This section has Package Deals appropriate to a Terran Empire campaign during the reign of Marissa III. It divides them into two sections — Imperial and Government Packages, and Civilian Packages — and each of those groups in turn subdivides into categories.
Most of these Packages work perfectly well for games set in other periods of the Imperial era. You can also adapt them for use by characters from various alien civilizations. For example, a Perseid diplomat could easily take the Diplomat Package Deal.
NOTE: These packages are a starting point only, to give you an idea of the appropriate skills and disadvantages for a character from that field. However, not all of the entries may be appropriate for your character — for example, all of the military packages include the Social Disad: Subject to Orders. If you're playing a retired Special Forces operative, that will no longer apply although you will still have the skills from that past employment.
The abilities and disadvantages listed in each package do count against the point totals for your starting character; the Total Package Cost shown is there simply to show the relative advantages and disadvantages of the archetype.
These Packages represent jobs or social positions related to the Imperial government in some way, such as courtiers or military personnel. You can adapt many of them to represent the officials, agents, and soldiers of other Galactic governments.
At the top of the Imperial political food chain is the court — the nobles, ministers, courtiers, diplomats, and other hangers-on who have somehow obtained a position at court or the favor of someone in power. Below them in the hierarchy, but often wielding more practical power, are the countless millions of imperial bureaucrats, officials, and regulators.
Bureaucrat | |
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Abilities | |
Cost | Ability |
6 | Contact: Government Agency, Organization Contact (x3) (6 Active Points) 11- |
1 | Fringe Benefit: Security Clearance |
3 | Bureaucratics 11- |
2 | KS: KS: Imperial (or Local) Law 11- |
6 points of Skills from the following list | |
3 | 1) Bribery 11- |
3 | 2) Computer Programming 11- |
3 | 3) Conversation 11- |
3 | 4) Deduction 11- |
3 | 5) High Society 11- |
3 | 6) Persuasion 11- |
1 | 7) Any Background Skill |
Disadvantages | |
Cost | Disadvantage |
10 | Social Limitation: Subject To Orders (Frequently, Minor) |
Total Package Cost: 8 |
This Package Deal represents the low- and mid-level officials who do the actual work of running the Empire. Marissa can issue edicts and the Senate can vote, but these people turn formal pronouncements into day-to-day policy. The Empire has thousands of bureaux, from the Abandoned Property Office to the Zurite Trade Commission. Most bureaucrats have routine and boring jobs, but from time to time Imperial officials have to leave their desks and go into the field. Bureaucrats make natural investigators (or conspirators for shady dealings) because they know the rules and the loopholes. Officials investigating potential wrongdoing, or just on fact-finding missions, may uncover anti-Imperial plots, sinister alien operations, or the work of Galactic crooks.
Courtier | |
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Abilities | |
Cost | Ability |
5 | Contact: Important figure at court (Contact has: extremely useful Skills or resources) 11- |
2 | Fringe Benefit: Lower Nobility |
7 | High Society 13- |
6 points worth of skills from the following list | |
3 | 1) Bribery 11- |
3 | 2) Conversation 11- |
2 | 3) Gambling 11- |
3 | 4) Lipreading 11- |
3 | 5) Oratory 11- |
3 | 6) Persuasion 11- |
3 | 7) Seduction 11- |
3 | 8) Shadowing 11- |
3 | 9) Streetwise 11- |
0 | 10) Any Background Skill |
Disadvantages | |
Cost | Disadvantage |
5 | Rivalry: Professional (with one or more Courtiers; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
Total Package Cost: 15 |
Though they have little power of their own, courtiers have access to powerful and influential people, whom they serve in various unofficial ways — running confidential errands, intriguing against rivals, and passing on information. Courtiers can trade on their access, accepting fees from corporations, major Imperial officials, or even alien embassies to drop the occasional good word in a well-placed ear. Courtiers naturally spend most of their time at court (access and influence disappear if not cultivated), but from time to time a high noble (or even the Empress) may send a courtier on a mission — typically a delicate matter he can't handle through normal channels. Success means big rewards, but failure ends a courtier's career.
The Perseid, Ackalian, and Varanyi Empires have their own courts and courtiers, and some monarchical member states of the Velarian and Mondabi federations do, too. The Thorgons and Seecra consider them useless relics. For a higher-power courtier, add the Well-Connected Skill Enhancer, more Contacts, and more Interaction Skills.
Diplomat | |
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Abilities | |
Cost | Ability |
5 | Fringe Benefit: Diplomatic Immunity |
3 | Fringe Benefit: Security Clearance |
2 | AK: Galaxy 11- |
2 | AK: Current Posting 11- |
3 | Bureaucratics 11- |
3 | High Society 11- |
4 | Language: local alien language (idiomatic) |
6 points worth of skills from the following list | |
3 | 1) Bribery 11- |
3 | 2) Conversation 11- |
3 | 3) Oratory 11- |
3 | 4) Persuasion 11- |
3 | 5) Seduction 11- |
3 | 6) Shadowing 11- |
3 | 7) Streetwise 11- |
3 | 8) Trading 11- |
0 | 9) Any Background Skill |
Disadvantages | |
Cost | Disadvantage |
15 | Social Limitation: Subject To Orders (Frequently, Major) |
Total Package Cost: 13 |
When the Empress wants to send a message to an alien empire, an Imperial diplomat delivers it. Diplomats represent the Empire on alien worlds, make first contact with newly-discovered alien species, handle minor negotiations, cope with minor crises before they turn into major ones, report on local conditions, and get involved in plots and intrigues wherever they are posted.
In theory diplomats work closely with the Exploration Service, but the two have a long tradition of hostility toward each other that sometimes hinders the smooth implementation of Her Majesty's wishes. Diplomats must also cooperate with the intelligence agencies, and if they want to stay healthy, they do so.
Diplomats make obvious targets for rebels and terrorists. Alien security services often watch them closely (the Package doesn't include this as a Disad vantage since a diplomat PC might not have any such problem; characters should take it if appropriate). Higher-level diplomats have a better Security Clearance, and may have the Linguist, Traveler, or Well-Connected Skill Enhancers. In either case, you can also use this Package Deal for various types of politicians.
Noble | |
---|---|
Abilities | |
Cost | Ability |
5 | Fringe Benefit: Member of the Aristocracy |
5 | Money: Well Off |
7 | High Society 13- |
6 points worth of skills from the following list | |
3 | 1) Acting 11- |
3 | 2) Bribery 11- |
3 | 3) Conversation 11- |
2 | 4) Gambling 11- |
3 | 5) Oratory 11- |
3 | 6) Persuasion 11- |
3 | 7) Seduction 11- |
0 | 8) Any Background Skill |
0 | 9) Any Transport Familiarity |
0 | 10) Any Weapon Familiarity |
Disadvantages | |
Cost | Disadvantage |
5 | Rivalry: Professional (with one or more other Nobles; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
10 | Social Limitation: Famous (Frequently, Minor) |
Total Package Cost: 8 |
Titled aristocrats who have power and influence of their own, nobles (unlike courtiers) don't have to suck up to the Empress or anyone else — though most do, if only because they hope to gain even more wealth and power. Nobles' wealth and prominent social position give them freedom; they seldom have to do anything unless they want to. One significant exception to this: when the Empress has a really important job, she usually gives it to a noble. A noble who succeeds advances himself, one who fails often finds himself consigned to social obscurity.
