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This sub-Chapter presents the archetype tables. Higher priority Attributes/Disciplines are listed above lower priority characteristics; their associated Skills are listed to their immediate right. Skills on the left-hand side of the row have the highest priority under a characteristic, while those on the left have lowest priority. Located immediately below the Attribute priority sets are the potential Trait sets. Each Trait set corresponds to a possible result on a 1d5 roll; the character will use the Trait set whose associated number matches the result of the roll. Finally, all tables contain a rudimentary equipment package. Because these archetype tables are designed to apply to peoples with various technological levels, none of the packages include any Starfaring Age technology. Debit Chits and Chronometers are Industrial Age technology; corresponding items can be substituted for them in the event that the character involved is from a more primitive society. 

Administrator

It seems that no matter where one travels, one always finds someone whose job is merely to direct other people's work without doing much of it themselves. That's the job of an administrator: to direct, manage, execute, dispense and be a pain in the ass to all of their underlings.

Administrator
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Intimidate Negotiate Rapport Translate Distress
Command Coordination Inspire Security Guidance Strategy
Science Technology Archaeology Typhonology Planetology Geology
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Tactical Evasive Maneuvers Marksmanship Ballistics Targeting Combat Maneuvers
Medicine Specialized Medicine Psychology Intensive Care Treatment Xenobiology
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Charm Diplomacy Leadership Personality
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Finesse Dodge Hiding and Seeking Dexterous Maneuvers
Power Three-Dimensional Maneuvers Brawling Lifting
Physique Concentration Recuperation Stamina
Traits 1 Reputation +5, Greed -5
2 Reputation +5, Social Status +5, Glutton -10
3 Reputation +5, Education +5, Contacts +5, Allergic (Pollen) -15
4 Reputation +5, Memory +5, Math Expert +10, Lecherous -10, Impulsive -10
5 Wealth +10, Luck +5, Addicted (Stimulants) -5, Glutton -5, Overconfident -5
Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤100.80, TEC 1.

Artisan

Artisans are skilled manual workers who use tools and machinery in a particular craft. They are masters of that craft, building functional objects that are oftentimes beautiful as well.

Artisan
Discipline Primary Secondary Tertiary Quaternary Quinary
Engineering Internal Systems Damage Control Mechanics Defenses Faster-Than-Light Mechanics
Communications Negotiate Rapport Intimidate Distress Translate
Science Planetology Archaeology Geology Typhonology Technology
Navigation Orientation Vehicle Piloting Astrogation Stealth Starship Piloting
Tactical Marksmanship Targeting Ballistics Evasive Maneuvers Combat Maneuvers
Command Inspire Guidance Security Coordination Strategy
Medicine Psychology Specialized Medicine Intensive Care Treatment Xenobiology
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Intellect Resourcefulness Cunning Knowledge
Physique Concentration Recuperation Stamina
Power Lifting Three-Dimensional Maneuvers Brawling
Acumen Performance Perception Survival
Charm Diplomacy Personality Leadership
Traits 1 Reputation +5, Mechanical Sense +5, Education -5, Wealth -5
2 Reputation +5, Reflexes +5, Amputee (Motor) -10
3 Reputation +10, Social Status +5, Obsessed (Perfection) -15
4 Mechanical Sense +15, Discipline +5, Tightwad -20
5 Reputation +5, Social Status +5, Wealth +10, Overconfident -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.

Assassin

In every society, there are people in positions of fame and/or power that can rally huge numbers to whatever causes they support. This usually means that there are other people that want those people permanently silenced. The assassin's job is to do the silencing by whatever means are most expedient.

Assassin
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Rapport Intimidate Distress Negotiate Translate
Command Security Guidance Strategy Coordination Inspire
Science Technology Archaeology Planetology Geology Typhonology
Tactical Evasive Maneuvers Targeting Marksmanship Ballistics Combat Maneuvers
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Engineering Damage Control Internal Systems Mechanics Defenses Faster-Than-Light Mechanics
Medicine Specialized Medicine Psychology Xenobiology Intensive Care Treatment
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Personality Diplomacy Leadership
Acumen Performance Perception Survival
Intellect Resourcefulness Cunning Knowledge
Physique Concentration Stamina Recuperation
Power Three-Dimensional Maneuvers Brawling Lifting
Traits 1 Reputation +5, Overconfident -5
2 Reputation +5, Luck +5, Impulsive -10
3 Reputation +10, Reflexes +5, Overconfident -15
4 Luck +5, Reflexes +1, Discipline +5, Impulsive -10, Social Status -10
5 Luck +10, Discipline +5, Social Status -15
Equipment: Civilian Street Casual Outfit, Boots, Pocket Holster, Wallet, Deluxe Chronometer. Cost: ¤51.25, TEC 1.

Athlete

These are generally worthless members of society who somehow manage to con other people into thinking it's worth paying to go see them exercise. Athletes are people who actively participate in physical sports; they are really little more than glorified players of games, though there's no denying their awesome physical prowess.

Athlete
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Strategy Inspire Coordination Guidance Security
Communications Rapport Intimidate Negotiate Translate Distress
Tactical Evasive Maneuvers Targeting Marksmanship Combat Maneuvers Ballistics
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Medicine Intensive Care Xenobiology Specialized Medicine Treatment Psychology
Science Archaeology Technology Planetology Geology Typhonology
Engineering Damage Control Defenses Mechanics Internal Systems Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Physique Stamina Concentration Recuperation
Power Three-Dimensional Maneuvers Brawling Lifting
Acumen Perception Performance Survival
Charm Leadership Personality Diplomacy
Intellect Cunning Knowledge Resourcefulness
Traits 1 Comeliness +5, Obsessed (Glory) -5
2 Discipline +5, Reputation +5, Addiction (Stimulants) -10
3 Comeliness +5, Discipline +5, Reflexes +5, Obsessed (Glory) -15
4 Discipline +5, Reputation +10, Reflexes +5, Overconfident -10, Addiction (Alcohol) -10
5 Comeliness +10, Reputation +5, Overconfident -15
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤45.55, TEC 1.
Notes: Characters using this archetype may roll 5d5 for starting money.

Barkeeper

Most societies need places where people can go to relax and forget their worries for a while. Barkeepers perform this function through the skill of bartending, mixing liquid chemicals (particularly those that cause intoxication when consumed in excess) in just the right proportions to generate various drinks.

Barkeeper
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Translate Rapport Negotiate Intimidate Distress
Science Planetology Archaeology Geology Technology Typhonology
Medicine Specialized Medicine Intensive Care Psychology Treatment Xenobiology
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Tactical Marksmanship Targeting Evasive Maneuvers Ballistics Combat Maneuvers
Engineering Internal Systems Damage Control Mechanics Defenses Faster-Than-Light Mechanics
Command Security Coordination Guidance Inspire Strategy
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Charm Personality Diplomacy Leadership
Intellect Knowledge Resourcefulness Cunning
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Physique Concentration Stamina Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
Traits 1 Discipline +5, Comeliness +5, Social Status -5, Phobic (Death) -5
2 Discipline +10, Social Status -5, Bleeder -5
3 Discipline +5, Comeliness +5, Memory +5, Intolerant (Mean Drunks) -15
4 Comeliness +5, Memory +5, Reflexes +10, Phobic (Debt Collectors) -10, Bleeder -10
5 Memory +10, Reflexes +10, Intolerant (Violence) -20
Equipment: Civilian Casual Dress Outfit, Shoes, Trowser Holster, Wallet, Debit Chit, Chronometer. Cost: ¤41.00, TEC 1.

Bounty Hunter

Where there is law and order, there are going to be those out there who are doing their level best to run away from it. Some members of society can turn a tidy profit by doing what it takes to collect rewards on those who are fleeing from the law, not to mention the rewards offered up by less scrupulous members of society to catch people fleeing from them.

Bounty Hunter
Discipline Primary Secondary Tertiary Quaternary Quinary
Tactical Combat Maneuvers Evasive Maneuvers Targeting Marksmanship Ballistics
Navigation Vehicle Piloting Stealth Starship Piloting Orientation Astrogation
Science Technology Archaeology Planetology Geology Typhonology
Communications Rapport Intimidate Distress Negotiate Translate
Command Security Guidance Coordination Strategy Inspire
Engineering Damage Control Mechanics Defenses Internal Systems Faster-Than-Light Mechanics
Medicine Specialized Medicine Intensive Care Xenobiology Psychology Treatment
Attribute Primary Secondary Tertiary
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Acumen Perception Survival Performance
Intellect Resourcefulness Cunning Knowledge
Physique Stamina Concentration Recuperation
Power Three-Dimensional Maneuvers Brawling Lifting
Charm Personality Diplomacy Leadership
Traits 1 Reputation +5, Scientific Sense +5, Overconfident -5, Lecherous -5
2 Scientific Sense +5, Navigational Sense +5, Overconfident -10
3 Quick Draw +10, Navigational Sense +5, Greed -15
4 Reputation +20, Impulsive -5, Greed -10, Lecherous -5
5 Quick Draw +10, Reflexes +10, Impulsive -20
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤72.05, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item.

Business Owner

Commerce is the very life blood of most societies; without it, individuals within it would have to figure out how and where to get the things they need to survive all on their own, spending time that could otherwise be used for other endeavors. Some members of society specialize in the procurement of a particular set of goods; these individuals then often open up their own shops to distribute those goods and make money in the process.

Business Owner
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Security Inspire Guidance Coordination Strategy
Communications Negotiate Rapport Intimidate Distress Translate
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Tactical Evasive Maneuvers Marksmanship Ballistics Targeting Combat Maneuvers
Science Archaeology Typhonology Technology Planetology Geology
Medicine Specialized Medicine Psychology Intensive Care Treatment Xenobiology
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Intellect Cunning Knowledge Resourcefulness
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Leadership Diplomacy Personality
Physique Concentration Recuperation Stamina
Power Lifting Three-Dimensional Maneuvers Brawling
Traits 1 Senses (Sound) +5, Greed -5
2 Senses (Sound) +10, Tightwad -5, Reputation -5
3 Contacts +5, Social Status +5, Wealth +5, Greed -15
4 Wealth +20, Greed -10, Tightwad -5, Health -5
5 Contacts +10, Social Status +10, Tightwad -10, Reputation -5, Health -5
Equipment: Civilian Casual Dress Outfit, Shoes, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤68.80, TEC 1.
Notes: Characters using this archetype may roll 5d5 for starting money.

Clerk

Clerks are ubiquitous members of society found in any office space or running the cash registers at any store. They work with records, accounts and letters and are usually the ones doing any actual work while the owners and administrators are profiting off of them and making policies that ultimately will negatively affect their jobs.

Clerk
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Rapport Negotiate Distress Translate Intimidate
Science Archaeology Typhonology Technology Planetology Geology
Navigation Astrogation Stealth Orientation Vehicle Piloting Starship Piloting
Tactical Evasive Maneuvers Targeting Marksmanship Ballistics Combat Maneuvers
Command Coordination Guidance Security Inspire Strategy
Medicine Specialized Medicine Intensive Care Psychology Treatment Xenobiology
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Performance Perception Survival
Charm Personality Diplomacy Leadership
Power Lifting Three-Dimensional Maneuvers Brawling
Physique Concentration Recuperation Stamina
Traits 1 Health +5, Math Expert +5, Wealth -5, Curious -5
2 Comeliness +10, Curious -5, Education -5
3 Health +15, Wealth -15
4 Health +5, Math Expert +5, Contacts +10, Intolerant (Unintelligence) -10, Education -10
5 Math Expert +5, Contacts +5, Comeliness +5, Intolerant (Unintelligence) -15
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤20.75, TEC 1.

Commander

Commanders are senior-ranking military officers, typically found in command of large units of people. These are the guys that make all of the command-level decisions for a group, who send their soldiers off to achieve strategic objectives or die trying. 

Commander
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Inspire Coordination Strategy Security Guidance
Tactical Combat Maneuvers Evasive Maneuvers Targeting Ballistics Marksmanship
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Science Technology Archaeology Planetology Geology Typhonology
Medicine Psychology Specialized Medicine Intensive Care Treatment Xenobiology
Engineering Damage Control Internal Systems Defenses Faster-Than-Light Mechanics Mechanics
Communications Rapport Negotiate Intimidate Translate Distress
Attribute Primary Secondary Tertiary
Charm Leadership Diplomacy Personality
Physique Concentration Stamina Recuperation
Acumen Perception Performance Survival
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Intellect Cunning Knowledge Resourcefulness
Power Brawling Three-Dimensional Maneuvers Lifting
Traits 1 Discipline +5, Reputation +5, Creed (Protect Nation) -5, Lecherous -5
2 Discipline +5, Social Status +5, Creed (Protect Nation) -10
3 Discipline +5, Reflexes +5, Quick Draw +5, Impulsive -15
4 Social Status +5, Reputation +10, Reflexes +5, Creed (Protect Nation) -10, Lecherous -10
5 Quick Draw +10, Reflexes +10, Impulsive -5, Obsessed (Vengeance) -5, Lecherous -10
Equipment: Military Dress Uniform Outfit, Military Service Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤151.90, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item.

