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Legion the Game Mercenaries (7229644)

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Mercenaries By Richard Glosson John Strickler (order #7229644)
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  • 1Mercenaries

    By Richard Glosson

    John Strickler (order #7229644)

  • 2John Strickler (order #7229644)

  • 3CREDITSLead Designer : Richard Glosson

    Layout: Richard GlossonDesign Consultants: Mickey Weddington, James Russell & Adam Ross

    Additional Contributions: Carol Graziani, Jeff Stokes.

    Cover Artist: Richard Glosson Interior Artists: Richard Glosson, Charles Askew, Dreamer Theresa Donohue,

    Editing and Development: Rachel Metzger, Richard Glosson, James Russell, & Adam Ross

    Art Director: Richard Glosson

    Legion the Game v 1 Copyright 2014, Terminus Productions, LLC

    August 1 ,2014

    Publisher:Terminus Productions

    52 Powder Springs Stree SEMarietta, GA 30064

    www.legionthegame.com

    MERCENARIES

    John Strickler (order #7229644)

  • 4Introduction 6

    The World of the Mecenary 8 Background 11

    Character History Traits 11

    Occupations 18 Mecenary 18 Lawman 23 Technician 26 Psycher 29 Scoundrel 34 Doctor 37

    Experiences 40

    Education 40

    Events 41

    Feats 47

    Psyche Talents 50

    Alteration: Live Among the Stars 50

    Creation: Psychic Whelp 50

    Destruction: Touch of the Void 51

    Divination: Farseeing 51

    Equipment 52

    Armor

    Weapons

    Gear

    Ships and Vehicles 62

    Mykon- Oritech O52S Pursuit Cruiser 63

    CL 9-16 Void Ghost 64

    D8 Explorer 65

    Banshee Pirate Fighter 66

    Glossary 68

    New Species: Karottyc 70

    NPCS 72

    Creature Index 73

    Arcoras 74

    MegaCorp Enforcer 75

    Psychic Whelp 76

    Rending Claw of Darkness 77

    Puppet-Bot 78

    Unwavering Eye of Chaos 80

    Virickt Mite 81

    Adventure Hooks 82

    The Mercenary Economy 83

    Table of Contents

    John Strickler (order #7229644)

  • 5Entertainment 86

    Pre Generated Characters 88

    Bracken Store: Adjudicator 90

    Trenn: Bounty Hunter 91

    Lefty: Wencher 92

    Tyrilathanar: Starseer 93

    Doctor Squirm: Genesplicer 94

    M: Scavenger 95

    John Strickler (order #7229644)

  • 6Mercenary

    Neer-do-well

    Scoundrel

    Theres a lotta space out here for a man to get lost in. Making your way through it aint too easy a task. Sometimes you got to do whatever it takes to get by and you might just end up bouncing from planet to planet. Now I aint sayin Ive see all there is to see and done all there is to do, but, I wouldnt trade any of it for all the creds in the universe. Captain Delano Angilous

    This book is for the people who are not cut out for the regulations and restrictions of Military life in the GFH. Maybe they couldnt make it and drummed out honorably or dishonorably, or perhaps theyre just rebels looking to create their own adventures.

    Forwhateverreason,thesepeoplehavefledtherestrictionsofsocietyandnowtravelthegalaxyearningalivingbyfindingadventureorseekingenlightenment.Ittakes many, many people to make the universe spin, and even with the huge number who make a living in some branch of the Military, there are still billions who are not so inclined.

    Long ago, when the different species began to intermingle and the galaxy began to feel a little bit smaller, there were many who chose to break boundaries and venture further and further toward the edges of known space. Many private Mega-Corps hired people to explore and bring back rare minerals that were becoming scarcewithinthemorepopulatedsystems.Scientiststraveledfartofindnewspeciesoffloraandfaunaandotherlifeforms.SomepeopleevenescapedtheincursionoftheShade by settling into more civilized quadrants, eventually making their way to the very outskirts of civilization.

    As more Jump gates were found, several leading to uncharted systems, a growing number of people began to spread to the farther reaches of the Galactic Federation of Humanity (GFH), and even Onigrimm from their Empire were expanding. The further they roamed from their centralized governments, the more lawless and dangerous life became. This is not to say that the GFH, nor the Onigrimm Empire, did not seek to look after their wayward citizens. Outposts were established and the long arms ofbureaucracycouldstillreach,butitwaswithsomedifficulty.Asaresult,interferenceand aid were both in limited supply.

    As a mercenary, you make your way by living job to job, selling your skills to the highest bidder and unloading your bounty to whoever will buy it. You do this in order to keep yourshipflyingorthecubeyoucallhomeonaspacestationfilledwithyourthingsandnot someone elses.

    John Strickler (order #7229644)

  • 7Whats in this book.

    You will need a copy of the Legion the Game Core Rulebook (CRB) to use this supplement. Unless stated otherwise, rules remain the same from the Core Rules. Any new rules found within these pages are usable with the Core Rulebook with the GMs permission.

    New Non-Military Occupations

    These are new options for characters to take in lieu of the standard Military branches found in the Legion the Game CRB. They follow the same conventions of Terms of Service and Advancement (i.e., number of feats received per term of Service, Skill Points, Ranks, etc.).

    New Weapons and Equipment can be found throughout the expansive fringes of the galaxy. Most of these will differ from the Military versions that can be found in the GCR.

    New Feats will be found that will represent the more rough-and-tumble experience that is living the life of a Mercenary.

    New Psyche Talents focused on the mysterious and alien Stargods.

    New system replacing Ranks: Reputation and Rewards

    Reputation and Rewards is a new replacement ranking system that does not follow the standard Military Rank system in the Legion the Game Core Rulebook. Focusingmoreondeedsandprestige,thissystemreflectsthefriendsandenemiesyoumakealongtheway,andtheinfluenceareathatyouhaveaccessto.

    There are also loose economic guidelines that help make easier the struggle of existing outside the Utopian citizenship bubble that the rest of the GFH exist in, or even the hierarchal Onigrimm Empire where there are clear ways of earning a living. This allows the GM to extrapolate guidelines on how to help design that feel of going out andfindingtheworkandresourcestobeasuccess.

    Pre-Generated Ships for use by several of the new occupations can be found in this guide. As for how they are used, they will follow the Vehicle Construction Rules found in the Vehicle Guide Book.

    Advancing and creating characters follow the same advancement rules in the CRB (See Legion Core Rulebook Pg 72)unlessspecifieddifferentlyinthisbook.Mercenariesare created in almost the same was as Military Characters in the Core Rulebook. The major difference is education and starting Feats. Education you pick a path that you grewupwithinandyougainthosebenefitsofBaseSkillsandFeats.

    John Strickler (order #7229644)

  • 8The World of the

    Mercenary

    Being a Mercenary means that you make your living by doing things others might not liketodoorareunabletodoforpay.Mercenaries often band together into smallworkinggroupscalledOutfits.Youget hired out and receive pay depending on the job and the level of involvement. Often you can go out and do things on yourownandreapallthebenefitsforyourself, but that can be dangerous simply because you might not have a backing patron.

    The underlying goal of Mercenary life is getting paid. Getting paid comes in many different ways, but whether its receiving goods or getting paid in eCr, getting paid is the end goal. What happens while earning those payments is what causes the character to grow.

    Getting Started

    After you know what you want to do out here in the backwaters of space, you might want to think about where you came from. Your Background says a lot about you. It also tells important things like what kind of Education you may have had.

    After that you need to make sure you have the right Equipment.

    Then you start looking at what you can do with those Stargod-given talents and unique Feats no one else is able to do.

    Whoknowsyoumightevenbeoneof those special types that have a way about them and can use Psyche Talents.

    So what are the best ways to earn your eCr? Lets look at the more common options:

    Salvage Dealing- One way to make your

    John Strickler (order #7229644)

  • 9living is as a Salvager. This can be done legally or illegally. Many people look at this professionwithdisdainsuchasonemightlookatagraverobber,orathiefevenifyou are a legally licensed Salvager.

    Goingintogutaderelictshipfloatingdead in space is risky nonetheless. Peoplethatflocktoafindlikethatarelikescavengerstoacarcass.Manyfightshave broken out over 2000 metric tons of material that are up for grabs.

    Bounty Hunting - Some people are drawn to the thrill of the hunt. Bounty Hunting is an ancient profession that dates back to the beginning of history.

    There are many avenues that this occupation may take: some are working for lawfully appointed agents, some for personal vendettas, and some may even behiredbythelargeMega-Corpstofindperpetrators of espionage.

    No matter who the people are placing the bounties, there will be no shortage of bounty hunters out to collect on them.

    Freelancing - The most common form of earning is simply freelancing. This encompasses a wide assortment of jobs: personal bodyguards, members of private armies, a ships captain hauling cargo.

    Freelancing really is a catch-all for those jobsthatdontfalldirectlyinaspecifiedarea. It can be dangerous, and payment terms are often debated and not as guaranteed at the end.

    TravelThere are several ways to travel about the Galaxy if you arent riding for free from the Military.

    Hiring on - One way to earn your creds and get yourself across a great expanse of space is to hire on to

    a merchant marine vessel. Sometimes these contracts are drawn up per trip, and sometimes you sign on for a number of months or even years. Your food and board are paid for, but in the end the Capitan holds your fate in his hands.