This Package Deal represents a young noble from a wealthy family. For an older or more powerful character, add more Money, the Well-Connected Skill Enhancer, and/or some Followers.
Senator | |
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Abilities | |
Cost | Ability |
8 | Computer Link: Senatorial Database |
6 | 6 more points worth of Contacts |
8 | Fringe Benefit: Senator |
7 | Fringe Benefit: Security Clearance |
3 | Well-Connected |
6 | Contact: Empress Marissa (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: extremely useful Skills or resources) (7 Active Points) 11- |
3 | Bureaucratics 11- |
3 | High Society 11- |
2 | KS: Imperial Law 11- |
6 points worth of skills from the following list | |
3 | 1) Bribery 11- |
3 | 2) Conversation 11- |
5 | 3) Cramming |
3 | 4) Deduction 11- |
3 | 5) Oratory 11- |
3 | 6) Persuasion 11- |
3 | 7) Seduction 11- |
0 | 8) Any Background Skill |
Disadvantages | |
Cost | Disadvantage |
5 | Hunted: TSS 8- (As Pow, NCI, Watching) |
5 | Hunted: News Media 8- (As Pow, NCI, Watching) |
10 | Social Limitation: Famous (Frequently, Minor) |
Total Package Cost: 32 |
The members of the Terran Senate are some of the shrewdest politicians in the Galaxy. Just getting elected or appointed requires a lifetime of maneu vering and preparation, and once in power a Senator must carefully leverage the small authority of his position, building temporary alliances and longterm coalitions to accomplish his personal goals. Senators have several unique abilities — including access to the Empress, the right to use the Senate's database (which connects to most Imperial databases), and the ability to travel freely within the Empire. They can poke their noses into just about anything that interests them.
Senatorial Guard | |
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Abilities | |
Cost | Ability |
9 | Computer Link: ISP and Earth panetary law enforcement databases |
5 | Fringe Benefit: International Police Powers |
3 | Fringe Benefit: Security Clearance |
3 | Bureaucratics 11- |
1 | High Society 8- |
2 | KS: Imperial Senate 11- |
2 | PS: Security Officer 11- |
3 | Security Systems 11- |
4 | WF: Human Small Arms, Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 7 |
Technically part of Earth'ss planetary militia, the Senatorial Guards are recruited from across the Empire. They protect the Senate and Senators both on Earth and wherever a Senator may happen to travel. Trained for courtesy, discretion, and bravery, Guards often conduct delicate semi-covert factfinding missions for Senators, which sometimes bring them into conflict with the Terran Security Service. The Senatorial Guards have a good-natured rivalry with the soldiers of the Imperial Guard division, and a hostile relationship with the TSS.
Player characters frequently come from the ranks of, or run afoul of, law enforcement officers. Others once worked as spies, or somehow attract the attention of the TIC.
ISP Officer | |
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Abilities | |
Cost | Ability |
8 | Computer Link: ISP Database |
8 | Fringe Benefit: Interstellar Police Powers |
3 | Bureaucratics 11- |
3 | Criminology 11- |
3 | Deduction 11- |
3 | KS: Imperial Law (INT-based) 11- |
2 | KS: The Law Enforcement World 11- |
2 | WF: Human Advanced Small Arms |
6 points worth of skills from the following list | |
3 | 1) Bribery 11- |
3 | 2) Bugging 11- |
3 | 3) Conversation 11- |
3 | 4) Disguise 11- |
3 | 5) Interrogation 11- |
3 | 6) Shadowing 11- |
3 | 7) Tracking 11- |
0 | 8) Any Background Skill |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
5 | Rivalry: Professional (with TSS; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
5 | Rivalry: Professional (with Mind Police; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 6 |
The hard-working and overburdened enforcement arm of the Ministry of Justice, the Imperial Security Police investigates crimes against Imperial law. In recent years the ISP has lost bureaucratic ground to its rivals, the Terran Security Service and the Mind Police, but it still does its best to uphold the rule of law in Terran space. Other empires have their own police agencies, but without the Rivalry.
Mind Police Officer | |
---|---|
Abilities | |
Cost | Ability |
30 | Psionics: 30 points of Mental Powers (30 Active Points) |
9 | Computer Link: Mind Police Database |
3 | Fringe Benefit: Psionic Police Powers |
1 | Fringe Benefit: Psionic License |
3 | Analyze: Psi Powers 11- |
3 | KS: The Psionic World (INT-based) 11- |
3 | Power: Psionic Powers 11- |
2 | SS: Psionics 11- |
3 | Streetwise 11- |
2 | WF: Human Advanced Small Arms |
6 points worth of skills from the following list | |
3 | 1) Bribery 11- |
3 | 2) Computer Programming 11- |
3 | 3) Electronics 11- |
3 | 4) Persuasion 11- |
3 | 5) Seduction 11- |
3 | 6) Shadowing 11- |
0 | 7) Any Background Skill |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
10 | Hunted: Mind Police 8- (Mo Pow, NCI, Watching) |
15 | Social Limitation: Minority (Very Frequently, Minor) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 15 |
Officers of the Mind Police find themselves in a strange position. They work for a powerful Imperial agency, have paranormal abilities, and get to wear cool black berets. But they also belong to a minority hated and feared by many Imperial citizens. For some, the fear of bigotry means they must strictly abide by the law and work for the public good; for others, the memory of discrimination makes the exercise of both official and psionic power a chance to get revenge.
Planetary Law Enforcement Officer | |
---|---|
Abilities | |
Cost | Ability |
7 | Computer Link: Planetary Law Enforcement Database |
5 | Fringe Benefit: Planetary Police Powers |
3 | Bureaucratics 11- |
3 | Criminology 11- |
2 | KS: Planetary Laws 11- |
2 | KS: The Law Enforcement World 11- |
3 | Streetwise 11- |
2 | WF: Human Advanced Small Arms |
6 points worth of skills from the following list | |
3 | 1) Bribery 11- |
3 | 2) Bugging 11- |
3 | 3) Conversation 11- |
3 | 4) Deduction 11- |
3 | 5) Disguise 11- |
3 | 6) Forensic Medicine 11- |
3 | 7) Interrogation 11- |
3 | 8) Shadowing 11- |
3 | 9) Tracking 11- |
0 | 10) Any Background Skill |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 8 |
The ISP has only limited jurisdiction on most worlds. When planetside, it usually ends up working with the local cops, who know the territory, the people, and the local laws much better than it does. Planetary law enforcement officers run the gamut from naive rookies, to dedicated renegades, to cynical, corrupt veterans, and everything in between. Many eventually get out of police work and go into private investigation, security, or adventuring.