Con Artist

A common philosophy amongst most civilizations is that "there is a sucker born every minute". Con artists are unscrupulous people who take advantage of the fear and gullibility of others to gain their confidence, usually in an attempt to procure something for themselves. Most have no concern whatsoever for any feelings hurt by their ultimate and inevitable betrayal; those who do often don't stay in the business long enough to see a profit.

Con Artist
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Intimidate Rapport Translate Distress
Medicine Specialized Medicine Psychology Intensive Care Treatment Xenobiology
Command Security Inspire Coordination Guidance Strategy
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Tactical Evasive Maneuvers Marksmanship Ballistics Targeting Combat Maneuvers
Engineering Mechanics Damage Control Internal Systems Defenses Faster-Than-Light Mechanics
Science Technology Archaeology Planetology Typhonology Geology
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Charm Personality Diplomacy Leadership
Intellect Resourcefulness Cunning Knowledge
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
Traits 1 Comeliness +5, Mechanical Sense +5, Greed -5, Luck -5
2 Empathic Sense +5, Nerves +5, Greed -10
3 Comeliness +15, Greed -15
4 Empathic Sense +5, Mechanical Sense +5, Nerves +10, Overconfident -10, Luck -10
5 Comeliness +10, Empathic Sense +10, Overconfident -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.

Courtesan

In aristocratic societies or circles one can sometimes find courtesans. Courtesans are kept mistresses of powerful noblemen, members of a royal family or perhaps even the sovereign himself. They're really high-class prostitutes, gathering fabulous wealth in exchange for their highly biological services.

Courtesan
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Rapport Intimidate Translate Distress
Command Security Inspire Guidance Coordination Strategy
Medicine Psychology Specialized Medicine Treatment Xenobiology Intensive Care
Tactical Evasive Maneuvers Marksmanship Ballistics Targeting Combat Maneuvers
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Science Technology Typhonology Archaeology Planetology Geology
Engineering Damage Control Mechanics Defenses Internal Systems Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Charm Personality Diplomacy Leadership
Acumen Performance Perception Survival
Intellect Cunning Knowledge Resourcefulness
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Physique Stamina Concentration Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
Traits 1 Comeliness +5, Education +5, Bleeder -5, Allergic (Pollen) -5
2 Contacts +10, Bleeder -5, Social Status -5
3 Comeliness +15, Addiction (Painkillers) -15
4 Contacts +10, Education +5, Reflexes +5, Bleeder -10, Allergic (Shelled Lifeforms) -10
5 Comeliness +10, Reflexes +10, Allergic (Pollen) -5, Addiction (Hallucinogens) -10, Social Status -5
Equipment: Civilian Formal Dress Outfit, Shoes, Pocket Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤105.00, TEC 1.
Notes: Characters using this archetype may roll 4d5 for starting money.

Crime Lord

Crime takes on many forms in all societies. While most crimes are acts of passion committed by individuals, there are those out there who would use criminal means to gather wealth and power for themselves. The Crime Lord, though almost never referred to by that title, is the head of an organization dedicated to such a purpose.

Crime Lord
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Intimidate Negotiate Rapport Distress Translate
Tactical Combat Maneuvers Marksmanship Ballistics Targeting Evasive Maneuvers
Navigation Stealth Vehicle Piloting Orientation Astrogation Starship Piloting
Command Security Coordination Guidance Strategy Inspire
Science Technology Archaeology Typhonology Geology Planetology
Engineering Internal Systems Damage Control Defenses Mechanics Faster-Than-Light Mechanics
Medicine Psychology Specialized Medicine Xenobiology Intensive Care Treatment
Attribute Primary Secondary Tertiary
Intellect Cunning Knowledge Resourcefulness
Charm Personality Leadership Diplomacy
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
Acumen Performance Perception Survival
Traits 1 Discipline +5, Temper -5
2 Memory +10, Greed -5, Tightwad -5
3 Contacts +15, Temper -15
4 Discipline +20, Temper -10, Tightwad -10
5 Contacts +10, Memory +10, Greed -20
Equipment: Civilian Formal Dress Outfit, Shoes, Trowser Holster, Back Holster, Wallet, Deluxe Chronometer. Cost: ¤113.80, TEC 1.
Notes: Characters using this archetype may roll 5d5 for starting money.

Debutant

Every society has its worthless members who don’t work because they choose not to or don't have to because their family has got so much damn money. Oftentimes these people have absolutely no understanding of how society actually functions; they're simply content to stick their olfactory organs up at it.

Debutant
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Rapport Distress Negotiate Translate Intimidate
Navigation Astrogation Stealth Vehicle Piloting Orientation Starship Piloting
Tactical Evasive Maneuvers Targeting Marksmanship Ballistics Combat Maneuvers
Science Archaeology Typhonology Technology Planetology Geology
Command Coordination Inspire Guidance Security Strategy
Medicine Psychology Specialized Medicine Treatment Xenobiology Intensive Care
Engineering Damage Control Defenses Internal Systems Mechanics Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Intellect Cunning Resourcefulness Knowledge
Charm Diplomacy Leadership Personality
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Recuperation Stamina Concentration
Power Three-Dimensional Maneuvers Brawling Lifting
Traits 1 Comeliness +5, Intolerant (Lower Classes) -5
2 Education +5, Memory +5, Jealous (Other Debutants) -10
3 Wealth +10, Education +5, Intolerant (Lower Classes) -15
4 Wealth +20, Intolerant (Lower Classes) -10, Discipline -5, Lecherous -5
5 Comeliness +10, Memory +5, Discipline -5, Lecherous -5, Jealous (Other Debutants) -5
Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤100.80, TEC 1.
Notes: Characters using this archetype may roll 7d5 for starting money.

Deckhand

Most professions require some folks to perform the back-breaking manual labor. For nautical professions (and by extension any starfaring professions in those societies that have them), those jobs are reserved for deckhands. They can best be thought of as skilled laborers with particular emphasis on the technical and mechanical aspects of their jobs.

Deckhand
Discipline Primary Secondary Tertiary Quaternary Quinary
Engineering Damage Control Mechanics Defenses Internal Systems Faster-Than-Light Mechanics
Science Technology Geology Archaeology Typhonology Planetology
Medicine Intensive Care Xenobiology Specialized Medicine Psychology Treatment
Tactical Marksmanship Ballistics Targeting Evasive Maneuvers Combat Maneuvers
Navigation Vehicle Piloting Orientation Starship Piloting Astrogation Stealth
Communications Rapport Intimidate Translate Distress Negotiate
Command Coordination Guidance Security Inspire Strategy
Attribute Primary Secondary Tertiary
Power Lifting Brawling Three-Dimensional Maneuvers
Physique Concentration Stamina Recuperation
Charm Personality Leadership Diplomacy
Intellect Knowledge Resourcefulness Cunning
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Perception Performance Survival
Traits 1 Discipline +5, Creed (Ship) -5
2 Reflexes +5, Ambidexterity +5, Nerves -10
3 Mechanical Sense +15, Health -15
4 Discipline +5, Reflexes +5, Mechanical Sense +10, Nerves -10, Health -10
5 Discipline +5, Reflexes +5, Ambidexterity +5, Creed (Ship) -15
Equipment: Military Service Uniform Outfit, Military Working Uniform Outfit, Boots, Wallet, Debit Chit. Cost: ¤68.75, TEC 1.

Diplomat

Diplomats are people who are accredited to officially represent a government or organization in its relations with other entities. They therefore perform a vital political role in society by making sure things go the way their head of state wants them to go.

Diplomat
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Rapport Translate Intimidate Distress
Command Inspire Guidance Coordination Strategy Security
Medicine Psychology Specialized Medicine Intensive Care Treatment Xenobiology
Science Technology Archaeology Typhonology Planetology Geology
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Tactical Evasive Maneuvers Marksmanship Targeting Ballistics Combat Maneuvers
Engineering Internal Systems Defenses Damage Control Mechanics Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Charm Diplomacy Leadership Personality
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Concentration Stamina Recuperation
Power Three-Dimensional Maneuvers Lifting Brawling
Traits 1 Contacts +5, Nerves -5
2 Social Status +10, Phobic (Arachnids) -5, Bleeder -5
3 Linguistic Sense +5, Social Status +5, Reputation +5, Nerves -15
4 Contacts +20, Nerves -5, Phobic (Arachnids) -10, Addiction (Stimulants) -5
5 Linguistic Sense +10, Reputation +5, Phobic (Reptilians) -5, Addiction (Hallucinogens) -5, Bleeder -5
Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit. Cost: ¤75.00, TEC 1.

Doctor

Doctors are individuals who spent far too much time in their society's higher seats of learning with the goal of making as much money as possible. With this goal in mind, doctors have been highly educated in the medicinal disciplines and possess the highest degree of knowledge and skill possible when it comes to their application. Ostensibly.

Doctor
Discipline Primary Secondary Tertiary Quaternary Quinary
Medicine Intensive Care Specialized Medicine Xenobiology Treatment Psychology
Science Technology Planetology Archaeology Geology Typhonology
Communications Rapport Distress Intimidate Translate Negotiate
Command Guidance Coordination Inspire Strategy Security
Engineering Internal Systems Mechanics Faster-Than-Light Mechanics Damage Control Defenses
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Tactical Evasive Maneuvers Marksmanship Targeting Ballistics Combat Maneuvers
Attribute Primary Secondary Tertiary
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Concentration Stamina Recuperation
Charm Personality Diplomacy Leadership
Power Lifting Three-Dimensional Maneuvers Brawling
Traits 1 Education +5, Discipline +5, Creed (No Harm) -5, Addiction (Stimulants) -5
2 Discipline +5, Nerves +5, Honest -10
3 Education +10, Empathic Sense +5, Overconfident -15
4 Empathic Sense +20, Honest -10, Overconfident -5, Addiction (Painkillers) -5
5 Education +10, Nerves +5, Creed (No Harm) -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.
Notes: Characters using this archetype may roll 5d5 for starting money.

Drunkard

Drunkards are unique individuals that spend their free time converting their hard earned cash into intoxicating beverages, which they then use to poison themselves to a point of near death, usually also at the cost of any meaningful relationships with family and friends. They may be skilled at what they do for a living, but they're largely good for nothing after hours.

Drunkard
Discipline Primary Secondary Tertiary Quaternary Quinary
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Communications Intimidate Negotiate Distress Rapport Translate
Tactical Evasive Maneuvers Targeting Combat Maneuvers Marksmanship Ballistics
Engineering Internal Systems Damage Control Mechanics Defenses Faster-Than-Light Mechanics
Medicine Specialized Medicine Xenobiology Psychology Treatment Intensive Care
Science Geology Archaeology Planetology Typhonology Technology
Command Guidance Strategy Security Inspire Coordination
Attribute Primary Secondary Tertiary
Physique Stamina Recuperation Concentration
Power Brawling Lifting Three-Dimensional Maneuvers
Charm Personality Leadership Diplomacy
Intellect Knowledge Cunning Resourcefulness
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Acumen Perception Performance Survival
Traits 1 Luck +5, Navigational Sense +5, Addiction (Alcohol) -5, Crude -5
2 Navigational Sense +10, Crude -5, Lecherous -5
3 Luck +10, Contacts +5, Addiction (Alcohol) -15
4 Luck +20, Crude -10, Temper -10
5 Navigational Sense +10, Contacts +10, Addiction (Alcohol) -10, Temper -5, Lecherous -5
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit. Cost: ¤19.75, TEC 1.

Engineer

Engineers are individuals who devote themselves to finding technical solutions to physical problems. In Starfaring Age societies, engineers are primarily in charge of maintaining a capital ship's engines and repairing any critical systems. In a sense, they are highly skilled, highly educated mechanics.

Engineer
Discipline Primary Secondary Tertiary Quaternary Quinary
Engineering Internal Systems Damage Control Faster-Than-Light Mechanics Mechanics Defenses
Science Technology Geology Archaeology Planetology Typhonology
Navigation Vehicle Piloting Orientation Astrogation Starship Piloting Stealth
Command Inspire Coordination Guidance Security Strategy
Communications Rapport Intimidate Distress Negotiate Translate
Tactical Targeting Ballistics Combat Maneuvers Evasive Maneuvers Marksmanship
Medicine Specialized Medicine Xenobiology Intensive Care Psychology Treatment
Attribute Primary Secondary Tertiary
Intellect Resourcefulness Knowledge Cunning
Physique Stamina Concentration Recuperation
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Charm Personality Leadership Diplomacy
Acumen Perception Performance Survival
Power Lifting Brawling Three-Dimensional Maneuvers
Traits 1 Mechanical Sense +5, Math Expert +5, Wealth -5, Social Status -5
2 Education +10, Wealth -5, Luck -5
3 Mechanical Sense +15, Addiction (Alcohol) -15
4 Mechanical Sense +20, Luck -10, Social Status -10
5 Math Expert +10, Education +10, Addiction (Stimulants) -20
Equipment: Military Working Uniform Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.

