Archetypes
From Strength to Unity
Driven Freedom Fighter
Terran - Fanatic - Rebel
Strength 3
Dexterity 2
Constitution 4
Intelligence 3
Perception 2
Will Power 4
Life Points 47
Adversary (-2, Space Commander)
Graded (-, Alpha)
Contacts (2, Old Revolution)
Fast Reaction Time (2)
Hard to Kill (3)
Honourable (-2)
Mental Problems (-3, Zealot)
Natural Toughness (2)
Nerves of Steel (3)
Conditioned (-3)
Resistance (1, Telepathic Attack)
Mental Problems (-1, Amnesia)
Federation Researcher (11)
Reputation (2)
Athletic 2
Brawling 2
Computers 2
Crime
Engineer 2
Federation 2
General Knowledge 2
Gun Fighting 3
Hand to Hand 3
Intimidation 1
Medical 1
Notice 1
Science 2
Seduction
Ships Systems 2
Sleight of Hand
Smooth Talking 2
Stealth 1
Streetwise
Survival 2
You were the figure head of the anti-Federation rebellion on Earth. Your
organisation was betrayed and massacred. You were kept alive as an example to
others. You were psychomanipulated into condemning
the revolution and then conditioned once more into forgetting it ever happened.
When the next wave of rebels required a figurehead they came to you. But, once
more, the rebellion was ruthlessly put down and you were transported to the
prison colony of Cygnus Alpha.
You managed to escape and took command of a powerful alien spacecraft.
Now will stop at nothing to destroy the evil Federation and with a crew of
escaped convicts and your amazing ship you have the capability to hit them
where it hurts.
Cynical Computer Genius
Terran - Survivor - Rebel
Strength 2
Dexterity 3
Constitution 3
Intelligence 4
Perception 3
Will Power 2
Life Points 36
Federation Researcher (8)
Adversary (-3, Supreme Commander)
Fast Reaction Time (2)
Nerves of Steel (3)
Graded (-, Alpha)
Hard to Kill (2)
Situational
Awareness (2)
Secret (-1)
Mental
Problems (1, Recklessness)
Athletic 1
Brawling 1
Computers 4
Crime 1
Engineer 2
Federation 1
General Knowledge 3
Gun Fighting 2
Hand to Hand 1
Intimidation 2
Medical
Notice 1
Science 3
Seduction 1
Ships Systems 2
Sleight of Hand
Smooth Talking 1
Stealth
Streetwise
Survival
Wild Card (AI
Systems) 4
You were
betrayed and caught trying to get away with one of the biggest robberies the
Federation has ever seen. You manged
to escape and have tagged along with a bunch of freedom fighters intent on bringing
down the entire Federation. For now, you need them to keep you safe, and
it is quite clear, they probably need you more than you need them.
You are not
interested in defeating the Federation, but in a galaxy of change various
opportunities can present themselves. You will do what it takes to stay alive,
but if you can get rich doing it, that's even better.
Wisecracking Lockpick
Terran - Scoundrel - Rebel
Strength 2
Dexterity 4
Constitution 2
Intelligence 3
Perception 3
Will Power 2
Life Points 26
Addiction (-1, Soma and Adrenalin)
Clown (1)
Cowardice (-2)
Criminal (2)
Gadget (2, Lock Picks)
Graded (-, Delta)
Situational Awareness (2)
Mental Problem (1, Phobia, Explosives)
Athletic 2
Brawling
Computers 2
Crime 4
Engineer
Federation 2
General Knowledge 1
Gun Fighting 1
Hand to Hand
Intimidation
Medical
Notice 2
Science 1
Seduction
Ships Systems 2
Sleight of Hand 4
Smooth Talking 2
Stealth 2
Streetwise 3
Survival
Wild Card (Security Systems) 6
You just need to stay out of trouble. In and out of detention wards all
your life you are a born theif and incredibly skilled
lock pick. You don't like personal violence (especially when you're the person)
but fighting the Federation gives you your best chance of survival at this
time. Besides, your skills mean that it is important you are protected and
you're actually appreciated although the rest of the crew sometimes have an odd
way of showing it.
You still find it hard to resist the great temptation of theivery. One day perhaps you can melt back into the
background once more and earn a more civilised, dishonest living.