TIC Field Agent | |
---|---|
Abilities | |
Cost | Ability |
3 | Fringe Benefit: Security Clearance |
3 | Computer Programming 11- |
3 | High Society 11- |
2 | KS: The Espionage World 11- |
3 | Stealth 11- |
4 | WF: Human Small Arms, Human Advanced Small Arms |
15 points of Skills from the following list | |
3 | 1) Acting 11- |
3 | 2) Bribery 11- |
3 | 3) Bugging 11- |
3 | 4) Climbing 11- |
3 | 5) Combat Driving 11- |
3 | 6) Combat Piloting 11- |
3 | 7) Disguise 11- |
3 | 8) Conversation 11- |
3 | 9) Cryptography 11- |
3 | 10) Electronics 11- |
2 | 11) Forgery 11- |
2 | 12) Gambling 11- |
3 | 13) Interrogation 11- |
3 | 14) Lockpicking 11- |
3 | 15) Persuasion 11- |
3 | 16) Security Systems 11- |
3 | 17) Seduction 11- |
3 | 18) Shadowing 11- |
3 | 19) Streetwise 11- |
3 | 20) Systems Operation 11- |
0 | 21) Choose |
0 | 22) any Background Skill |
Disadvantages | |
Cost | Disadvantage |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 13 |
Not strictly a spy, a field agent usually spends his time recruiting and getting information from undercover agents and informers. Typically attached to an embassy or military mission, he has to satisfy not only his TIC bosses, but whoever he "works for" locally. However, a few (such as the ones represented by this Package Deal) receive more training and participate in a wide variety of covert operations with much greater freedom of operation.
TIC Undercover Agent | |
---|---|
Abilities | |
Cost | Ability |
2 | Deep Cover |
3 | Acting 11- |
5 | Disguise 12- |
2 | KS: The Espionage World 11- |
5 | Language: Alien Language (imitate dialects) |
3 | Mimicry 11- |
4 | WF: Human Small Arms, Human Advanced Small Arms |
9 points of Skills from the following list | |
3 | 1) Bribery 11- |
3 | 2) Bugging 11- |
3 | 3) Climbing 11- |
3 | 4) Combat Driving 11- |
3 | 5) Combat Piloting 11- |
3 | 6) Conversation 11- |
3 | 7) Cryptography 11- |
3 | 8) Electronics 11- |
2 | 9) Forgery 11- |
2 | 10) Gambling 11- |
3 | 11) Interrogation 11- |
3 | 12) Lockpicking 11- |
3 | 13) Persuasion 11- |
3 | 14) Security Systems 11- |
3 | 15) Seduction 11- |
3 | 16) Shadowing 11- |
3 | 17) Stealth 11- |
3 | 18) Streetwise 11- |
3 | 19) Systems Operation 11- |
0 | 20) Choose |
0 | 21) any Background Skill |
Disadvantages | |
Cost | Disadvantage |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
20 | Social Limitation: Harmful Secret (Frequently, Severe) |
Total Package Cost: -7 |
Undercover agents have the most dangerous jobs in espionage. They live on a neutral world or in an alien civilization, often with a job that gives them access to secret information. They pass secrets to their TIC field agent contacts, risking arrest and death to enhance the security of the Empire. Their motives vary: many serve Imperial interests out of loyalty, others want the pay, the TIC blackmails a few into working for it, and some just like the excitement of being a spy.
TSS Officer | |
---|---|
Abilities | |
Cost | Ability |
10 | Computer Link: TSS Database |
8 | Fringe Benefit: Interstellar Police Powers |
3 | Fringe Benefit: Membership: TSS Corporal |
5 | Fringe Benefit: Security Clearance |
3 | Bureaucratics 11- |
2 | KS: Imperial Law 11- |
2 | KS: The Espionage World 11- |
2 | KS: The Law Enforcement World 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
2 | PS: Security Officer 11- |
4 | WF: Human Small Arms, Human Advanced Small Arms |
12 point of Skills from the following list | |
3 | 1) Bribery 11- |
3 | 2) Bugging 11- |
3 | 3) Climbing 11- |
3 | 4) Combat Driving 11- |
3 | 5) Combat Piloting 11- |
3 | 6) Criminology 11- |
3 | 7) Disguise 11- |
3 | 8) Conversation 11- |
3 | 9) Cryptography 11- |
3 | 10) Electronics 11- |
2 | 11) Forgery 11- |
3 | 12) Interrogation 11- |
3 | 13) Lockpicking 11- |
3 | 14) Persuasion 11- |
3 | 15) Security Systems 11- |
3 | 16) Seduction 11- |
3 | 17) Shadowing 11- |
3 | 18) Streetwise 11- |
3 | 19) Systems Operation 11- |
0 | 20) WF |
0 | 21) any Background Skill |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
5 | Rivalry: Professional (ISP; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
5 | Rivalry: Professional (Mind Police; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 20 |
The agents of the Terran Security Service protect the Empress and the Empire. They think of themselves the ultimate guardians of order and stability in Terran space.
TSS officers investigate crimes against the Empire, which includes anything the Empress or the Minister consider worth investigating. Their missions don't usually take them out of Terran space, but they do sometimes have to work semicovertly to avoid scandal. A TSS agent's biggest asset is the dread his position evokes, and he uses that advantage as much as possible.
This Package Deal represents a corporal of the TSS. Higher-ranking officers have higher Membership and Security Clearance Fringe Benefits.
Military careers can lead characters into adventure. Ex-military personnel sometimes wind up leading active and exciting lives after their tour(s) of duty end.
Unless otherwise noted, each of the Military Package Deals assumes a character with a Membership: Military Rank Fringe Benefit worth 3 points (a Corporal or Petty Officer, depending on the service). Characters may increase or decrease this if appropriate by adjusting a Package's cost.
Imperial Army (Air Force) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (No Penalty In Zero-G) |
3 | Fringe Benefit: Membership: Corporal |
5 | Combat Piloting 12- |
2 | KS: The Imperial Army 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
4 | Navigation (Air) 12- |
2 | PS: Soldier 11- |
2 | Survival 11- (choose one category) |
2 | SysOps: choose one category |
1 | TF: Combat Aircraft |
2 | WF: Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 4 |
The Air Forces conduct military operations in the zone between a planet's surface and orbital space. They operate a mix of supersonic fighters, vertical-takeoff hoppers, and gunships. Their biggest rivals are not any other Army branch but the fighter pilots of the Imperial Navy. Air troops wear a gold beret.
Imperial Army (Armor) | |
---|---|
Abilities | |
Cost | Ability |
3 | Fringe Benefit: Membership: Corporal |
5 | Combat Driving 12- |
2 | KS: The Imperial Army 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
3 | Mechanics 11- |
2 | Navigation (Land) 11- |
2 | PS: Soldier 11- |
2 | Survival 11- |
2 | SysOps: choose one category |
3 | Tactics 11- |
2 | TF: Player's choice |
2 | WF: Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 5 |
Armour divisions drive the hovertanks, juggernauts, self-propelled artillery, and other heavy vehicles that are the backbone of the Army's fight ing strength. Armour troops have no doubt about their importance, and tend to have excellent morale. They wear a red beret, and typically carry only a sidearm.
