Terms Used in Character Generation
Character Generation Sequence
[5.0] Character Heritage
Each player of Universe assumes the role of a character. The player develops the distinct personality and abilities of his character during adventures, as the character interacts with the other players characters and the various entities controlled by the Gamemaster.
The player generates a character by using the rules in Sections 5.0, 6.0, and 7.0. By rolling dice and. making choices in the order laid out in these Sections, the character is developed into an adult who is a result of the luck of his parentage, the pressures of his environment, and the decisions he has made throughout adolescence and young adulthood. A completely generated character is defined by a series of numerical Characteristic Ratings and Skill Levels that represent the character’s strengths and weaknesses in all situations that might occur while playing adventures.
Each player keeps track of his character’s attributes and acquisitions during character generation and throughout his adventuring life on a Character Record. The GM should provide each player with a photocopy of the Character Record included with this booklet. The players should use pencil to fill in their Character Record, as much of the information they record will be altered during play. At some point during character generation, the player must select a name and a sex for his character. These decisions are entirely up to the player, but it is suggested that a character’s sex be the same as that of the player. The GM should supervise character generation and all record keeping on each Character Record, to make sure the current status of a character is noted correctly. If the GM wishes, he may make a second copy of each Character Record to verify all character information and/or to note things about a character that he does not want the player to know (such as a price on his head or an undetectable alien disease).
Terms Used in Character GenerationCharacteristic. A numerical rating, ranging from 1 to 12, which describes a facet of a character’s physical, mental, or emotional makeup. Characteristic Ratings are determined during character generation and may not be increased once play begins. The nine characteristics each character receives are:
Strength. The brute force a character can exert using the muscles of his arms, legs, and torso. Strength deter- mines how much a character can carry, how far he can throw an object, and the force with which he may strike.
Endurance. The amount of punishment the character’s body can absorb before he loses consciousness or dies. Endurance determines the length of time a character may keep up an exertive action (such as sprinting) and the amount of time required for the character to heal from wounds or diseases.
Dexterity. The character’s digital control and eye-hand coordination. Dexterity affects the character’s use of any hand-held weapon and the efficiency with which he may perform complex tasks with his hands.
Agility. The quickness with which the character uses his body. Agility determines the speed with which a character can move and his ability to dodge and maneuver in close quarters.
Note: The preceding four characteristics are collectively referred to as the Physical Characteristics.
Intelligence. The character’s intuitive and acquired knowledge. Intelligence affects the character’s ability to note peculiarities and to deduce information in a situation.
Mental Power. The character’s control of his mind and emotions, especially in stress situations. A character with high mental power (4, 5 or 6) may be psionic. Note: The mental power Characteristic Rating ranges from 0 to 6.
Leadership. The character’s ability to lead others and to control a situation. Leadership determines whether or not a party of characters have the initiative during combat (see 29.1).
Empathy. The character’s ability to interact with humans and other intelligent and semi-intelligent beings. Empathy affects the chances of communication with alien life forms and may allow a character to perceive another human’s unspoken intentions.
Aggression. The base instincts a character exhibits, especially in a stress situation. A character with a low Aggression Rating will often behave in a cowardly or self-preserving manner, while a character with a high Aggression Rating will often take reckless actions in combat. A character’s aggression may be controlled by his mental power.
Field of Study. One of seven areas of schooling that a character undertakes in his youth, including theoretical science, applied science, business, the humanities, the mind, the body, and the military. In addition, each character’s basic education is represented by the general field of study. The fields of study a character undertakes affect his characteristics, the professions he may choose, and the skills he may acquire.
Habitat. The environment in which the character was raised. Each character’s habitat consists of a home environ (expressed in terms of the contour of the land and its major features), a gravity type, a temperature range and, in some cases, an urban background.
Potential. A numerical rating, expressed as a multiplier from 1 to 4, representing the strengths and weaknesses exhibited by the character in his childhood. There are four potentials: physique, coordination, intellect, and social background. Once character generation is completed, potentials have no effect on the character.
Skill. A specific area of expertise that may be acquired by a character. During character generation, each character receives Initial Skill Points, with which to acquire skills before entering a profession, and normal Skill Points, with which to acquire skills while practicing his profession. The proficiency that a character has with a given skill is represented by a numerical level ranging from 1 up to a maximum level that varies from one skill to another and is sometimes limited by one of his Characteristic Ratings. Exception: An Environ Skill Level or a Gravity Skill Level may be a negative number or 0. Unlike characteristics, skills may be acquired and improved during play. The nature and use of all skills are detailed in Chapter III. Three skills are introduced in the early part of character generation:
Environ Skill. The character’s knowledge and acclimation in a specific environ. Each character receives Skill Levels in all 33 environs listed on the Environ Skill Display of the Character Record during character generation. The single highest Environ Skill Level received is his Skill Level in his home environ.
Gravity Skill. The character’s ability to function in a specific gravity type. Each character receives a Skill Level in all four gravity types on the Character Record during character generation. The single highest Gravity Skill Level received is his Skill Level in the gravity type of his home planet.
Urban Skill. The character’s familiarity with the ways of city life and the upper classes. Certain characters receive an Urban Skill Level during character generation; those that do not are considered to come from essentially rural areas.
Study Point. A representation of a commitment by the character to a certain field of study. Each character receives 2 to 6 Study Points, which he expends to enter any of the seven fields of study.
