reputation +10, Temper -10, Overconfident-10
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.

olspan=5>Education +10, Linguistic Sense +10, Overconfident -20
Trader
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
CommunicationsNegotiationsDiplomacy*Gather InformationBluffIntimidationDistress/Jam
ScienceSensor UseArchaeologyBiologyGeologyAnthropologyMeteorology
NavigationVehicle PilotingOrientationEvasive ManeuversStealthBallisticsTargeting
CommandSecurityExperienceLeadership*Survival*/CoordinationInspireBattle Tactics/-
EngineeringDamage ControlJury RigMechanicsSynthesizeWeaponryMetallurgy
MedicinePsychologyToxicologyIntensive CarePathologyLong-Term CareXenobiology
AttributePrimarySecondaryTertiary
CharmDiplomacyPersonalityLeadership
IntellectCunningKnowledgeResourcefulness
AcumenPerformancePerceptionSurvival
FinesseHiding and SeekingDodgeDexterous Maneuvers
PhysiqueConcentrationRecuperationStamina
PowerBrawlingThree-Dimensional ManeuversLifting
Traits1Reputation +5, Greed -5
2Reputation +10, Greed -5, Addict (Gambling) -5
3Reputation +5, Wealth +10, Greed -15
4Wealth +20, Luck -5, Discipline -15
5
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.

olspan=5>Education+5, Senses (Sound) +10, Luck-5, Wealth -5, Social Status -5
Vagrant
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceBiologyMeteorologyAnthropologyArchaeologyGeologyVehicle Technology
NavigationVehicle PilotingStealthOrientationEvasive ManeuversCombat ManeuversBallistics
MedicinePsychologyPathologyIntensive CareLong-Term CareToxicologyXenobiology
CommunicationsNegotiationsDiplomacy*DistressGather InformationBluffIntimidation
EngineeringJury RigSynthesizeMechanicsDamage ControlMetallurgyQuantum Mechanics
CommandExperienceCoordinationSurvival*SecurityLeadership*Battle Tactics/Inspire
AttributePrimarySecondaryTertiary
PhysiqueStaminaRecuperationConcentration
FinesseHiding and SeekingDexterous ManeuversDodge
IntellectKnowledgeResourcefulnessCunning
AcumenSurvivalPerceptionPerformance
PowerBrawlingThree-Dimensional ManeuversLifting
CharmDiplomacyPersonalityLeadership
Traits1Health +5, Wealth -5
2Health +10, Wealth -5, Social Status -5
3Health +10, Senses (Sound) +5, Wealth -15
4Senses (Sound)+10, Math Expert +10, Wealth -20
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.

olspan=5>Senses (Sight) +10, Senses (Sound) +5, Intolerant (Stupid Behavior) -15
Zookeeper
Discipline PrimarySecondaryTertiaryQuaternaryQuinarySenary
ScienceBiologyVehicle TechnologyGeologyMeteorologyPlanetologySensor Use
MedicineXenobiologyLong-Term CareIntensive CarePathologyToxicologyPsychology
NavigationVehicle PilotingTargetingBallisticsOrientationEvasive ManeuversCombat Maneuvers
CommandSecurityCoordinationExperienceSurvival*Leadership*Inspire/Battle Tactics
CommunicationsGather InformationNegotiationsBluffDiplomacy*DistressIntimidation/Xenolinguistics
EngineeringMechanicsJury RigDamage ControlMetallurgyWeaponryElectromagnetism
AttributePrimarySecondaryTertiary
AcumenPerformancePerceptionSurvival
IntellectKnowledgeResourcefulnessCunning
PhysiqueRecuperationConcentrationStamina
PowerBrawlingThree-Dimensional ManeuversLifting
FinesseDodgeDexterous ManeuversHiding and Seeking
CharmDiplomacyPersonalityLeadership
Traits1Reflexes +5, Scientific Sense +5, Creed (Care for Animals) -5, Nerves -5
2Scientific Sense +5, Comeliness+5, Luck -10
3Education +5, Empathic Sense +5, Scientific Sense +5, Nerves -15
4Reputation +10, Education +5, Comeliness+5, Creed (Care for Animals) -10, Nerves -10
5
Equipment: Civilian Casual Dress Outfit, Shoes, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: 2.1, TEC 1.


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