Imperial Army (Artillery) | |
---|---|
Abilities | |
Cost | Ability |
3 | Fringe Benefit: Membership: Corporal |
5 | Combat Driving 12- |
2 | KS: The Imperial Army 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
3 | Mechanics 11- |
2 | Navigation (Land) 11- |
2 | PS: Soldier 11- |
2 | Survival 11- (choose one category) |
2 | SysOps: choose one category |
3 | Tactics 11- |
2 | TF: Player's choice(s) |
2 | WF: Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 5 |
The Artillery gets to shoot the really big guns — intercontinental missiles, surface-to-space lasers, and so on. Other Army branches mock the Artillery for never even seeing the enemy in combat, but Artillery boasts, "If we see you, you're already dead." They wear a chocolate brown beret and carry sidearms.
Imperial Army (Imperial Guard) | |
---|---|
Abilities | |
Cost | Ability |
1 | Fringe Benefit: Security Clearance |
3 | High Society 11- |
2 | AK: Imperial Palace Complex 11- |
2 | KS: Imperial Court Politics 11- |
Total Package Cost: 8 |
Chosen from the best of the best among the other branches of the Army, the Imperial Guard serves as the elite ceremonial guard force for the Empress. The only Imperial troops allowed on Earth itself, they wear purple berets.
Characters who serve in the Imperial Guard take this Package in addition to the Package for their standard branch of service.
Imperial Army (Infantry) | |
---|---|
Abilities | |
Cost | Ability |
3 | Fringe Benefit: Membership: Corporal |
2 | +1 with any single attack |
3 | Concealment 11- |
3 | Demolitions 11- |
2 | KS: The Imperial Army 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
1 | Navigation (Land) 8- |
3 | Paramedics 11- |
2 | PS: Soldier 11- |
2 | Survival 11- (choose one category) |
3 | Tactics 11- |
5 | WF: Human Small Arms, Human Advanced Small Arms, Blades |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 6 |
The largest branch of the Imperial Army, the poor, bloody infantry fights on planets throughout Imperial space, and beyond. The light infantry formations of the Army see more action in peacetime than heavy units like Armour or Artillery, and often participate in counter-insurgency operations or search and rescue missions. They wear a green beret and arm themselves with energy rifles (and sometimes more).
Imperial Army (Medic) | |
---|---|
Abilities | |
Cost | Ability |
5 | Fringe Benefit: Membership: Lieutenant |
2 | KS: The Imperial Army 11- |
7 | Paramedics 13- |
2 | PS: Combat Medic 11- |
2 | PS: Soldier 11- |
2 | SS: Biology 11- |
3 | SS: Medicine (INT-based) 11- |
2 | Survival 11- |
2 | SysOps: Medical Systems 11- |
1 | TF: 1 point worth |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 3 |
Underfunded and underappreciated in peacetime (except when they help local authorities cope with natural disasters and epidemics), the Army's Medical section fills a vital need in wartime. Medical personnel serve as field medics, staff Army hospitals, and are the Army's biowarfare defense experts. A few receive commando cross-training and join the elite Special Rescue Teams. All hold the minimum rank of Lieutenant, though few of them are stupid enough to try to command troops.
Medics wear white berets. By the interstellar conventions of war, they cannot transport military supplies (they don't even wear or use weapons), but enemy soldiers must not fire on them. Unfortunately, governments observe both these rules as much in the breach as in obedience... though few soldiers who fire on Medics ever get taken prisoner.
Imperial Army (Officer) | |
---|---|
Abilities | |
Cost | Ability |
3 | +3 PRE |
5 | Fringe Benefit: Membership: Lieutenant |
3 | Bureaucratics 12- |
3 | Persuasion 12- |
Total Package Cost: 11 |
Army officers take one of the branch Packages, then add the abilities listed in the accompanying Package. You may increase the cost of the Member ship Fringe Benefit to create higher-ranking officers, if necessary.
Imperial Army (Sea Forces) | |
---|---|
Abilities | |
Cost | Ability |
3 | Environmental Movement (No Penalties Under Water) |
3 | Fringe Benefit: Membership: Corporal |
Pick one of: | |
3 | 1) Combat Driving 11- |
3 | 2) Combat Piloting 11- |
2 | KS: The Imperial Army 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
3 | Mechanics 11- |
2 | Navigation (Marine) 11- |
2 | PS: Soldier 11- |
2 | Survival (Marine) 11- |
2 | SysOps: choose one category 11- |
3 | TF: Human Large Military Ships, Human Small Military Ships, Human Submarines |
3 | WF: Human Advanced Small Arms, Vehicle Weapons |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 5 |
The Sea Forces control the oceans and waters of Earthlike planets and patrol the ammonia and methane seas of icy worlds. They typically use either hover watercraft or submarines. On poorlyexplored worlds, the Sea Forces does many of the same things the Imperial Navy does in space, and sometimes refer to itself as the original Navy. Sea Forces personnel wear blue berets and carry sidearms.
Imperial Army (Special Forces) | |
---|---|
Abilities | |
Cost | Ability |
2 | +2 STR |
3 | +1 DEX |
4 | +2 CON |
6 | Armorskin: Armor (3 PD/1 ED) |
8 | Radio Implant: Radio Perception/Transmission (Radio Group) (10 Active Points); Restrainable (-1/4) |
4 | Running +2" (8" total) |
1 | Swimming +1" (3" total) |
3 | Fringe Benefit: Membership: Corporal |
8 | +1 with All Combat |
4 | +2 with any single attack |
3 | Computer Programming 11- |
3 | Demolitions 11- |
2 | KS: The Imperial Army 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
2 | Navigation (Land) 11- |
3 | Paramedics 11- |
2 | PS: Soldier 11- |
4 | Survival: choose 2 Categories |
3 | Stealth 11- |
4 | SysOps: choose 2 Categories |
3 | Tactics 11- |
6 | WF: Human Common Melee, Human Small Arms, Human Advanced Small Arms |
9 points of Skills from the following list | |
3 | 1) Bugging 11- |
3 | 2) Climbing 11- |
3 | 3) Combat Driving 11- |
3 | 4) Combat Piloting 11- |
3 | 5) Concealment 11- |
3 | 6) Cryptography 11- |
3 | 7) Electronics 11- |
3 | 8) Lockpicking 11- |
3 | 9) Security Systems 11- |
3 | 10) Shadowing 11- |
3 | 11) Tracking 11- |
0 | 12) Additional |
0 | 13) Any Background Skill |
2 | 14) Additional Categories |
2 | 15) Additional Categories |
10 | Commando Training: choose 10 points of Martial Arts |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
5 | Rivalry: Professional (Marines; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
Total Package Cost: 69 |
The elite of the elite, Special Forces tackles the missions other troops can't handle. They operate behind enemy lines, conduct rapid assaults or daring infiltration missions, perform psychological and political warfare, and conduct various other unconventional operations (sometimes in conjunction with the TIC or TSS). The Special Forces and Imperial Marines have a longstanding rivalry for the title of "the ultimate tough guys;" the IASF claims it wins because its men are so tough they don't need battlesuits. Special Forces wear black berets.