    Purchasing a Berth - There are costs associated with getting around the known galaxy if you are not so lucky to have the Militaryfootthebill.Youcanfindanythingfrom a small transport ship with a few staterooms to larger scale capital ships that transport thousands of people at a time. Costs can run anywhere from a few hundred eCr to thousands, depending on the luxury level you seek.

    Stowaways - One of the most dangerous ways to get about is as a stowaway. On large ships there are always nooks and crannies that the crew doesnt inspect. These make for temporary lodging for people who might not have the money to pay for passage. The risk of stowing away is that if you are caught you could face being turned in to the authorities when reaching the destination. In some cases ships have gone out of their way to drop the stowaways on planets not too far offthelinehabitedornot.Insomecasesan even worse fate might befall them, such as never making it to port again.

    Paydays One of the unique things about the Mercenary life is how well you can live from job to job. There are two things one needs to survive in the wilds of uncivilized space: your reputation and your reward at the end of the job.

    Your Reputation is the thing that you trade on. It can get you favors, loans, and out of trouble. The Reputation Rank is the measure of how well an individual is known and how far widespread his infamy. As the character does more and more exploits the word of those adventures

    John Strickler (order #7229644)

  • 10

    travels. It is possible to lose the Reputation you have gained, causing you to become lessinfluential.

    ReputationYourreputationisdividedinto10 rankings.

    Rank1JustyouandyourOutfitRank2NeighborhoodHero/ScoundrelRank3TheLocalArea/TownRank4City/SpaceStationWideRank5YouareknownonaPlanetRank6YouareknowninaSystemRank7YouareknowninaSectorcontaining multiple systems.Rank8Wellknowninonesinglecontrolled governmental section. The Onigrimm Empire (O.E.) the Galactic Federation of Humanity (G.F.H), or Shade Controlled SpaceRank9Wellknownintwocontrolledgovernmentalsections.(O.E./G.F.H/ShadeControlled Space)Rank10Wellknownthroughouttheknown galaxy. Basically anyplace that has accesstothenews/wordonthestreethasheard of you

    (Depending on the scope of your game it is possible to go beyond the rank of 10.)

    Being Recognized You always have a chance to be singled outfortheactsyouhavedonebothgood and bad. You have a 10% chance of being recognized per your Rank in Reputation.

    What your Reputation rank allows you to influence.

    *Add your Rank to any Comm skill roll once per day per Term of Service if you are recognized.*You may draw a loan from a trusted source(Bank/PirateKing/MegaCorpFinance Department). This can be done if you are recognized by the person approached. The amount is equal to

    your current Reputation Rank x100. Loan Payments should be negotiated in game, however, rules should remain stern but reasonable.

    Reward Rewards are received at the end of specificevent-basedconclusions.

    Example: You bring in a known Bounty. The reward in part should follow the set level of payments. This is not to say that there may or may not be additional rewards, but this is a basic value to start with. You may be eligible to receive more than one reward level. For example, 5 Level 5 rewards for the apprehension of a well-known criminal mastermind.

    Youcanfindatableofrandomrewardslater in this book. For each of the levels of Reward there is a range of items. See Pg 88

    Rewards are divided into 5 levels of payments:

    Level 1rewardcashinvalueof1000eCror Item of equal valueLevel 2 rewardcashinvalueof2500eCror Item of equal valueLevel 3rewardcashinvalueof5000eCror Item of equal valueLevel 4 rewardcashinvalueof10,000eCr or Item of equal valueLevel 5rewardcashinvalueof20,000eCr or Item of equal value

    Starting Credits Yourstartingmoneyisyour Reputation in Reward level, equal to the Term of Service in eCr (i.e., Reputation Rank 3 receives one level 3 Reward). Add one additional level 1 reward in eCr for each Reputation Rank above 5

    John Strickler (order #7229644)

  • 11

    Background

    Each character has a history before they became a Mercenary. This history covers a characters childhood and adolescence. To represent this history, each character receives two character history traits. You can either choose any two traits, or roll for any two traits from the list below. None of these traits may be taken twice. If you roll one that you already have, you can choose to take the trait that is one slot higher or lower on the list, or you may reroll.

    HISTORY TRAIT DESCRIPTIONS

    HISTORY TRAIT DESCRIPTIONS

    Arctic Born: You were born to the ice and snow of a frozen world. The bitterest cold has little effect on you and you excel at traveling in areas similar to your homeland. You gain a +4 bonus to all saves against Cold effects. You treat heavy snow as normal terrain instead of difficult terrain.You gain a +2 bonus to Natural Sciences skill checks for survival and knowledge of snowy or cold areas.

    Artisan Folk: You were trained in a craft before becoming a soldier. Perhaps you never intended to have this life, but circumstances placed a weapon in your hand and granted you the enduring drive to serve. You gain a +4 bonus to Technical checks to create, maintain, or repair one type of equipment. You must choose the type at character creation. They can be general types such as vehicles or weapons but cannot be as vague as all military items.

    Bewitching: You have an uncanny ability to manipulate others, perhaps due to an alluring physical trait. Your eyes may be a strange color that captivates men and women, or you simply have a talent for twistingothers around your finger.When

    Table # - #

    Event: Roll: 2D20 PER TRAIT or Choose

    Arctic Born 2Artisan Folk 3Child of Faith 4City Rat 5Desert Born 6Forest Born 7High Born 8Jungle Born 9Mountain Folk 10Nomad 11Sea Child 12Shadow Born 13Space Folk 14Bewitching 15Bloodthirsty 16Brave 17Charismatic 18Total Recall 19Faithful Friend 20Inspiring Presence 21Intelligent 22Master of Lore 23Perceptive 24Weapon Bond 25Wise 26Galactic Traveler 27Dexterous 28Fast 29Lithe Acrobat 30Mighty Build 31Nondescript 32Resilient Toughness 33Savage Appearance 34Short 35Stout 36Strong 37Tall 38Tough as Iron 39Pegasus Program 40

    John Strickler (order #7229644)

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    dealing with NPCs whose starting attitude is neutral or better, you can temporarily improve their attitude toward you by two categories rather than one with a successful Diplomacy check.

    Bloodthirsty: The sight of blood stirs you to a minor frenzy. Perhaps you were exposed to violence at a young age or you may simply like inflicting pain on foes. If youdeliver an attack that immediately causes an opponent to die, you gain a +1 bonus to damage and a +2 bonus on Will saves until the end of combat. These bonuses are not cumulative if you kill more than one person in the same combat.

    Brave: You have always stood and fought when others have turned and run away. Whether it is because of an insane sense of invulnerability, religious faith, or a relentless desire to win, you never give up. You gain a +4 Bonus to Fear effects.

    Charismatic: Through a combination of good looks and a powerful personality, you excel at winning the hearts and minds of others. However, your sense of intuition suffers as a result. You gain a +2 bonus to Charisma but you cannot keep the Wise trait if you roll it. While you can manipulate others, you tend toward self-absorption.

    Child of Faith: You were raised in strict observation of religious tenets. You might even be a priest of the faith, though you are a soldier now. As long as you have a holy symbol of the church on your person, youarefilledwithresolutionandfaiththatyour god watches over you. You gain a +2 bonus against all Fear and coercion effects.

    City Rat: You grew up on the tough streets of a city. From a young age, you learned to scavenge and survive at the shadowy edge of the cradle of civilization. You can make Natural Science skill checks in the city with a +2 bonus. You can use Dealing to track

    downanyspecificdealersandinformantswith a +4 bonus to the skill check.

    Desert Born: While others see the endless dunes of the desert as a daunting obstacle, to you they are home. Intense heat has little effect on you. You have a +2 bonus on all saves against Fire effects. You can survive on half the standard amount of food and water; for instance, if you carry a three-day supply of food and water, it will last you six days. You gain a +4 bonus to Natural Sciences skill checks for survival and knowledge of desert and hot areas.

    Dexterous: You are quick and agile, though your body might be thinner than normal or otherwise prone to injury. You gain a +2 bonus to Dexterity but you cannot keep the Tough as Iron trait if you roll it. .

    Faithful Friend: You are true to your friends to the bitter end. When they need your help the most, you are at your best. You may designate up to six people as close friends. These individuals do not have to be player characters. When any of your friends is rendered helpless in any way, you gain an immediate non-cumulative +1 bonus to attacks, skill checks, and saves until they are safe. A friend is safe if he no longer remains helpless or if he is somehow removed from danger. You gain this benefit, however,until the end of the encounter. You can change your close friends over time. Once you remove someone from this list, you must wait 24 hours before adding a new person. You can drop one person from your list of friends per day.

    Fast: You have long legs or just an uncanny ability to use them to propel you forward. You gain a +4 bonus to your Speed and can perform Movement checks at normal speed with no penalties.

    Forest Born: You grew up among the towering trees of the forest, where you are at your best. Perhaps you feel

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    uncomfortable in a situation where you can see the horizon. You gain a +4 bonus to Natural Sciences skill checks. You gain a +2 bonus to Movement checks while in forested areas.

    Galactic Traveler: You traveled far and wide during your childhood, exposing you to a tremendous variety of cultures. You fit ineven in strangesocialcircumstancesand have mastered a variety of dialects. You enjoy a +2 bonus to Communications checks and gain two bonus languages.

    High Born: You were born into the nobility and enjoyed a life of simple leisure. However, for some reason you have been denied the true fruits of your birthright. Perhaps you were the second or third born and thus have no claim to an inheritance, or maybe your realm was overrun by invaders. Despite this setback, you still enjoy many of the advantages of your station. Your bearing shines through in formal circumstances. You gain a +2 bonus on all Communications checks when dealing with nobles and officials. You also start10,000 eCr to purchase equipment.

