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 Lot on the edge of Federation space. It is a cold, dark world, distant from its sun but abundant in low, creeping flora and dangerous wildlife. The inhabitants traditionally hunted with crossbow in the heavy undergrowth and lived in low hide covered tents.

 

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 Lot in order to learn enough to return with the upper hand in your conflict. Any damage you can inflict upon the Federation on your travels is a bonus.

 

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 Lot. You have seen much of the Federation. Not much of it is attractive, but nor were many of the people of your home planet. Of course, you would love to rid Lot of the Federation, and you would love to return there, but things are easier said than done.

 

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.