Imperial Marine (Enlisted) | |
---|---|
Abilities | |
Cost | Ability |
8 | Radio Implant: Radio Perception/Transmission (Radio Group) (10 Active Points); Restrainable (-1/4) |
2 | Running +1" (7" total) |
1 | Swimming +1" (3" total) |
3 | Fringe Benefit: Membership: Corporal |
16 | +2 with All Combat |
3 | Breakfall 11- |
3 | Demolitions 11- |
2 | KS: The Imperial Marines 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
2 | PS: Marine 11- |
2 | Survival 11- (choose one category) |
3 | Stealth 11- |
2 | SysOps: choose 1 Categories |
3 | Tactics 11- |
1 | Player's Choice |
5 | WF: Human Small Arms, Human Advanced Small Arms, Dracon Battlesuit |
12 points of Skills from the following list | |
3 | 1) Bugging 11- |
3 | 2) Climbing 11- |
3 | 3) Combat Driving 11- |
3 | 4) Combat Piloting 11- |
3 | 5) Computer Programming 11- |
3 | 6) Concealment 11- |
3 | 7) Electronics 11- |
3 | 8) Lockpicking 11- |
3 | 9) Mechanics 11- |
3 | 10) Security Systems 11- |
3 | 11) Shadowing 11- |
3 | 12) Tracking 11- |
0 | 13) Additional |
0 | 14) Any Background Skill |
2 | 15) Additional Categories |
2 | 16) Additional Categories |
4 | 17) No Penalty in Zero G |
10 | SysOps: choose 10 points |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
5 | Rivalry: Professional (IASF; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
Total Package Cost: 44 |
As the Empire's rapid-deployment offensive force, the Imperial Marines get sent into danger more often and with less preparation than any other service. Trained to adapt to and overcome any situation, with an ethos of "get the job done, then ask permission; they often come into conflict with high-ranking officers and the more rulebound services... but no one can argue with results.
Marines fight as battlesuited infantry, specializing in orbital drops and space boarding actions. Out of their armour they wear gray berets and carry energy rifles.
Imperial Marine (Officer) | |
---|---|
Abilities | |
Cost | Ability |
5 | Fringe Benefit: Membership: Lieutenant |
3 | Bureaucratics 11- |
3 | Navigation (Land, Space) 11- |
4 | +2 to Tactics Roll |
Total Package Cost: 12 |
Marine officers take the Enlisted Package, then add the abilities listed in the accompanying Package. You may increase the cost of the Membership Fringe Benefit to create higher-ranking officers, if necessary.
Imperial Navy (Command) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (Zero-G Training) |
5 | Fringe Benefit: Membership: Ensign |
3 | Bureaucratics 11- |
3 | Computer Programming 11- |
3 | High Society 11- |
2 | AK: The Milky Way Galaxy 11- |
2 | KS: The Imperial Navy 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
2 | PS: Navy 11- |
2 | SS: Astronomy 11- |
2 | SS: Physics 11- |
5 | Tactics 12- |
2 | TF: Human Space Vehicles |
4 | WF: Human Advanced Small Arms, Vehicle Weapons (for 2 vehicles) |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 16 |
Command crewmembers lead the Navy's ships and units — other branches keep the ships running, Command decides what to do with them. They administrate, determine strategy, and perform other leadership tasks.
Most people consider Command the most aristocratic branch of all the Imperial military services, since high Navy rank usually leads to politi cal power. Command personnel wear a blue shirt (usually very neatly pressed). The lowest officer rank is Ensign; higher-ranking officers have a better Membership Fringe Benefit (and usually some Skill Levels and additional abilities as well).
Imperial Navy (Flight) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (Zero-G Training) |
3 | Fringe Benefit: Membership: Petty Officer |
5 | Combat Piloting 12- |
4 | Navigation (Displacement, Hyperspace, Space) 11- |
2 | AK: The Milky Way Galaxy 11- |
2 | KS: The Imperial Navy 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
2 | PS: Navy 11- |
2 | SS: Astronomy 11- |
2 | SS: Physics 11- |
2 | SysOps: choose 1 category |
2 | TF: Human Space Vehicles |
4 | WF: Human Advanced Small Arms, Vehicle Weapons (for 2 vehicles) |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 11 |
Flight personnel pilot and navigate Imperial ships. The helmsman aboard a capital ship, the pilot of a shuttle or fighter, and the chartmakers of the Navigation Office all belong to the Flight branch. Flight personnel wear black shirts, which gives them a strangely sinister appearance at odds with their devil-may-care thrillseeker reputation.
Imperial Navy (Life Systems) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (Zero-G Training) |
3 | Fringe Benefit: Membership: Petty Officer |
3 | Computer Programming 11- |
2 | Electronics: choose 1 category |
2 | KS: The Imperial Navy 11- |
Choose one of: | |
3 | 1) Mechanics 11- |
3 | 2) Paramedics 11- |
2 | PS: Navy 11- |
3 | SS: Biology 12- |
8 | Enviromental Systems, Medical Systems 13- |
2 | WF: Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 7 |
The Lifesystems branch maintains life support aboard Navy ships and stations. It also includes the Medical section (see below), the personnel responsible for crew entertainment and morale, and crewmembers who handle waste-reclamation and food services duties. Lifesystems tends the hydroponic farms aboard large ships, maintains the air tanks on smaller craft, and staffs the sickbays. For some reason, Lifesystems crewmembers tend to be clannish and don't associate much with other crewmembers. They wear green shirts.
Imperial Navy (Medical Officer) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (Zero-G Training) |
3 | Fringe Benefit: Membership: Petty Officer |
3 | Computer Programming 11- |
2 | Electronics: choose 1 category |
2 | KS: The Imperial Navy 11- |
3 | Paramedics 11- |
2 | PS: Navy 11- |
3 | SS: Biology 12- |
3 | SS: Medicine (INT-based) 11- |
8 | SysOps: Enviromental Systems, Medical Systems 13- |
2 | WF: Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 10 |
Imperial Navy (Propulsion) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (Zero-G Training) |
3 | Fringe Benefit: Membership: Petty Officer |
5 | Computer Programming 12- |
4 | Electronics: choose 1 category 12- |
2 | KS: The Imperial Navy 11- |
5 | Mechanics 12- |
2 | PS: Navy 11- |
3 | SS: Physics (INT-based) 11- |
3 | SS: Starship Engineering (INT-based) 11- |
4 | 4 points of additional SS skills |
3 | Security Systems 11- |
6 | SysOps: choose 3 categories 11- |
2 | TF: Human Space Vehicles |
2 | WF: Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 23 |
The Propulsion branch, also known as Engineering or Maintenance, builds, repairs, and maintains powerplants, engines, stardrives, and any other ship systems some other branch doesn't take care o� In peacetime, Propulsion crewmembers suffer more casualties than any other branch of the Navy. They wear red shirts.
