Sphere RPG Character Creation: Difference between revisions

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==Life Packages==
==Life Packages==
Characters may not exit the lifepath
Any excess CP for a skill that would be insuficient to reach the next rank (eg, having 6 CP in a skill - enough to get rank 3 but 2 CP short of rank 4) can either refund the excess into a character's general CP pool or spend CP to make up the shortage.
 
:Rank 3 skills (4 CP each)
:Rank 2 skills (2 CP each)
:Rank 1 skills (1 CP each)


===Careers===
===Careers===
'''Spacer'''
'''Spacer'''
:With dozens of solar systems large and small connected via catapults and thousands more (mostly uninhabited) reachable via jump drive, interstellar starships fill the same role as surface ships did back in the pre-space era on Earth.  And where ships go, crewmembers go onboard them.  Of course those on interstellar ships are merely the tip of the iceberg and Spacers also includes crews for in-system ships as well as people who operate the myriad deep-space stations that support the human economy.
:With dozens of solar systems large and small connected via catapults and thousands more (mostly uninhabited) reachable via jump drive, interstellar starships fill the same role as surface ships did back in the pre-space era on Earth.  And where ships go, crewmembers go onboard them.  Of course those on interstellar ships are merely the tip of the iceberg and Spacers also includes crews for in-system ships as well as people who operate the myriad deep-space stations that support the human economy.
:Spacers require an Intellect of 3
:Rank 3 skills (4 CP each)
:Spacers get Zero-G 3, Pilot 2, Awareness 2, Bureaucracy 1, Engineering (starships) 2, Academics (Navigation) 2, Helmsman 2, Red Tape 1, Remote Operation 1, Scrounging 1, Savoir-Faire 1, Etiquette (spacers) 2
::Zero-G
:Rank 2 skills (2 CP each)
::Pilot
::Awareness
::Engineering (Starships)
::Academics (Navigation)
::Etiquette (Spacers)
::Helmsman
:Rank 1 skills (1 CP each)
::Bureaucracy
::Red Tape
::Remote Operation
::Scrounging
::Savoir-Faire


'''Soldier'''
'''Soldier'''
:Blurb goes here
:Blurb goes here
:Guardsmen require a Physique of 3
:Soldiers require a Physique of 3
:Guardsmen get Athletics 2, Brawl 2, Melee 2, Firearms 3, Endurance 2, Drive 2, Artillery 1, Awareness 2, Tactics 1, Etiquette (military) 2, Intimidation 1
:Rank 3 skills (4 CP each)
::Firearms
:Rank 2 skills (2 CP each)
::Athletics
::Brawl
::Melee
::Drive
::Endurance
::Awareness
::Etiquette (military)
:Rank 1 skills (1 CP each)
::Artillery
::Tactics
::Intimidation


'''Clearance Contractor'''
'''Clearance Contractor'''
:The living machines created millions of years ago by the Velans still haunt the galaxy, ancient terraforming robots with hardwired orders to go forth and multiply.  Unfortunately the arrival of humanity's starfaring ships and electromagnetic babble has woken them from their long slumber.  Some systems of strategic or commercial import have become infested with these ancient feral drones and consequently many contractors now make a living clearing them out with attack ships and mecha, recovering their corpses for the valuable nanomachinery inside.
:The living machines created millions of years ago by the Velans still haunt the galaxy, ancient terraforming robots with hardwired orders to go forth and multiply.  Unfortunately the arrival of humanity's starfaring ships and electromagnetic babble has woken them from their long slumber.  Some systems of strategic or commercial import have become infested with these ancient feral drones and consequently many contractors now make a living clearing them out with attack ships and mecha, recovering their corpses for the valuable nanomachinery inside.
:Clearance Contractors require Wits and Perception 3
:Clearance Contractors require Wits and Perception 3
:Clearance Contractors get Zero-G 2, Athletics 1, Brawl 1, Melee 1, Firearms 1, Endurance 1, Drive 1, Pilot 2, Gunnery 3, Mecha Fighting 1, Artillery 1, Awareness 1, Academics (feral drones) 2, Engineering (weapons) 2, Tactics 1
:Rank 3 skills (4 CP each)
::Gunnery
:Rank 2 skills (2 CP each)
::Zero-G
::Pilot
::Engineering (weapons)
::Academics (feral drones)
:Rank 1 skills (1 CP each)
::Athletics
::Brawl
::Firearms
::Endurance
::Drive
::Mecha Fighting
::Artillery
::Awareness
::Tactics
 