Loyal Pilot
Terran - Altruist - Rebel
Strength 2
Dexterity 3
Constitution 3
Intelligence 3
Perception 2
Will Power 3
Life Points 30
Smuggler (6)
Adversary (-2)
Contacts (3, Smugglers)
Attractive (3)
Fast Reaction Time (2)
Honourable (-2, Discerning Smuggler)
Situational Awareness (2)
Graded (-, Alpha)
Athletic 2
Brawling 1
Computers 1
Crime 3
Engineer
Federation 1
General Knowledge 2
Gun Fighting 2
Hand to Hand 1
Intimidation
Medical
Notice 1
Science 1
Seduction 2
Ships Systems 3
Sleight of Hand
Smooth Talking
Stealth 1
Streetwise 2
Survival
Wild Card (Space Pilot) 5
An Alpha grade terran and a fine pilot you
turned to smuggling in the outer worlds, and ran with the worst types of privateers.
You refused, however, to smuggle Shadow for the Terra Nostra and was betrayed
for this and captured by the Federation.
Joining a crew of freedom fighters and piloting an incredible ship suits
you well. Your leader is inspiring and you sometimes feel you will follow him
anywhere. Though your recent run of good fortune cannot go on forever and you
might need to leave this behind and keep your head down some anonymous before
it is the death of you.
'Gentle' Giant
Terran - Reluctant Hero - Rebel
Strength 4
Dexterity 2
Constitution 3
Intelligence 2
Perception 2
Will Power 2
Life Points 53
Limited (-3, Killing)
Hard to Kill (5)
Natural Toughness (2)
Recurring Nightmares (1)
Secret (1)
Graded (-, Beta)
Athletic 1
Brawling 5
Computers 1
Crime
Engineer 1
Federation 2
General Knowledge 1
Gun Fighting 3
Hand to Hand 4
Intimidation 4
Medical 2
Notice
Science 1
Seduction
Ships Systems 2
Sleight of Hand
Smooth Talking
Stealth
Streetwise 1
Survival 1
You were a reasonable, civilised person. You just had a flaw. It was a
one off incident and you regret it. You have been limited, now, and that sort
of thing can never happen again.
You are big and strong and despite the fact that you cannot kill, now,
you can still intimidate and you can still brawl effectively. You feel at home
with your fellow freedom fighters and it is quite obvious they are your last
best chance.
Exiled Telepath
Auronar - Weird One - Rebel
Strength 2
Dexterity 3
Constitution 2
Intelligence 2
Perception 2
Will Power 4
Life Points 26
Auronar (9)
Telepathic (2)
Meta-Send (8, 4 levels)
Meta-Vague Feeling (-2, 1 level)
Meta-Empathy (3, 1 level)
Obligation (-1, Auron)
Situational Awareness (2)
Athletic 3
Brawling 2
Computers 1
Crime
Engineer 1
Federation 1
General Knowledge 1
Gun Fighting 3
Hand to Hand 2
Intimidation 2
Medical 2
Notice 1
Science
Seduction
Ships Systems 2
Sleight of Hand
Smooth Talking
Stealth 2
Streetwise
Survival 2
You were exiled from your home planet and swore to fight the Federation
wherever you might find it. Rescued by freedom fighters from an
hopeless struggle against the Federation on Saurian Major you have gladly
joined the crew. This is a great chance to hurt the Federation and maybe bring
it down.
Your telepathic powers can be a weakness as well as a great strength to
the crew and you must be strong because, since you were exiled from your
people, these freedom fighters are your family now.
Ex-Federation Pilot
Human - Survivor - Rebel
Strength 3
Dexterity 4
Constitution 3
Intelligence 3
Perception 2
Will Power 2
Life Points 34
Federation Military (4)
Adversary (-3, Federation)
Smuggler (6)
Adversary (-2)
Contacts (2)
Athletic 3
Brawling 3
Computers 1
Crime 2
Engineer 1
Federation 3
General Knowledge 2
Gun Fighting 3
Hand to Hand 2
Intimidation 1
Medical
Notice 1
Science 1
Seduction 2
Ships Systems 2
Sleight of Hand
Smooth Talking
Stealth 1
Streetwise 2
Survival 1
Wild Card (Space Pilot) 5
You were a highly trained Federation space pilot. Then, you stole a
pursuit ship and decided life as a smuggler might be more interesting. Unitl you lost your ship and nearly got captured by the
Federation. You are a loner and trust others reluctantly but you can see that
this group of freedom fighters need your skills as a pilot as much as you need
their support and their ship.