Imperial Navy (Science And Sensor) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (Zero-G Training) |
3 | Fringe Benefit: Membership: Petty Officer |
5 | Computer Programming 12- |
3 | Deduction 11- |
2 | Electronics: choose 1 category 11- |
2 | KS: The Imperial Navy 11- |
1 | Mechanics 8- |
2 | PS: Navy 11- |
3 | SS: Astronomy (INT-based) 11- |
3 | SS: Physics (INT-based) 11- |
5 | 5 points of additional SS skills |
8 | SysOps: Communication Systems, Sensor Systems 13- |
2 | Human Space Vehicles |
2 | WF: Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 20 |
Science and Sensors ("S&S" in naval parlance) operates the ship's sensors (a vital role in many combat situations), studies scientific phenomena, conducts research, performs experiments, and as necessary assists the Propulsion branch. They also handle the ship's communication requirements. Its members wear bronze-colored shirts.
Imperial Navy (Security) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (Zero-G Training) |
3 | Fringe Benefit: Membership: Petty Officer |
3 | Computer Programming 11- |
3 | Criminology 11- |
3 | Interrogation 11- |
2 | KS: The Imperial Navy 11- |
2 | KS: The Law Enforcement World 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
2 | PS: Navy 11- |
3 | Security Systems 11- |
3 | Streetwise 11- |
4 | WF: Human Small Arms, Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 9 |
The Imperial Navy's Security branch handles ship and station security, including repelling actions against boarders. The Navy established the branch to replace the Imperial Marines, since experience proved that training Marines for offensive operations in battlesuits did not necessarily make them good at security. To this day, Security personnel and Imperial Marines don't mix.
Security troops essentially serve as Navy police, and many of them wind up going into law enforcement or bounty hunting upon retirement. They wear grey shirts.
Imperial Navy (Tactical) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (Zero-G Training) |
3 | Fringe Benefit: Membership: Petty Officer |
3 | Computer Programming 11- |
2 | Electronics: choose 1 category |
2 | KS: The Imperial Navy 11- |
2 | KS: The Military/Mercenary/Terrorist World 11- |
2 | KS: The Thorgon or Ackalian Military (player's choice) 11- |
2 | PS: Navy 11- |
6 | SysOps: Weapon Systems 13- |
2 | TF: Human Space Vehicles |
6 | WF: Human Small Arms, Human Advanced Small Arms, Vehicles Weapons (for 2 vehicles) |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 7 |
If Science & Sensors serves as a starship's eyes and ears, Tactical branch is a ship's fist. Its members operate a ship's weapons (but not ECM/ECCM, which Science & Sensors handles), shields, and stealth equipment. During quiet times they participate in practice drills, maintain weapons, and develop new tactics and strategies for dealing with the enemy. They wear burnt orange shirts.
TES (Crewmember) | |
---|---|
Abilities | |
Cost | Ability |
4 | Environmental Movement (Zero-G Training) |
3 | Fringe Benefit: Membership: Petty Officer |
3 | Computer Programming 11- |
2 | SysOps: choose 1 category |
2 | AK: The Milky Way Galaxy 11- |
2 | KS: The TES 11- |
3 | Mechanics 11- |
3 | Navigation (Hyperspace, Space) 11- |
4 | 4 points of SS Skills |
4 | SysOps: choose 2 categories 11- |
1 | Human Small Military Spacecraft |
2 | WF: Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
15 | Social Limitation: Subject To Orders (Frequently, Major) |
Total Package Cost: 13 |
Crewmembers in the TES pilot starships and spacecraft. They handle exploration in space and transport mission specialists and scientists to study new worlds and phenomena.
This Package Deal represents a young TES officer who trained at the Academy. However, many Exploration Service crewmembers come to the TES after a career as a merchant or the like, in which case they may have better Skill Rolls, more Skills, or Skill Enhancers such as Jack Of All Trades or Traveler.
TES (Mission Specialist) | |
---|---|
Abilities | |
Cost | Ability |
3 | Fringe Benefit: Membership: Petty Officer |
3 | Computer Programming 11- |
2 | SysOps: choose 1 category |
2 | KS: The TES 11- |
2 | Navigation (Land) 11- |
3 | Paramedics 11- |
6 | 6 points of SS Skills |
4 | SysOps: choose 2 categories |
2 | SysOps: choose 1 categories 11- |
2 | WF: Human Advanced Small Arms |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
15 | Social Limitation: Subject To Orders (Frequently, Major) |
Total Package Cost: 9 |
Mission specialists are the Exploration Service's experts on planetary exploration, alien contact, and science. They lack the high levels of specialized knowledge civilian scientists have, but they can do a little of everything. More skilled Mission Specialists have the Scientist Skill Enhancer.
Only a few hundred billion citizens of the Empire join the armed forces or work for the government. The rest are civilians... but they can get into just as much trouble as any Imperial functionary.
Crime may not always pay, but it does sometimes lead characters into interesting adventures. Even non-criminals may come into contact with crooks as adversaries.
Abilities | |
---|---|
Cost | Ability |
4 | +2 with weapon of choice |
3 | Acting 11- |
3 | Disguise 11- |
3 | Fast Draw 11- |
3 | Stealth 11- |
3 | Streetwise 11- |
4 | player's choice |
9 | 9 points of Skills from the following list:
Bribery 11-
|
0 | any Background |
Disadvantages | |
Cost | Disadvantage |
15 | Social Limitation: Secret Identity Frequently (11-), Major |
Total Package Cost: 17 |
In the Byzantine world of Imperial politics, some people use assassins to dispose of their adversaries. In some circles, a well-planned, well-executed assassination leads to feelings of admiration... and fear... among those who learn of it.
The most successful assassins tend to work for interstellar crime cartels. They get sent in, kill their target, and then leave; they're usually light years away when the planetary police start trying to figure out who did it. Some have murky underground connections to the TSS and TIC, trading occasional "wet work" for a little covert help suppressing evidence and interfering with interstellar law enforcement.
A very few assassins work as freelancers. Incredibly lucky or incredibly skilled (or both), they have to rely on their wits and abilities to not only get the job done, but stay clear of the ISP, enemy assassins, and the countless other threats they encounter every week.
Abilities | |
---|---|
Cost | Ability |
5 | Analyze: Computer Systems & Software 12- |
7 | Computer Programming 13- |
3 | Cryptography 11- |
2 | Electronics or Systems Operations: choose 1 category |
5 | AK: Computer Networks (INT-based) 13- |
2 | KS: The Jacker World 11- |
3 | Security Systems 12- (5 Active Points); Computer Security Only (-1/2) |
3 | Streetwise 11- |
Disadvantages | |
Cost | Disadvantage |
15 | Hunted: police or security organization 8- (As Pow, NCI, Harshly Punish) |
15 | Social Limitation: Secret Identity Frequently (11-), Major |
Total Package Cost: 0 |
People refer to criminals who work by remote control over computer networks jackers. The term comes from "Data Hijacker," but also refers to the way many jackers use neural interfeace jacks to "jack in" to computer systems to speed up their access and response time.