To generate a character, the player should conduct the following steps in order. The specific procedures mentioned in this outline are explained in detail in Sections 5.0, 6.0, and 7.0.
The early years of a character’s life are very important in forming the basis of his physical and mental makeup. The well being of his predecessors determines the opportunities the character will be able to exploit. Each character receives a series of potential values representing an early assessment of high attributes, skills in the habitat in which he was raised, and a financial endowment base on his family’s social standing.
For each of these four, the player roll one die and locates the result on the Character Heritage Table (table 5.1) to find the character’s Potential Multiplier for that area.
The player must roll for each Potential Multiplier in the order listed above. As each potential is determined, its Multiplier is recorded on the Character Record.
After determining all four potentials, the player adds the multipliers together to find how many Study Points his character receives, in accordance with the Character Heritage Table (table 5.1).
Note the number of Study Points received on the Character Record.
die | potential multiplier | sum of potential multipliers | 4
study points received |
---|---|---|---|
1 | ½ (Poor) | 4 or fewer | 6 |
2–3 | 1 (Below Average) | 4½ to 6½ | 5 |
4–6 | 2 (Average) | 7 to 9½ | 4 |
7–9 | 3 (Above Average) | 10 to 11½ | 3 |
10 | 4 (Exceptional) | 12 or more | 2 |
To determine potential multiplier for physique, coordination,
intellect, and social background, roll one die and locate the
result under Potential Multiplier
. After all four
potentials are determined; add all four multipliers together
to determine how many Study Points the character receives
under the Study Points Received
column.
The player rolls one die to determine the column of the Table used and rolls a second die to determine the entry referred to in that column. The second die result is modified by adding the character’s Physique Multiplier and subtracting his Coordination Multiplier. A multiplier of ½ is considered 0 for this purpose. Each entry on the Home Environ Table contains the following information:
The specific type of environ from which the character comes. Each environ type is stated as a two-part abbreviation, explained on the Table. The first part represents the contour of the land (flat, hills, mountains, or peaks). The second part represents the major features of the land (volcanic, craters, barren, light vegetation, woods, forest, jungle, marsh, or ice). Exceptions to this two-part system include the three water environs (inland waterways, sea surface, or sea submerged). Certain characters may be able to choose a deep-space environ (see 5.5).
The character’s Home Environ Skill Level. Each character receives a Skill Level ranging from 1 to 6 in his home environ. This level may be reduced if the player chooses to increase his character’s Gravity Skill Level (see 5.4). A character’s Skill Level in his home environ affects his Skill Level in other environs and may be improved during play of the game.
The gravity on the character’s home planet. Each gravity type is stated as an abbreviation, explained on the Table. Near weightless gravity represents from 0.0 to 0.4 G, light gravity represents from 0.7 to 1.0 G, heavy gravity represents from 1.3 to 1.7 G, and extreme gravity represents from 2.0 to 2.5 G. Each character is considered to be at Skill Level 1 in his own gravity type and at lesser Skill Levels in other gravity types (unless his Gravity Skill Level is increased per 5.4). Gravity Skills may also be improved during play.
The temperature range in the character’s home environ. Each temperature range is stated as an abbreviation, explained on the Table. Cold ranges from −50 to 0 degrees Fahrenheit (−45 to −18 degrees Celsius, 228 to 255 Kelvins); normal ranges from 25 to 100 degrees (−4 to 38 degrees C, 269 to 311 K); and hot ranges from 125 to 175 degrees (52 to 79 degrees C, 325 to 353 K). Characters receive no Skill Level in their temperature range.
The character’s Urban Skill Level. Certain results give a character an Urban Skill Level ranging from 1 to 4. If a result from the Table lists no Urban Skill Level, the character receives none. A character’s Urban Skill may be improved during play.
Example: The player has filled out the Display (Figure 5.4) to show the Environ Skill Levels that his character (who has a Skill Level of 4 in his home flat/jungle environ) has in all possible environs.
The player may voluntarily declare that such a character is from a deep space environ, such as an orbiting space station, a spaceport, or an asteroid mining complex. The character's Habitat Table result is ignored and his Character Record is not filled out in accordance with 5.4. Instead, the following steps are conducted:
When using the Social Standing Table (see 5.6), add twice the character's Social Background Multiplier to the die result only (the character's Urban and Environ Skill Levels are ignored).
When expending Initial Skill Points (see 6.2), the following skills may be chosen in addition to those listed for the character in 6.3: agriculture, EVA, and asteroid mining. These skills are not available to the character when expending Skill Points acquired from his profession (unless they are listed in his profession or one of his fields of study).
The player rolls one die and modifies the die result as follows:
Note the social standing result corresponding to the modified die result on the Character Record.
Roll one die again and multiply the die result by the amount of money shown for the acquired social standing. Note this product on the Character Record. Remember, one Tran equals 1,000 Mils.
The Initial Skill Point Modifier shown for the acquired social standing is used in conjunction with 5.7.