'''Field Scientist'''
:Human space contains thousands of stars; most of these have had little more than cursory surveys to determine the main astronomical bodies and jump zones, leading them to be little more than blanks waiting to be filled in.  Posthuman constructs and Velan xenodrone activities add a further element of uncertainty.  The Field Scientist steps in to deal with these, applying a mixture of book learning and practical knowledge to solve all manner of problems.  Many are freelance, selling their skills to starship crews and the fruits of their discoveries to various commercial or scientific interests.
:The various Academics specialties are merely an example and can easily be changed as desired.
:Field Scientists require an Intellect of 3
:Rank 2 skills (2 CP each)
::Academics (Posthumans)
::Academics (Astrogeology)
::Awareness
::Remote Operation
::Zero-G
::Savoir-Faire
::Medicine
:Rank 1 skills (1 CP each)
::Academics (Velans)
::Academics (Any)
::Savoir-Faire
::Brawl
::Drive
::Endurance
::Programming
::Pilot
::Bureaucracy
::Investigation


'''Pop Star'''
:The music industry in the 22nd century is a flighty thing, where it is easy to acquire recordings and consequently live performances become important for artists.  Some will tour mostly on their own planet, others will take to the stars and travel from world to world.  Often the latter group will pick up an ecclectic mix of practical skills in their travels.
:Pop Stars require Wits and Charisma 3
:Rank 3 skills (4 CP each)
::Savoir-Faire
::Performance (Music)
:Rank 2 skills (2 CP each)
::Persuasion
::Awareness
::Athletics
::Fast-Talk
:Rank 1 skills (1 CP each)
::Zero-G
::Drive
::Endurance
::Bureaucracy
::Scrounging
::Engineering (Electronics)
::Subterfuge
::Awareness


===Vocations===
===Vocations===

Revision as of 14:23, 31 January 2012

Basics Character Generation

Lifepath

Rim

The following includes a prototype system to determine how transgenic a character is and consequently what templates they likely have access to. Of course players are free to select whatever template they want.

Youth

Planet of Birth
One's planet of birth has a substantial effect on one's future. Cultural, educational, economic and transgenic differences can all have a lasting effect on an individual.

Backwater World: There are many backwater worlds in known space, often on worlds of limited economic value and borderline habitability. +2 Physique, +1 Endurance
Space Colony: While planets are preferred for obvious reasons, there are many small orbital stations or nomadic family-ships spread thinly across known space. 50% chance of being Floater genotype. +1 Intellect, +1 Perception, +1 Zero-G
Central World: A few of these major worlds are scattered across the Rim, centers of industry and commerce.

Someone else can maybe try to put this together. --Shrike 14:07, 23 January 2012 (PST)

Adulthood

For character generation purposes, a character's pre-adventuring adulthood is divided up into a number of 'periods'. These are essentially blocks of life during which the character gained meaningful skills and experiences. While the duration of a given period is flexible - typically 1-3 years, as a general rule characters generated with more periods are older and more experienced, though exceptions can happen!
Adulthood Periods can be spent in several ways.

Careers are substantial investments in time and learning and by default require three Periods of time - this means that most starting characters will only have one Career under their belt. Careers are generally assumed to include a substantial amount of book learning (or in case of some, nothing but) and consequently provide a broad spectrum of skills.
Vocations are shorter-term jobs, career extensions or side projects and as such take a single Period each. They may provide an unusual skillset or a combination of monetary rewards and useful experience. Three Vocations broadly equate to a single Career choice, though someone who has many Vocations has presumably jumped between many different short-term positions and consequently may be more 'street smart' than classically educated.
Promotions represent a character spending extended time in a given position or career track and thus recieving increased rank (be it military or otherwise), more substantial starting resources or some combination. Like Vocations, Promotions require one Period each. However, Promotions need to be directly linked to a Career.
Intensive Training is generally only available for very specific, often military or paramilitary skillset and requires two Periods. It provides comprehensive but narrow instruction and is a best fit for characters who are 'fresh from the academy' or the equivalent, though it could also apply to more unusual situations such as a doctor that cross-trained to also be a pilot.