    Inspiring Presence: You possess an innate ability to bring out the best work in others. With a few words of encouragement and your determined effort to lead the way, your allies perform much better than normal for a brief time. Three times a day, as a Swift action, you can grant an ally a morale bonus equal to your Charisma bonus. This bonus applies to their next action. The target of this trait must be able to see, hear, and understand you in order for it to take effect.

    Intelligent: You have a keen, well-honed mind from your bookish obsession with learning. You gain a +2 bonus to Intelligence but you cannot keep the Strong trait if you roll it.

    Jungle Born: Born and bred in the tropics, you wander the dense rain forests and jungles with the same ease that civilized folk stroll down the street. You gain a +4 bonus to Natural Science skill checks while in jungle and rain forest terrain. Heat and humidity have little effect on you. You gain a +2 bonus to Fortitude saves made to resist high temperature conditions.

    John Strickler (order #7229644)

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    Lithe Acrobat: You are graceful, flexible,and acrobatic. You move with excellent coordination and complete difficultacrobatic maneuvers with relative ease. You gain a +2 bonus to all Defense and Athletics checks and can move at normal speed while doing so.

    Master of Lore: You have spent years studying a variety of topics, granting you a broad though not necessarily deep education. You may make a Knowledge check on any skill even if you do not have any Training Ranks in that skill. You gain a +2 bonus to all Knowledge checks.

    Mighty Build: Your solid, broad build allows you to use tools and weapons that others would find unwieldy. While an enormoussword might pull someone else off balance, you have the steady feet and powerful arms needed to use it properly. You can wield weapons up to one size category larger than normal for you without penalty. You still suffer the normal penalties for weapons above that size. This does not include weapons of a different Scale.

    Mountain Folk: You hail from the towering mountains. Traversing the steep slopes, jagged cliffs, and perilous trails of the peaks seem no more daunting to you than a simplewalkthroughaclearedgreenfield.You gain a +2 bonus to Natural Science skill checks for mountainous regions. In addition, you are steady on your feet from long hours spent walking along narrow paths. You gain a +4 bonus to any check or Saving Throw you make to keep yourself from being knocked prone.

    Nomad: Your people have wandered the stars, going where they please whether it was city to city or world to world. You were born into the saddle, so to speak. You gain a +4 bonus to all vehicle checks, as you have spent more time in the pilots seat than on your own feet since you were born.

    Nondescript: You have a face that seems to blend into crowds. You lack any noteworthy features or characteristics that would make you easy to identify. If you wish, you can remain nearly anonymous. During any non-combat situations, you can make a Stealth skill check modified by your Charisma tofade into the background. Those who fail a Perception check simply do not notice you as they are too absorbed in other things. Unless you take some noteworthy action or someone seeks you out, those nearby fail to note your presence unless they physically interact with you. Should you move within 5 feet of someone, your presence immediately becomes apparent unless you remain physically hidden or out of sight.

    Perceptive: You possess an uncanny ability to notice tiny details that others would miss, even if you do not actively seek them out. The Game Master makes a Perception check for you in secret whenever such a check would reveal a falsehood or hidden object or person. If the check succeeds, you learn that something is amiss. You must make a normal check yourself to determine theexactnatureofthedeception;thefirstcheck gives you only its general location or nature.

    Pegasus Program: You are volunteered to take part in a secret military experiment and are taken away from your home at a young age. You gain +1 to your Wisdom and to two of your other statistics. You also gain the Psyche Sensitivity feat. You are being trained to lead and are automatically an OfficerYoumaynotgotoaschoolbutgaina +5 bonus to entrance and evaluation rolls for a military branch and a +2 bonus to enter the Commando program. You have beenfittedwithaMasterOrdnanceChipto help monitor your performance while in active duty and you are assigned to a special duty company.

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    Resilient Toughness: You can overcome pain and injuries that would leave others in battered, defeated heaps. You have an almost superhuman capacity to fight through the pain and recover fromdamage. As a Full Action, you can heal yourself a number of hit points equal to yourConstitutionmodifiermultipliedbythenumber of Terms of Service you have. You can use this ability a number of times per dayequaltoyourConstitutionmodifier.

    Savage Appearance: You wear war paint, have a bizarre haircut, are covered in elaborate tattoos, or carry a gruesome war banner or trophy. Consciously or not, your opponents pay more attention to you in afightthantoyourallies.Duringcombat,any opponents who can see you suffer a -2 penalty to Perception checks as they find their gazes invariably drawn to yourstrange appearance. This opening may allow your allies to sneak into position. If an opponent threatens you and one or more of your allies, as a Free Action you may attempt to force the foe to attack you. The foe must make a Will save opposed by your Charisma check. If you successfully oppose the check and he chooses to attack your allies, he must attack you at least once during the attack. You may use this ability once per round.

    Sea Child: The sea is your home, whether you grew up on the coast of some lush world or have spent your life aboard a ship on the vast ocean of a water world. You ignore any penalties to fighting aboardany vehicle due to heavy turbulence or swaying decks. You gain a +4 bonus to all Athletics checks involving balance.

    Shadow Born: Your forebears were noted for their mysterious dealings, sinister reputation, and aptitude for Psyche Talents. From a young age, you displayed strange talents that are whispered to have derived from a diabolical pact between your parents and an agent of the Shade. You gain a +2 bonus on all Knowledge checks concerning the Nithian Arts and the Shade due to your odd upbringing. In addition, your blood is tainted with the ShadeoneofyourancestorswasaShadesomehow. This taint gives you a +4 bonus to any and all Saves against any effect with the Shade descriptor. One of your Mind Points is converted to a Shade Point. You also gain a +2 bonus to Perception checks involving the Shade, almost as if you have a supernatural precognition of it.

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    Short: You are much smaller than normal somuch so that you count as one sizecategory smaller than others of your species. You are size Small if you ordinarily would be size Medium, Medium if you would be Large, and so forth. You gain all the benefits and hindrances of your newsize. You cannot keep the Tall trait if you roll it. You can not keep this Trait if your Species in naturally Small.

    Space Folk: The stars were your landscape when you looked out the window as a child. Always hanging in the silence of space, you grew up in an orbital station or other space vessel. As someone else may know the different climates and seasons of a world, you know the different vessels and stations that reside in space. You gain a +2 bonus to all Perception, and Knowledge checks concerning space and the environments of it.Also,youignoreanypenaltiestofightingin zero-g or within close quarters.

    Stout: You are stocky, compact, or even overweight. Your body might be bulkier than normal, but the added mass is muscle andthickbones,not justflab.Becauseofthis you resist damage better than others do. You gain a +2 bonus to Toughness & Fortitude saves and gain +10 hit points.

    Strong: Your bulging, powerful muscles allow you to push aside material obstacles with ease. You gain a +2 bonus to Strength but you cannot keep the Intelligent trait if you roll it.

    Tall: Your long arms and legs let you tower over others. In battle your height grants you a key advantage in improved reach. You gain a +2 Size bonus when making grapple checks. This bonus stacks with any other Size related bonuses In combat, you threaten on additional square beyond your normal threatened area. This square must be adjacent to a square you threaten, but it cannot be adjacent to you. You do not threaten this square if you do not threaten

    any other space. You must decide which extra square you threaten on your action. Until you designate a square, you do not threaten an extra space. You can change the square you threaten to a different one on your next round.

    Total Recall: You have perfect recall, allowing you to remember minor details from an event that others have long forgotten. You enjoy a +1 bonus to all Knowledge checks and a +2 bonus on Perception checks to notice anything different about something youve seen before.

    Tough as Iron: You can withstand pain and terrible conditions for far longer than other people. You enjoy a +2 bonus to Constitution but may not keep the Dexterous trait if you roll it. You are as sturdy as the mountain and just as agile.

    Weapon Bond: You have a natural talent for wielding a single, specific type ofweaponsuchasalongswordorassaultrifle.From a young age, you demonstrated an advanced mastery of its use. Select a single class of weapon and you gain a +1 bonus per Term of Service to attack with, modify, and repair that weapon. Also you gain a +2 bonus per Term of Service to damage with that weapon. You feel so comfortable with the weapon that it feels like an extension of your body, personality, and intellect. If your weapon has a Psi-stone, you may purchase qualities as if the psi-stone had two extra Mind Points.

    Wise: You are insightful, well attuned to your surroundings, and given to delving correctly into the motivation of others. You enjoy a +2 bonus to Wisdom but cannot keep the Charismatic trait if you roll it.

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    It was the first time that he had been outside a government controlled community zone. Sure living in the structured societal norms was not a hardship but Alec had grown tired of the restrictive demands of what M.O.T.H.E.R had planned for him.

    He stepped on to the deck plating of the space station he had chosen to make his new home. The first thing he notices was the smell. It was recycled air that had been passing through O2 scrubbers for who knows how long. It was stale and biting to his nose that had been ac-custom to the fresh and almost sanitized aromas of the state ran mega complexes of Waycross capital city. The second was the lighting it was cold and flickering in a number of places.

    People quickly hustled about with clear determination in their move-ments. Some carried small creates and others moved about the large corridor. At this point the people behind him went in motion and he was jostled into the flow.

    Looking around he caught a glimpse of the faded numbers painted on the wall showing where he was. He had gained his bearings and began to move towards the lifts that would take him to the level that he would make his home. Heaving up his bag he set off.