Aside from determining how much money and how many Initial Skill Points he receives, a character's social standing will affect him during play. When encountering NPC's and when dealing with bureaucracy and government, the GM should take into account a character's social standing. Class distinctions in Universe are not as pronounced as in, say, a feudal society; but people still feel most comfortable with those of similar background.
modified die result | social standing | wealth: one die times... | initial skill point modifier |
---|---|---|---|
-1 or less | Unfostered orphan | 1 Mil | +3 |
0 | Opressed minority orphan | 10 Mils | 0 |
1,2 | Poor colonist family | 10 Mils | +1 |
3 | Family fallen on hard times | 100 Mils | +1 |
4 | Communal colony | 10 Mils | +2 |
5 | Lower middle class family | 100 Mils | 0 |
8–10 | Skilled tech family | 1 Tran | +1 |
11–13 | Local establishment (business or farm run by family) | 1 Tran | -1 |
14–15 | Independent trading family | 10 Trans | +2 |
16–17 | Family runs planetary corp | 10 Trans | -1 |
18 | Family dominates planet | 100 Trans | -2 |
19 | Family dominates star system | 100 Trans | -2 |
20 | Family influences entire federation | 200 Trans | -3 |
21 | Wealthy dilettante | 200 Trans | -4 |
The player rolls one die, adds the Initial Skill Point Modifier (listed with the character's social standing on the Social Standing Table) to the die result, and refers to the Initial Skill Points Table (table 5.7).
A player expends Initial Skill Points after choosing fields of study for his character (see 6.2).
if the modified result is... | the character receives... |
---|---|
0 or less | 1 Initial Skill Point |
1–3 | 2 Initial Skill Points |
4–6 | 3 Initial Skill Points |
7–9 | 4 Initial Skill Points |
10 or more | 5 Initial Skill Points |
Each character undertakes one or more fields of study during his teen years. His schooling provides him with basic skills and, along with his potentials, determines his final characteristics.
These include theoretical science, applied science, business, the humanities, the mind, the body, and the military. An eighth field of study, general, is automatically undertaken by every character, with no charge in Study Points.
Each field of study costs 1 Study Point to enter (Exception: See the mind, following). The player declares which fields of study his character is entering and notes the choices on his Character Record. A character may enter any given field of study twice at a cost of 2 Study Points (representing heavy concentration by the character in that field). If this is done, write the field of study twice on the Character Record. A given field of study may not be studied more than twice.
Restrictions on the Study of the Mind: A character must have an Intellect Potential of at least 2 in order to study the mind. The expenditure of 2 Study Points is required to study the mind once; 4 Study Points must be expended to study the mind twice. A character may not study the mind if he is studying the military and/or business.
A player should expend all his available Study Points when generating his character. Unused Study Points are useless during play.
The expenditure of 1 Initial Skill Point allows the character to receive any skill for which he is eligible at Skill Level 1 only. No more than 1 Initial Skill Point may be expended for a particular skill at this time.
The types of skills that may be chosen for a character depend on his fields of study. The skills listed in 6.3 may be chosen for a character that has undertaken the appropriate field of study. At this time, a character may receive no skill that is not mentioned in one of his chosen fields of study. All characters may receive skills in the general category on the skill list.
Initial Skill Points that are not expended before determining characteristics are lost.
See Chapter III for a detailed explanation of each of these skills.
Theoretical Science: Chemistry, physics, programming, biology, geology, astronomy.
Applied Science: Suit tech, electro tech, construction, vehicle tech, programming.
Business: Programming, recruiting, law, economics, trading.
Humanities: Linguistics, diplomacy, law, teaching.
The Mind: Psionic boost, psionic communication, life sense.
The Body: Unarmed combat, ambush, EVA, gravity (home gravity type only), jetpack, survival.
Military: Battlefield, longarms, handguns, demolitions, grenades.
General: Streetwise, laser/stun pistol, gambling, blades, ground vehicles, urban (only if character already has an Urban Skill Level of 1 or greater), environ (home environ only).
The Characteristic Modifier Chart is used to calculate the effect of the character's potentials and fields of study on each characteristic. The Characteristic Generation Table is used to find the actual rating of each characteristic.
For each characteristic, the player completes the following steps:
Add together all numbers listed for the characteristic on the Modifier Chart that correspond to the fields of study undertaken by the character. If a given field was studied twice, double the corresponding number. Note that every character is considered to have undertaken the general field of study and may add its number to the total.
Check the potential section of the chart to find which potential affects the characteristic and multiply the total determined in Step 1 by the Potential Multiplier. If two potentials affect the characteristic, multiply the total by the first Potential Multiplier and then multiply this product by the second Potential Multiplier.
Roll percentile dice and add the final product derived in Step 2 to the dice result. Locate this modified result on the Characteristic Generation Table to find the rating for the characteristic. Mark the rating on the Character Record.
Important: If an Agility Rating of less than5 is received at this time, it is considered a 5. The Mental Power Rating is divided by2 (rounding fractions down) before being noted on the Character Record. The Mental Power Rating may range from 0 to 6.
This procedure is conducted nine times when generating a character — once for each characteristic.
Note that no potentials affect the aggression characteristic. The modifiers listed under aggression on the Modifier Chart are simply added to (or subtracted from) the characteristic generation dice result, as appropriate.
Table 6.5: Characteristic Modifier Chart
Characteristic
Modifiers are applied to the percentile dice roll for the listed characteristic if the character studied the listed field. All applicable modifiers for a single characteristic are added together. Then the total is multiplied by the Potential Multipliers that apply to that characteristic.
See 6.4 for further explanation.
See page 28.