It is suggested that starting characters recieve 3 Periods, ie, sufficient to allow them to buy a starting career, with more Periods being added for more experienced starting characters. Additionally to provide a measure of balance, it is recommended that in mixed PC groups baseline/classic humans recieve 1-2 extra periods, trading out ability for skill.
As a roleplaying suggestion, older characters should have a greater proportion of Promotions - few individuals spend their entire lives learning.

Genetic Templates

Genetic templates are what you were born as or, less commonly, what you modified yourself to be and have little to do with pre-colonization 'racial identity', which is a social, not genetic construct. Pre-natal genetic modification has matured greatly and few people born today have not had their or their ancestors' genomes sequenced before conception. It is a relatively inexpensive and mundane procedure, often subsidized by governments and while not 100% successful when dealing with something as complex as the entire genome of a human, still gives eminently acceptable results. Retroviral techniques to conduct systemic changes to adults are almost as old but are far more complex and difficult; consequently they are both much more expensive and rare.
Origin is a general representation of where a given race can be expected to be found as well as what relative proportion of the population they are. Note that it doesn't take into account specific circumstances; for example ZOCU pilots will tend to be Alphas and other, similarly suited transgenic lineages.

Template bonuses modify the effective value of your stats; template modifiers do not increase (or decrease) the cost of a given stat. It is of course entirely possible for a baseline to be smarter or stronger than even Omoikanes; exceptional individuals occur everywhere. Note that depending on the campaign being run it may be entirely appropriate to provide cost breaks or cost elimination for transhuman templates; in the reality of Emergent Properties a transhuman is not penalized for being born superlative - they in fact have a huge leg up. While we encourage this to follow the themes of Emergent Properties we also acknowledge that it runs counter to game balance; GMs are advised to consider their party and player makeup first.

Sidebar: Yes, they really are superior

"Why are transgenic templates free? That's not very fair."

Emergent Properties is an unabashedly transhumanist setting. A fundamental element of the setting is that the human body and mind can and will be improved through the application of technology. Moreover, and more importantly, Emergent Properties does not take a position on the morality of human enhancement. Like any other technology human enhancement can be used to improve the lot of those affected, or be used to conduct repression on a grand scale.

What Emergent Properties does not make any apologies for is the simple position that transhumans are superior. That is, after all, the entire point of the multigenerational exercise that a substantial segment of the human population has been engaged in. Transhumans in all their myriad forms are improvements upon the 'normal' humans that we, the players and GMs, are familiar with. In Emergent Properties being a transhuman is not just an informed attribute; it is a very real thing .


Baselines

Often seen as a derogatory term, 'baselines' are those who have had no meaningful genework done. They are completely unchanged from humans before the genetic era - bad teeth, glasses and all. At the twilight of the 22nd century baselines fall into one of three categories; those who come from oppressively poor
Many baselines (particularly those with a religious opposition to genetic modifications) take a perverse pride in being 'normal'.
Baselines cost 0 points and have no modifiers.
Origin: Common on planets across known space


Classics

While many people reject transgenic modifications the barriers to 'upgrading' tends to blur at the edges when it comes to therapeutic 'fixes'. Starting in the late 20th century with screening for dangerous gene-linked diseases, the 21st century saw this expand to encompass more mundane ails. Classics have undergone various low-level modifications to reduce or eliminate problems such as bad vision, allergies, wisdom teeth, obesity, etc. Many also have customized features, such as 'mother's red hair' or 'grandfather's height.' Despite this tinkering, Classics do not really add or subtract anything, merely refining out some of the less desired elements of the human genome. As such it is functionally impossible to tell the difference between a Classic and a particularly lucky baseline.
Classics cost 0 points and have no modifiers.
Classics get some basic effects?
Origin: Common on planets across known space