    He took it all in noticing the people that he now called his neighbors, a number of species that were mebers of the Galactic Federation of Humanity. He saw one or two beings that he had never seen outside a HoloVid. One completely new species he had never seen before walked by... and politely waved.

    It seemed he would enjoy living here.

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    Occupations

    It takes a lot to survive when it seems like the whole universe is weighing down onyou.Whenyoudontknowwhereyounextcreditiscomingfromandyouhavefivedifferent things that it should be spent on.

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    Mercenary

    Mercenary is the generic term for a hired gun or sell sword that earns his daily wages through the general use of arms and possible violence. They know their way around weapons and armor. They are tough and resourceful.

    Bounty Hunter

    Being a Bounty Hunter is dirty work. You can spend weeks or months away from home, tracking your target, watching his daily movements, planning the best way to capture him, and then implementing that plan.

    Bounty Hunters generally focus on tracking, stealth, and optimizing Hit Point Damage over Wounds. They tendtobeself-sufficientandcanbeelusive.Themaintrade is to track down and return fugitives, criminals who have escaped justice, and personal vendetta retrievals. All these come with the Dead or Alive condition. Generally if the Bounty is wanted alive the reward is greater. A dangerous way to earn a living, the Bounty Hunter is feared, mistrusted, and respected among the known galaxy. When you arrive in a populated area and the word spreads that a Bounty Hunter has come there,

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    Grizzly Trophy +2 Intimidate per time taken.

    Armor Trophy +2 Toughness per time taken.

    Prestigious Trophy +2 Bureaucracy per time taken.

    Rare Trophy +2 DEF per time taken.

    Technological Trophy +2 To Hit per time taken.

    Chitinous Trophy +2 DR per time taken.

    he can meet any number of reactions. Luckily, Bounty Hunters have an impressive variety of skills to help them deal with whatever comes their way.

    KNACKS

    Careful Study: You have spent the time tracking people across countless worlds. While on some worlds they have received training and blessings from numerous warlord, priests, and weapon masters. Each Term of Service the Bounty Hunter selects one Species and treats their weapons as Martial Weapons.

    Man with No Name: It is always best if the people that you are after know as little about you as possible. As you become better at your craft you become more difficultforpeopletomakeAssessmentchecks against you. Each Term of Service adds +10 to the DC roll to assess the Bounty Hunter. If the check fails by 25 or more the person attempting the Assessment receives false impression.

    No Disintegrations!: Sometimes its not Wanted: Dead or Alive. In many cases the bounty needs to be brought in mostly in one piece. This Knack allows the Bounty Hunter to shift wounds that he causes into hit point damage. When using this Knack on an attack you cause no Wounds instead, causing 1d6 of Hit Point damage per Term of service.

    Pursuit of Prey: Bounty Hunters have to be a step ahead of their Bounty, for instance, by knowing the shortcuts through a city that they have planned out or through just raw bursts of speed. The Bounty Hunter can, once per a day per Term of Service, designate a target as his bounty, and when in pursuit of a bounty, gain a +5 to their Speed per Term of Service. If in a vehicle they gain a +10 to the vehicle Speed per Term of Service.

    Quarry: When a Bounty Hunter is on the trail of his quarry he has studied its behavior and patterns. As a Move action to study an opponent, the Bounty Hunter can gain bonuses against the Quarry. With the knowledge he has gained he receives a + 1 bonus to Hit per Term of Service against that target. He also receives a +2 bonus per Term of Service on Bluff, Intimidate, and Tracking.

    Quicker Draw: The Bounty Hunter is adept at becoming an armed assailant in the blink of an eye. The Bounty Hunter gains +2 to Initiative per Term of Service.

    Trophy Hunter: The Bounty Hunter has collected a number of trophies from the people he has captured. Putting them to use by displaying them, the Hunter can gain a number of bonuses depending on the type of trophy. You choose one trophy per Term of Service. You can choose the same trophy more than once.

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    My Very Favorite Gun: You must select onespecificfirearmtobecomeyourweaponofchoice.Whenfightingwithit,you gain a +1 bonus to Hit and +2 bonuses to Damage with it per Term of Service. Should that weapon be lost or destroyed it takes one day to repair or replace.

    Soldier of Fortune

    Yeah check her out. The .40 caliber re-chambered to take plasma *AND* HEP rounds, Dyson scope, retooled military grips and a heat reduction shroud so I get maximum charges from the secondary power cell that was installed in the stock, not to mention it came in chrome I call her Anastasia.-Jack Morganne talking about his new rifle.The Soldier of Fortune is above else a fightingman.Theyknowthattheirlivesand the lives of who they have been hired by may very well depend on how they and their gear can be trusted. Focused equally on Weapon Optimization and Specialization along with a knack for Armor Specialization the professional Soldier of Fortune is possibly one of the more dangerous occupations for themselves and anyone that gets in their way.

    KNACKS

    Armor Proficient: As the Soldier of Fortune gains skill and insights in the profession of being a hired gun, he or she gets increasingly familiar with a wide variety of armors. With each Term of Service, the Soldier gains a new Armor Proficiency,gainingtheminthefollowingorder:HeavyArmorProficiency,LightPowerArmorProficiency,MediumPowerArmorProficiency,HeavyPowerArmorProficiency,andExoticArmor.

    Efficient Power Usage: When the Soldier ofFortuneisinthefield,itmightbeawhile

    beforeyougettoresupplyorevenfindarechargingstationandthosePowerCellshave to last. Either its for that favored Vibro-Sword or a Vehicles Energy Cell. For each Term of Service, a Soldier of Fortune may add 5 charges to the maximum capacity of a Power Cell. He can do this to a number of Power Cells equal to his Term of Service.

    Access to the Good Stuff: Being a professional Soldier has its perks, one being that he manages to have access to some of the best gear available. A Soldier of Fortune may add a +2 Weapon Ability bonus to their weapon per Term of Service at no cost. This does not allow them to go past the +10 bonus limit, and must follow all normal restrictions.

    Triage: A Soldier of Fortune must keep fightingonbecausethatiswhatheispaidto do. The knocks and scrapes that occur during battle have to be shrugged off until they can be properly attended.

    By spending a Full round action and dressing his wounds, a Soldier of Fortune can regain 1d6 Hit-points per Term of Service. This can be done one time per day, per Term of Service.

    Heavy Handed Weapon Master: You have to be able to use whatever is available. If that means pulling the mounted heavy machine gun of a Gnat ATV and hoisting it up, so be it. Soldiers of Fortune are able to use weapons normally usable by someone in power armor or mounted on a small vehicle. These weapons can be used, but only for a short time before rest is needed. Weapons that are Large or are designated as Vehicle scale can be used for 2 rounds per the Soldier of Fortunes total Term of Service with no penalties. At the end of the rounds of use you are Fatigued, and you cannot use this Knack again until you are no longer Fatigued.

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    Always has Ammo on Hand: After extendedfirefightsorlongtermengagements, ammo can begin to run low. The Soldier of Fortune is smart enough to start conserving it, but more importantly can start to take what he needs from storehouses or downed enemy combatants.

    Soldiers of Fortune scrounge up ammunition like a champ. After a battle, the Soldier of Fortune can makeshift ways to siphon the energy of nearly depleted PowerCells,andfindtheoddshellorround from clips or magazines. He can replenish one clip or power cell for a weapon per Term of Service of Soldier of Fortune.

    Over-watch: Standing watch over your compatriots while they maneuver or withdraw is an important duty. Generally, taking up a position of cover while the

    eyes of the Soldier comb the surroundings, waiting to send shots down range in a hail offirewhentargetspresentthemselves.

    While in Over-watch, you threaten with your ranged weapon. As a full round action you may make one attack of opportunityperTermofServiceinyourfirstrange increment. This can only be used with ranged weapons.

    Zeroed In: A Soldier of Fortune can reach nearly unparalleled levels of Marksmanship. Able to shoot the tail of an Arcturan Drop Bear from 400 meters, they become skilled at the long range shots. Soldiers of Fortune are able to re-roll a missed range attack once per Term of Service per rested period. They can also increase the range increment by 20 per Term of Service.

    They all stood around the table in the small back room of a bar they frequented. Alright lets see what everyone has got The tall Tuathian said in a measured voice that always sounded as if it was echoing in a room much larger then he was in.

    Everyone dug into pockets and after all was said an done they had two Tricanthium Pyramids, 3 eCr sicks totaling 159 credits, and a coupon for a free coffee. Everyone stared at M for putting the coupon in.

    What... I like coffee the feline featured woman said, her ear twitched.

    Well we are broke, what are we suppose to do now said the large framed Dar-sithian named Trenn.

    Just then one the comms chirped the Archalion pulled it out and he read the screen

    Looks like we have a job

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    Lawman

    Sector Sentinel

    The Sector Sentinel is a Lawman placed in charge of a particular expanse of space, usually containing the center of the base he is more than likely placed in. A planet in need of protection from unruly bandits. An important key to a busy trans-galactic traderoute.Oralucrativeasteroidfieldmining operation. Through the use of awe-inspiringpresenceoraccesstoofficialChannels/Connections,theyarefocusedon moving about that assigned area, and are able to dispense fringe justice. They are also known for their impressive Piloting skills.

    Knacks

    Vehicle Access: You have to get around your sector. You have been provided with aMykon-OritechO-52SPursuitCruiserasmall one-person craft (see Ships chapter). This ship is provided by anything from the GFH, such as a local

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    provincial government, or a Mega-Corps payrollforalonespacestationfloatingthrough space.