Field of Study | ST | EN | DX | AY | IN | MP | LD | EM | AG |
Theoretical Science | 0 | 0 | 0 | 0 | 8 | 2 | 0 | 0 | 0 |
Applied Science | 0 | 0 | 4 | 0 | 8 | 0 | 0 | 0 | 0 |
Business | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 4 | 0 |
Humanities | 0 | 0 | 0 | 0 | 6 | 2 | 0 | 4 | –15 |
The Mind | 0 | 2 | 0 | 0 | 4 | 6 | 0 | 0 | –25 |
The Body | 8 | 4 | 4 | 4 | 0 | 0 | 0 | 0 | +15 |
Military | 4 | 5 | 0 | 4 | 0 | 0 | 5 | 0 | +25 |
General | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 |
Multiply by: | Ph, Co | Ph | Co, In | Ph, Co | In | In | In, SB | In |
See page 29.
Every character
in Universe undertakes a profession — a particular area of
employment where he may hone his abilities, gain skills, accumulate
wealth, and/or acquire weapons and equipment otherwise difficult to
obtain. There are 23 professions, including seven branches of
military service. However, the character must fulfill certain
requirements to enter a profession, and sometimes these are quite
strict. A character with poor attributes can always be
a colonist for a short while and start his adventuring early,
while still young and naive. Each character practices his profession
for a number of years and, if he has been in the military, is then
discharged; if he has been in a commercial profession, he is
considered for hire
at the end of his term of employment, and his
life of individual exploits then commence.
Percentile Dice Result + Modifier | Characteristic Rating |
7 or less | 1 |
8–15 | 2 |
16–24 | 3 |
25–34 | 4 |
35–57 | 5 |
58–83 | 6 |
84–96 | 7 |
97–108 | 8 |
109–119 | 9 |
120–129 | 10 |
130–139 | 11 |
140 or more | 12 |
Table 6.6: Characteristic Generation Table
When generating the Mental Power Rating, divide the rating by 2 (rounding fractions down). An Agility Rating of less than 5 is considered a 5.
See 6.4 for explanation of use.
Each character is considered to be 20 years old upon entering a profession. The player should look over the entire list of professions before choosing one, and then note his choice on the Character Record. The procedures of the following Cases should be carried out in order by each player that is generating a character.
Certain fields of study must have been undertaken by the character. Some of his Characteristic Ratings must meet certain minimums. In some professions, a certain amount of initial wealth is required and/or other special requirements must be met. A character that does not meet all the prerequisites of a given profession may not enter that profession.
Such professions list a mental power waiver in their prerequisites, and include star sailors, scouts, space pirates, armed traders, and merchant explorers.
A character that enters one of these professions in this manner is considered to be a Psionic navigator, an in- terstellar pilot whose Psionic powers enhance the efficiency and accuracy of hyperjumping. Such a character must spend 2 Skill Points acquired from his profession (see 7.5) to achieve Navigator Skill Level 2 and 2 more Skill Points to achieve Pilot Skill Level 2. If the character receives fewer than 4 Skill Points for practicing his profession, he must apply all the points to these two skills as evenly as possible. Other than these requirements, a Psionic navigator undertakes his profession like any other character. If he wishes, however, he may choose additional Skill Levels in navigation and piloting within the restrictions of 7.6.
The player declares that his character wishes to spend 4, 8, 12, 16 or 20 years at his profession. Then he carries out one of the following procedures:
If the character is a colonist or a thinker, the declared number of years is the actual number of years employed. The Employment Table is not used. Add 20 to the number of years spent in the profession and note this sum as the character's age on the Character Record.
If the character is in a military profession, roll one die and cross-reference the die result with the column of the Employment Table corresponding to the declared years of employment. The result represents the actual number of years the character served before being discharged. Add 20 to the actual number of years employed and note this sum as the character's age on the Character Record. The character is considered to be at the point in his life immediately after his discharge; his declared years of employment has no further effect on play and does not count against him if greater than his actual years of employment.
If the character is in any other profession, add 20 to the declared years of employment and note this sum as the character's age on the Character Record. Then roll one die and cross-reference the die result with the column of the Employment Table corresponding to the declared years of employment. The result represents the actual number of years in which the character was gainfully employed. If the result is less than the declared number of years, the difference in years is considered to be time of unemployment; the character does not receive the benefits of experience from those years, but has aged through them.
Table 7.3: Employment Table
Declared Years of Employment
Die 4 8 12 16 20
1–2 4 4 8 12 12
3–5 4 8 8 12 16
6–8 4 8 12 12 16
9–10 4 8 12 16 20
A character in the Thinker or Colonist profession does not use this table. See 7.3.
The player rolls one die and adds the character's age to the die result. He then locates the modified result on the Table to find how many points must be removed from his character's Endurance, Agility, Strength, and/or Dexterity Ratings. Points must be removed from among the characteristics as evenly as possible in the order indicated. Erase the listed rating and replace it with the new reduced rating. Example: A 36 year old character receives a reduction result of 5 from the Table. The player reduces the character's Endurance Rating by 2 and his Agility, Strength, and Dexterity Ratings each by 1.
A single rating may not be reduced below 1 in this manner. If this were about to happen, skip to the next charac- teristic.
Table 7.4: Effects of Age Table
1 Die + Age Characteristic
1
3
5
See 7.4 for explanation.
45, 46 6
41, 42 4
37, 38 2
34 or less 0
The player refers to the column of the table matching his character's actual years of employment. He then rolls one die, adding the character's Intelligence Rating and the Skill Point Modifier to the die result. Locating the modified die result in the proper column yields the number of Skill Points that the character receives for practicing his profession.