Illicit Upgrade

The various stringent regulations surrounding human augmentation that have come about in the wake of the adoption of many Stauss-Kasserist philosophies has both regrettably and unsurprisingly created a black market for both prenatal and retroviral therapies in the 22nd century. Commonly attributed to the upwardly mobile who do not wish to emigrate to the more liberal colonies, illicit upgrades will typically alter an individual’s neurology to improve cognition and socialization. Subtle (and not-so-subtle) personality shifts and neuroses are a common side-effect of these grey market retrovirals.
Illicit prenatal upgrades are generally safer and, according to some metrics, substantially more common. Like illicit retrovirals they tend to shy clear of obvious physical changes or substantial cognitive upgrades. Reliable numbers for illicit upgrades are difficult to estimate, let along come by but it has been recognized as a social problem. Supporters of genetic freedoms cite them as reasons for loosening various over-strong regulations while opponents of genetic inequality decry those who cheat the system. Meanwhile, people from across the core continue to seek back-alley clinics or take medical vacations into the Verge to upgrade themselves.
Illicit Upgrades cost
Illicit Upgrades get a +1 to Intellect and +1 to Charisma
Origin: Core worlds


Alpha

Originally a popular genofixing template from the late 21st century, 'Alpha' has since became a broad term for a generalized blend of transhuman traits; 'Human-plus'. Alphas are considered transgenics mostly by default, as they engineer in favorable traits to produce someone who is colloquially 'peak human' as opposed to reengineering components of the human organism. This eased their adoption into mainstream society and Alphas (often in their fourth or fifth generation) now make up a substantial fraction of total population in the Verge.
Further improvements and cross-engineering have improved the Alpha, leading to the so-called 'Alpha-Plus'. These integrate traits from many of the different Alpha subtypes and improve essentially all aspects of the human body and mind. Some improvements come from other genetic templates, such as the tetrachromacy found in Ishtars and Omoikanes. This makes Alpha-Pluses true transgenics.
Alpha stat bonuses are +1 Physique, +1 Perception and +1 to any two other stats.
Origin: Verge (common), Rim (uncommon)
Alpha-Plus
Alpha-Plus stat bonuses are +1 to all.
Alpha-Plus skill bonuses are +1 to any two skills
Alpha-Pluses have a minimum unmodified requirement of 3 in all stats.
Origin: Verge (uncommon)


Ishtar

The Ishtar upgrade was intended to result in an individuals with exceptional warms and personality, in which it succeeded admirably. One of the second generation of transgenic upgrades from the early 22nd century, the Ishtar template substantially improves on the basic human ability for empathy and socialization, as well as short-term memory and perception. Standard upgrade techniques also improve their bodies, with Ishtars universally having leggy, perfectly-proportioned recruiting-poster builds and faces that merely start at 'attractive'. Consequently Ishtars have spread throughout the Verge and often form the social glue of groups and organizations. Ishtars also tend to have vivid, unnatural hair colors which contributes to their stereotype as flighty pop stars, no matter what their occupation or personality.
Fourth revision Ishtars further improve the neurology of the basic Ishtar template, increasing the innate Ishtaran social abilities as well as their learning and problem-solving abilities. While not capable of matching Omoikanes in the mental arena, they are decisively superior on on average to Classics and their intellect combined with their looks and social aptitude makes them an extremely popular choice for future children.
Ishtar stat bonuses are +1 Physique, +1 Perception, +1 Wits and +2 Charisma
Ishtar skill bonuses are +1 to Savoir-Faire, +1 to Ettiquete, +1 to any other Social skill and +1 to Savoir-Faire
Ishtars have a minimum unmodified requirement of 3 Charisma
Ishtars have the Graceful trait
Origin: Verge (common)
Ishtar (4th Revision)
Ishtar rev4 stat bonuses are +2 Charisma and +1 to all other stats
Ishtar rev4 skill bonuses are +1 to all social skills and +1 to Savoir-Faire
Ishtar rev4s have a minimum unmodified requirement of 3 Charisma
Ishtar rev4s have the Graceful trait
Origin: Verge (uncommon)