    Hotshot Pilot: You are some sort of big deal. You can thread a dozen asteroids like threading a needle. You gain +2 to your Flying Vehicles skill per Term of Service. You also gain +2 DEF per Term of Service in regards to your vehicles Defense score.

    In the Eyes of the Law: Lawmen as a whole have to be an observant lot. Sector Sentinels look for anything out of place. Odd Patterns and erratic behavior. If something is not what it seems, they are oftenthefirsttonotice.Theygaina+2Bonus to Perception per Term of Service. In addition, if using Perception to versus a Bluff,theyalsoaddtheirWillSavemodifierto that Perception Check.

    Self Sufficient: Being an inherent loner, often Sector Sentinels may spend very long stints of time away from civilization. Rather than retreating back to a space station or outpost, they have learned to fend for themselves. They gain a +2 bonus to Natural Sciences when making survival checks per Term of Service. In addition, they receive a +2 bonus to their Saves when resisting the effects of a hostile environmental (i.e., Sandstorms, Frostbite, etc.).

    Very Special Modifications: Gain 10,000 eCrforuseinshipmodificationsperTerm of Service. This can only be used to upgrade the Ship or components of the Ship. (See Ships of the Line.)

    I Picked Up a Few Things: Choosing a Knack from any other Mercenary Occupationcountsasifyouwerefirsttermwith that Knack. Each Term of Service, the Sector Sentinel may opt to take another Knack instead of one from the Sector Sentinel selection.

    Fearsome Reputation: You dont want a Sector Sentinel gunning for you. He canmakeitdifficultforyoutodoanydealing in an entire quadrant of space. When dealing with the Sector Sentinel, if the Sentinel has announced himself and shown an authoritative device, criminals have a -1 to all die rolls when interacting withtheofficer(asifyouhadthatnumberof Wounds) per Term of Service.

    Spacewalker: Spending so much time in the vast expanse of Space, one becomes accustomed to the weightlessness and certain dangers. The Sector Sentinel gains +5 Movement bonus in Zero-G environments per Term of Service. Also, a +2 bonus is granted to Athletics and DEF per Term of Service. They can also attempt more Acrobatic maneuvers than normally possible moving about in Ships.

    Adjudicator

    Look, I dont care if your uncle is Prefect of this Sector, youre still coming with me!

    An Adjudicator is assigned to a planet or space station and is a representative of Federation Law. Military Law, although the most common and widely spread form of law, is not the only form of justice. Communities will often police their own whentheywantswifteractionorfindthatthe watchful eye of the Judicial Branch of the Military is a bit wandering, or just absent for too long.

    KNACKS

    License to Kill: Adjudicators are the law when it comes to the more remote parts of the Galaxy. They are given certain libertiestodispensejusticeastheyseefit.This is most useful to the Adjudicator if the person that has been sentenced to harsh judgment, such as death, is someone important.

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    The Adjudicator gains a +2 to Bureaucracy skill checks per Term of Service, to avoid backlash from any judgment. This will help the Adjudicator avoid being finedorreprimandedfromsuperiorsorgovernmental liaisons.

    This here is my town! Often, because Adjudicators are focused on a certain area, even though that area is variable in size, they have an in-depth knowledge of it. This gives them the upper hand when preforming certain duties with in it.The Adjudicator gains Favored Terrain. They receive a +2 DEF, Initiative, and Stealth skill checks per Term of Service in Lawmanwhileinhisareaofinfluence.

    Voice of the Law: All Adjudicators are imposing. When you have the authority to dispense justice, you speak and people listen.

    Adjudicators gain a +2 bonus to Intimidate, Bureaucracy, and Bluff skill checks per Term of Service.

    Species Profiling: A Lawman has to deal with a wide variety of Species. However, Adjudicators tend to focus on select Species.

    The Adjudicator receives a Favored Enemy bonus against the chosen species. They gain a +1 to Hit and +2 Damage per Term of Service. You choose a new species every new Term of Service and apply the new bonus to each Species. Criminal Justice!: You are the hand of justice in an otherwise lawless outland. You must be ruthless in the execution of your duties, ending things as quickly as they sometimes begin. Adjudicators gain a +1 Damage Die per Term of Service if it is an individual who has been successfully identifiedasacriminal.

    Post All-Points Bulletin: Allows the Adjudicator to put out an all-points bulletin (APB) on a person of interest or a criminal. This grants a better chance to receive information of the whereabouts of the person in question.

    Each Term of Service extents the area of influenceandthepercentagechancethat the person will be spotted. There is a 10% chance per Term of Service that the being that is wanted will be spotted, and the Adjudicator will be alerted through his network.

    Starting up a posse: When in pursuit of a suspected or known criminal the Adjudicator may deputize 1 non-Lawman per Term of Service as a Full Round action.

    Members of the Adjudicators posse gain the Teamwork Feat. They also gain +1 to all Saves per Term of Service while in the areaofinfluenceoftheAdjudication.Theareaofinfluenceis50perTermofService.

    Look the other way: There are good lawmen and bad ones. The Adjudicator is known as someone who will make a deal. The Adjudicator gains a +2 bonus per Term of Service to Communication skill checks when dealing with a suspected or known criminal.

    Walking a beat: When Adjudicators are in their favored terrain, they threaten an additional +5 per Term of Service with melee weapons. If a target provokes an Attack of Opportunity they can, as animmediateaction,sacrificetheirmovement for the round to move within melee attack range and engage their target and make the Attack of Opportunity.

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    Technician

    People who expand the limits of what you can do with the technology that surrounds us on a daily basis are the technicians. One of the specialties deals with actually entering into a symbiotic relationship with the device. The other is being the master of building the best of the best, just as ancient shipwrights did.

    Ghost in the Machine

    WhyshouldIoranyofusbethefirstonesinthe room? We can just stand back here and let Chuck do all the work. Dont hurt me one bit if he gets blasted.

    Using a Dual-Synchronous Robotic Shell, often referred to as a puppet or puppet-bot, a Ghost can focus part of his mind to control a robotichelper/defender/infiltratorinavarietyof ways.

    The Robots are controlled either through a headset rig or through a cybernetic implant. Using this connection, a Ghost will dive his mind into the realm of the wireless world to bring it to life, augmenting the basic AI of the Puppet-Bot.

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    A Ghost suffers penalties to actions, both for him and the robot. However, those penalties are lessened as the Ghosts Terms of Service increase. All actions suffer a -5 to the roll. This applies to both the Ghost and to the Puppet they are operating. Puppets can have programs that offset penalties, or the Ghost may offset them in different ways.

    The maximum distance that a Puppet can be operated is 500 from the Ghost. Typically, the Ghost will remain on a nearbyship,orintherearofanOutfit,investigating a hostile area. They are able to share senses with the Puppet-Bot.

    KNACKS

    Augment Connection: As a Ghost begins to navigate his way through the electronic synapses,hebeginstofinditeasiertocontrolthepuppetnotonlywithlesslagand possible loss of skill, but also in the distance that the signal can reach.

    For each Term of Service, the penalty for operating the Puppet goes down by one, along with adding 100 to the range.

    Bigger and Better: Increase the capabilities of the Puppet in combat, increasing the Damage die one rank and Hit die one rank per Term of Service.

    Boost Sensors: Becoming more attuned to the virtual surroundings, the Ghost can begin to make use of sensors that are moreprecisethanthatofaflesh-and-blood being.

    They gain +2 to Perception and +2 Initiatives per Term of Service.

    Feedback: The residual code and informationthatflowsbetweentheGhostand its Puppet lingers. If the Puppet is running programs, the Ghost may use the benefitsofthatprogramasifhewere

    running the Program himself. One program per Term of Service may be used, with no duplicate programs allowed.

    ID Insinuation: Working with the same electrical pathways, some of the Ghosts personality gets imprinted into the limited AI of the robot. Because of this, certain commands can be preemptively acted on by the robot. Along with some degree of autonomy, this grants a +2 bonus to the INT, WIS, and CHR, and one of the Personalities must be chosen from the list on page 77.

    Maximum Overdrive!: Ability to push the levels of the Puppet beyond what it is normally capable of.

    Quicker and Stronger, adding +2 to STR, DEX, and +5 of movement per Term of Service. .

    Increased Bandwidth: Allows you to access and additional Controller in regards to a Puppet, each puppet gains the normal penalties. Upgrades must be purchased separately for individual Puppets. +1 Controller per Term of Service

    Upgrade!: You gain a number of Upgrades from the list of appropriate gear for free, equal to your Terms of Service. These are cumulative (i.e., at 1st Term you have 1 Upgrade, 2nd Term 2 Upgrades, and 3rd Term you will have 3 freeUpgradestochoosefromforatotalof 6 Free Upgrades.) Upgrades are listed in the equipment section.

    WrencherNothin like getting your hands dirty, really getting in there and making that engine rumble to life!

    KNACKS

    Cut-Off Switch: Every system has a failsafe or a cut-off. The Wrencher has

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    the uncanny knack for almost surgically getting right to the heart of the matter.

    Whenfightingconstructs,cyborgsorvehicles with Extras, a Wrencher may make a touch attack as a Full Round Action to disable Extras. The Wrencher forces a Toughness save. If successful, he disables one Extra per Term of service. The Extra is not able to be used for a number of rounds equal to the total number of Terms of Service in Technician. The DC fortheToughnessSaveisequalto15+5/TermsofService+INTModifier.