Feisty Gunsmith
Terran - Warrior - Rebel
Strength 4
Dexterity 3
Constitution 3
Intelligence 3
Perception 2
Will Power 2
Life Points 50
Mental Problem (-2, Obsession)
Hard to Kill (4)
Natural Toughness (2)
Situational Awareness (2)
Fast Reaction Time (2)
Warrior (4)
Gadget (1, Micro Grenades)
Honourable (-2)
Gadget (1, Vaporisor)
Athletic 3
Brawling 3
Computers 1
Crime
Engineer
Federation
General Knowledge 1
Gun Fighting 3
Hand to Hand 4
Intimidation 1
Medical 1
Notice
Science
Seduction
Ships Systems 1
Sleight of Hand
Smooth Talking
Stealth 2
Streetwise
Survival
Wild Card (Weapon Systems) 4
Your mother was killed in a massacre of rebels back on earth when you
were tiny. Your father brought you to an outer world for safety but he too was
killed by the Federation, by a senior Federation officer who you have sworn to
kill in revenge.
You are a fine fighter and an expert weapons designer. These talents
should hold you in good stead in your quest to bring vengeance upon the
Federation.
Ruthless Gunslinger
Human - Wanderer - Rebel
Strength 2
Dexterity 3
Constitution 3
Intelligence 2
Perception 3
Will Power 2
Life Points 36
Hard to Kill (2)
Natural Toughness (2)
Situational Awareness (2)
Fast Reaction Time (2)
Honourable (-1)
Attractive (2)
Athletic 2
Brawling 1
Computers 1
Crime
Engineer
Federation
General Knowledge 1
Gun Fighting 5
Hand to Hand 3
Intimidation 3
Medical 1
Notice 2
Science
Seduction
Ships Systems 1
Sleight of Hand
Smooth Talking 2
Stealth 2
Streetwise
Survival 2
Your family was killed by Federation bounty hunters because your home
planet was required for mining operations. One of the bounty hunters trained
you as a gunslinger, a vocation at which you excelled, and a talent you used to
eventually kill him. You later tracked down the rest of the bounty hunters and
killed them too.
Now, you are simply prepared to work for the highest bidder.
Other Archetypes
Vengeful Mutoid
Mutoid - Warrior - Rebel
Strength4
Dexterity3
Constitution4
Intelligence2
Perception2
Will Power3
Life Points 54
Graded (-, Gamma)
Mental Problems (-3, Obsession)
Renegade Mutoid (15)
Resistance (4, Heat)
Resistance (4, Cold)
Resistance (4, Fear)
Hard to Kill (4)
Attractive (-4)
Mental Problems (-3, Amnesia)
Natural Toughness (2)
Gadget (1, Vampiric Needle)
Athletic 2
Brawling 3
Computers
Crime
Engineer
Federation 2
General Knowledge
Gun Fighting 3
Hand to Hand 3
Intimidation 2
Medical 1
Notice 1
Science
Seduction
Ships Systems 2
Sleight of Hand
Smooth Talking
Stealth 1
Streetwise
Survival
Wild Card (Space Pilot) 3
You were supposed to be entirely conditioned to obey the Federation's
every whim without question. Your memory has been erased, your body has
undergone total physical mutoidation but something
went wrong.
You still possess a spark of humanity. You still get the odd flash of
memory of an unknown past life. You still have free will. After initial
confusion, you have decided you have only one thing left to live for, to gain
revenge upon the power that has subjected you to this.