Omoikane

Like Ishtars, Omoikanes are second-generation upgrades, with a focus instead on intellectual abilitie. In this, they are supremely gifted. Capable of effortlessly grasping complex concepts and recalling vast amounts of information they find ready employment in any technical or intellectual field. Thanks to the advances in cognitive science by the 22nd century they are not socially crippled robots either, and while not as capable of demonstrating bottomless well of effortless social acumen as Ishtars they are still quite socially adept. One unique feature about Omoikanes is their neural processes are optimized for machine reading and neural interfaces work particularly well for them. Most Omoikanes have light silver or stark white hair, which is actually pigmented white (as opposed to the progressive loss of hair pigmentation over normal human aging) and is something of a visible trademark.
Post-breakdown standards revisions pioneered on Erebus have substantially improved the peak mental processing ability of Omoikanes as well as adding a neurochemical trigger allowing them to 'overclock' their mental processes. Many of those 7th revisions Omoikanes have further modified themselves with some form of enhanced thermoregulation system to dissipate the heat generated by this cranial overactivity, often in the form of headwings or other fanciful changes.
Omoikane stat bonuses are +2 to Intellect, +1 Perception, +1 Wits and +1 to Charisma
Omoikane skill bonuses are +1 Neural Interfacing and +1 to any two Intellect skills
Omoikanes have a minimum unmodified requirement of 3 Intellect
Origin: Verge (common)
Omoikane (7th Revision)
Omoikane rev7 stat bonuses are +2 to Intellect, +2 Wits, +1 Perception and +1 to Charisma
Omoikane rev7 skill bonuses are +1 Neural Interfacing, +1 Awareness and +1 to any two Intellect skills
Omoikane rev7s have a minimum unmodified requirement of 3 Intellect
Omoikane rev7s have the Overclock trait
Origin: Verge (uncommon)


Atlas

A popular (and some might say necessary) upgrade for heavy-gravity worlds, the Atlas template substantially upgrades the human body's musculature, skeleton and cardiovascular system. This greatly improves both instantaneous and sustained strength, near-necessities for worlds with gravities 50% higher than Earth's. Of course the Atlas upgrade lends itself well to soldierly pursuits and it is common to see them on the frontiers, clearing out nests of feral drones or local predators - or more human predators. Atlases are not unattractive by any means but look stocky and solid next to the supermodel looks of Ishtars and the willowy grace of Omoikanes.
Atlas stat bonuses are +3 Physique, +1 Perception and +1 Charisma
Atlases have a minimum unmodified requirement of 3 Physique
Atlases have +2 to Endurance
Atlases have the Gravity Tolerant trait
Origin: Verge (common)


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Outlier Superiors

Over the past century, the intermixing of bloodlines, technological improvements, quest for perfection and simple luck of the draw has resulted in the occasional birth of individuals who have truly exceptional genes. At the leading edge of the curve these superhuman individuals easily gravitate towards the peaks of power and responsibility. Attempts have been made to replicate the full range of their abilities but as so much relied upon the vaguarities of chance, these have had mixed results. Baroque breeding programs among the upper classes have become common, some ending up indistinguishable from dynastic marriages to seal agreements. In the Solar Federation these individuals recieve the coveted S-Type classification.
S-Type stat bonuses are +3 Physique and +1 to all other stats, as well as two +1s that can be assigned to any two non-Physique stats.
S-Type skill bonuses are +1 Endurance and +1 to any five other skills
S-Types have a minimum unmodified requirement of 3 in all stats
S-Types have the Graceful and Gravity Tolerant traits
S-Types may be Alephs, with no cap
Origin: Solar Federation (rare)


Seraph

One of the Seraphim Organization's purported goals and major successes has been the stabilization of a reproducible S-grade genetic template. First developed in the late 22nd century they were introduced to the public in 2210 where they have became extremely popular among those wealthy enough to afford the complex upgrade. A quirk of the specific genetic modifications makes them much easier apply to XX individuals as opposed to XY; consequently male Seraphs are much less common, making up less than 5% of the population of Seraphs. The flood of young standardized S-class transhumans and their gender disparity is already causing ripples in the Solar Federation.
Seraph stat bonuses are +3 Aleph, +2 Physique, +1 Intellect, +1 Wits and +1 Charisma
Seraph skill bonuses are +1 to any four Academic or Social skills
Seraphs have a minimum unmodified requirement of 3 Physique, 3 Intellect and 3 Charisma.
Seraphs have the Graceful trait
All Seraphs are Alephs, with no cap
Origin: Solar Federation (rare), Seraphim Organization (common)