Entertainer

The need to distract oneself from the humdrum routine of one's life is a constant throughout most societies. Some members of those societies take it upon themselves to make it a point to distract others; these individuals usually have one field in which they specialize, such as acting.

Entertainer
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Rapport Translate Intimidate Distress
Navigation Vehicle Piloting Stealth Orientation Astrogation Starship Piloting
Command Security Inspire Coordination Guidance Strategy
Tactical Evasive Maneuvers Marksmanship Ballistics Targeting Combat Maneuvers
Science Technology Archaeology Typhonology Planetology Geology
Medicine Psychology Specialized Medicine Intensive Care Treatment Xenobiology
Engineering Internal Systems Mechanics Damage Control Defenses Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Physique Concentration Stamina Recuperation
Acumen Performance Perception Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Intellect Knowledge Cunning Resourcefulness
Power Lifting Brawling Three-Dimensional Maneuvers
Traits 1 Reflexes +5, Health +5, Impulsive -5, Addiction (Hallucinogens) -5
2 Health +10, Impulsive -5, Lecherous -5
3 Reflexes +10, Contacts +5, Intolerant ("Little" People) -15
4 Comeliness +20, Intolerant ("Little" People) -5, Addiction (Hallucinogens) -10, Lecherous -5
5 Reflexes +10, Contacts +5, Comeliness +5, Impulsive -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.

Executioner

In societies that practice capital punishment, there's gotta be a guy that throws the switch, swings the weapon or pulls the trigger. Executioners are individuals whose job is simply to kill people, albeit those whom their society has deemed unworthy to continue living in it. The job probably pays well but one can't help but wonder about the mental state of such individuals...

Executioner
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Security Guidance Coordination Strategy Inspire
Tactical Marksmanship Targeting Ballistics Combat Maneuvers Evasive Maneuvers
Communications Rapport Intimidate Distress Translate Negotiate
Navigation Orientation Vehicle Piloting Stealth Starship Piloting Astrogation
Science Geology Planetology Archaeology Typhonology Technology
Medicine Psychology Xenobiology Specialized Medicine Treatment Intensive Care
Engineering Defenses Internal Systems Damage Control Mechanics Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Power Brawling Lifting Three-Dimensional Maneuvers
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Acumen Performance Survival Perception
Physique Concentration Recuperation Stamina
Charm Personality Leadership Diplomacy
Intellect Resourcefulness Knowledge Cunning
Traits 1 Discipline +5, Nerves +5, Creed (Law) -5, Reputation -5
2 Reflexes +5, Quick Draw +5, Temper -10
3 Nerves +10, Reflexes +5, Social Status -15
4 Discipline +10, Reflexes +5, Quick Draw +5, Creed (Law) -10, Reputation -10
5 Discipline +10, Nerves +5, Social Status -5, Temper -5, Creed (Law) -5
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Back Holster, Wallet, Debit Chit, Chronometer. Cost: ¤55.25, TEC 1.

Farmer

Farmers are the unsung backbone of most societies. Their job is to oversee the growth and development of edible flora, protecting it from being consumed by pests until it can be harvested for consumption. In most societies, farmers provide the bulk of whatever food is available.

Farmer
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Planetology Typhonology Archaeology Technology Geology
Navigation Orientation Vehicle Piloting Astrogation Stealth Starship Piloting
Tactical Marksmanship Targeting Ballistics Evasive Maneuvers Combat Maneuvers
Command Security Coordination Guidance Inspire Strategy
Engineering Damage Control Mechanics Defenses Internal Systems Faster-Than-Light Mechanics
Medicine Xenobiology Specialized Medicine Psychology Intensive Care Treatment
Communications Rapport Intimidate Distress Translate Negotiate
Attribute Primary Secondary Tertiary
Physique Stamina Concentration Recuperation
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Acumen Survival Perception Performance
Power Lifting Three-Dimensional Maneuvers Brawling
Charm Personality Diplomacy Leadership
Intellect Knowledge Resourcefulness Cunning
Traits 1 Scientific Sense +5, Health +5, Wealth -5, Nerves -5
2 Memory +10, Social Status -5, Education -5
3 Scientific Sense +15, Wealth -15
4 Scientific Sense +20, Nerves -5, Social Status -5, Education -10
5 Health +10, Memory +10, Wealth -20
Equipment: Civilian Street Casual Outfit, Boots, Wallet, Chronometer. Cost: ¤22.25, TEC 1.
Notes: Characters using this archetype may roll 2d5 for starting money.

Fence

Certain criminals make a living by stealing valuable objects from other people; once they're obtained, it only remains to try and convert the item into cold, hard cash. Fences are unscrupulous businessmen whose job it is to find buyers for the stolen merchandise, usually making a little money for themselves in the transaction.

Fence
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Rapport Intimidate Distress Translate
Science Technology Archaeology Typhonology Planetology Geology
Navigation Stealth Vehicle Piloting Orientation Astrogation Starship Piloting
Tactical Evasive Maneuvers Targeting Marksmanship Ballistics Combat Maneuvers
Engineering Internal Systems Damage Control Mechanics Defenses Faster-Than-Light Mechanics
Command Coordination Security Guidance Strategy Inspire
Medicine Psychology Specialized Medicine Xenobiology Intensive Care Treatment
Attribute Primary Secondary Tertiary
Intellect Cunning Knowledge Resourcefulness
Charm Personality Diplomacy Leadership
Acumen Perception Performance Survival
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
Traits 1 Contacts +5, Luck +5, Reputation -5, Social Status -5
2 Memory +10, Reputation -5, Social Status -5
3 Luck +15, Math Expert +10, Greed -15
4 Contacts +20, Reputation -5, Greed -10, Tightwad -5
5 Memory +10, Math Expert +5, Tightwad -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.

Fisherman

Some societies have developed on worlds with a large hydrospheric coverage and a high biodensity. These societies often send out individuals on seaworthy craft to gather certain lifeforms native to the hydrosphere as a source of food. The money for the work is good, which is fortunate considering the high level of personal risk involved.

Fisherman
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Planetology Typhonology Technology Geology Archaeology
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Command Security Coordination Strategy Guidance Inspire
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Tactical Targeting Marksmanship Combat Maneuvers Evasive Maneuvers Ballistics
Medicine Specialized Medicine Intensive Care Psychology Xenobiology Treatment
Communications Intimidate Distress Rapport Negotiate Translate
Attribute Primary Secondary Tertiary
Physique Stamina Concentration Recuperation
Acumen Survival Performance Perception
Power Lifting Brawling Three-Dimensional Maneuvers
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Intellect Knowledge Cunning Resourcefulness
Charm Personality Diplomacy Leadership
Traits 1 Scientific Sense +5, Wealth -5
2 Luck +10, Education -5, Health -5
3 Memory +15, Wealth -15
4 Scientific Sense +20, Nerves -5, Education -10, Health -5
5 Scientific Sense +5, Memory +5, Luck +5, Nerves -15
Equipment: Civilian Street Casual Outfit, Boots, Pocket Holster, Wallet, Chronometer. Cost: ¤26.45, TEC 1.
Notes: Characters using this archetype may roll 2d5 for starting money.

Gambler

Gamblers are people who attempt to convert their hard-earned money into even more through playing games of chance, either with other individuals or through established gaming houses. Gamblers have a tendency to be flamboyant and extroverted (at least those who are worth their salt). Unlucky gamblers have a tendency to become vagrants rather quickly.

Gambler
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Intimidate Negotiate Rapport Translate Distress
Tactical Targeting Evasive Maneuvers Marksmanship Ballistics Combat Maneuvers
Science Technology Archaeology Typhonology Planetology Geology
Navigation Stealth Vehicle Piloting Orientation Starship Piloting Astrogation
Command Security Coordination Inspire Guidance Strategy
Medicine Specialized Medicine Psychology Xenobiology Intensive Care Treatment
Engineering Mechanics Faster-Than-Light Mechanics Defenses Internal Systems Damage Control
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Intellect Cunning Resourcefulness Knowledge
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
Traits 1 Senses (Sight) +5, Comeliness +5, Overconfident -5, Social Status -5
2 Luck +10, Discipline -5, Education -5
3 Senses (Sight) +5, Comeliness +5, Reflexes +5, Overconfident -15
4 Luck +20, Discipline -5, Education -10, Social Status -5
5 Senses (Sight) +5, Reputation +10, Overconfident -15
Equipment: Civilian Formal Dress Outfit, Shoes, Pocket Holster, Wallet, Deluxe Chronometer. Cost: ¤105.00, TEC 1.

Hired Gun

Whereas mercenaries are professional soldiers of fortune, a hired gun can be any individual who makes a living by shooting at others. These people tend to be highly skilled in gunplay and are usually either hired on by a small community to “take care” of small-time thieves or as a cheap assassin.

Hired Gun
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Security Strategy Coordination Guidance Inspire
Tactical Targeting Ballistics Marksmanship Combat Maneuvers Evasive Maneuvers
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Communications Intimidate Distress Translate Negotiate Rapport
Science Technology Archaeology Typhonology Planetology Geology
Engineering Defenses Damage Control Mechanics Internal Systems Faster-Than-Light Mechanics
Medicine Specialized Medicine Xenobiology Psychology Intensive Care Treatment
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Power Three-Dimensional Maneuvers Brawling Lifting
Physique Stamina Concentration Recuperation
Acumen Perception Performance Survival
Intellect Knowledge Cunning Resourcefulness
Charm Personality Diplomacy Leadership
Traits 1 Discipline +5, Greed -5
2 Reputation +5, Luck +5, Overconfident -10
3 Discipline +15, Greed -15
4 Discipline +5, Quick Draw +10, Luck +5, Lecherous -10, Crude -10
5 Quick Draw +10, Reputation +5, Overconfident -5, Lecherous -5, Crude -5
Equipment: Civilian Casual Dress Outfit, Shoes, Duty (Hip) Holster, Trowser Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤75.55, TEC 1.

Housemate

Sometimes households in a society can make do with the income provided by just one adult member. If there is another adult member in the household, it usually then falls on them to take care of the household itself. This typically includes all the manual labor involved in keeping it running as well as the transportation of any offspring.

Housemate
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Planetology Technology Typhonology Archaeology Geology
Command Security Inspire Guidance Coordination Strategy
Communications Rapport Negotiate Distress Intimidate Translate
Navigation Orientation Vehicle Piloting Stealth Starship Piloting Astrogation
Medicine Intensive Care Specialized Medicine Psychology Treatment Xenobiology
Tactical Evasive Maneuvers Targeting Marksmanship Combat Maneuvers Ballistics
Engineering Damage Control Internal Systems Mechanics Faster-Than-Light Mechanics Defenses
Attribute Primary Secondary Tertiary
Acumen Survival Perception Performance
Intellect Resourcefulness Cunning Knowledge
Charm Diplomacy Leadership Personality
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Stamina Concentration Recuperation
Power Lifting Three-Dimensional Maneuvers Brawling
Traits 1 Discipline +5, Creed (Family) -5
2 Discipline +5, Reflexes +5, Allergic (Pollen) -10
3 Reflexes +15, Creed (Family) -15
4 Discipline +5, Contacts +10, Jealous (Other Housemates) -10, Lecherous -10
5 Contacts +10, Social Status +10, Allergic (Pollen) -10, Jealous (Other Housemates) -5, Lecherous -5
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤20.75, TEC 1.

Innkeeper

In any society, people travel to other places for many different reasons. Sometimes their travels take them far enough away from their place of residence that they are unable to return as the end of a day grows near, putting them in need of temporary shelter; innkeepers are individuals who operate businesses that provide it.

Innkeeper
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Translate Rapport Distress Intimidate
Medicine Psychology Intensive Care Specialized Medicine Treatment Xenobiology
Tactical Combat Maneuvers Evasive Maneuvers Targeting Marksmanship Ballistics
Navigation Orientation Stealth Vehicle Piloting Astrogation Starship Piloting
Science Archaeology Typhonology Planetology Technology Geology
Engineering Internal Systems Damage Control Mechanics Defenses Faster-Than-Light Mechanics
Command Security Guidance Coordination Inspire Strategy
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Acumen Performance Perception Survival
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Intellect Knowledge Resourcefulness Cunning
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Recuperation Stamina
Traits 1 Contacts +5, Nerves -5
2 Reputation +5, Math Expert +5, Tightwad -10
3 Contacts +10, Reputation +5, Nerves -15
4 Wealth +20, Greed -10, Tightwad -10
5 Wealth +10, Contacts +5, Math Expert +5, Greed -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.