A player may choose any skills for his character that are listed in his profession description. He may also choose any skills in the listings for the character's fields of study in 6.3. Exception: A character that studied the mind may choose or improve only a skill from that field of study if his Mental Power Rating is 4 or greater. Any skills listed in the general category of 6.3 are also available. The expenditure of 1 Skill Point allows the character to receive 1 Skill Level in any skill for which he is eligible. Skill Points may be expended to receive more than one level in a given skill (at the rate of 1 point per level), within the following restrictions:
If the character was employed for 4 years, no single skill may exceed Level 3.
If the character was employed for 8 to 12 years, no single skill may exceed Level 4.
If the character was employed for 16 to 20 years, no single skill may exceed Level 5.
The skill list in each profession may place additional restrictions on specific skills or may require the acquisition of a certain skill. A character that received a skill by the expenditure of an Initial Skill Point (see 6.2) may now expend Skill Points to increase the level of that skill, but he is still subject to these restrictions.
A player may improve an environ skill (if allowed by his fields of study or profession) by expending a Skill Point. The expenditure of 1 Skill Point allows the player to increase the Skill Level in 1 environ and the4environs directly (not diagonally) adjacent to it on the Environ Skill Display by 1 level each. Thus, a Skill Point expended to increase woods/hills would also increase light vegetation/hills, woods/mountains, woods/ flat, and forest/hills. Environ, urban, and gravity Skill Levels are not affected by the years of employment restrictions in this Case; however, the limits listed in 15.0 must be adhered to.
After all chosen skills have been assigned Skill Levels, the player places an X in each Skill Level space for every skill his character was eligible to receive but did not take. This includes all skills listed for his profession, his fields of study and, if from a deep space environ, those listed in 5.5. Skills marked in this manner are familiar to the character and he will be able to acquire them easily during play (see 8.1).
Table 7.6: Skill Point Table Actual Years Of Employment Modified | |||||||
Die Result | 4 | 8 | 12 | 16 | 20 | ||
2–5 | 1 | 4 | 6 | 7 | 7 | ||
6–9 | 2 | 5 | 7 | 8 | 8 | ||
10–13 | 2 | 6 | 8 | 9 | 10 | ||
14–17 | 3 | 6 | 8 | 10 | 11 | ||
18–21 | 3 | 7 | 9 | 11 | 12 | ||
22–26 | 4 | 7 | 10 | 12 | 14 | ||
27–32 | 4 | 8 | 11 | 13 | 15 | ||
The player rolls one die and adds the character's actual years of employment to the die result. He then locates the modified die result on the Benefit Table to find his character's Benefit Level (a letter from A to F). The character receives the benefits listed for the acquired Benefit Level in the description of his profession.
Benefits include weapons, equipment and/or cash. The capabilities of weapons and equipment are detailed in Chapter V. Cash is received as lump sum (add this to any money the character may possess) or as a multiplier (multiply the listed amount of money by this number). Characters in a military profession also receive a rank of office, a duty uniform, a dress uniform (uniforms are not listed in the benefits) and, in some instances, an annual pension.
Table 7.7: Benefits Table
1 DIE + ACTIVE
YEARS IN PROFESSION
11–14
BENEFIT LEVEL
B
19–23
D
29–30
F
Explanation of each result is listed in appropriate Profession. See 7.7 for ex- planation of use.
24–28 E
15–18 C
5–10 A
See pages 30 through 32.
ASTROGUARD (Military)
A member of a planetary or star system spaceship force. The astroguards protect the space lanes from privateers and monitor all ship traffic coming into and out of local space. Usually operating in groups of small craft, astroguards also respond to distress calls and are sometimes called upon for combat duty.
Corporal: 300 Mils cash.
Flight Sergeant: 1 Tran cash.
Flight Lieutenant: 3 Trans cash; internal gravity web.
Squadron Leader: 10 Trans cash; 250 Mils per year pension; internal gravity web.
Wing Commander: 25 Trans cash; 750 Mils per year pension; internal gravity web.
Group Captain: 60 Trans cash; 2.5 Trans per year pension; internal gravity web.
CIVIL INSPECTOR
A civilian employed by the federation’s Agency for Interstellar Development. A civil inspector travels from world to world administering the progress of colonization programs. He watches for and prevents private exploitation of planets still in the early stages of development. Although he receives some self-defense training (in case of hostile merchants in isolated areas), a civil inspector usually calls for military aid when things get rough.
250 Mils cash.
700 Mils cash; translator.
2 Trans cash; translator or interstellar commlink.
7 Trans cash; translator and interstellar commlink.
20 Trans cash; Frazette Blue robot with information system and recorder system.
40 Trans cash; Manner 36sd robot with information system, weapon targeting system, laser pistol system, recorder system.
COLONIST
A citizen of the federation, living and working on a newly settled planet.
Nothing.
1 Tran.
2 Trans; Civ Level 6 laser pistol.
4 Trans; Civ Level 6 laser pistol.
8 Trans; car.
15 Trans; Civ Level 5 automobile; Civ Level 6 laser pistol.
DIPLOMAT
An employee of the federation or any planet government serving as a representative to other planets. Diplomats are “couriers” of official decisions and agreements. As a symbol of goodwill, diplomats enjoy great hospitality whenever visiting an area in an official capacity.