Floaters

Floaters have lived out in space on orbiting platforms, asteroid cities and the like for generations. Some are the descendants of colonists who chose a life in space away from the heavily-controlled colony worlds. Others are ship or station crews from less well-off parts of explored space where sophisticated zero-gravity gene adaptations were unavailable. No matter the origin, Floaters tend to be physically weak, though with an almost instinctive feel for three-dimensional movement; the result of long-term and poorly mitigated microgravity upon the human body. The Solar Federation generally labels these F-types, though few are citizens of the Federation.
Floater suffer a stat penalty of -1 Physique
Floaters skill bonuses are +2 Zero-G skill and +1 Engineering
Origin: Solar Federation (rare), Verge (uncommon), Rim (common)


Icarus

Icarus upgrades are a 22nd century response to the needs of the expanding deep-space presence in what would become the Solar Federation. Applying increased understanding of long-term low and microgravity effects on the human body to common transhuman templates, the Icarus became popular among those who settled on the high frontier. In fact the introduction of the Icarus template is seen as one of the root causes of the spread of the Outbacker movement, to the point at which there are more Icarus upgrades in the Verge than in SolFed space. The Solar Federation classes these individuals as O-types.
Icarus Upgrade stat bonuses are +1 Intellect
Icarus Upgrade skill bonuses are +2 Zero-G skill and +1 Engineering
Icarus Upgrades have the Dextrous trait
Origin: Solar Federation (uncommon), Verge (common), Rim (uncommon)


Bioroids

The term 'bioroid' is a portmanteau of 'biological' and 'android'; the term is used for biological machines designed to mimic humans. The term is also heir to a muddy legal and moral heritage dating back to the middle of the 21st century when advances in genetics and cognition led to the ability to start 'programming' artificial brains with ingrained instincts. While this led to various further neuro-science developments and some minor commercial successes in the designer pet field, it remained a fairly obscure branch of neurology until the mid-60s when the world was turned upside-down by the introduction of interstellar travel and the promise of new, distant worlds. This led to a veritable overnight explosion of innovation surrounding anything remotely related to interstellar colonization. One such idea scooped out of scientific papers and specialist veterinary clinics was the bioroid.

For a completely self-sufficient colony that would have to manage limited labour assets as well as a limited industrial base, bioroids appeared to be an ideal solution. They could be force-grown and programmed with useful social instincts and thus provide a reservoir of unskilled labour for tasks such as child-rearing, cleaning, fetching and other simple domestic activities. Their meek personalities and submissive natures made then inoffensive to be around even in close quarters. Furthermore, unlike the domestic robots that were common on Earth by the middle of the 21st century, bioroids had the advantages of essentially being human from an engineering standpoint; they ate the same food, healed if hurt and were self-maintaining. Many could even reproduce.

While there were moral qualms over creating what was commonly characterized as a lobomized slave race, the fact that almost all bioroids were out of sight and out of mind on the far end of an Alcubierre transit kept the issue from landing-page headlines. It wasn't until the media picked up on stories of illegal bioroid bloodsports on Earth that the first stirrings of an abolishment movement began to coalesce. This was just one facet of the growing anti-transhuman movement of the middle and late 21st century and by the end of the 21st century international agreements, pressure tactics and social awareness brought in tough new regulations that essentially terminated the industry on Earth.


Tirol

A common bioroid design from the outer Verge.


Series VII Replicant

Standard-issue Magnate combat replicant.


Life Packages

Any excess CP for a skill that would be insuficient to reach the next rank (eg, having 6 CP in a skill - enough to get rank 3 but 2 CP short of rank 4) can either refund the excess into a character's general CP pool or spend CP to make up the shortage.