Interpreter

People have a tendency to communicate in their own local dialects and languages. Sometimes, peoples who don't speak the same language need to interact with each other and for whatever reason reliable translation technologies aren't available. In those cases, it's the job of interpreters to translate and facilitate successful communication.

Interpreter
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Translate Rapport Distress Negotiate Intimidate
Science Archaeology Technology Planetology Typhonology Geology
Medicine Psychology Xenobiology Treatment Intensive Care Specialized Medicine
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Command Coordination Guidance Inspire Security Strategy
Engineering Defenses Internal Systems Mechanics Damage Control Faster-Than-Light Mechanics
Tactical Evasive Maneuvers Targeting Marksmanship Combat Maneuvers Ballistics
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Acumen Perception Performance Survival
Charm Personality Diplomacy Leadership
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Physique Concentration Recuperation Stamina
Power Three-Dimensional Maneuvers Lifting Brawling
Traits 1 Linguistic Sense +5, Contacts +5, Allergic (Pollen) -5, Wealth -5
2 Contacts +5, Senses (Sight) +5, Intolerant (Translator Technology) -10
3 Linguistic Sense +5, Senses (Sight) +5, Education +5, Allergic (Shelled Creatures) -15
4 Linguistic Sense +20, Impulsive -5, Intolerant (Lower Classes) -5, Wealth -10
5 Contacts +10, Education +10, Impulsive -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.

Journalist

A journalist is a pain in the ass whose living is made by butting in on other people's lives - often during their darkest hours - and reporting whatever they find to the general public, using the media format in which they happen to specialize. Such information is typically called "the news" or current events. Occasionally the information journalists gather is important in letting people know what decisions others have made that will affect their lives; more often, it's merely a dark form of entertainment.

Journalist
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Rapport Translate Negotiate Intimidate Distress
Science Technology Archaeology Typhonology Planetology Geology
Command Coordination Guidance Inspire Security Strategy
Navigation Orientation Vehicle Piloting Stealth Starship Piloting Astrogation
Engineering Internal Systems Damage Control Mechanics Defenses Faster-Than-Light Mechanics
Medicine Psychology Intensive Care Xenobiology Specialized Medicine Treatment
Tactical Targeting Evasive Maneuvers Marksmanship Ballistics Combat Maneuvers
Attribute Primary Secondary Tertiary
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Survival Performance
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Charm Diplomacy Personality Leadership
Physique Concentration Stamina Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
Traits 1 Education +5, Creed (Truth) -5
2 Luck +10, Nerves -5, Intolerant (Violence) -5
3 Education +15, Nerves -15
4 Nerves +20, Intolerant (Violence) -5, Reputation -5, Impulsive -10
5 Nerves +5, Luck +5, Linguistic Sense +10, Creed (Truth) -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.

Laborer

Laborers represent most of the population in any society. These are the people who do the bulk of the manual labor, getting no credit and precious little pay in the process. They may either be largely uneducated and unskilled or very educated and just unlucky.

Laborer
Discipline Primary Secondary Tertiary Quaternary Quinary
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Medicine Intensive Care Psychology Specialized Medicine Treatment Xenobiology
Communications Translate Intimidate Rapport Negotiate Distress
Tactical Targeting Marksmanship Evasive Maneuvers Ballistics Combat Maneuvers
Science Archaeology Technology Typhonology Planetology Geology
Command Coordination Security Guidance Inspire Strategy
Attribute Primary Secondary Tertiary
Power Brawling Lifting Three-Dimensional Maneuvers
Physique Stamina Recuperation Concentration
Acumen Performance Survival Perception
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Charm Personality Diplomacy Leadership
Intellect Resourcefulness Knowledge Cunning
Traits 1 Contacts +5, Luck -5
2 Mechanical Sense +10, Luck -5, Crude -5
3 Contacts +5, Mechanical Sense +5, Ambidexterity +5, Crude -15
4 Memory +20, Luck -10, Addiction (Alcohol) -10
5 Memory +10, Ambidexterity +5, Addiction (Alcohol) -15
Equipment: Civilian Street Casual Outfit, Boots, Wallet, Debit Chit, Chronometer. Cost: ¤22.25, TEC 1.
Notes: Characters using this archetype may roll 2d5 for starting money.

Lawyer

It takes someone with a sadistic mind to come up with the rules that govern society and someone with an even more sadistic mind to interpret all the aspects of them. When a member of society finds themselves in violation of those rules, they have no recourse but to turn to one of the latter to try to resolve matters in their favor.

Lawyer
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Inspire Guidance Coordination Strategy Security
Communications Negotiate Rapport Intimidate Translate Distress
Science Archaeology Technology Typhonology Planetology Geology
Engineering Internal Systems Defenses Damage Control Mechanics Faster-Than-Light Mechanics
Medicine Psychology Specialized Medicine Xenobiology Treatment Intensive Care
Navigation Orientation Vehicle Piloting Stealth Astrogation Starship Piloting
Tactical Evasive Maneuvers Combat Maneuvers Marksmanship Targeting Ballistics
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Charm Diplomacy Personality Leadership
Intellect Cunning Knowledge Resourcefulness
Finesse Dodge Hiding and Seeking Dexterous Maneuvers
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Stamina Recuperation
Traits 1 Wealth +5, Obsessed (Glory) -5
2 Wealth +10, Obsessed (Glory) -5, Addiction (Stimulants) -5
3 Discipline +15, Overconfident -15
4 Education +20, Obsessed (Glory) -10, Addiction (Hallucinogens) -10
5 Education +5, Discipline +5, Reputation +10, Overconfident -20
Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤100.80, TEC 1.

Martial Artist

Martial artists aren't found in all societies; notably they're missing in cultures whose members lack Motor and Propulsive Appendages. They are masters of unarmed defensive combat, exerting unbelievable control over mind and body to perform unparalleled physical feats.

Martial Artist
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Planetology Geology Typhonology Archaeology Technology
Command Security Coordination Strategy Inspire Guidance
Engineering Damage Control Internal Systems Mechanics Defenses Faster-Than-Light Mechanics
Medicine Specialized Medicine Psychology Intensive Care Xenobiology Treatment
Communications Translate Rapport Negotiate Intimidate Distress
Navigation Orientation Stealth Vehicle Piloting Astrogation Starship Piloting
Tactical Evasive Maneuvers Targeting Combat Maneuvers Marksmanship Ballistics
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Physique Concentration Stamina Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
Acumen Perception Performance Survival
Intellect Knowledge Resourcefulness Cunning
Charm Diplomacy Personality Leadership
Traits 1 Discipline +5, Nerves +5, Creed (School) -5, Social Status -5
2 Nerves +10, Creed (School) -5, Overconfident -5
3 Reflexes +15, Creed (School) -15
4 Discipline +20, Social Status -10, Comeliness -10
5 Discipline +10, Reflexes +10, Social Status -5, Overconfident -5, Comeliness -10
Equipment: Civilian Street Casual Outfit, Wallet, Chronometer. Cost: ¤15.75, TEC 1.

Mayor

A mayor is a special breed of politician or lawyer. A purely municipal figure, a mayor is the duly appointed or elected leader of a community and acts as the head of its executive branch of government. They are charged with making sure all local ordinances are enforced properly. The actual level of power they actually wield, of course, depends on the politics within a specific community.

Mayor
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Security Coordination Inspire Strategy Guidance
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Communications Intimidate Rapport Distress Negotiate Translate
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Tactical Evasive Maneuvers Targeting Marksmanship Combat Maneuvers Ballistics
Science Technology Archaeology Typhonology Geology Planetology
Medicine Psychology Xenobiology Specialized Medicine Treatment Intensive Care
Attribute Primary Secondary Tertiary
Charm Leadership Diplomacy Personality
Power Lifting Three-Dimensional Maneuvers Brawling
Intellect Cunning Knowledge Resourcefulness
Acumen Perception Survival Performance
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Stamina Concentration Recuperation
Traits 1 Contacts +5, Reflexes -5
2 Contacts +10, Reflexes -5, Greed -5
3 Contacts +5, Wealth +5, Education +5, Lecherous -15
4 Reputation +20, Reflexes -10, Greed -10
5 Wealth +5, Reputation +5, Education +5, Lecherous -15
Equipment: Civilian Casual Dress Outfit, Shoes, Ankle Holster, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤75.30, TEC 1.

Mechanic

A mechanic is a skilled worker capable of building or repairing machinery. They are a specialized form of technician with a lot of hands-on experience. Mechanics are found in any society where a large amount of machinery is present, where it's their job to keep it running smoothly and to fix it when it's not.

Mechanic
Discipline Primary Secondary Tertiary Quaternary Quinary
Engineering Damage Control Internal Systems Mechanics Defenses Faster-Than-Light Mechanics
Science Technology Archaeology Geology Typhonology Planetology
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Tactical Marksmanship Targeting Evasive Maneuvers Ballistics Combat Maneuvers
Communications Distress Rapport Translate Intimidate Negotiate
Medicine Specialized Medicine Intensive Care Psychology Xenobiology Treatment
Command Coordination Guidance Security Strategy Inspire
Attribute Primary Secondary Tertiary
Physique Concentration Stamina Recuperation
Power Lifting Brawling Three-Dimensional Maneuvers
Charm Personality Diplomacy Leadership
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Performance Perception Survival
Intellect Cunning Resourcefulness Knowledge
Traits 1 Mechanical Sense +5, Ambidexterity +5, Social Status -5, Wealth -5
2 Mechanical Sense +5, Math Expert +5, Social Status -10
3 Mechanical Sense +5, Ambidexterity +5, Math Expert +5, Crude -15
4 Ambidexterity +5, Discipline +10, Reputation +5, Social Status -10, Wealth -10
5 Discipline +10, Reputation +5, Crude -15
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤20.75, TEC 1.

Medic

"Medic" is an abbreviated, military form of the word "paramedic". Though the term's origin is military, its usage in this context is as someone who is trained to medically stabilize individuals outside of a hospital setting and to prepare them for transport to a medical facility. In a medical emergency, they are often the first help a victim is likely to see.

Medic
Discipline Primary Secondary Tertiary Quaternary Quinary
Medicine Xenobiology Treatment Intensive Care Specialized Medicine Psychology
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Tactical Combat Maneuvers Evasive Maneuvers Targeting Marksmanship Ballistics
Communications Rapport Translate Negotiate Distress Intimidate
Science Planetology Technology Archaeology Typhonology Geology
Command Coordination Guidance Inspire Security Strategy
Engineering Internal Systems Damage Control Mechanics Defenses Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Intellect Knowledge Resourcefulness Cunning
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Personality Diplomacy Leadership
Power Lifting Three-Dimensional Maneuvers Brawling
Physique Concentration Recuperation Stamina
Traits 1 Discipline +5, Nerves +5, Honesty -5, Allergic (Pollen) -5
2 Discipline +5, Empathic Sense +5, Honesty -10
3 Discipline +15, Allergic (Stimulants) -15
4 Reflexes +20, Honesty -10, Bleeder -10
5 Nerves +5, Empathic Sense +5, Reflexes +5, Bleeder -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.

Mercenary

While in the broadest sense of the term all members of society are mercenaries, in this context a mercenary is an individual who is hired to do a job and whose sole motivation for doing it is private gain; these jobs usually but not always involve armed conflict. By their very nature, mercenaries tend to have a broader knowledge and skill base than most other professions.

Mercenary
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Security Strategy Guidance Coordination Inspire
Medicine Intensive Care Specialized Medicine Psychology Xenobiology Treatment
Science Technology Planetology Archaeology Typhonology Geology
Communications Intimidate Distress Rapport Negotiate Translate
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Tactical Marksmanship Ballistics Combat Maneuvers Evasive Maneuvers Targeting
Engineering Damage Control Mechanics Defenses Internal Systems Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Stamina Concentration Recuperation
Power Brawling Three-Dimensional Maneuvers Lifting
Acumen Survival Perception Performance
Intellect Resourcefulness Cunning Knowledge
Charm Personality Diplomacy Leadership
Traits 1 Reputation +5, Greed -5
2 Reputation +5, Reflexes +5, Temper -10
3 Reputation +5, Quick Draw +5, Nerves +5, Social Status -15
4 Reflexes +20, Greed -10, Social Status -10
5 Quick Draw +10, Nerves +10, Temper -20
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤72.05, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item.

Merchant

A merchant is a more generalized form of shopkeeper, business owner and trader all rolled up into one. Their purpose is to provide commodities to potential buyers, making as much profit for themselves in the process. Whereas traders, business owners and shopkeepers stay in one place, merchants remain mobile and travel from community to community.