    If it doesnt fit : When working with vehicles, one of your biggest limitations when it comes to weapons, components, and other essentials is available space. A Wrencher can add slots on vehicles, increasing its Capacity one point per Term of Service in Technician. He must spent one day per capacity slot added with the vehicle, and 1000 eCr in lighter and stronger materials to compensate.

    In the Creases: The Wrencher is able to ignore the Damage Reduction of Constructs and Vehicles when making attacks against these hard targets.

    For each Term of Service, the Wrencher can ignore 5 points of DR.

    Lift with your legs: Hard working and no strangers to having to move materials and equipment around the maintenance bays, the Wrencher has a lot on his shoulders literally.

    Wrenchers increase their Carrying Capacity, calculated as if they have a +5 STR higher per Term of Service.

    Miracle Worker: When it absolutely has to be done yesterday, the Wrencher can make it happen. They are able to not only promise, but deliver repairs in record times.

    When making repairs, the time needed is reduced by 10% per Term of Service, provided they have at least the most basic tools needed for the job.

    Operate Heavy Machinery: A Wrencher becomes accustomed to and familiar with the vehicles they work on. Maneuvering ships in tight hanger bays, taking a shuttle to a nearby client in a crowed city, or putting a Mech through the paces.

    They gain a Bonus to Piloting Vehicles and Mechs. +2 per Term of Service to Ground Vehicles and Flying Vehicles.

    Oversized? No Problem: Often Wrenchers are around larger-than-life weapons. Whether its the Auto-cannon off of an ATV turret or a Mechs energy blade housing, Wrenchers can wield larger weapons with fewer penalties. Each term lessens the penalty for using oversized weapons by -1.

    Weapon System Check: By maintaining weapons, you can optimize some impressiveresultswhetherriflingonabarrel or overcharging capacitors.

    A Wrencher may maintain a number of weapons equal to the Term of Service in Technician. Every weapon maintained in this way gains +1 to Damage, +1 to Hit or Minus, and +1 to the fumble range (Minimum of 1).

    In addition, he may choose one weapon to maintain, that may re-roll the lowest Damage Die in an attack. Reroll can be used once per an attack, and you must take the new roll.

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    Psycher

    The Mind can be as expansive as the Universe. Being in contact with the consciousness of the Stars and beyond is something few experience and can come to grips with. Whereas the Starseer draws power from beyond this dimension, the Conduit of the Stargods are a direct connection to the Stargods. Some say that which makes up the Stars is what the entire Universe is made of. The Conduits seem to be living proof.

    Conduit of the Stargods

    I have stared into the dark abyss and found the gaze of the powers of all creation and destruction staring back at me, opening their arms to welcome me into their embrace. They have taught me things that you can never imagine.

    KNACKS

    Librium Solar: If fully given over to the will of the Stargods, the Conduit receives the gift of Knowledge. Powerful and unique are the

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    talents that are learned, to which few get access.

    Each Term of Service allows access to a New Psyche Talent, with the prerequisite Conduit of the Stargod. These are listed later in this book. (See New Psyche talents, pg 53.)

    Expand Mind: The mind is expanded to untold limits. Surging with boundless mental energy, the Conduit of the Stargods start to become juggernauts of the Psyche.Conduit of the Stargods gain an additional +3 Mind points per Term of Service.

    Charisma of the Celestial Bueaucracy: You represent the enigmatic beings that reside within the heart of every star. The connection to the solar beings causes the Conduit of the Stargods eyes to glow with the burning embers of the stars. The Conduit of the Stargods gains a +2 to CHR per Term of Service.

    Commune with the Stargods: The Conduit of the Stargods regains Mind Points at a quicker rate than a full nights rest. They need one less hour per Term of Service in Psycher to replenish lost Mind Points. (4 hours of rest if they are in their 4th Term of service, for example.)

    Theymayextendthisbenefittooneotherperson per Term of Service.

    Healing Touch: Using the energy of the stars themselves, they can channel ambient life energy into the physical body of an individual. This causes repairs to be done almost at the cellular level. The Healing Touch will not mend broken bones, lost limbs, or other wounds. However, it will ease other Damage taken.

    You gain 1d6 of Healing per Term of Service as a Scion of the Stargods. It takes one standard action per Healing attempt

    per person. You may only use the Healing Touch on one person per round.

    Manifestation of the Stars Heart: In some cases the Stargods will grace the Conduit with a mark that shows them as a messenger of the Stargods. ThesemutationsinsomewayreflectthedemeanororflavorofthethingthattheStargods views as pertinent to their causes. For example: The Stargod that resides in the star that the planet Haven orbits may manifest a third eye, as the Stargod watches over the creatures that reside on that planet.

    Burning Eye of the Stargod - +2 to Perception checks per Term of Service. Appearance is of a burning third eye on the forehead.

    Blazing Soul of the Knowledgeable Mind - +2 on any Knowledge checks per Term of Service. Appearance is of a circle offirefloatingjustabovethechest.

    Blackened Eyes of the Dying God- The eyes of the Conduit become entirely black. This doesnt affect the normal vision of the Conduit. It does, however, grant them Darkvision 50 plus +10 per Term of Service.

    Voracious Hunger of the Stargod - 1d6 Bite attack per Term of Service, while ignoring 2 points of Hardness per term of Service.

    Strength of the Sun - For Feats of Strength,Conduitshavea+2STRmodifieronce per a round. Melee Attack rolls, Melee Damage rolls, lifting, opening doors, breaking bonds, etc.

    Purity of the Atom: E ach atom of a Conduit begins to burn a little brighter, much like small stars of their own. This allowsforcertainafflictionstobeburnedaway and have little to no effect on the

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    Conduit.For every Term of Service, you may pick one thing to be immune to from the following list:Poisons RotCharm EffectsDiseases ParalysisShade infectionBleedBlindnessAbility DrainStunFatigue

    Voice of the Stargods: With the power ofjustaportionoftheStargodsflowingthrough them, the Scions are able to send out waves of disruptive energy that causetheShadetohaltintheirtracksorin the case of powerful Scions, reduce the carrier of the Shade to an empty and burnt-out husk.

    Able to Rebuke (Turn) Shade, the Scion, may spend a turn attempting to affect anyShadeintheareawithhisinfluence.When the Scion presents this power, all Shades or targets with a Shade Point that make their save suffer a -2 per Term of Service, with all actions that directly target the Scion for the duration of the Turning effect.

    See Turn Shade - Legion Core Rulebook, pg 266

    Starseer

    Being able to see the things that lurk in the other space is not all its cracked up to be. Think about that weird thing out of the corner of your eye that isnt there when you look. Just imagine that when you look its still there.

    While some people are born with the ability to learn and nurture the Psyche,

    there are the rare others that are tied to what powers it. These people, known as Starseers, are able to unnaturally tap into these resources, and wield this power to unusualandefficienteffect.

    KNACKS

    Draw from the Abyss (Energy Manipulation): The Starseer, being physically attuned to other dimensions of origin of the Psyche, are able to manipulate the output of energy-based weapons.

    The minimum damage for an Energy weapon is increased by 1 per die per Term of Service. This may max out a Damage dies range.

    For Example: A 3rd-Term Starseer using a Medium Laser which normally does 3d10 damage would count all 1s, 2s and 3s as 4s. This would give the weapon a Damage range of 12 - 30 instead of 3 - 30.

    Hyper-walk: This knack allows the Starseer to force his way into the dimension of Hyperspace. This allows him to make instantaneous small jumps, displacing him in real space to appear in another. It requires 1 Move action, and the range is 25 +5 per Term of Service.

    You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desiredwhether by simply visualizing the area or by stating direction. You may also bring one additional willing Medium or smaller creature or its equivalent per Term of Service. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you (so in effect, you can daisy chain a hyper-walk).

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    If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of Damage, and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

    If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of Damage, and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet (or further), you and each creature traveling with you take an additional 4d6 points of Damage, and the attempt simply fails.

    Perception of the Deeper Reality: That buzzing in the base of your skull the whispered words in an undecipherable tongue. As you become more in control of your mind and center your being, you begin to understand. You begin to be able to make sense of the signal from the realm beyond.

    You are able to, as a standard action, sense any creature with the Psyche or Shade descriptor within 100, per Term of Service. You may also be given information by the GM on matters relating to the Shade or Psyche activity in an area. This may be received as disjointed messages or odd feelings. This also gives a +2 to all Divination Skill Checks per Term of Service.

    Unnatural Insight: Due to the constant exposure to other worldly forces, you have an almost superhuman ability to react and counteract beings from the other side.

    Starseers gain a +2 Initiative and +2 to Attack and Damage rolls per Term of Service, against the creature type Psyche. This can stack with Favored Enemy and Bane weapon quality. You may ignore 5DR per Term of Service against those creatures.

    Psyche Visage: The Starseer, having a foot in each realm, has a Psychic Visage that is only visible to those with the Psyche Sensitivity Feat and a successful DC 20 Perception Skill Check. The Starseer can, however, allow that deep visage to bleed through, permitting people who are not Psyche Sensitive to see what lies beyond the veil. This can be used to attack, calm, or confuse. There are a variety of Auras, or Visages. To force your Visage into the world we live, Manifesting is a Swift Action and the effects last for that round. You must choose one Aura and may not change it. The effect can be used on one person per Term of Service.