Most jackers are thieves. They either steal money by arranging false electronic transfers, or they steal valuable information or software they can sell through a fence. Given the ever-increasing quality of computer security software, jacking is a dangerous, merciless occupation — a jacker either stays on the "bleeding edge" of computer tech, or he's likely to find himself bleeding in a much less pleasant way. And of course, anyone peddling black-market information can run into some blackmarket goons hired to get it back....
Abilities | |
---|---|
Cost | Ability |
3 | Combat Piloting 11- |
2 | AK: The Milky Way Galaxy 11- |
3 | Navigation (Hyperspace, Space) 11- |
3 | Security Systems 11- |
3 | Streetwise 11- |
2 | SysOps: choose 1 category 11- |
2 | Human Space Vehicles |
6 | WF: Human Small Arms, Human Advanced Small Arms, Vehicle Weapons (for two vehicles) |
6 | 6 points of Skills from the following list:
Bribery 11-
|
0 | any Background |
4 | Environmental Movement (Zero-G Training) |
Disadvantages | |
Cost | Disadvantage |
15 | Hunted: some police or security organization 8- (As Pow, NCI, Harshly Punish) |
Total Package Cost: 19 |
Genuine scourges of the spaceways, pirates take advantage of the huge scale and political fragmentation of the Galaxy to rob starships and sell the cargoes elsewhere. See page 102 for more information about them. This Package Deal works best for the less violent, more "rogue with a heart of gold" type of pirate.
Abilities | |
---|---|
Cost | Ability |
3 | Streetwise 11- |
2 | Security Systems: choose 1 category 11- |
6 | 6 points of Skills from the following list:
Acting 11-
|
Disadvantages | |
Cost | Disadvantage |
25 | Hunted: ISP, TSS, or TIC 11- (Mo Pow, NCI, Harshly Punish) |
Total Package Cost: -14 | |
Option: Inexperienced Rebel — reduce Streetwise to 8- (1pt); total package cost: -16 |
While revolts don't occur as frequently during Marissa III's reign as they do over the fifty years after it, rebels do exist. Most operate in small groups on single worlds; the vast networks of rebel activity that come to so bedevil Sandor and Sigismund have not yet arisen.
At this point in history, people become rebels after engaging in some ordinary career, so characters should take this Package Deal in addition to one representing some other occupation. For later-period rebels, who may have been nothing but rebels all their lives, use either the Pirate or Rogue Package Deals for the "starting occupation:'
Abilities | |
---|---|
Cost | Ability |
3 | Stealth 11- |
5 | Streetwise 12- |
4 | WF: Human Small Arms, Human Advanced Small Arms |
9 | 9 points of Skills from the following list
Bribery 11- |
0 | any Background Skill |
Disadvantages | |
Cost | Disadvantage |
15 | Hunted: some police or security organization 8- (As Pow, NCI, Harshly Punish) |
Total Package Cost: 6 |
"Rogue" is a catch-all term for planet- or station-bound criminals and neer-do-wells: thieves, con men, gamblers, dealers in illegal goods, and so on. Unlike assassins or pirates, they don't often commit acts of violence, if only because Imperial law enforcement comes down hard on killers. They can usually defend themselves, but they mainly just want to separate people from their money by various illicit means.
Abilities | |
---|---|
Cost | Ability |
3 | Bribery 11- |
3 | Combat Piloting 11- |
3 | Concealment 11- |
2 | Forgery 11- |
3 | Streetwise 11- |
5 | Trading 12- |
2 | Human Space Vehicles |
4 | WF: Human Advanced Small Arms, Vehicle Weapons (for two vehicles) |
6 | 6 points of Skills from the following list:
Bugging 11- |
0 | any Background |
1 | Fringe Benefit: Starship License |
Disadvantages | |
Cost | Disadvantage |
20 | Social Limitation: Harmful Secret (Frequently, Severe) |
Total Package Cost: 12 |
Smugglers exist in the grey area separating honest traders from thieves. They carry illegal cargoes and passengers, and sometimes deal in stolen goods, but they usually don't steal the cargo themselves. Smugglers typically have a cover operation as legitimate merchants, and conceal their illegal cargo with hidden compartments and faked records — after all, it gets difficult to do business when you have to hide what you do but still advertise that you have illegal goods for sale.
This Package Deal does not include a ship (since individual GMs may have different rules about how characters should buy Vehicles), but virtually every smuggler has his own small space vessel.
Career possibilities in space are nearly as infinite as space itself. In an environment where even small mistakes can lead to death or disaster, many occupations teach skills and abilities adventurers find useful.
Abilities | |
---|---|
Cost | Ability |
3 | Navigation (Hyperspace, Space) 11- |
4 | 4 point of SS Skills |
4 | Survival: choose 2 categories |
1 | Human Small Industrial/Exploration Spacecraft |
2 | WF: Human Advanced Small Arms |
6 | 6 points of Skills from the following list:
Bureaucratics 11- |
0 | any Background Skill |
1 | Fringe Benefit: Starship License |
Total Package Cost: 21 |
Freelance explorers do the same things the Terran Exploration Service does, only for money. They want to locate worlds suitable for coloniza tion, or lifeless planets with abundant resources, so they can file a claim with the Ministry for Colonization and Development and then sell the rights to someone with the ability to exploit the planet. Since they can'tt afford starship sensors as elaborate as those of the TES, civilian explorers prefer to roam a planet's surface rather than probe it from orbit.
Like the Smuggler, this character typically needs his own small starship. Experienced explorers often have the Jack Of All Trades or Traveler Skill Enhancers.
Abilities | |
---|---|
Cost | Ability |
3 | Combat Piloting 11- |
3 | Navigation (Hyperspace, Space) 11- |
1 | SS: player's choice 8- |
2 | SysOps: choose system 11- |
2 | Human Space Vehicles |
6 | 6 points of Skills from the following list:
Computer Programming 11- |
0 | any Background Skill |
1 | Fringe Benefit: Starship License |
4 | Environmental Movement (Zero-G Training) |
Total Package Cost: 22 |
Pilots fly spacecraft ranging from orbital shuttles to interstellar merchant ships. They tend to have fast reflexes, good vision, and an intuitive grasp of Newtonian physics. They often have a welldeserved reputation as daredevils, renegades, risktakers, and thrillseekers. Civilian pilots often bring Navy experience to the job; veterans should use the Imperial Navy (Flight) Package, adjusted for being off active duty.
Abilities | |
---|---|
Cost | Ability |
3 | Demolitions 11- |
2 | AK: Player's Choice 11- |
2 | SysOps: choose one SS: Geology 11-, Archaeology 11-, Salvaging 11- |
3 | Trading 11- |
1 | Human Small Industrial/Exploration Spacecraft |
1 | Fringe Benefit: Starship License |
4 | Environmental Movement (Zero-G Training) |
Total Package Cost: 16 |
Some people make a good living poking around in space looking for valuable stuff. Those who specialize in searching out mineral deposits on planets or asteroids are prospectors, while those who collect and sell space junk are salvagers, but the basic skills involved in each job are the same. Since they spend long periods of time traveling in obscure regions and sometimes come back with valuable items, salvagers naturally make good cover identities for pirates and smugglers.