Merchant
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Translate Intimidate Rapport Distress
Navigation Vehicle Piloting Stealth Orientation Astrogation Starship Piloting
Science Archaeology Technology Geology Planetology Typhonology
Command Coordination Guidance Security Inspire Strategy
Tactical Evasive Maneuvers Marksmanship Ballistics Targeting Combat Maneuvers
Engineering Damage Control Mechanics Faster-Than-Light Mechanics Defenses Internal Systems
Medicine Psychology Xenobiology Specialized Medicine Intensive Care Treatment
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Acumen Perception Performance Survival
Physique Concentration Recuperation Stamina
Charm Diplomacy Personality Leadership
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Power Lifting Three-Dimensional Maneuvers Brawling
Traits 1 Math Expert +5, Nerves -5
2 Math Expert +10, Nerves -5, Comeliness -5
3 Luck +15, Greed -15
4 Empathic Sense +20, Nerves -10, Comeliness -5, Reputation -5
5 Luck +10, Empathic Sense +5, Comeliness -5, Greed -5, Reputation -5
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.
Notes: Characters using this archetype may roll 4d5 for starting money.

Monk

Religion is one of the three basic foundations of all societies (the others being mechanics and energy). In most of these societies are individuals whose faith in their religion is so strong that they choose to devote their lives to its service. Usually, their service comes with steep sacrifices of physical comfort and material wealth.

Monk
Discipline Primary Secondary Tertiary Quaternary Quinary
Medicine Treatment Specialized Medicine Psychology Xenobiology Intensive Care
Communications Rapport Distress Intimidate Translate Negotiate
Engineering Damage Control Mechanics Defenses Internal Systems Faster-Than-Light Mechanics
Science Archaeology Planetology Typhonology Technology Geology
Navigation Orientation Vehicle Piloting Stealth Astrogation Starship Piloting
Command Guidance Coordination Inspire Security Strategy
Tactical Targeting Marksmanship Evasive Maneuvers Ballistics Combat Maneuvers
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Acumen Perception Survival Performance
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Charm Diplomacy Personality Leadership
Physique Concentration Recuperation Stamina
Power Three-Dimensional Maneuvers Lifting Brawling
Traits 1 Discipline +5, Reputation +5, Creed (Faith) -5, Intolerant (Violence) -5
2 Discipline +5, Memory +5, Creed (Deity) -10
3 Reputation +15, Wealth -15
4 Temper +20, Intolerant (Violence) -10, Wealth -5, Social Status -5
5 Memory +10, Temper +10, Social Status -20
Equipment: Civilian Formal Dress Outfit, Shoes, Wallet, Chronometer. Cost: ¤76.00, TEC 1.
Notes: Characters using this archetype may only roll 1d5 for starting money.

Musician

In societies whose members have auditory organs, there are those individuals who make it a point to generate sounds that are pleasing to others (or at least to themselves). These sounds are often used as a form of entertainment in those societies and oftentimes subconsciously evoke deep emotions in whoever listens to them.

Musician
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Archaeology Technology Typhonology Geology Planetology
Communications Translate Intimidate Rapport Distress Negotiate
Engineering Internal Systems Defenses Mechanics Damage Control Faster-Than-Light Mechanics
Medicine Psychology Specialized Medicine Intensive Care Xenobiology Treatment
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Tactical Evasive Maneuvers Targeting Marksmanship Ballistics Combat Maneuvers
Command Inspire Coordination Guidance Security Strategy
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Charm Personality Diplomacy Leadership
Intellect Knowledge Resourcefulness Cunning
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Power Lifting Brawling Three-Dimensional Maneuvers
Physique Concentration Recuperation Stamina
Traits 1 Contacts +5, Comeliness +5, Phobic (Failure) -5, Nerves -5
2 Contacts +5, Reflexes +5, Addiction (Alcohol) -10
3 Contacts +10, Comeliness +5, Phobic (Failure) -15
4 Comeliness +5, Memory +10, Math Expert +5, Nerves -10, Addiction (Hallucinogens) -10
5 Reflexes +5, Memory +5, Math Expert +5, Phobic (Mistakes) -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.

Nobleman

Noblemen are members of an aristocracy, found most often in societies ruled by an absolute monarchy but present in almost any civilization. They are usually (though not always) rich, powerful and domineering over the subjects they rule. Basically they're glorified landlords. In traditional role-playing settings, they are more often than not the patrons of an adventuring group.

Nobleman
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Translate Negotiate Rapport Distress Intimidate
Command Guidance Coordination Inspire Strategy Security
Medicine Specialized Medicine Psychology Xenobiology Treatment Intensive Care
Engineering Damage Control Internal Systems Defenses Mechanics Faster-Than-Light Mechanics
Science Archaeology Technology Typhonology Planetology Geology
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Tactical Targeting Marksmanship Evasive Maneuvers Ballistics Combat Maneuvers
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Intellect Knowledge Cunning Resourcefulness
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Charm Diplomacy Personality Leadership
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Recuperation Stamina
Traits 1 Contacts +5, Creed (Sovereign) -5
2 Reputation +5, Discipline +5, Creed (Sovereign) -10
3 Wealth +15, Intolerant (Lower Classes) -15
4 Reputation +20, Creed (Sovereign) -10, Intolerant (Lower Classes) -5, Greed -5
5 Contacts +10, Social Status +10, Greed -20
Equipment: Civilian Formal Dress Outfit, Shoes, Duty (Hip) Holster, Ankle Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤117.05, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item, and may roll 5d5 for starting money.

Nurse

Not every medical situation calls for the expertise of a doctor or the emergency training of a medic. Long-term medical care is provided by nurses in most cases, who are medical practitioners skilled in overseeing the day to day operations of a medical facility. In some cases, they may be better at their jobs and know more than the doctors who actually run the facility.

Nurse
Discipline Primary Secondary Tertiary Quaternary Quinary
Medicine Xenobiology Treatment Intensive Care Specialized Medicine Psychology
Science Planetology Archaeology Technology Typhonology Geology
Communications Rapport Intimidate Distress Negotiate Translate
Engineering Internal Systems Damage Control Mechanics Defenses Faster-Than-Light Mechanics
Navigation Vehicle Piloting Orientation Astrogation Stealth Starship Piloting
Command Coordination Guidance Inspire Security Strategy
Tactical Evasive Maneuvers Combat Maneuvers Targeting Marksmanship Ballistics
Attribute Primary Secondary Tertiary
Acumen Perception Performance Survival
Intellect Knowledge Cunning Resourcefulness
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Charm Diplomacy Personality Leadership
Physique Concentration Stamina Recuperation
Power Lifting Three-Dimensional Maneuvers Brawling
Traits 1 Nerves +5, Discipline +5, Wealth -5, Temper -5
2 Nerves +5, Empathic Sense +5, Temper -10
3 Empathic Sense +15, Honesty -15
4 Comeliness +20, Wealth -10, Honesty -5, Luck -5
5 Nerves +5, Discipline +5, Comeliness +5, Luck -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.

Officer

In military circles, an officer is an individual who has some authority over others but is not necessarily in charge of making command-level decisions for an entire group. They tend to have more education than a common soldier, though whether or not that's an asset to a military operation depends entirely on who's asked.

Officer
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Inspire Security Strategy Coordination Guidance
Science Technology Archaeology Geology Typhonology Planetology
Navigation Orientation Vehicle Piloting Stealth Starship Piloting Astrogation
Communications Negotiate Rapport Intimidate Distress Translate
Engineering Damage Control Defenses Internal Systems Faster-Than-Light Mechanics Mechanics
Tactical Ballistics Combat Maneuvers Evasive Maneuvers Targeting Marksmanship
Medicine Intensive Care Psychology Specialized Medicine Xenobiology Treatment
Attribute Primary Secondary Tertiary
Charm Diplomacy Leadership Personality
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Physique Recuperation Concentration Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
Traits 1 Social Status +5, Discipline +5, Overconfident -5, Temper -5
2 Social Status +5, Education +5, Obsessed (Glory) -10
3 Social Status +5, Discipline +5, Addiction (Stimulants) -15
4 Reputation +20, Overconfident -10, Obsessed (Glory) -5, Addiction (Alcohol) -5
5 Discipline +5, Education +5, Reputation +5, Addiction (Alcohol) -15
Equipment: Military Dress Uniform Outfit, Military Service Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤151.90, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item.

Pharmacist

Medicines can be tricky business; if an individual is given the wrong medicine for a particular physiological problem, the result can be fatal. Pharmacists are individuals whose job it is to make sure people receive as much of the correct medicines as they need in order to recover from their ailments.

Pharmacist
Discipline Primary Secondary Tertiary Quaternary Quinary
Medicine Specialized Medicine Psychology Xenobiology Treatment Intensive Care
Science Geology Planetology Archaeology Technology Typhonology
Engineering Internal Systems Damage Control Defenses Faster-Than-Light Mechanics Mechanics
Communications Rapport Negotiate Translate Intimidate Distress
Navigation Orientation Vehicle Piloting Stealth Astrogation Starship Piloting
Command Coordination Guidance Inspire Security Strategy
Tactical Targeting Marksmanship Evasive Maneuvers Ballistics Combat Maneuvers
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Personality Diplomacy Leadership
Physique Concentration Recuperation Stamina
Power Lifting Three-Dimensional Maneuvers Brawling
Traits 1 Education +5, Phobic (Mistakes) -5
2 Education +5, Empathic Sense +5, Phobic (Lawsuits) -10
3 Empathic Sense +5, Scientific Sense +5, Memory +5, Allergic (Pollen) -15
4 Scientific Sense +20, Phobic (Violence) -5, Allergic (Certain Foods) -10, Bleeder -5
5 Education +10, Memory +5, Bleeder -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.

Pilot

Pilots are individuals who devote their lives into operating either a particular make or an entire class of vehicles. They can be found in civil fields offering short-range transportation to individuals (particularly travelers) for a nominal fee. In military fields, their expertise is used to support troops on the ground or at sea; in space, they are lauded foot soldiers, taking the battle directly to the enemy in their legendary machines.

Pilot
Discipline Primary Secondary Tertiary Quaternary Quinary
Navigation Vehicle Piloting Orientation Astrogation Starship Piloting Stealth
Tactical Evasive Maneuvers Combat Maneuvers Targeting Marksmanship Ballistics
Science Technology Planetology Geology Archaeology Typhonology
Command Security Strategy Guidance Coordination Inspire
Engineering Damage Control Mechanics Defenses Internal Systems Faster-Than-Light Mechanics
Medicine Intensive Care Psychology Treatment Specialized Medicine Xenobiology
Communications Rapport Translate Distress Intimidate Negotiate
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Intellect Knowledge Resourcefulness Cunning
Power Three-Dimensional Maneuvers Brawling Lifting
Physique Stamina Concentration Recuperation
Charm Personality Leadership Diplomacy
Acumen Perception Performance Survival
Traits 1 Navigational Sense +5, Senses (Sight) +5, Overconfident -5, Impulsive -5
2 Navigational Sense +10, Overconfident -5, Discipline -5
3 Navigational Sense +5, Senses (Sight) +5, Senses (Sound) +5, Overconfident -15
4 Reflexes +20, Impulsive -10, Discipline -5, Lecherous -5
5 Senses (Sound) +10, Reflexes +10, Lecherous -20
Equipment: Military Working Uniform Outfit, Civilian Street Casual Outfit, Boots, Pocket Holster, Wallet, Debit Chit, Chronometer. Cost: ¤51.45, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item.

Pimp

The universe's oldest profession is not exempt from the needs of management. When a group of prostitutes want to work in the same area, it helps for them to have someone to keep them from competing with one another for the same customers and to have someone around to shake down any deadbeats occasionally.

Pimp
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Intimidate Rapport Negotiate Translate Distress
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Command Security Guidance Coordination Strategy Inspire
Tactical Evasive Maneuvers Marksmanship Targeting Combat Maneuvers Ballistics
Science Archaeology Technology Typhonology Planetology Geology
Medicine Psychology Specialized Medicine Xenobiology Intensive Care Treatment
Engineering Mechanics Defenses Damage Control Internal Systems Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Charm Personality Diplomacy Leadership
Intellect Cunning Resourcefulness Knowledge
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Physique Concentration Recuperation Stamina
Acumen Perception Performance Survival
Power Brawling Lifting Three-Dimensional Maneuvers
Traits 1 Wealth +5, Social Status -5
2 Wealth +10, Social Status -5, Reputation -5
3 Wealth +10, Contacts +5, Social Status -15
4 Contacts +10, Math Expert +5, Luck +5, Tightwad -10, Greed -10
5 Math Expert +10, Luck +10, Reputation -10, Tightwad -5, Greed -5
Equipment: Civilian Formal Dress Outfit, Shoes, Shoulder Holster, Wallet, Deluxe Chronometer. Cost: ¤112.75, TEC 1.

Pirate

The difference between a pirate and a mercenary is largely one of semantics; for those targeted, a soldier of fortune is considered a pirate. These individuals make a living by preying off of shipping, stealing money, valuable cargo and anything else that they deem valuable. They are pariahs in most societies as a result of their nefarious activities.