Absconding Hitman
Human - Fugitive - Rebel
Strength 3
Dexterity 5
Constitution 3
Intelligence 2
Perception 3
Will Power 2
Life Points 37
Terra Nostra (3)
Contacts (2)
Obligation (-1)
Federation Military (7)
Gadget (1, Sniper Rifle)
Graded (-, Alpha)
Adversary (-3, Terra Nostra)
Attractive (1)
Fast Reaction Time (2)
Hard to Kill (1)
Nerves of Steel (3)
Situational Awareness (2)
Reputation (-2)
Athletic 2
Brawling 1
Computers 1
Crime 1
Engineer
Federation 2
General Knowledge 1
Gun Fighting 4
Hand to Hand 2
Intimidation 2
Medical 1
Notice 2
Science
Seduction 2
Ships Systems 1
Sleight of Hand
Smooth Talking 1
Stealth
Streetwise 1
Survival 2
You used to be a freelance hitman. You only worled for the Terra Nostra; they were the best payers and
you knew better than to ever cross them. You were good at your job and you knew
it.
Then you discovered the conspiracy. You realsied
immediately that the Terra Nostra couldn't let you live after your discovery.
You knew too much. You left as quick as you could and you kept running,
covering your tracks like a professional. But you know no matter how far you
run, and how well you hide, one day, they'll find you.
Desperate Dreamhead
Human - Survivor - Rebel
Strength 2
Dexterity 3
Constitution 3
Intelligence 4
Perception 3
Will Power 2
Life Points 30
Smuggler (6)
Contacts (3, Underworld)
Adversary (-2, Dealer)
Criminal (2)
Mental Problem (-1, Coward)
Addiction (-5, Shadow)
Adversary (-2, Family)
Secret (-1, Cash)
Gadget (1, Shadow)
Graded (-, Alpha)
Rank (1, Noble)
Athletic 2
Brawling 2
Computers
Crime 2
Engineer
Federation
General Knowledge 1
Gun Fighting 1
Hand to Hand 4
Intimidation
Medical 1
Notice 2
Science 1
Seduction 2
Ships Systems 1
Sleight of Hand 3
Smooth Talking 4
Stealth 2
Streetwise 3
Survival 3
Wild Card (Space Pilot) 6
You are the son of a noble family from outside Federation space. You
lived the playboy lifestyle, living fast, but hopefully not dying so young. You
owned a souped up pleasure yacht that you piloted
like a space rat.
Then you got addicted to Shadow and were left with little choice but to
smuggle the stuff for the Terra Nostra, using your craft and noble status as
cover. Your family disowned you and swore to take revenge for the dishonour you
have brought upon them.
With nowhere left to turn you double crossed the Terra Nostra, grabbed
all the cash and all the Shadow and made a run for it. Pretty
stupid.
Deadly Assassin
Auronar - Fanatic - Rebel
Strength 2
Dexterity 5
Constitution 3
Intelligence 2
Perception 3
Will Power 2
Life Points 30
Assassin (9)
Contacts (3)
Obligation (-2)
Reputation (2)
Gadget (3, Sniper Rifle)
Auronar (9)
Telepathic (2)
Meta-Send (8, 4 levels)
Meta-Vague Feeling (-2, 1 level)
Meta-Empathy (3, 1 level)
Adversary (-2, Terra Nostra)
Mental Problems (-2, Recklessness)
Athletic 2
Brawling 2
Computers 2
Crime 1
Engineer
Federation 1
General Knowledge 1
Gun Fighting 3
Hand to Hand 2
Intimidation 2
Medical
Notice 2
Science
Seduction 1
Ships Systems
Sleight of Hand
Smooth Talking
Stealth 2
Streetwise 1
Survival
You were a highly trained member of the elite guard back on Auron but you left the stifling compay
of fellow telepaths to make your way in the Federation. Your skill at killing
and your telepathy gave you an excellent start in the field of assassination.
You soon gained an impressive reputation.
You worked for the Terra Nostra, sometimes, but your last job was to
assassinate a high ranking Terra Nostra crimelord.
Your mission was a success, but your identity was sold to the Terra Nostra (to
help pay your fee) and now they will stop at nothing to have you killed. You
need somewhere to lie low, but somewhere your talents can be appreciated.
Reformed Bounty Hunter
Human - Idealist - Rebel
Strength 3
Dexterity 4
Constitution 3
Intelligence 2
Perception 3
Will Power 3
Life Points 43
Ex-Federation Military (4)
Adversary (-3, Federation)
Bounty Hunter (8)
Adversary (-2)
Contacts (2)
Hard to Kill (3)
Natural Toughness (2)
Athletic 2
Brawling 2
Computers
Crime 3
Engineer
Federation 2
General Knowledge 2
Gun Fighting 3
Hand to Hand 2
Intimidation 1
Medical 2
Notice 2
Science
Seduction
Ships Systems 1
Sleight of Hand
Smooth Talking
Stealth 3
Streetwise 2
Survival 2
You used to be a captain in Federation security until you saw the true
side of the organisation; you were ordered to take part in a civilian massacre.
