Subsections


Character races and skill templates

Human variations


Standard Human

Attributes:

 ATTRspaceforevery DICESTR		3D6

CON 2D6+6
AGL 3D6
PCN 2D6+6
INT 2D6+6
WIL 3D6
PER 2D6+6

Initial xp: 200

Standard humans are 1G-adapted, normal-stock humans. Normal Earthlings, so to speak. Average height is in the 1.7-1.9 m range.


Low-G Human

Attributes:

 ATTRspaceforevery DICESTR		2D6+3

CON 3D6+2
AGL 2D6+6
PCN 2D6+6
INT 2D6+6
WIL 3D6+3
PER 2D6+6

Initial xp: 250

Low-G humans are most commonly found on Luna, in one of the lunar cities. They have access to slightly better medical facilities than standard human and are well-known for their stubbornness. Schooling at Luna starts at a younger age and goes on for longer (thus, more skill points for a beginning character). The lower gravity during childhood does, alas, lead to a slightly lower strength than Earth average.


Zero-G Adapt

Attributes:

 ATTRspaceforevery DICESTR		2D6

CON 3D6
AGL 3D4+12
PCN 2D6+6
INT 2D6+6
WIL 3D6
PER 2D6+6

Initial xp: 275

Zero-G adapts are a genetically modified variant of human. They commonly live in asteroid cities in the asteroid belt, though there are some that live in micro-gravity manufacturing stations in Earth orbit.

Zero-G adapts tend to be thin and not that muscular, since there isn't much of a need for raw strength in Zero-G. All Zero-G adepts start with the skill Zero-G Maneuvering (see p. [*]) at level 4.

Aliens


Ape-cats

Attributes:

 ATTRspaceforevery DICESTR		D6

CON 2D6
AGL D6+12
PCN 2D6+6
INT D4
WIL D4
PER D6

Initial xp: 30

This is a collective organism, with several inter-member communication paths within a ``pack'' (usually composed of 10-30 males, 5-20 females and 0-20 young of either sex). The stats given above is for a typical individual member, the pack collective is above-average intelligence and is very well-coordinated and perceptive. Up to about 6 m, they employ what seems to be some sort of telepathy or ESP, up to about 15 m, they use ultrasound. It seems as if a limited relaying can be done between pack members, packs have been observed spreading up to 10 m in diameter before the ultrasound communication starts9.1.

The male individual members are vaguely humanoid, with a tough leathery brown skin, they usually walk upright, but occasionally knuckle-walk or move on all four. The females are cat-shaped and usually move four-legged, though they can grip and manipulate things with their forepaws.

Little is known about the home planets of this species, though observation of Ape-cat packs in action seems to indicate that the local gravity is probably slightly higher than 1G. It is believed that there are 100-300 packs in Settled Space at any given time. Ape-cat packs have a good intuitive understanding of mechanics and occasionally take hire as mechanics when in Settled Space.


Skill templates

The skill templates are listed with a description of each template and a list of ``default skills'' (these will take up a varying amount of the skill points total and may well be increased on). It will just list the number of increments, rather than a finished value, since base chances are (in general) dependent on the stats of the character.

Using a skill template is optional, but they're provided to give some sort of ``minimal level'' for the professions listed. Building up skills from scratch is encouraged.


Body guard

The body guard template covers body guards, security and similar work roles, where open conflict isn't the rule of the day.

Table 9.1: Body guard skill template (42)
Skill increments average
Beam pistols 3 35
Pistols 3 35
Spot hidden 4 41
Thrown weapon 2 16
Vehicle:Car 5 47
Zero-G maneuvering 2 2
Total cost: 42



Courier

Couriers transport items and documents from point A to point B, making sure they arrive without having been tampered with.


Table 9.2: Courier skill template (27)
Skill increments average
Armourer 1 21
Beam pistols 2 29
Computer usage 1 2
Dodge 2 27
Hide 2 29
Knives 1 19
Library usage 2 2
Pistols 2 29
Point swords 1 21
Spot hidden 2 29
Total cost: 27



Gambler

Gamblers live by trusting their luck, skill and poker face. Not one for taking un-necessary risks, they do land in trouble from time to time.


Table 9.3: Gambler skill template (20)
Skill increments average
Computer usage 1 2
Dodge 2 27
Electronics 2 16
Knives 3 33
Spot hidden 2 29
Total skill cost: 20



Journalist

Journalists earn their living by finding things out (and usually by publicising what they find).


Table 9.4: Journalist skill template (53)
Skill increments average
Computer usage 3 4
Language:Other 3 3
Language:Native 2 5
Library usage 4 4
Spot hidden 3 35
Total cost: 53



Police

To preserve the law and order! This is a policewoman's lot in this world. Trained in first aid, driving and the use of firearms, police often move on to other, more ... lucrative jobs9.2.


Table 9.5: Police skill template (49)
Skill increments average
Computer usage 2 2
Library usage 1 2
Dodge 2 27
First aid 4 32
Pistols 3 35
Spot hidden 3 35
Vehicle:Car 8 62
Vehicle:Motorcycle 4 32
Total cost: 49



Private investigator

Private investigators find things out, then keep quiet (or tells a select few) about what they've found out. This is a high-risk profession; filled with long, boring stake-outs.


Table 9.6: Private investigator skill template (36)
Skill increments average
Beam pistols 3 35
Computer usage 2 3
Dodge 3 33
Library usage 4 4
Pistols 3 35
Ropework 2 29
Spot hidden 5 47
Total cost: 36



Soldier of fortune

Guns for hire. These individuals often find themselves in troublesome spots, due to the fact that being there is what earns the bread. Usually well-qeuipped on the weapon side, they can be an asset for any group set on causing harm.


Table 9.7: Soldier of fortune skill template (58)
Skill increments average
Armourer 2 29
Beam pistols 2 29
Beam rifles 2 29
Climb 1 19
Combat suit 5 41
Demolition 2 16
Dodge 2 27
Knives 4 39
Pistols 1 21
Rifles 2 29
Ropework 1 21
Total cost: 58



Trader

Traders earn their money by buying cheap and selling dear. Most traders are sole operators or work for small trade associations. They usually have access to space ships (either their own or one leased from a trade association).


Table 9.8: Trader skill template (99)
Skill increments average
Computer programming 4 4
Computer usage 3 3
Library usage 2 3
Beam pistols 3 35
Deep space tactics 4 32
Point or Edged swords 4 41
Vehicle:Lander 3 24
Vehicle:Spacecraft 5 38
Total cost: 99




Footnotes

... starts9.1
For gaming purposes, allow one relay hop, this makes the maximum diameter 12 metres. The more ``comms load'' on a relay, the less that pack member can actually do
... jobs9.2
Like security in Luna City or on orbitals
Ingvar 2007-07-07