Pirate
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Rapport Intimidate Distress Negotiate Translate
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Engineering Damage Control Defenses Mechanics Internal Systems Faster-Than-Light Mechanics
Tactical Marksmanship Ballistics Targeting Combat Maneuvers Evasive Maneuvers
Command Security Strategy Guidance Coordination Inspire
Science Technology Geology Archaeology Typhonology Planetology
Medicine Psychology Specialized Medicine Intensive Care Treatment Xenobiology
Attribute Primary Secondary Tertiary
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Intellect Resourcefulness Cunning Knowledge
Charm Diplomacy Personality Leadership
Power Brawling Three-Dimensional Maneuvers Lifting
Physique Stamina Concentration Recuperation
Acumen Perception Survival Performance
Traits 1 Quick Draw +5, Navigational Sense +5, Social Status -5, Greed -5
2 Navigational Sense +10, Social Status -5, Lecherous -5
3 Quick Draw +5, Reputation +10, Social Status -15
4 Luck +20, Greed -10, Lecherous -5, Crude -5
5 Luck +10, Reputation +10, Crude -20
Equipment: Civilian Street Casual Outfit, Boots, Trowser Holster, Wallet, Chronometer. Cost: ¤27.25, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item.

Politician

All societies function on rules and therefore need someone to maintain them and make sure they are properly enforced. Unfortunately, this job usually falls to the politician. Ostensibly, they are there to make life as easy as possible for the whole of society. More often, however, the policies they set in place only tend to line their own pocketbooks.

Politician
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Rapport Intimidate Translate Distress
Command Inspire Coordination Guidance Security Strategy
Navigation Stealth Orientation Vehicle Piloting Starship Piloting Astrogation
Tactical Evasive Maneuvers Targeting Combat Maneuvers Marksmanship Ballistics
Engineering Internal Systems Damage Control Defenses Faster-Than-Light Mechanics Mechanics
Medicine Psychology Specialized Medicine Intensive Care Xenobiology Treatment
Science Archaeology Technology Typhonology Planetology Geology
Attribute Primary Secondary Tertiary
Charm Diplomacy Leadership Personality
Intellect Cunning Knowledge Resourcefulness
Acumen Performance Perception Survival
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Recuperation Stamina
Traits 1 Wealth +5, Reputation +5, Addiction (Alcohol) -5, Glutton -5
2 Wealth +10, Addiction (Painkillers) -5, Obsessed (Glory) -5
3 Discipline +5, Contacts +10, Obsessed (Glory) -15
4 Wealth +20, Addiction (Stimulants) -5, Obsessed (Glory) -10, Glutton -5
5 Reputation +5, Discipline +5, Contacts +5, Glutton -15
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.
Notes: Characters using this archetype may roll 5d5 for starting money.

Priest

Most religious orders are organized such that there are many different levels, ranging from the empire-wide congregation all the way down to the local house of worship. Priests are the individuals in charge at the local level, providing counsel for those who need guidance with their faith and acting as a leader for the local flock.

Priest
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Translate Rapport Intimidate Distress
Command Inspire Coordination Guidance Security Strategy
Medicine Psychology Specialized Medicine Treatment Intensive Care Xenobiology
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Science Archaeology Technology Typhonology Planetology Geology
Engineering Mechanics Damage Control Internal Systems Defenses Faster-Than-Light Mechanics
Tactical Marksmanship Targeting Evasive Maneuvers Combat Maneuvers Ballistics
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Acumen Performance Perception Survival
Intellect Knowledge Cunning Resourcefulness
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Power Brawling Three-Dimensional Maneuvers Lifting
Physique Concentration Stamina Recuperation
Traits 1 Empathic Sense +5, Education +5, Creed (Congregation) -5, Intolerant (Violence) -5
2 Empathic Sense +5, Discipline +5, Wealth -10
3 Empathic Sense +5, Education +5, Discipline +5, Creed (Religion) -15
4 Education +5, Social Status +5, Reputation +10, Intolerant (Violence) -10, Wealth -10
5 Discipline +10, Social Status +5, Reputation +5, Creed (Deity) -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.

Programmer

Computers are notoriously stupid machines; to get them to accomplish even the simplest of tasks, it takes a very detailed, error-free set of instructions given in a proper order. The job of the programmer is to write these instructions, test the results and go back to fix the inevitable mistakes rather than succumbing to the desire to put a discount brick through the damn computer.

Programmer
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Technology Archaeology Typhonology Planetology Geology
Engineering Damage Control Internal Systems Mechanics Defenses Faster-Than-Light Mechanics
Navigation Stealth Vehicle Piloting Orientation Starship Piloting Astrogation
Tactical Evasive Maneuvers Targeting Ballistics Combat Maneuvers Marksmanship
Communications Rapport Distress Translate Intimidate Negotiate
Command Security Strategy Coordination Guidance Inspire
Medicine Psychology Xenobiology Treatment Intensive Care Specialized Medicine
Attribute Primary Secondary Tertiary
Intellect Resourcefulness Cunning Knowledge
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Acumen Performance Perception Survival
Charm Personality Diplomacy Leadership
Power Lifting Brawling Three-Dimensional Maneuvers
Physique Recuperation Concentration Stamina
Traits 1 Scientific Sense +5, Comeliness -5
2 Scientific Sense +5, Mechanical Sense +5, Comeliness -10
3 Scientific Sense +10, Education +5, Glutton -15
4 Mechanical Sense +5, Education +10, Reflexes +5, Lecherous -10, Bleeder -10
5 Mechanical Sense +10, Reflexes +10, Glutton -10, Lecherous -5, Bleeder -5
Equipment: Civilian Street Casual Outfit, Shoes, Pocket Holster, Wallet, Debit Chit, Chronometer. Cost: ¤24.95, TEC 1.

Prospector

The economies of many cultures are based upon the availability of certain minerals, usually ones that are comparatively rare, such as precious metals. Some individuals decide to strike out on their own with what equipment they can carry to go looking for those materials in nature. Those that are successful return to society rich; those that aren't either return disillusioned or die in the attempt.

Prospector
Discipline Primary Secondary Tertiary Quaternary Quinary
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Communications Translate Intimidate Negotiate Rapport Distress
Science Geology Typhonology Technology Planetology Archaeology
Tactical Targeting Evasive Maneuvers Ballistics Marksmanship Combat Maneuvers
Medicine Specialized Medicine Intensive Care Psychology Treatment Xenobiology
Engineering Defenses Mechanics Damage Control Internal Systems Faster-Than-Light Mechanics
Command Security Strategy Coordination Guidance Inspire
Attribute Primary Secondary Tertiary
Acumen Survival Perception Performance
Charm Leadership Personality Diplomacy
Physique Recuperation Stamina Concentration
Power Lifting Three-Dimensional Maneuvers Brawling
Intellect Resourcefulness Knowledge Cunning
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Traits 1 Navigational Sense +5, Mechanical Sense +5, Crude -5, Luck -5
2 Navigational Sense +5, Nerves +5, Crude -10
3 Navigational Sense +5, Mechanical Sense +5, Nerves +5, Health -15
4 Senses (Sound) +20, Luck -10, Health -10
5 Mechanical Sense +10, Senses (Sound) +10, Crude -20
Equipment: Civilian Street Casual Outfit, Shoes, Back Holster, Wallet, Chronometer. Cost: ¤28.75, TEC 1.

Prostitute

All creatures are driven by the need to procreate and continue their species. The physiology of some species, however, is such that they can engage in the procreative act for purposes other than reproduction. When one can't find a suitable partner, one can almost always try to find someone they can pay to engage in the necessary act whether doing so is legal in their society or not.

Prostitute
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Rapport Negotiate Intimidate Translate Distress
Science Archaeology Planetology Technology Typhonology Geology
Command Coordination Guidance Inspire Security Strategy
Medicine Specialized Medicine Psychology Treatment Intensive Care Xenobiology
Navigation Orientation Vehicle Piloting Stealth Astrogation Starship Piloting
Engineering Internal Systems Mechanics Damage Control Faster-Than-Light Mechanics Defenses
Tactical Evasive Maneuvers Marksmanship Targeting Combat Maneuvers Ballistics
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Intellect Cunning Knowledge Resourcefulness
Charm Personality Diplomacy Leadership
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Physique Stamina Recuperation Concentration
Power Lifting Brawling Three-Dimensional Maneuvers
Traits 1 Comeliness +5, Greed -5
2 Comeliness +5, Contacts +5, Social Status -10
3 Contacts +5, Linguistic Sense +5, Wealth +5, Social Status -15
4 Comeliness +20, Health -10, Lecherous -10
5 Linguistic Sense +10, Wealth +10, Greed -5, Health -10, Lecherous -5
Equipment: Civilian Street Casual Outfit, Shoes, Ankle Holster, Wallet, Debit Chit, Chronometer. Cost: ¤27.25, TEC 1.

Radioman

Societies that have developed telecommunications have a need for individuals whose job it is to operate and maintain the necessary equipment. Radiomen perform this job and act as a single voice for the organization running the equipment. In Starfaring Age societies, radiomen can often be found functioning as dedicated communications officers aboard capital ships.

Radioman
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Translate Rapport Distress Intimidate Negotiate
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Science Archaeology Technology Geology Typhonology Planetology
Engineering Damage Control Internal Systems Defenses Mechanics Faster-Than-Light Mechanics
Tactical Evasive Maneuvers Targeting Marksmanship Ballistics Combat Maneuvers
Command Coordination Guidance Inspire Security Strategy
Medicine Psychology Specialized Medicine Intensive Care Xenobiology Treatment
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Power Three-Dimensional Maneuvers Lifting Brawling
Intellect Knowledge Cunning Resourcefulness
Physique Concentration Recuperation Stamina
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Charm Diplomacy Personality Leadership
Traits 1 Linguistic Sense +5, Scientific Sense +5, Bleeder -5, Nerves -5
2 Linguistic Sense +5, Memory +5, Curious -10
3 Linguistic Sense +10,Senses (Sound) +5, Curious -15
4 Scientific Sense +10, Senses (Sound) +10, Bleeder -20
5 Memory +10, Scientific Sense +5, Nerves -5, Glutton -5, Curious -5
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.

Rancher

Most societies that include prey animals as part of their overall diet ultimately develop the field of ranching at some point; this usually involves fencing off a large area and actually raising a herd of prey animals until the majority of them are large enough to be sold for a profit to a slaughterhouse. Ranchers oversee this process, operating and maintaining the land necessary for the animals they have in their inventory.

Rancher
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Planetology Typhonology Geology Archaeology Technology
Command Security Coordination Inspire Guidance Strategy
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Medicine Psychology Intensive Care Specialized Medicine Treatment Xenobiology
Communications Rapport Negotiate Translate Intimidate Distress
Tactical Combat Maneuvers Marksmanship Targeting Evasive Maneuvers Ballistics
Engineering Mechanics Damage Control Defenses Internal Systems Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Physique Stamina Concentration Recuperation
Intellect Knowledge Resourcefulness Cunning
Acumen Survival Perception Performance
Power Brawling Three-Dimensional Maneuvers Lifting
Charm Diplomacy Leadership Personality
Traits 1 Health +5, Phobic (Reptilians) -5
2 Health +10, Phobic (Poverty) -5, Allergic (Pollen) -5
3 Health +5, Memory +5, Luck +5, Allergic (Venom) -15
4 Memory +10, Luck +10, Education -20
5 Ambidexterity +10, Health +5, Phobic (Arachnids) -5, Allergic (Pollen) -5, Bleeder -5
Equipment: Civilian Street Casual Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Chronometer. Cost: ¤32.00, TEC 1.

Researcher

Scientific advancement doesn't just happen; it requires the dedication of individuals who are willing to do what it takes to try out new ideas and new theories. Researchers do just that. In Starfaring Age societies, researchers can be seen travelling the space lanes as science officers aboard capital ships; on the ground, they're most common in academic settings.

Researcher
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Planetology Technology Archaeology Geology Typhonology
Medicine Treatment Specialized Medicine Xenobiology Intensive Care Psychology
Engineering Internal Systems Defenses Damage Control Faster-Than-Light Mechanics Mechanics
Communications Rapport Translate Negotiate Distress Intimidate
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Command Coordination Guidance Inspire Security Strategy
Tactical Evasive Maneuvers Targeting Ballistics Marksmanship Combat Maneuvers
Attribute Primary Secondary Tertiary
Intellect Knowledge Resourcefulness Cunning
Charm Diplomacy Personality Leadership
Physique Concentration Recuperation Stamina
Acumen Perception Performance Survival
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Power Three-Dimensional Maneuvers Lifting Brawling
Traits 1 Reputation +5, Scientific Sense +5, Addiction (Stimulants) -5, Comeliness -5
2 Reputation +5, Scientific Sense +5, Comeliness -10
3 Education +5, Math Expert +5, Scientific Sense +5, Overconfident -15
4 Math Expert +20, Allergic (Pollen) -5, Overconfident -5, Obsessed (Research) -10
5 Scientific Sense +10, Math Expert +5, Education +5, Addiction (Stimulants) -20
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.
Notes: Characters using this archetype can be given up to Second Class armor as a free item.