You got away and survived by keeping your head down and putting your military
training to good use as a Bounty Hunter. You were good at that, but it brought
you too close to the federation too often.
You knew it was only a matter of time before you were recognised by a
former colleague. Now, your past has caught up with you again and you must run
from the Federation once more.
Charismatic War Hero
Human - Avenger - Rebel
Strength 3
Dexterity 3
Constitution 4
Intelligence 3
Perception 2
Will Power 2
Life Points 47
Soldier (8)
Reputation (3)
Adversary (-3, Federation)
Contacts(2)
Natural Toughness (2)
Hard to Kill (3)
Athletic 2
Brawling 1
Computers 2
Crime
Engineer
Federation 1
General Knowledge 1
Gun Fighting 3
Hand to Hand 3
Intimidation 2
Medical 1
Notice 2
Science 1
Seduction
Ships Systems 1
Sleight of Hand
Smooth Talking 3
Stealth 2
Streetwise
Survival 2
You were a successful and popular politician on your home planet, tipped
by many for the presidency one day. Then the federation decided it was time to
exert more control over the affairs of the planet than they had already. You
were a leading figure in the resistance and lead your people into battle. The
counter insurgency was utterly crushed and you were one of the few who managed
to avoid imprisonment or death.
Now your home planet seems entirely subjugated. You can fight against
the Federation, as you have sworn to yourself you will do until you die, but it
may be some time before you can liberate that. Meanwhile you make a great and
famous figurehead for the rebels of other worlds to unite behind.
Exiled Surgeon
Terran - Forsaken - Rebel
Strength 2
Dexterity 4
Constitution 2
Intelligence 4
Perception 3
Will Power 2
Life Points 26
Surgeon (8)
Gadget (2, Doctor's Bag)
Honourable (-2, Oath)
Situational Awareness (2)
Mental Problem ( -2, Obsession)
Athletic
Brawling
Computers 2
Crime
Engineer
Federation 4
General Knowledge 3
Gun Fighting
Hand to Hand 2
Intimidation 1
Medical 5
Notice 3
Science 2
Seduction
Ships Systems 2
Sleight of Hand 2
Smooth Talking 3
Stealth
Streetwise
Survival
Wild card (Surgery) 4
You were a loyal Federation citizen and talented and promising young
surgeon back on earth, with an even more talented and promising sister. She
disappeared and after much investigation it became apparent that she was being
held against her will and being experimented on by an obscure Psychomanipulation department. You have no idea if she is
still alive, or how badly damaged your sister might be, but you are determined
to eventually find her and rescue her.
Ex-Federation Cryptographer
Terran - Reluctant Hero - Rebel
Strength 1
Dexterity 3
Constitution 2
Intelligence 5
Perception 3
Will Power3
Life Points 22
Federation researcher (8)
Secret (-3)
Gadget (5, Alan)
Gadget (-, Goggles)
Impaired Senses (-1, Vision)
Athletic
Brawling
Computers 4
Crime
Engineer 4
Federation 3
General Knowledge 4
Gun Fighting 1
Hand to Hand
Intimidation
Medical 2
Notice 1
Science 3
Seduction
Ships Systems 4
Sleight of Hand
Smooth Talking
Stealth 2
Streetwise
Survival
Wild Card (AI Systems) 5
You were working in an elite group of Federation cryptographers
researching AI systems and communication codes. The group was responsible for
the new A-line comm system now standard throughout
the Federation. A once-loyal Federation officer, you were shocked by some of
the things you learned through monitoring communication channels. You resolved
to do your bit to make thngs right.
You built a portable version of the most advanced decrypting system the
Federation has. Now all you need to do is find the right someone to give it to.
You also have very bad vision. You need to always wear your goggles to have
normal vision. Without them you can barely see a thing.