300 Mils cash.
1 Tran cash; audio-sealed case.
3 Trans cash; audio-sealed case; translator.
10 Trans cash; audio-sealed case; translator; interstellar commlink.
25 Trans cash; Manner 38sdf robot with holographer system, language system.
60 Trans cash; Soidistant V-201 with creative thought system, holographer system.
DOCTOR
An esteemed member of the medical profession. The state of medicine in the 24th Century allows MDs to perform feats of healing approaching the miraculous. Doctors work out of medical offices in urban areas or, in sparsely populated colonies, travel from settlement to settlement as called for.
First aid kit.
3 Trans cash; first aid kit.
1 Tran x Intelligence Rating in cash; Civ Level 6 mediscanner.
4 Trans x Intelligence Rating in cash; Civ Level 6 mediscanner.
10 Trans x Intelligence Rating in cash; Civ Level 8 mediscanner.
20 Trans x Intelligence Rating in cash; Manner 38sdf robot with medical system.
ENFORCER
A privately employed bodyguard, soldier, or security specialist. Enforcers usually work for corporations that control a large area of a world, executing the rules of the company or patrolling restricted lands. Enforcers are sometimes hired by backwater colonies to quell criminal activity or civil unrest. Enforcers are generally disliked by those they are watching over.
500 Mils cash.
1.5 Trans cash.
3 Trans cash; Civ Level 5 pistol.
10 Trans cash; Civ Level 8 laser pistol.
25 Trans cash; Civ Level 8 paint gun.
60 Trans cash; Civ Level 8 paint gun; Civ Level 5 submachine gun.
EXPLORER
A crewman or part-owner of an interstellar exploration vessel. Explorers organize and carry out private expeditions to unsettled planets, gathering information to facilitate future commercial development. Often their efforts are financed by large corporations and private investors. Explorers are most concerned with the profitable gain of knowl edge; they rarely transport large cargoes and their ships are not usually armed.
Nothing.
Initial wealth x 3.
Initial wealth x 5; Civ Level 8 bioscanner.
Initial wealth x 10; Civ Level 8 geoscanner.
Initial wealth x 25; neuroscanner.
Initial wealth x 50; Manner 50sd robot with bio system, self-activation system, and holographer system.
FREEFALLER (Military)
A soldier in the zero gravity branch of the federal armed forces. Freefallers are usually assigned to a fleet patrolling a single star system. They attack and defend asteroid belts, small moons, and space colonies, and specialize in spaceship boarding operations.
Prerequisites: Study of 2 of the following fields: applied science, the body, and the military; Characteristic Ratings of at least Dexterity 6, Agility 7, and Aggression 4. The character’s home gravity type may not be heavy or extreme.
Lancer: 300 Mils cash.
Corporal: 1 Tran cash; Civ Level 6 expedition suit.
Sergeant: 3 Trans cash; Civ Level 7 expedition suit.
Lieutenant: 10 Trans cash; 250 Mils per year pension; Civ Level 7 expedition suit.
Captain: 25 Trans cash; 750 Mils per year pension; Civ Level 7 expedition suit; arc gun.
Colonel: 60 Trans cash; 2.5 Trans per year pension; Civ Level 7 expedition suit; arc gun; jetpack.
HANDYMAN
An engineer or technician working with any kind of planet-based technology. Handymen build and repair electrical devices, protective suits, weapons, computers, robots, and vehicles. They are employed by all branches of government, military and commercial concerns.
Prerequisites: Study of applied science twice; Characteristic Ratings of at least Dexterity 6 and Intelligence 6. Skill Point Modifier: 5.
Basic repair kit.
1 Tran cash; basic repair kit.
3 Trans cash; Civ Level 7 electrokit.
10 Trans cash; Civ Level 8 electrokit.
20 Trans cash; Civ Level 8 vehicle kit.
40 Trans cash; Civ Level 8 vehicle kit and robot kit.
INTERSTELLAR TRADER
A crewman or part owner of an interstellar freight vessel. Traders travel from world to world, purchasing and selling goods for profit. Trader ships are usually armed, as a defense against space pirates and unfriendly planet gov- ernments. Although traders stay on the right side of the law, they are always willing to venture away from established trade routes if good money can be made.
Nothing; all initial wealth lost.
Civ Level 7 business computer.
Initial wealth x 2; business computer.
Initial wealth x 5; business computer.
Initial wealth x 12; business computer.
Initial wealth x 30; Brummagen II robot with spaceship tech system; business computer.
LAWMAN (Military)
A member of a planetary law enforcement agency. Lawmen perform the functions of today’s policemen, protecting the citizenry and investigating crimes. However, the sparse and spread out populations of most worlds often require lawmen to travel from settlement to settlement executing justice wherever necessary, much like the marshals of the old west.
Patrolman: 250 Mils cash.
Constable: 700 Mils cash; Civ Level 6 laser pistol.
Sergeant: 2 Trans cash; Civ Level 8 laser pistol.
Marshal: 7 Trans cash; Civ Level 6 paint gun and used rover (ATV).
Inspector: 20 Trans cash; 500 Mils per year pension; Civ Level 8 paint gun.
Chief: 40 Trans cash; 2 Trans per year pension; Civ Level 8 paint gun and any hand gun.
MERCHANT
A trader of goods on the local (planetary) level. Merchants travel from settlement to settlement on a sparsely populated world, or arrange for transport of goods from point to point on a world. Merchants handle every thing from basic foodstuffs to fine electronic equipment to contraband.