    Visage Examples:

    Angelic Aura - In other planes of existence you appear to have an aura of shining light and large feathered wings that trail off into wisps of energy.

    All allies are calmed. Starseers may remove a Fear effect and make allies immune to Fear effects as long as they keep the visage up and within Line of Sight.

    Flaming Skull - In other planes of existenceyouappeartohaveyourfleshburned away, leaving only a skull hovering above where your collar ends.

    This visage causes Fear and the Will Save is DC 15 +2 per Term of Service.

    Void Form - Your physical form seems to fall away, leaving only a silhouettethatisfilledwiththevastemptiness of the cosmos.

    The visage causes disorientation due to the endless vista of space before your eyes. Causes a penalty of -1 to all Actions per Term of Service. A Will Save of DC15 +2 per Term of Service negates.

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    Chitinous Form - You are surrounded by an ominous, otherworldly, insect-likepresenceasifyouwereinsidethechitinous armor of a bug.

    This visage causes a nauseating effect. Anyone affected gets a Will Save verses a DC 15 +2 per Term of Service, or will be Sickened.

    Slipping the bonds of Reality (Phase Field Generation):Starseerscancauseafieldto surround their bodies, partially open to Hyperspace. This causes energy to be shunted to another place in space. They gain protection against energy types, gaininganER2/-+2perTermofService.This also causes a 5% miss chance per Term of Service as a Concealment bonus.

    Shadow Plague Resistance: You become less susceptible to the spread of the Shadow Plague. If you have any Shade Points,youareabletofightoffanyspreadof them to other Mind Points through your force of will.

    The Starseer gains +2 Saves per Term of Service verses any effect derived from an effect with the Shade descriptor. When using a Shade Point, Starseers gain a +2 on Will saves per Term of Service, to resist converting an additional Mind point to a Shade Point.

    The Starseer begins exhibiting more and more Shade-like symptoms. For this very reason, many Starseers who have taken this Knack tend to be more isolationist. This lends even more to their mysterious reputation.

    Effects of using Shade Points can be found on Page 361 in the Core Rulebook

    Touch of the Infinite Void (Energy Manipulation): The Starseer is an antenna for the signals that originate from Hyperspace. As such they have a natural

    fieldofambientenergy,similarineffectbut different from the Dagroshi. Unlike the Dagroshi,thefieldisnotconstant.

    As a Swift Action, the Starseer can, while touching an item with Power charges, imbue a number of charges equal to twice their Term of Service into a weapon or energy-powered device (i.e., Powered Armor). The device can then be used as normal. You cannot exceed the maximum number of Charges.

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    Scoundrel

    Misunderstood by some and hated by many, the Scoundrel is in some ways the lifeblood of commerce outside the scope of the militaristic and ordered structure of the GFH. They are even beyond the reach of the Mega-Corps that dominate the political and economic landscape.

    BlackmarketeerHeywhadijafindthere?Hmm...OhIthinkwecanfindabuyerforthishandsomelittlething...

    Golden Tongue: You are a wheeling and dealing machine when it comes to talking to people. No matter whether its ferreting out the best deal, or putting the pressure onarivalyouhavethegift.Yougaina+2 Bonus to all Commo Skills per Term of Service as a Blackmarketeer.

    Warehouse Full of Junk: When dealing with the Black Market, you have things coming in and out of your possession day and night. At any one time you might have such items on hand as a Tuathan Lightblade or a Duergish Iron Mountain Power-Armor. You might be able to make use of it... at least until you have to hand it over to the buyer. This Knack allows the Blackmarketeer to borrow an item value equal to 10,000 eCr per Term of Service, for a number of days equal to your Term of Service. If you cant get it back in time you will lose one Reputation rank per day.

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    Buy Your Way Out of Trouble: Being someone with moneys and ties to important people can come in handy. If you are in a hostile situation with people who value standard currency, you may spend a variable amount to better your standing.

    You may attempt a Dealing check to improve your standing from Hostile to a better step up. For every 200 eCr Blackmarketeers spend, they gain a +1 to your Dealing Check per Term of Service to improve the temperament of the NPC you are dealing with. The NPCs will remain Hostile until they receive the payment.

    I Know What You Did Last Solar Cycle: Not only are you a dealer in the Black Market, you also have some skill at Black Mail. You have the goods on many rivals. You can make a Bluff Skill Check instead of a Intimidate Check with a +2 bonus per Term of Service, and force the person you are talking to to submit to your line of questioning or hand over valued objects.

    ThisdoesntshifttheNPCsdemeanoritjust makes him or her complacent. Its a good way to make an enemy a really mean enemy

    Venture Capitalist: You have managed to place some of your money into some smart investments, legal and otherwise, and they have started to pay off. Your investments pay off an amount of money equal to 500 eCr per month, per Term of Service.

    Marketing Power: You are a bit of a known, reliable source of useable but sketchy goods. You can sell stolen, not salvaged, goods for a bit of a markup.With a successful Dealing check, you may add 5% per Term of Service in Blackmarketeer to the amount that was settled on. You also receive 5% per Term of Service reduced cost on purchased items.

    Any Port in a Solar Storm: You have managed to secure a number of safe housesthroughoutyourareaofinfluence.These hideouts will have backup ammunition, food for a number of days, andpowercells/chargers.Theamountofequipment is equal to 1000 eCr per Term of Service. The safe house has workshops for effecting repairs. These places will be safe if you are being hunted for a number of days per equal to your Term of Service.

    Kneecap: Sometimes action needs to be taken. As a Swift action, you can declare a Kneecap with your next attack. If your attack causes damage, your foe must make a Fortitude save (DC 10 + per Terms ofService+WISmodifier).Thosewhofailsuffer a -2 penalty to Speed per Term of Service, and you gain a +2 bonus to Intimidate per Term of Service. This penalty lasts until the damage of this attack is healed.

    ScavengerEverything has value you just have to know where to look for it.

    The ability to go into a derelict capital ship or abandoned asteroid base and pull out everything of worth is a highly prized skill.AnexperiencedOutfitcanstripashipfaster than an Arcturian Dropbear pack can reduce a man to bones.

    One Mans Trash: If there is one thing that the Scavenger is known for, its the ability to pull value out of a pile of scrap. To do that, you need a keen eye. The Scavenger gains a +2 bonus to Perception Checks per Term of Service. The Scavenger also has 20% plus 10% per Term of Service chanceoffindingsomethingofvalueinrefuse.

    I can take it apart in a jiffy: Scavengers are masters at the art of getting to the nuts and bolts of things. Scavengers gain a +2 to Engineering Skill checks per Term

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    of Service In relation to salvaging. The Scavenger reduces the time it takes to Hack physical locks. They gain 1 attempt per Term of Service each round.

    Makeshift Weapon: Its not always a friendly world, and some people dont take kindly to you coming in and pulling out power converters from a seemingly abandoned relay beacon. Youd best be abletofightwithwhatyouhaveonhand.

    When using an Improvised Weapon (such as a crowbar), the Scavenger gains 1d6 Damage bonus plus an additional +1 Damage per Term of Service. This damage is Precision damage.

    Sales: You are a master of unloading your goods once you get them back to a market place. When you sell salvage, you gain additional money, depending on your renown.

    You gain 5% per Term of Service on the money you receive, based on your Reputation. You also may reduce the cost of items bought by 5% per Term of Service.

    Grounded in your work: Pulling wires and parts that might still be hooked into power because you are in a hurry is a real worry for Scavengers. The shocks and jolts one receives eventually becomes tolerable. Scavengers are able to work with dangerous levels of shocks, hardly batting an eye. Scavengers gain a resistance to Electricity. Add +2 ER vs Electricity per Term of Service.

    Could Have Anything on Hand: Chances are good that youll have a needed component, item, or really anything in your pockets or rucksacks. You have a 5% per Term of Service to have a useful item tucked away. This ability can be used once per day and must be something that can be carried.

    Quick hands: Palming an eCr stick here, stuffingasparepartunderthereitsallabout what you can manage to hide and get away with. Most Scavengers can deftly maneuver things where they wont be noticed. They often have false-bottomed compartments and smuggler hatches in ships they frequent and places they live. The Scavenger may make a Manual Dexterity skill check with a +2 bonus per Term of Service to hide an object. This may be used as a Move action. An opposed Perception Check against the roll as the DC may be made, to see if its spotted.

    Jury-Rig: The Scavenger can slap together spare parts and makeshift materials to manage an effective repair, even if he may lack the components or time to do the job properly. Then he makes a Technical skill check as normal. He cannot take 10 or 20 on this check. If the check is successful, then he can improviseorscavengesufficientspareparts, and the repair takes half the time it normally would. However, the device is inherently unstable. It will completely malfunction or cease operating if the character using the device suffers a critical attack in combat, or rolls a natural 1 (fumble) on an attack or skill check with the device. Jury-rigged jobs can be redone when the Scavenger has the time and parts to do the job properly.

    Sometimes a Scavenger doesnt even have time for a jury-rigged repair. When a weapon jams in combat, it needs to befixednow.AsaSwiftaction,hecanget malfunctioning devices in working order by kicking, smacking, jiggling, oiling, or even verbally coaxing them. Then he must touch the item to be repaired. No Skill check is necessary. The device will resume working properly for a number of rounds equal to the Terms of Service. After this time has passed, the device will malfunction again.