Alan
Alan is your decryption gadget. He is a foot-cubed metal box with a
flashing green light on each face. He is able to intercept and decode any
Federation message. His retrieval system and seach
facility is not the most advanced (not your field) and so pretty specific fetch
instructions must be given to him. Alan can be interfaced with other
sophisticated AI systems, and their search functions used, though he resents it
a bit. Alan is a pretty bland character for an AI. He has a serious, earnest
attitude to his work and a studious, calm tone of voice.
Alien Creation
Here is an example of using various qualities to create an Alien. Then
extra qualities and skills can be added to make each of the aliens of that
sub-species unique. The cost of that alien Quality should then be calculated
(or simply awarded by the director).
Lotar (8)
Acute Senses (2, Eyesight)
Adversary (1, Federation)
Attractiveness (2)
Contacts (1, Lotar)
Gadget (1, Crossbow)
Honourable (-1)
Obligation (-1)
Resistance (2, Cold)
Situational Awareness (2)
The Lotar hail from the planet
The Lotar are generally tall and slim, with
delicate features. They are generally known as quite beautiful and are popular
with slavers. Their hair colour ranges across inhuman hues of red to blue-ish-purple. They have excellent eyesight because of the
conditions on their home planet and their bodies are unaffected by reasonably
cold weather. They do dislike the heat, though.
The Lotar are sworn enemies of the Federation.
They have founded a number of bases on the planet and think nothing of
enslaving the local population. There are a few guerilla
attacks on these bases but strong attacks have often been met by ruthless
counter insurgency by the Federation.
They look out for each other, especially far from the home planet. they will generally trust another member of their
sub-species before any others. They feel they have a duty to each other. The Lotar also seem to have an inherent sense of fair play and
will never seek to gain an excessively 'good deal' in matters of trade or
agreements.
The Lotar are often deadly accurate with their
crossbows, and wield long, thin knives, also. They often have medical knowledge
and make good hunters and trackers. Often they do not seem to possess the same
self-control as Terrans, so it seems many have low
Will Power scores.
Fierce Lotar
Lotar - Warrior - Rebel
Strength 3
Dexterity 4
Constitution 3
Intelligence 2
Perception 3
Will Power 2
Life Points 40
Alien (8, Lotar)
Acute Senses (2, Eyesight)
Adversary (1, Federation)
Attractiveness (2)
Contacts (1, Lotar)
Gadget (2, Crossbow)
Honourable (-1, Lotar)
Obligation (-1)
Resistance (2, Cold)
Situational Awareness (2)
Warrior (4)
Honourable (-2, Warrior)
Hard to Kill (2)
Athletic 2
Brawling 2
Computers
Crime
Engineer
Federation 1
General Knowledge 2
Gun Fighting 4
Hand to Hand 2
Intimidation 2
Medical 2
Notice 1
Science
Seduction 1
Ships Systems
Sleight of Hand
Smooth Talking
Stealth 2
Streetwise
Survival 2
You are a Lotar warrior. You honour the gods
of war and you have sworn to them that you will fight forever the Federation.
You believe, true to the tenets of any warrior, that the key to the
Federation's defeat is in scouting it and probing it for weakness. You realise
you must leave
Your pride and joy is your crodssbow which is
a great family heirloom, passsed down through
countless generations and deadly accurate.
Bored Lotar
Lotar - Wanderer - Rebel
Strength 2
Dexterity 3
Constitution 2
Intelligence 3
Perception 3
Will Power 2
Life Points 26
Alien (8, Lotar)
Acute Senses (2, Eyesight)
Adversary (1, Federation)
Attractiveness (3)
Contacts (1, Lotar)
Gadget (1, Crossbow)
Honourable (-1)
Obligation (-1)
Resistance (2, Cold)
Situational Awareness (2)
Clown (1)
Athletic 2
Brawling 1
Computers
Crime
Engineer
Federation 2
General Knowledge 3
Gun Fighting 2
Hand to Hand 1
Intimidation
Medical 3
Notice 2
Science 1
Seduction 3
Ships Systems 1
Sleight of Hand 1
Smooth Talking 2
Stealth 1
Streetwise 1
Survival
You have travelled the galaxy, a virtual exile from
It could be that you are simply fated to travel the galaxy for the rest
of your life. If you must do that then perhaps it is better to do so on the right side of Federation law.