Prerequisites: Study of business twice or study of business and applied science; Characteristic Ratings of at least Intelligence 5 and Empathy 7. The character’s initial wealth must be at least 1 Tran.
Nothing; all initial wealth lost.
Civ Level 7 business computer.
Initial wealth x 3; Civ Level 7 business computer.
Initial wealth x 10; Civ Level 7 business computer.
Initial wealth x 20; Civ Level 5 truck.
Initial wealth x 40; Civ Level 7 jet.
RANGER (Military)
A soldier in the standard federal ground force. A ranger’s responsibilities cover all aspects of line and garrison duty on a planet surface, including air and marine patrol. During combat, rangers come in as the “second wave” following the Space Troopers and carrying out any “mopping up” operations.
Ranger: 300 Mils cash; respirator.
Corporal: 1 Tran cash; Civ Level 6 respirator helmet.
Sergeant: 3 Trans cash; Civ Level 8 respirator helmet.
Lieutenant: 10 Trans cash; 250 Mils per year pension; Civ Level 8 respirator helmet; Civ Level 6 laser pistol.
Captain: 25 Trans cash; 750 Mils per year pension; Civ Level 8 respirator helmet; Civ Level 8 laser pistol.
Colonel: 60 Trans cash; 2.5 Trans per year pension; Civ Level 8 respirator helmet and paint gun.
REPORTER/JOURNALIST
A newsperson or media personality, this individual can become widely known, can establish contacts on many levels of federation society, from the underworld to the high echelons of government, and can be sent to dangerous and exotic places on assignment at no cost to self (other than to his safety).
Nothing additional.
2 Trans cash; photographic equipment.
Credentials with planetary news service; 500 Mils x Intelligence Rating in cash; superoid camera.
Credentials with star system news service; 3 Trans x Intelligence Rating in cash; basic holographer.
Credentials with federation-wide news service; 10 Trans x Intelligence Rating in cash; shoulder holographer.
Media celebrity throughout federation; 25 Trans x Intelligence Rating in cash; Manner 38sdf robot with information system, holographer system.
The GM should take a reporter’s status into account when the character requests information, assist ance, or financial backing from commercial, government, or media of ficials.
SCIENTIST
A researcher or inventor employed by the federation or by a private concern. Scientists specialize in any of the physical sciences and are the powers behind the advanced technology and discoveries of the 24th Century. As such, any expedition or venture of an exploratory nature will receive much more support if a qualified scientist participates. Prerequisites: Study of 2 of the following: theoretical science, applied science, or the humanities; Intelligence
Rating of at least 8.
1 Tran cash.
2 Trans cash; Civ Level 5 chemlab.
500 Mils x Intelligence Rating in cash; Civ Level 6 chemsynthesizer.
2 Trans x Intelligence Rating in cash; Civ Level 7 chemlab.
6 Trans X Intelligence Rating in cash; Civ Level 8 bioscanner and geoscanner.
15 Trans x Intelligence Rating in cash; Frazette Amber robot with geo system, chemical system, bio system, and information system.
SCOUT (Military)
A member of the exploration branch of the federal armed forces. Scouts lead the way to unexplored worlds, gathering specimens and information, forging the path for future colonization. Scouts usually work in small teams when conducting an expedition and sometimes work alone. Although administered by the military, the scouts rarely participate in actual combat.
Scout Second Class: 300 Mils cash.
Scout First Class: 1 Tran cash; Civ Level 6 expedition suit.
Master Scout: 3 Trans cash; Civ Level 7 expedition suit.
Single Scout: 5 Trans cash; Civ Level 7 expedition suit, neuroscanner, and rover.
Expedition Leader: 25 Trans cash; 750 Mils per year pension; Civ Level 7 expedition suit and crawler.
Scout Commodore: 60 Trans cash; 2.5 Trans per year pension; Civ Level 7 expedition suit and used explorer pod.
SPACE PIRATE
A crewmember or owner of an outlaw spaceship. Space pirates waylay commercial vessels in interplanetary space, smuggle legal and illegal goods, and terrorize asteroid mining operations and small colonies. Pirate vessels may sometimes be chartered for secret journeys to distant parts at exorbitant prices.
Prerequisites: All Physical Characteristics must be at least 5; Characteristic Ratings must be at least Aggression 7 and Mental Power 2. The character must have an initial wealth less than 4 Trans and must not have studied the humanities. The mental power waiver applies (see 7.2).
All space pirates receive an internal gravity web.
Nothing; all initial wealth lost.
Initial wealth x 2.
Initial wealth x 4; wanted by federation.
Initial wealth x 10.
Initial wealth x 10; Terwillicker 5000 Battlecraft; wanted by federation.
Initial wealth x 20; Piccolo spaceship with light weapon pod.
Before beginning play, a space pirate may turn any amount of his money into booty. He may purchase any weapons, robots, or equipment as if he were on a Civ Level 6 world with no law restrictions. No bargaining is allowed. If a space pirate is wanted by the federation, the GM should take this into account when the character encounters any planetary law enforcement NPC’s, and especially when he encounters any federal authorities (see 27.0). The character should be kept constantly on the run.
SPACE TECHNICIAN
A specialist in the design, construction, and repair of spaceships and related equipment. Space techs are indis- pensable members of any lengthy space voyage. Usually employed by commercial shipping companies and ship manufacturers, space techs are sometimes called upon by governments and military branches for their specialized services.
