Blue Giant:Additional Material

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Attributes

Defects

Atypical Physiology

Type: Special

Humans spread out across the galaxy and modified their genome as they went. Sometimes this can cause problems when a medic has to treat someone with a vastly different physiology to that which they are used to. This defect is a prerequisite to some of the more extreme difference. Not everyone with an unusual bodyform or abilities needs this defect, only those with a modified genome. For example, having surgery to gain an animal head or furry features was all the rage in the Federation a hundred years ago and people undergoing this treatment undertook reconstructive surgery. This is quite different from having inherited human/cat hybrid DNA. Both are possible but only the latter is a defect.

The result of this defect is that medical science, the doctors and nanomachines they use, have difficulty treating the character. The effects of the healing attribute are reduced. The

Regeneration is not affected by this defect, although this defect may be required before the character can take regeneration. If aliens and AI are rare in your campaign then you may allow them to take the 2BP version of this defect.

1 BP - Unusual Physiology. Reduce by one level the effect of any healing attribute used on the character. +2 modifier to a medics skill check to treat the character.

2 BP - Alien Physiology. Reduce by three levels the effect of any healing attribute used on the character. +4 modifier to a medics skill check to treat the character.


Skills

New Skills

Modifications to Standard Skills

Templates

Ranger Template

Rangers are highly trained individuals. Only one in ten thousand applicants become rangers. In addition to the training they receive they are also physically and psychologically evaluated. Starting ranger characters probably shouldn't have any of the following defects. This list is advisory.

Awkward, Conditional Ownership (for robots), Easily Distracted (Lv 2), No Arms, Owned by a Megacorp, Phobia, Recurring Nightmares.

Attributes

Heightened Awareness (1), Highly Skilled (5), Organisational Ties (2) (Space Rangers), Personal Gear (2)

(Space Suit (minor), Blaster Pistol(minor), Healing Spray (lv1 healing 1/day/person)(minor), Tactical Body Armour (major), Other randomly selected minor x5, major x1)

Skills

Electronics (1) (Communications+Security+Sensors), Law (1) (Interstellar, Federation criminal), Mechanics (1) (Starships), Medical (1) (Emergency response), Military Science (1) (any one), Navigation (1)(Space), Piloting (1) (Spacecraft), Police Science (1) (any one)

Total 15CPs

In addition they receive a badge of office, and groups of Rangers receive a spaceship (Own a Big Mecha level 4).


Independant Settler Template

The Indy Settlers, aka Real Colonists, make up most of the inhabitants of the Treaty Zone. These people made the galaxy. The firstborn of each generation take their parents spaceships, leave home and keep flying outwards until they find an empty planet and make it their own. Real Colonists founded 95% of the inhabited worlds in the milky way. Later, more civilized generations may grow soft, but the people on the edges of humanity are tough as nails.

Stats Body +2, Mind +1

Attributes

Damn Healthy (1), Highly Skilled (3), Organizational Ties (1) (Their home community), Personal Gear (2)

Personal Gear includes thing like seed banks for food and medical plants, self growing geodesic domes, ground and air vehicles, communication devices, object replicators, specialist toolkits, saddles etc. Hogs count as minor objects rather than flunkies.

Skills

Artisan (1), Biological Sciences (1), Computers (1), Electronics (1), Mechanics (1), Medical (1), Piloting (1), Wilderness Survival (1)

Settlers will usually specialise in two skills vital to the community.

Total 10CPs



Equipment

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