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    Doctor

    Doctors are found throughout the known galaxy. They are able to save lives and make advances in technology in leaps and bounds. With so many species in the galaxy, doctors must stay on their toes, and almost all types are regarded with awe. Frontier Physicians are highly respected for their tireless efforts to heal, and the Genesplicers for their eerie and specialized skill sets. Both are excellent examples of how the wandering medicalexpertcanfindahomeamongtheoutskirtsofcivilization.

    Frontier Physician

    Saving lives without getting yourself killed in the process, thats what it is all about.

    Create Antidote: Dealing with so many strange and unknown ailments, the Frontier Physician has a 25% +10% per Term of Service to nullify a toxin, poison, or disease.

    Create Healing: Whenever using a device or piece of equipment, Frontier Physicians increase the effectiveness of the Healing by 10% per Term of Service, or heal 1 Wound per Term of Service. Recover Wound: Within a short amount of time, the Frontier Physician can set a bone, splint a limb, or patch a hole. As a

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    Standard Action, they can negate the penalty from 1 Wound per Term of Service. This will only last for 10 minutes per Term of Service. Every location takes a new use. Head Wounds cant be recovered if all Wounds are lost in that location.

    Pressure Points: Sometimes patients need to be subdued to allow them to be treated. A Frontier Physician can make an attackagainstaflat-footedopponent.The target must then make a Toughness Save against a DC equal to 15 +2 per TermofService+INTmodifier.Thiscauses1 Temporary Wound per Term of Service. These temporary wounds last 1 round per Term of Service.

    Critical Wound: Frontier Physicians are healers, but they know where to make it hurt if necessary. As a Full Round action, you can choose a target and add +1 to the Critical range and 1 to the Critical Modifierofaweapontheyareusingitfor a single attack. This additional point is added after Critical Focus and Keen have already been calculated in. Example: a C-34A Trapper Critical Range 19-20 x2 will become a 17-20 x4 in the hands of a 2nd Term Frontier Physician.

    Defibrillator CLEAR!: Being instructed on how to revive someone from the dead is one of the most important duties a Physician may have.

    If the target is dead, the Frontier Physician makes a Medical Sciences Check with the DC check equal to 15 + the number of rounds they have been dead. If the check is a successful, the target is resuscitated and stabilized. The target must have a torso and head for this to work.

    Self-Medicate: The Frontier Physician gains a +2 to Save versus Diseases and Poisons per Term of Service.

    They also gain Intestinal Fortitude, gaining the ability when making a Fortitude Save from something that causes damage. If they make the save, they take no damagefromthesourceinsteadof1/2damage.

    Identify Ailment: Taking an action, you are able to recognize what effects and conditions a being might be under without the use of entire labs of equipment.

    This grants a bonus of +2 per Term of service to Medical Sciences skill checks to treat any ailment. This bonus also applies to any additional Save attempts in resisting the ailment treated.

    Gene SplicerOh Me? Well Im a little from column A and a little from column B

    Some medical researchers go beyond the theoretical realms of the lab, and begin to act on their knowledge. The Gene Splicers seek to improve themselves thought the manipulation of their DNA.

    Instant Adaptation: The experimental adjustments made to the DNA of Gene Splicers makes their immune systems veryefficient.Somuchsothatwhenforeign substances are introduced to the immediate surroundings, they can shrug off many effects from gases, toxins, and poisons. This can even protect against short-time exposure to the vacuum of Space. Use a Save for no effect from gases/hostileenvironmentalchanges.Failed Save takes damage. If it is a constant effect, a new Save must be made every minute of exposure. For each Term of Service, gain an additional Minute.

    Healing Salve: The Gene Splicers have altered their DNA so that they are able to secrete a viscous mucus that can be applied to wounds rapidly, healing the damage to the area.

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    They can secrete this healing slime a once every 1d6 rounds. It takes one Action to produce, it and another Action to apply it. It will heal 1d6 Hit Points per Term of Service.

    Understanding Alien Tech: The universe is complex and impossibly big. The structure that makes up a Species is no lesscomplexandpossiblyasinfinite.Somesay to understand one is to understand the other. Gene-splicers have a special insight into the natural order of things. When dealing with new and alien medical technologies, they gain a +2 to Medical Sciences checks per Term of Service, to decipher the uses and workings of those devices.

    Malleable Form: When you have total control over your bodys behavior, you can do any number of amazing feats. There are very few restraints that can hold you, and even the smallest of openings may provide a means of escape. When making Escape rolls, Gene Splicers get a bonus due to their unstable bodies. They gain +2 to DEF and +2 per Term of Service to all rolls involving escaping from restraints, squeezing through tight spaces, or grappling attacks.

    Mutate Form: A Gene Splicer is a person of science at their very heart, or multiple hearts. They are their own best patient after all, able to identify what works and what doesnt. They will often try to take the best features from other species, or their own species, and modify their genetic structures, gaining some of the advantagesbutalsodisadvantagesinsome cases. They gain one Mutation per Term of Service. Some samples are listed below.

    DarsithianSampleUsessomeofthe same techniques as the originators of the Darsithian Species. You increase your size by one Size category. Due to overly

    bulging muscles, you gain a +2 STR, suffer -1 to DEX, and gain +1 Shade Point.

    IllithianSampleWhentheygeneticallymanipulate their DNA by mixing in Illithian material, Genesplicers gain the ability to breathe underwater, and are unable to drown. They also gain a Swim Speed of 15. -1 to CON.

    MutationXSampleAlternateLocomotion Legs replaced by another set ofArms/Tentacles/SpiderorInsectLegs.Add +10 to Movement, a Climb Speed of 20, and -2 Commo skill checks.

    MutationYSampleAgeneticsample possibly taken from a Digroshi or other rare subspecies. This sample causes Wings to sprout from their backs, giving them a Flying Speed of 20.

    OnigrimmSampleRNAStrainsintroduced will cause over a period of day the Genesplicer to sprout a new limb. -1 to CHR

    SiomHainSampleSplicingintheSiomHain strand, Gene Splicers gain a keen sense of smell. Within 5 you may ignore Concealment and Cover for the purposes of Perception. You also gain +2 to Tracking checks, and -1 to WIS.

    ZillianSampleMinorRegen:Regrowing Limbs in 1d10 days and Fast Healing 1. Gene Splicers also gain a DR 3/-,and-2toDEXastheskinstiffensandbecomes scaly.

    Self-Stasis: Through meditation and self-induced chemical release, Gene Splicers can force themselves into a temporary stasis. This process slows the bodys metabolism and aging process, and increases the natural healing process. This is normally accompanied with a chrysalis if there is a hostile environment, such as absolute 0 in Deep Space or sun baked

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    planets that reach temperatures of 200 degrees and more.ThebenefitforenteringthisStasisisthatyou gain Fast Healing 1 for every Term of Service. Also, once a day while in Stasis you can choose to recover a number of Wounds equal to your Terms of Service. This requires at least 1 hour for recovering from any Wounds.

    You are able to remain in Stasis for a maximum of 1 year per term of Service. While in Stasis, Gene Splicers require no food or water. You may choose to be aware or unaware of your surroundings, or the passage of time. Recovering when coming out of Stasis requires 1 round per week spent in Stasis, with a minimum of 1 round.

    Weaponized: You have re-sequenced your DNA to induce the growth of weapon-like glands and structures. You may gain one new weapon per Term of Service.

    You may pick a weapon with the BIO description as a biological upgraded implant.YoubecomeproficientinanyBio-weapon you have implanted. You may pick a new weapon for each Term of Service. (See the Equipment Section to learn which Bio-weapons are available to you.)

    Unstable Molecules: After so many modifications,thebodyofaGeneSplicer begins to acclimate to the rapid changes. This provides a limited resistance to Damage due to the ability to quickly either repair the damage or alter the physical form to adapt quickly enough to lessen the injury.

    Gaina1/-DamageReductionandEnergy Resistance per Term of Service. This Damage Reduction will stack with other DR you gain elsewhere.

    Experiences Educations

    If you are not a Citizen of the GFH, or have turned your back on it for whatever reason, you might not have a chance for the more civilized or formal schooling such as the grand Universities or Colleges andthistendstobethecasewithMercenary types. You, however, are no less educated. Your education has come atthecostofinnocenceorsacrifice.Alternative education types to the ones found in the Legion Core Rulebook are listed below.

    Note: Instead of requiring a test that is graded pass or fail, these alternate education methods have no option for failure. See the individual descriptions for details beyond the bonuses, if any.

    Youmaychooseoneofthefivedevelopmental educations listed. They represent a developmental phase that helped mold you to the person you are. Listed are the bonuses you add to each Base Skill (Similar to Basic Training in the Legion the Game Core Rulebook) and the number of Feats that you may add to the newly created character.

    Hard Knocks - You have learned from the school of the streets during your teenage years. You dont have any formal training coming into your new occupation as a Mercenary, but you have managed to learn a trick or two, usually the hard way.

    Because you have fought for everything you have, the rewards are all the sweeter. That survivors instinct is going to take you far, and you will never be hungry or living on the street again if you have your way.

    University - This represents any of the smaller universities that are scattered out among the stars. These are not as prestigious as some of the bigger

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    Combat Firearms Comm Move Tech Psyche Feats Hard Knocks +2 +1 +2 +1 - - 2 Minor University - - +2 - +2 - 3 Pirates Life +1 +1 - +1 +1 - 3 Corporate Indocranation - +1 +2 - +1 +1 2 Crime Syndicate +1 +1 +1 - +1 - 3

    Education Table 1 - 3

    and more recognized institutions, but they will still get you placed in a job somewher


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