Uncle Jimbo's Bug Huntin' Range
They left it out in the Oort before we crawled from the sea. The gate of Paradise. Or the mouth of Hell. |
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Character Generation (Human) Choose an Origin Humans may have been brought up in any of the seven power blocs (UN, USH, Non-Integrated, Virgin Space, Coca-Cola, Microsoft, Muhammadiyah). See also "Old Earth" and "History of the Corporations". Choose Mutations Spacer Adaptation: This is not a mutation, but the effect of growing up and spending your life in low gravity. Spacers do not lose the 10 skill points and 1 extra broad skill granted to humans. The effects are identical to the adaptation, gravity, low Ordinary mutant advantage. The Spacer suffers no penalty in zero or low gravity, has a temporary +1 Dex increase in low gravity (0.1g - 0.7g), but suffers a +2 penalty to actions involving physical movement in high gravity. Spacers also receive Acrobatics-zero G training as a free broad and specific skill. Mutants are either Natural Unique mutants or Emergent mutants. Altered Mutations – Energy Absorption, Energy Metamorphosis: The mutant character selects one of these damage forms, or rolls randomly:
Minor/Major Physical Change:Most mutants have some form of physical change, and do not gain any Mutation Points for it. The Major Physical Change mutation is reclassified as a Moderate Drawback. Replace all rolls of Minor Physical Change with Major Physical Change. Mutant characters (not Spacers) must determine their ability scores in order, by rolling 2d6 and a d4, taking the highest two dice and adding 2. (Option 1) Choose a Profession and Career See listed careers. After choosing a Profession for a normal human, roll on table: Determine Ability Scores by Profession.
(Option 2) Determine Ability Scores For a normal human, roll 2d6 and a d4 and choose the 2 highest dice. Roll 6 times, add 2 to each roll, and arrange the scores as desired. Choose a Profession and career. Purchase Skills Normal humans and Spacers gain skill points according to their Intelligence, plus 10 points and one extra broad skill permitted. Mutants do not gain extra skill points nor broad skills, but have the same free skills as humans of their cultural background. See Chapter 4: Skills, with the following changes: Free Skills (Human) Groundling: Vehicle Operation, Modern Ranged Weapons, Stamina, Knowledge, Knowledge-computer operation, Awareness, Interaction. Note that Athletics is no longer a free skill for humans. Spacer: Acrobatics, Acrobatics-zero G training, Modern Ranged Weapons, Stamina, Knowledge, Knowledge - computer operation, Awareness, Interaction. Modified Skills Armor Operation-powered: Not available. Vehicle Operation-land: The character can drive two of the following: bikes (including skybikes), cars (including skycars), heavy vehicles (including grav-trucks and grav-armour), tracked vehicles. Vehicle Operation-space: The character is skilled in piloting one type of spacecraft: orbital (planetary thrusters only), light commercial (up to Light Freighter), heavy commercial, gunships (up to Scout), light naval (up to Attack/Sloop), heavy naval. Knowledge-language: All nonhuman languages are skills of the Diplomat (Alien Consul) profession at cost 3. Other characters (including Diplomats) pay extra. Medical science-xenomedicine: T'sa cost 3, weren cost 4, sesheyan cost 5. Tech Science-repair: Divided into the following: New Skills Melee Weapons-staff: Cost 3 Combat Spec. Staff weapons are the quarterstaff, spear, polearm and pulse staff. Opponents with shorter weapons are treated as if under suppressive fire (+2 to skill checks to attack, unless the opponent ignores the staff weapon and automatically takes damage) Melee Weapons-thrown blade: Cost 3 CF. Requires blade. Covers the dagger, spear, hand axe, combat knife, javelin, shuriken. Modern Ranged Weapons-grenade: Cost 3 Combat Spec. Base ability Strength. Gives the equivalent of broad skill check to throw other objects. Physical Science-Gate knowledge: Cost 5 Tech Op. Allows guess of an unexplored Iteration's likely point of arrival (+2 difficulty) and gives a probability of falling into Darkness (+3 Difficulty). Labour: Broad skill (Str). Cost 3 Open. Specialty skills: unskilled vocation (eg. excavation) 1, semi-skilled (eg. construction, firefighting) 2. Craft: Broad skill (Dex). Cost 3 Open. Specialty skills (eg. carpentry) 2, except PL 4 or lower specialties (GM's discretion) 3. Awareness-detect evil: Cost 4 Diplomat. See also Equipment: Graviton detector. Resolve-disbelieve: Cost 4 FD. Resolve-resist drugs: Cost 4 Free Agent. Buying Specific Skills at Higher Ranks PCs can increase a skill by one rank per level (maximum rank 2 at 1st level, 4 at 2nd level etc.) Rank 3 cannot be purchased at 1st level. Select Perks and Flaws Modified Perks and Flaws Alien Artifact: Not available Powerful Ally/Powerful Enemy: Replace with Corporate Involvement (no cost). The character has done secret and sensitive work for one of the power blocs (excluding Non-Integrated). While he/she can call on favors and assistance, the character is also marked by one, or several other intelligence services as an agent of that bloc. Psionic Awareness: Not available. Dirt Poor: Starting cash is E100-1000. The character has at least one debt, and can go into debt to 1 to 3 creditors, gaining starting cash of E1000-4000 from each one. However, the character's debts are E10-35x1000 (5+5d6) to each debtor. Phobia: Provides 3/5/7 skill points. See AD&D: Spells and Magic and Skills and Powers for appropriate phobias. Choose Motivation Choose from the following, or some other suggested motivation: Idealist Moral Attitude and Character Traits: As desired Complete Character Action check (M/O/G/A), actions per round, combat movement, durability, unarmed attack damage, encumbrance (see p56), throwing distance (see p57), skill check (M/O/G/A) Starting Cash Unless stated under Perks/Flaws, each character has E1000-20000 starting cash. This represents a FTO balance which can be spent on any personal equipment (not vehicles or employees) or saved. |