Scholar

A scholar is an individual who is attempting to better their life through attaining as high of a level of education as they are capable of managing. For some, this effort will ultimately lead them to notoriety, fame and heights of excellence. For others, it's ultimately a wasted effort that more often than not leads them to heights of poverty instead.

Scholar
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Rapport Translate Distress Negotiate Intimidate
Science Technology Archaeology Planetology Geology Typhonology
Engineering Damage Control Internal Systems Mechanics Defenses Faster-Than-Light Mechanics
Navigation Orientation Vehicle Piloting Stealth Astrogation Starship Piloting
Command Strategy Coordination Guidance Inspire Security
Medicine Specialized Medicine Psychology Xenobiology Treatment Intensive Care
Tactical Evasive Maneuvers Marksmanship Targeting Ballistics Combat Maneuvers
Attribute Primary Secondary Tertiary
Intellect Resourcefulness Knowledge Cunning
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Acumen Performance Perception Survival
Physique Concentration Recuperation Stamina
Charm Personality Diplomacy Leadership
Power Three-Dimensional Maneuvers Brawling Lifting
Traits 1 Contacts +5, Education +5, Social Status -5, Allergic (Insectoid Bites) -5
2 Contacts +5, Education +5, Nerves -10
3 Contacts +5, Education +5, Math Expert +5, Social Status -15
4 Social Status +5, Contacts +10, Education +5, Allergic (Mollusks) -10, Phobic (Failure) -10
5 Social Status +10, Education +20, Allergic (Pollen) -5, Phobic (Vermin) -5, Nerves -10
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.

Scout

Many military operations are made or broken depending on what one side knows about the other. When hard and fast data is needed on the enemy's disposition, scouts are sent in to perform covert reconnaissance work and then report back what they've learned. It's exceptionally lonely work, not to mention highly dangerous.

Scout
Discipline Primary Secondary Tertiary Quaternary Quinary
Navigation Vehicle Piloting Stealth Orientation Astrogation Starship Piloting
Science Typhonology Archaeology Planetology Geology Technology
Tactical Evasive Maneuvers Targeting Marksmanship Ballistics Combat Maneuvers
Communications Rapport Translate Distress Negotiate Intimidate
Medicine Specialized Medicine Psychology Intensive Care Xenobiology Treatment
Command Security Guidance Coordination Strategy Inspire
Engineering Mechanics Defenses Internal Systems Damage Control Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Physique Concentration Recuperation Stamina
Intellect Resourcefulness Cunning Knowledge
Acumen Survival Perception Performance
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Charm Personality Diplomacy Leadership
Power Three-Dimensional Maneuvers Lifting Brawling
Traits 1 Navigational Sense +5, Senses (Sight) +5, Comeliness -5, Education -5
2 Scientific Sense +5, Navigational Sense +5, Curious -10
3 Reflexes +5, Senses (Sight) +5, Scientific Sense +5, Curious -15
4 Reflexes +20, Scientific Sense +5, Senses (Sight) +5, Education -10, Comeliness -10
5 Navigational Sense +10, Senses (Sight) +10, Curious -20
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤72.05, TEC 1.

Security Officer

All societies have rules and as a result have individuals who think that they don't apply to them. When someone actually breaks a rule, it is the job of the security officer to go and apprehend that individual by whatever means are necessary. Usually they're also expected to do what it takes to prevent the rules from being broken in the first place.

Security Officer
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Security Coordination Strategy Guidance Inspire
Tactical Targeting Marksmanship Combat Maneuvers Evasive Maneuvers Ballistics
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Medicine Intensive Care Psychology Specialized Medicine Xenobiology Treatment
Engineering Damage Control Mechanics Defenses Internal Systems Faster-Than-Light Mechanics
Communications Rapport Translate Intimidate Negotiate Distress
Science Technology Archaeology Typhonology Planetology Geology
Attribute Primary Secondary Tertiary
Physique Stamina Concentration Recuperation
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Perception Performance Survival
Power Brawling Three-Dimensional Maneuvers Lifting
Charm Personality Leadership Diplomacy
Intellect Cunning Knowledge Resourcefulness
Traits 1 Social Status +5, Temper -5
2 Social Status +10, Temper -5, Wealth -5
3 Social Status +5, Discipline +10, Health -15
4 Quick Draw +20, Temper -10, Wealth -10
5 Discipline +10, Quick Draw +5, Health -15
Equipment: Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤72.05, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item.

Settler

Communities begin life through the actions of individuals. It takes a very rugged individual to pick up whatever stakes they have in a society, move out to a spot in the wilderness and try to make a new home there. Establishing a new community can be very hard, lonely and dangerous, but it's also very rewarding if it's ultimately successful.

Settler
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Planetology Geology Typhonology Technology Archaeology
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Tactical Marksmanship Targeting Evasive Maneuvers Ballistics Combat Maneuvers
Navigation Orientation Vehicle Piloting Stealth Astrogation Starship Piloting
Medicine Psychology Intensive Care Treatment Specialized Medicine Xenobiology
Command Security Coordination Inspire Guidance Strategy
Communications Rapport Negotiate Distress Intimidate Translate
Attribute Primary Secondary Tertiary
Power Lifting Three-Dimensional Maneuvers Brawling
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Acumen Survival Perception Performance
Physique Stamina Concentration Recuperation
Charm Diplomacy Personality Leadership
Intellect Resourcefulness Knowledge Cunning
Traits 1 Health +10, Phobic (Death) -10
2 Health +5, Luck +5, Allergic (Certain Foods) -10
3 Health +5, Luck +5, Memory +5, Phobic (Deity) -15
4 Health +10, Memory +5, Ambidexterity +5, Allergic (Pollen) -10, Bleeder -10
5 Memory +5, Luck +5, Ambidexterity +5, Education -15
Equipment: Civilian Street Casual Outfit, Boots, Back Holster, Wallet, Debit Chit, Chronometer. Cost: ¤30.25, TEC 1.

Shopkeeper

Sometimes a business is so successful that its owner can afford to branch out to other communities. The owner cannot be in all the communities in which their business runs, so they will oftentimes hire a shopkeeper to manage a particular branch. Shopkeepers run the branch office without owning it.

Shopkeeper
Discipline Primary Secondary Tertiary Quaternary Quinary
Command Coordination Guidance Inspire Security Strategy
Communications Negotiate Rapport Translate Intimidate Distress
Science Archaeology Technology Typhonology Geology Planetology
Engineering Damage Control Internal Systems Mechanics Defenses Faster-Than-Light Mechanics
Medicine Psychology Intensive Care Specialized Medicine Treatment Xenobiology
Navigation Vehicle Piloting Orientation Stealth Starship Piloting Astrogation
Tactical Marksmanship Targeting Evasive Maneuvers Combat Maneuvers Ballistics
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Intellect Cunning Knowledge Resourcefulness
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Acumen Performance Perception Survival
Physique Concentration Stamina Recuperation
Power Lifting Three-Dimensional Maneuvers Brawling
Traits 1 Wealth +5, Greed -5
2 Wealth +5, Math Expert +5, Tightwad -10
3 Wealth +5, Memory +5, Math Expert +5, Glutton -15
4 Social Status +5, Memory +10, Reputation +5, Greed -10, Tightwad -10
5 Memory +10, Math Expert +10, Reputation -10, Glutton -5, Greed -5
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤60.80, TEC 1.
Notes: Characters using this archetype may roll 4d5 for starting money.

Smithy

Societies that work with metals need dedicated individuals who have studied ores and know how to work with them. Smithies do this kind of work for a living: working in sweltering hot shops and pouring their labor in an effort to turn raw pieces of the ground into something that can ultimately be valued by all of society.

Smithy
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Intimidate Negotiate Distress Rapport Translate
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Science Planetology Geology Archaeology Typhonology Technology
Tactical Targeting Marksmanship Ballistics Evasive Maneuvers Combat Maneuvers
Medicine Intensive Care Specialized Medicine Psychology Treatment Xenobiology
Engineering Internal Systems Defenses Mechanics Damage Control Faster-Than-Light Mechanics
Command Security Coordination Guidance Inspire Strategy
Attribute Primary Secondary Tertiary
Charm Personality Diplomacy Leadership
Power Brawling Lifting Three-Dimensional Maneuvers
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Physique Stamina Concentration Recuperation
Intellect Resourcefulness Knowledge Cunning
Acumen Performance Perception Survival
Traits 1 Mechanical Sense +5 Curious +5
2 Mechanical Sense +5, Health +5, Temper -10
3 Mechanical Sense +5, Health +5, Math Expert +5, Intolerant (Drunkards) -15
4 Health +10, Empathic Sense +10, Obsessed (Alcohol Abstinence) -20
5 Empathic Sense +5, Math Expert +10, Obsessed (Alcohol Abstinence) -5, Intolerant (Drunkards) -5, Temper -10
Equipment: Civilian Street Casual Outfit, Boots, Wallet, Debit Chit, Chronometer. Cost: ¤22.25, TEC 1.

Soldier

Soldiers are poor sods whose job it is to go out and try to make enemy soldiers die for their country when all the politicians decide they can't solve an issue by any means other than force. They are the lowest members of any military echelon, the ones that perform the labors of war and whose lives are considered the most expendable.

Soldier
Discipline Primary Secondary Tertiary Quaternary Quinary
Tactical Ballistics Marksmanship Targeting Combat Maneuvers Evasive Maneuvers
Navigation Stealth Vehicle Piloting Orientation Starship Piloting Astrogation
Engineering Defenses Damage Control Mechanics Internal Systems Faster-Than-Light Mechanics
Command Security Strategy Coordination Inspire Guidance
Communications Intimidate Rapport Distress Negotiate Translate
Science Technology Typhonology Archaeology Planetology Geology
Medicine Specialized Medicine Intensive Care Psychology Treatment Xenobiology
Attribute Primary Secondary Tertiary
Power Brawling Three-Dimensional Maneuvers Lifting
Charm Personality Leadership Diplomacy
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Acumen Perception Survival Performance
Physique Stamina Recuperation Concentration
Intellect Knowledge Resourcefulness Cunning
Traits 1 Reflexes +5, Discipline +5, Overconfident -5, Lecherous -5
2 Discipline +5, Social Status +5, Education -10
3 Senses (Sight) +10, Social Status +5, Overconfident -15
4 Reflexes +10, Senses (Sight) +5, Social Status +5, Lecherous -10, Overconfident -10
5 Discipline +10, Reflexes +5, Education -5, Creed (Protect Nation) -5, Overconfident -5
Equipment: Military Dress Uniform Outfit, Military Working Uniform Outfit, Boots, Duty (Hip) Holster, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤152.65, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item.

Spy

Spies are people that do their level best to gather information on a foreign power, organization or even an individual while garnering as little attention to themselves as possible. Their job is to watch, examine, analyze, report and get the hell out once their job is done.

Spy
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Rapport Negotiate Intimidate Translate Distress
Science Technology Archaeology Geology Planetology Typhonology
Navigation Stealth Orientation Vehicle Piloting Astrogation Starship Piloting
Tactical Evasive Maneuvers Targeting Ballistics Marksmanship Combat Maneuvers
Medicine Specialized Medicine Psychology Xenobiology Intensive Care Treatment
Engineering Damage Control Internal Systems Mechanics Defenses Faster-Than-Light Mechanics
Command Security Strategy Coordination Inspire Guidance
Attribute Primary Secondary Tertiary
Charm Personality Diplomacy Leadership
Acumen Perception Performance Survival
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Intellect Cunning Resourcefulness Knowledge
Power Brawling Three-Dimensional Maneuvers Lifting
Physique Concentration Stamina Recuperation
Traits 1 Navigational Sense +5, Impulsive +5
2 Navigational Sense +5, Memory +5, Curious -10
3 Navigational Sense +5, Linguistic Sense +5, Memory +5, Lecherous -15
4 Memory +10, Senses (Sound) +10, Impulsive -20
5 Linguistic Sense +10, Senses (Sound) +10, Lecherous -5, Curious -5, Overconfident -10
Equipment: Civilian Casual Dress Outfit, Shoes, Trowser Holster, Wallet, Deluxe Chronometer. Cost: ¤65.80, TEC 1.

Surveyor

Engineering any structure takes precision calculations of the surrounding terrain, no matter how complex it is. Surveyors make a living by using occasionally complex mathematics to determine the exact positions and dimensions of objects on a planet's surface. Without their efforts, building high-quality structures would be impossible.