This Package Deal does not include a ship (since individual GMs may have different rules about how characters should buy Vehicles), but virtually every prospector or salvager has his own small space vessel.
Abilities | |
---|---|
Cost | Ability |
3 | Bureaucratics 11- |
2 | AK: Trade Area 11- |
9 | Trading 14- |
2 | 2 points worth |
3 | High Society 11- OR Streetwise 11- |
1 | Fringe Benefit: Starship License |
Total Package Cost: 20 |
While large corporations handle most commerce in Imperial space, it takes daring entrepreneurs — independent traders — to find new markets, open up new trade routes, and exploit the opportunities the major commercial firms overlook. Most go bankrupt, but a few become immensely rich.
This Package Deal represents a trader who keeps moving rather than running a trading post — either a spacefaring trader in a beat-up starship or an itinerant merchant on a planet with an equally beat-up truck or small ship. In either case, the character should also buy an appropriate Vehicle. For a stay-put merchant, substitute a Base (his shop or place of business) and remove the Fringe Benefit.
Many civilian careers don't involve going into, or journeying through, outer space on a regular basis. Some folk prefer to ply their trades planetside or on a space station.
Abilities | |
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Cost | Ability |
3 | Analyze: Psi Powers 11- |
2 | KS: The Psionic World 11- |
3 | Power: Psionics (EGO-based) 11- |
2 | SS: Psionics 11- |
1 | Fringe Benefit: Psionics License |
30 | Psionic Power: Psionic Powers (30 Active Points) |
Disadvantages | |
Cost | Disadvantage |
10 | Hunted: IPF 8- (Mo Pow, NCI, Watching) |
10 | Hunted: Mind Police 8- (Occasionally), More Powerful, NCI, Watching |
15 | Social Limitation: Minority Very Frequently (14-), Minor |
Total Package Cost: 6 |
Not everyone with psionic talent joins the Mind Police. Many go into private practice in various fields — psychotherapy, private investigation, security, and counterpsi work. Private psionics don't face as much fear and mistrust from the public as Mind Police officers, but they don't have a powerful Imperial bureau to protect them, either. The Imperial Psionic Foundation licenses all adepts and requires them to have their license documentation with them at all times. Most adepts prominently display the "IPF Licensed" logo on their clothing and working papers so no one can accuse them of concealing the fact that they have psi abilities.
Abilities | |
---|---|
Cost | Ability |
1 | High Society 8- |
2 | KS: The Artistic World 11- |
3 | KS: Art form of player's choice (INT-based) 11- |
5 | PS: art form of player's choice (INT-based) 13- |
Total Package Cost: 11 |
The creative arts are big business in the Imperial era. Entertainers in old and new media have a potential audience of trillions of beings, so even relatively obscure artists can attract a large enough fan base to make respectable money. Besides the older forms like painting and writing, many new forms have come into existence: zero-gravity kinetic liquid sculpture, genetic art, interactive virtual game design, holofilm, cyberspace dance. Artists and entertainers usually work on a freelance basis, often making up for any lack of income with oversized egos.
Abilities | |
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Cost | Ability |
2 | KS: Criminal Law 11- |
3 | Streetwise 11- |
4 | WF: Human Small Arms, Human Advanced Small Arms |
9 | 9 points of Skills from the following list:
Bribery 11-
|
2 | Fringe Benefit: Private Investigator License |
Total Package Cost: 20 |
Freelance law enforcement agents, bounty hunters specialize in bringing back fugitives who have fled across interstellar distances or political borders. Spaceship crews who have skipped out on their bank loans are among the most common quarry. Most bounty hunters abide by the law and the regulations governing their profession, but a highly visible minority of trigger-happy goons creates bad publicity for them, and may pose an even greater danger to the public than the fugitives they hunt.
Abilities | |
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Cost | Ability |
2 | KS: The Military/Mercenary/Terrorist World 11- |
2 | PS: Soldier 11- |
3 | Streetwise 11- |
2 | Survival 11- |
3 | Tactics 11- |
6 | WF: Human Small Arms, Human Advanced Small Arms, 2 additional points |
6 | 6 points of Skills from the following list:
Bugging 11- |
1 | Fringe Benefit: Mercenary License |
Disadvantages | |
Cost | Disadvantage |
5 | Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
20 | Social Limitation: Subject To Orders Very Frequently (14-), Major |
Total Package Cost: 0 |
Mercenary soldiers occupy a curious position in Imperial society. The Empire doesn't like its citizens or corporations hiring private armies, but at the same time the Navy can't guard every planet against raiders, and sometimes the inhabitants of a corporate-ruled planet get rebellious. As a result, the Empire has a number of licensed "special security" companies, also known as "defense consultants" working legally within its territory. They have large staffs of well-equipped military veterans and the heaviest weapons the Empire allows private citizens to own. They typically fight as light infantry in standard Army armoured fatigues.
Abilities | |
---|---|
Cost | Ability |
3 | Computer Programming 11- |
3 | Deduction 11- |
2 | KS: The Academic World 11- |
11 | 11 pts of SS: players' choice |
3 | 3 points of Skills from the following list:
Electronics 11- |
Total Package Cost: 22 |
Although scientific research in the Empire has slowed compared to the pace of earlier, freer centuries, Imperial space contains millions of pro fessionals in the sciences. To some extent, Terran science is still coping with the staggering influx of data provided by interstellar travel — instead of studying a handful of planets and one world's life, Humans now have thousands of lifebearing worlds and an uncounted number of types of technology to learn about. Imperial-era researchers stay busy classifying and describing thousands of new life forms, planetary structures, stars, and technologies; only a few do theoretical research. Private-sector and government researchers study technologies with military or commercial applications.
Abilities | |
---|---|
Cost | Ability |
2 | Science Skill: players' choice |
15 | 15 points of Skills from the following list:
Bugging 11- |
Total Package Cost: 17 |
It's a high-tech world out there, and the Empire depends on billions of technicians, engineers, and tinkerers to keep things running. Many have corporate jobs or comfortable lives on colony worlds. A few live more independently as freelancers.
In the Terran Empire setting, players can have robot PCs, built using the rules on page 165-66 of Star Hero. However, robot characters in Imperial society are not people but things. They're valuable things — damaging someone's robot constitutes a serious vandalism offense incurring a heavy fine or jail time — but things nonetheless. No "free robots" exist, just as twenty-first century Earth has no "free automobiles." By law, a robot's owner is responsible for anything it does. Robot PCs must take a Social Limitation (page 129) to reflect their status. However, a small number of robots and AI computers, aided by Machine Rights activists, have found ways around some of these problems. Robots (just like cars or buildings) can belong to corporations — so a handful of dummy corporations registered on worlds like Rand IV or on neutral worlds beyond the border own sentient machines but have no Human owners themselves. This is blatantly illegal, so a robot PC owned by a dummy corporation should have the Social Limitation Harmful Secret (if the authorities find out about him, they must, by law, capture and demolish him). The fake corporation system works as long as no anti-robot activists know about it; if it ever comes to light, it would create a tremendous outcry at the sinister machine plot to conquer Humanity.