Prerequisites: Study of applied science twice; Characteristic Ratings of at least Dexterity 7, Intelligence 7, and Mental Power 2.
500 Mils cash.
2 Trans cash.
5 Trans cash; Civ Level 7 electrokit.
15 Trans cash; Civ Level 8 electrokit.
30 Trans cash; Civ Level 7 spaceship kit.
60 Trans cash; Frazette Amber robot with spaceship tech system, electro tech system, self-activation system.
SPACETROOPER (Military)
A soldier in the federal assault force, specializing in body armor combat on planet surfaces. Troopers are famous for their mass assaults, rapid victories, and esprit de corps. Spacetroopers are always at the fore of any major attack and move on once the way is cleared for the standard military forces. Although their operations are sometimes launched from the air, spacetroopers are trained exclusively for ground combat.
Prerequisites: Study of the military and the body; all Physical Characteristics must be at least 6; Aggression Characteristic Rating must be at least 5. The character’s home gravity type may not be Near Weightless.
Skills Available: All Gravity Skill Levels except Near Weightless are automatically increased to 0 (if not already equal to or greater than 0) at no cost in Skill Points. Body armor (1 Level required), artillery, machine guns, paint gun, arc gun, military ground vehicles, suit tech, any environs, any gravity except Near Weightless (in addition to any levels received as described above).
Trooper: 300 Mils cash; Civ Level 6 armor vest and respirator helmet.
Corporal: 1 Tran cash; Civ Level 6 reflective body armor.
Sergeant: 3 Trans cash; Civ Level 7 impact body armor.
Lieutenant: 10 Trans cash; 250 Mils per year pension; Civ Level 7 reflect/impact body armor.
Captain: 25 Trans cash; 1 Tran per year pension; Civ Level 8 reflective body armor.
Colonel: 60 Trans cash; 3 Trans per year pension; Civ Level 8 reflect/impact body armor and arc gun.
SPY
A member of a federal or planetary intelligence agency. Spies are used throughout the federation to gather infor- mation and to conduct secret missions on planets that the federation or rival planetary governments are suspicious of. Spies usually work alone, under a variety of identities.
All spies receive a set of false identity papers.
Nothing additional.
Civ Level 6 plastic pistol.
Any one handgun or laser pistol.
700 Mils cash; Civ Level 8 laser pistol and any other handgun.
4 Trans cash; Civ Level 8 paint gun and any one handgun.
20 Trans cash; arc gun and any one handgun.
STAR SAILOR (Military)
A member of the federal navy, serving aboard a spaceship. Responsibilities may range from plotting courses to piloting a craft to manning the guns during battle. A star sailor is familiar with all manner of known space craft and is more comfortable in a zero-G environment than he is on the ground.
Prerequisites: Study of the military and either applied sciences or the body; Characteristic Ratings of at least Agility 5, Intelligence 7, and Mental Power 2. The character’s home gravity type may not be extreme. The mental power waiver applies (see 7.2).
Skills Available: Near Weightless Gravity Skill Level is automatically raised to 0 (if not already equal to or greater than 0) at no cost in Skill Points. Pilot, astronomy, energy tech, suit tech, space ship tech (1 Level only), weapon tech, space tactics, gunnery, missile guidance, EVA, near weightless gravity (in addition to any levels received as described above).
All star sailors receive an internal gravity web and free passage on any interstellar federal craft (for the distance listed in Light Years).
Midshipman: 500 Mils cash; no passage.
Ensign: 1.5 Mils cash; 10 LY passage.
Lieutenant: 4 Trans cash; 300 Mils per year pension; 20 LY passage.
Captain: 15 Trans cash; 1 Tran per year pension; 50 LY passage.
Commander: 36 Trans cash; 3 Trans per year pension; 100 LY passage.
Admiral: 80 Trans cash; 10 Trans per year pension; perpetual passage.
THINKER
A member of the exclusive psionic community. The advanced study of the mind has turned telepathy, telekinesis, and other extraor dinary mental abilities into the premier science of the 24th Century. Thinkers effectively control interstellar travel and communications and are thus treated with great respect by government and corporate officials. Because of the freak nature of their powers, however, the general public greets them with a mixture of awe, fear, and mistrust. Thinkers often set up small colonies in luxurious isolation so that they may probe the mysteries of thought undisturbed. A thinker will keep his powers concealed when with non-Psions.
Nothing.
interstellar commlink.
1 Tran cash; interstellar commlink.
3 Trans cash; psionic rig.
10 Trans cash; psionic rig.
25 Trans cash; augmented jump pod.
ZERO-G MINER
A prospector of ores and precious metals in asteroid belts and on small planetoids. Miners work together in small groups, surveying the entire “ring” of an asteroid belt, staking claims on those rocks that appear promising. Actual mining operations range from a single miner with a rock blaster to orbital mining cities. textbfPrerequisites: Study of applied science or business; Characteristic Ratings of at least Dexterity 5 and Agility 3. The character’s initial wealth must be at least 500 Mils. The character’s home gravity type may not be extreme.
Nothing.
Initial wealth x 2.
Initial wealth x 3; rock blaster.
Initial wealth x 5; Civ Level 8 geoscanner.
Initial wealth x 10; rock blaster and Civ Level 8 geoscanner.
Initial wealth x 20; Manner 44 robot with force field system, geo system, pilot system, and chemical system.