Surveyor
Discipline Primary Secondary Tertiary Quaternary Quinary
Navigation Orientation Astrogation Vehicle Piloting Stealth Starship Piloting
Engineering Mechanics Damage Control Internal Systems Defenses Faster-Than-Light Mechanics
Tactical Targeting Marksmanship Evasive Maneuvers Ballistics Combat Maneuvers
Science Archaeology Technology Geology Planetology Typhonology
Communications Rapport Translate Negotiate Intimidate Distress
Command Coordination Guidance Security Inspire Strategy
Medicine Intensive Care Psychology Specialized Medicine Treatment Xenobiology
Attribute Primary Secondary Tertiary
Acumen Perception Survival Performance
Intellect Resourcefulness Knowledge Cunning
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Stamina Recuperation
Charm Diplomacy Personality Leadership
Traits 1 Math Expert +5, Crude -5
2 Math Expert +5, Scientific Sense +5, Comeliness -10
3 Math Expert +10, Mechanical Sense +5, Scientific Sense +5, Luck -15
4 Education +10, Mechanical Sense +5, Scientific Sense +5, Addiction (Alcohol) -10, Crude -10
5 Mechanical Sense +10, Scientific Sense +5, Addiction (Tobacco) -5, Crude -5, Comeliness -5
Equipment: Civilian Street Casual Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤20.75, TEC 1.

Teacher

Education is an important cornerstone of most societies; without it, there would be no one with the knowledge needed to carry out advanced tasks. It is the job of the teacher to impress and to impart knowledge upon their students to the best of their ability. Though many societies recognize the important job teachers do, they usually aren't willing to give them the funding they need to actually do it.

Teacher
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Archaeology Planetology Geology Typhonology Technology
Communications Translate Rapport Negotiate Intimidate Distress
Command Inspire Guidance Coordination Security Strategy
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Medicine Psychology Intensive Care Specialized Medicine Treatment Xenobiology
Navigation Orientation Vehicle Piloting Stealth Astrogation Starship Piloting
Tactical Evasive Maneuvers Combat Maneuvers Marksmanship Targeting Ballistics
Attribute Primary Secondary Tertiary
Intellect Knowledge Cunning Resourcefulness
Acumen Perception Performance Survival
Charm Leadership Diplomacy Personality
Physique Stamina Concentration Recuperation
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Power Lifting Three-Dimensional Maneuvers Brawling
Traits 1 Education +5, Discipline +5, Honesty -5, Wealth -5
2 Education +5, Senses (Sight) +5,Wealth -10
3 Education +5, Senses (Sight) +5, Senses (Sound) +5, Bleeder -15
4 Discipline +10, Senses (Sound) +10, Honesty -20
5 Senses (Sound) +5, Senses (Sight) +10, Impulsive -10, Honesty -5, Wealth -5
Equipment: Civilian Casual Dress Outfit, Shoes, Wallet, Debit Chit, Chronometer. Cost: ¤36.00, TEC 1.

Technician

A technician is an individual who studies, professes or practices the body of tools and implements produced by a given society, usually specializing in a very specific area. Technicians can be found anywhere where knowledge of how a piece of technology works can be vital to its continued operation.

Technician
Discipline Primary Secondary Tertiary Quaternary Quinary
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Navigation Orientation Vehicle Piloting Stealth Astrogation Starship Piloting
Science Technology Archaeology Planetology Geology Typhonology
Command Security Coordination Guidance Inspire Strategy
Communications Distress Rapport Negotiate Intimidate Translate
Tactical Evasive Maneuvers Marksmanship Targeting Combat Maneuvers Ballistics
Medicine Intensive Care Specialized Medicine Psychology Treatment Xenobiology
Attribute Primary Secondary Tertiary
Intellect Resourcefulness Knowledge Cunning
Finesse Dexterous Maneuvers Hiding and Seeking Dodge
Acumen Perception Performance Survival
Power Three-Dimensional Maneuvers Lifting Brawling
Physique Concentration Recuperation Stamina
Charm Personality Diplomacy Leadership
Traits 1 Mechanical Sense +5, Comeliness -5
2 Mechanical Sense +5, Math Expert +5, Reflexes -10
3 Mechanical Sense +5, Memory +5, Nerves +5, Luck -15
4 Math Expert +10, Memory +10, Comeliness -20
5 Nerves +10, Memory +10, Reflexes -5, Bleeder -10, Luck -5
Equipment: Military Working Uniform Outfit, Shoes, Pocket Holster, Wallet, Debit Chit, Chronometer. Cost: ¤40.20, TEC 1.

Thief

Many societies hold to the questionable idea that the accumulation of material goods is something to be valued. This sometimes produces individuals who decide that the best way to further their own wealth is to take it from others illegally. While many of these individuals often get caught, others are skilled enough at it to actually make a living.

Thief
Discipline Primary Secondary Tertiary Quaternary Quinary
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Engineering Damage Control Mechanics Defenses Internal Systems Faster-Than-Light Mechanics
Tactical Evasive Maneuvers Marksmanship Ballistics Targeting Combat Maneuvers
Command Security Coordination Guidance Strategy Inspire
Science Technology Geology Archaeology Planetology Typhonology
Communications Intimidate Distress Rapport Negotiate Translate
Medicine Psychology Intensive Care Specialized Medicine Xenobiology Treatment
Attribute Primary Secondary Tertiary
Intellect Cunning Knowledge Resourcefulness
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Charm Personality Diplomacy Leadership
Physique Stamina Concentration Recuperation
Acumen Perception Survival Performance
Power Three-Dimensional Maneuvers Lifting Brawling
Traits 1 Ambidexterity +5, Contacts +5, Greed -5, Overconfident -5
2 Ambidexterity +5, Reflexes +5, Obsessed (Big Heist) -10
3 Ambidexterity +5, Luck +5, Contacts +5, Greed -15
4 Contacts +10, Reflexes +10, Overconfident -10, Obsessed (Vengeance) -10
5 Contacts +10, Reflexes +10, Luck -10, Obsessed (Big Heist) -5, Greed -5
Equipment: Civilian Street Casual Outfit, Boots, Trowser Holster, Wallet, Debit Chit, Chronometer. Cost: ¤27.25, TEC 1.

Thug

Thugs are burly individuals who are often employed by criminal organizations. Their job is a fairly simple one: if anybody crosses someone higher up in the organization, they are dispatched to find that person and to express their boss's deep dissatisfaction with them. Usually this involves some manner of violent treatment.

Thug
Discipline Primary Secondary Tertiary Quaternary Quinary
Navigation Vehicle Piloting Stealth Starship Piloting Orientation Astrogation
Tactical Ballistics Marksmanship Targeting Combat Maneuvers Evasive Maneuvers
Command Security Strategy Coordination Guidance Inspire
Communications Intimidate Distress Rapport Negotiate Translate
Engineering Mechanics Defenses Damage Control Internal Systems Faster-Than-Light Mechanics
Medicine Psychology Specialized Medicine Xenobiology Intensive Care Treatment
Science Technology Archaeology Geology Typhonology Planetology
Attribute Primary Secondary Tertiary
Power Brawling Lifting Three-Dimensional Maneuvers
Physique Stamina Recuperation Concentration
Finesse Dexterous Maneuvers Dodge Hiding and Seeking
Acumen Performance Perception Survival
Charm Personality Leadership Diplomacy
Intellect Resourcefulness Knowledge Cunning
Traits 1 Health +5, Overconfident -5
2 Health +5, Reflexes +5, Crude -10
3 Health +5, Reflexes +5, Reputation +5, Temper -15
4 Health +5, Reflexes +5, Reputation +10, Temper -10, Overconfident -10
5 Discipline +10, Nerves +10, Temper -10, Addiction (Painkillers) -5, Crude -5
Equipment: Civilian Street Casual Outfit, Boots, Trowser Holster, Back Holster, Wallet, Chronometer. Cost: ¤35.25, TEC 1.
Notes: Characters using this archetype can be given up to Third Class armor as a free item.

Trader

Traders are individuals who provide commodities to potential buyers. They usually don't leave the area in which they conduct their trade and work in concert with other traders in an attempt to maximize each other's profits. In Starfaring Age societies, traders are tasked with the job of moving commodities in between worlds through specialized trading posts licensed by local planetary governments.

Trader
Discipline Primary Secondary Tertiary Quaternary Quinary
Communications Negotiate Rapport Intimidate Distress Translate
Science Technology Archaeology Planetology Geology Typhonology
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Command Security Guidance Coordination Inspire Strategy
Tactical Evasive Maneuvers Marksmanship Ballistics Targeting Combat Maneuvers
Engineering Damage Control Mechanics Internal Systems Defenses Faster-Than-Light Mechanics
Medicine Psychology Specialized Medicine Intensive Care Treatment Xenobiology
Attribute Primary Secondary Tertiary
Charm Diplomacy Personality Leadership
Intellect Cunning Knowledge Resourcefulness
Acumen Performance Perception Survival
Finesse Hiding and Seeking Dodge Dexterous Maneuvers
Physique Concentration Recuperation Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
Traits 1 Reputation +5, Greed -5
2 Reputation +10, Greed -5, Addict (Gambling) -5
3 Reputation +5, Wealth +10, Greed -15
4 Wealth +20, Luck -5, Discipline -15
5 Education +10, Linguistic Sense +10, Overconfident -20
Equipment: Civilian Casual Dress Outfit, Shoes, Duty (Hip) Holster, Wallet, Debit Chit, Chronometer. Cost: ¤45.75, TEC 1.
Notes: Characters using this archetype may roll 4d5 for starting money.

Vagrant

Most societies have individuals living within them that, for whatever reason, cannot work. These individuals will often find themselves homeless, jobless and penniless once their money runs out; they are then forced to perform whatever actions are necessary in order for them to survive. They are usually considered the lowest members of society, on par with criminals.

Vagrant
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Planetology Typhonology Archaeology Geology Technology
Navigation Vehicle Piloting Stealth Orientation Starship Piloting Astrogation
Medicine Psychology Specialized Medicine Intensive Care Treatment Xenobiology
Communications Negotiate Distress Rapport Intimidate Translate
Engineering Damage Control Internal Systems Mechanics Defenses Faster-Than-Light Mechanics
Tactical Evasive Maneuvers Combat Maneuvers Marksmanship Ballistics Targeting
Command Guidance Coordination Security Strategy Inspire
Attribute Primary Secondary Tertiary
Physique Stamina Recuperation Concentration
Finesse Hiding and Seeking Dexterous Maneuvers Dodge
Intellect Knowledge Resourcefulness Cunning
Acumen Survival Perception Performance
Power Brawling Three-Dimensional Maneuvers Lifting
Charm Diplomacy Personality Leadership
Traits 1 Health +5, Wealth -5
2 Health +10, Wealth -5, Social Status -5
3 Health +10, Senses (Sound) +5, Wealth -15
4 Senses (Sound) +10, Math Expert +10, Wealth -20
5 Education +5, Senses (Sound) +10, Luck -5, Wealth -5, Social Status -5
Equipment: Civilian Street Casual Outfit, Shoes, Chronometer. Cost: ¤15.75, TEC 0.
Notes: Characters using this archetype do not roll for starting money.

Zookeeper

Zookeepers have a fairly unique job; they are tasked with the care of an array of animal lifeforms, providing food and medical care for them and making sure that their habitats remain optimally suitable for their habitation. The animals themselves may be in an environment well outside their norms, placed in specialized parks as a peculiar form of entertainment.

Zookeeper
Discipline Primary Secondary Tertiary Quaternary Quinary
Science Planetology Technology Geology Typhonology Archaeology
Medicine Xenobiology Treatment Intensive Care Specialized Medicine Psychology
Navigation Vehicle Piloting Orientation Stealth Astrogation Starship Piloting
Tactical Targeting Ballistics Marksmanship Evasive Maneuvers Combat Maneuvers
Command Security Coordination Guidance Inspire Strategy
Communications Rapport Negotiate Intimidate Distress Translate
Engineering Mechanics Damage Control Defenses Internal Systems Faster-Than-Light Mechanics
Attribute Primary Secondary Tertiary
Acumen Performance Perception Survival
Intellect Knowledge Resourcefulness Cunning
Physique Recuperation Concentration Stamina
Power Brawling Three-Dimensional Maneuvers Lifting
Finesse Dodge Dexterous Maneuvers Hiding and Seeking
Charm Diplomacy Personality Leadership
Traits 1 Reflexes +5, Scientific Sense +5, Creed (Care for Animals) -5, Nerves -5
2 Scientific Sense +5, Comeliness +5, Luck -10
3 Education +5, Empathic Sense +5, Scientific Sense +5, Nerves -15
4 Reputation +10, Education +5, Comeliness +5, Creed (Care for Animals) -10, Nerves -10
5 Senses (Sight) +10, Senses (Sound) +5, Intolerant (Stupid Behavior) -15
Equipment: Civilian Casual Dress Outfit, Shoes, Back Holster, Wallet, Debit Chit, Deluxe Chronometer. Cost: ¤68.80, TEC 1.

NEXT: 3.0 Skills
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