Rank 3 skills (4 CP each)
Rank 2 skills (2 CP each)
Rank 1 skills (1 CP each)

Careers

Spacer

With dozens of solar systems large and small connected via catapults and thousands more (mostly uninhabited) reachable via jump drive, interstellar starships fill the same role as surface ships did back in the pre-space era on Earth. And where ships go, crewmembers go onboard them. Of course those on interstellar ships are merely the tip of the iceberg and Spacers also includes crews for in-system ships as well as people who operate the myriad deep-space stations that support the human economy.
Rank 3 skills (4 CP each)
Zero-G
Rank 2 skills (2 CP each)
Pilot
Awareness
Engineering (Starships)
Academics (Navigation)
Etiquette (Spacers)
Helmsman
Rank 1 skills (1 CP each)
Bureaucracy
Red Tape
Remote Operation
Scrounging
Savoir-Faire

Soldier

Blurb goes here
Soldiers require a Physique of 3
Rank 3 skills (4 CP each)
Firearms
Rank 2 skills (2 CP each)
Athletics
Brawl
Melee
Drive
Endurance
Awareness
Etiquette (military)
Rank 1 skills (1 CP each)
Artillery
Tactics
Intimidation

Clearance Contractor

The living machines created millions of years ago by the Velans still haunt the galaxy, ancient terraforming robots with hardwired orders to go forth and multiply. Unfortunately the arrival of humanity's starfaring ships and electromagnetic babble has woken them from their long slumber. Some systems of strategic or commercial import have become infested with these ancient feral drones and consequently many contractors now make a living clearing them out with attack ships and mecha, recovering their corpses for the valuable nanomachinery inside.
Clearance Contractors require Wits and Perception 3
Rank 3 skills (4 CP each)
Gunnery
Rank 2 skills (2 CP each)
Zero-G
Pilot
Engineering (weapons)
Academics (feral drones)
Rank 1 skills (1 CP each)
Athletics
Brawl
Firearms
Endurance
Drive
Mecha Fighting
Artillery
Awareness
Tactics

Field Scientist

Human space contains thousands of stars; most of these have had little more than cursory surveys to determine the main astronomical bodies and jump zones, leading them to be little more than blanks waiting to be filled in. Posthuman constructs and Velan xenodrone activities add a further element of uncertainty. The Field Scientist steps in to deal with these, applying a mixture of book learning and practical knowledge to solve all manner of problems. Many are freelance, selling their skills to starship crews and the fruits of their discoveries to various commercial or scientific interests.
The various Academics specialties are merely an example and can easily be changed as desired.
Field Scientists require an Intellect of 3
Rank 2 skills (2 CP each)
Academics (Posthumans)
Academics (Astrogeology)
Awareness
Remote Operation
Zero-G
Savoir-Faire
Medicine
Rank 1 skills (1 CP each)
Academics (Velans)
Academics (Any)
Savoir-Faire
Brawl
Drive
Endurance
Programming
Pilot
Bureaucracy
Investigation

Pop Star

The music industry in the 22nd century is a flighty thing, where it is easy to acquire recordings and consequently live performances become important for artists. Some will tour mostly on their own planet, others will take to the stars and travel from world to world. Often the latter group will pick up an ecclectic mix of practical skills in their travels.
Pop Stars require Wits and Charisma 3
Rank 3 skills (4 CP each)
Savoir-Faire
Performance (Music)
Rank 2 skills (2 CP each)
Persuasion
Awareness
Athletics
Fast-Talk
Rank 1 skills (1 CP each)
Zero-G
Drive
Endurance
Bureaucracy
Scrounging
Engineering (Electronics)
Subterfuge
Awareness

Vocations

Guardsman

Most worlds maintain some form of standing military in the vein of National Guards, tasked with roles ranging from planetary defense to disaster relief to riot control. Typically more lightly-equipped than heavy army 'shock' units or marines/espatiers, Guardsmen are also stereotypically seen as less well-trained. That said, defending your loved ones can be a real morale-stiffener . . .
Guardsmen require a Physique of 3
Guardsmen get Athletics 2, Brawl 2, Melee 2, Firearms 2, Endurance 2, Drive 2, Artillery 2, Awareness 2, Tactics 1, Etiquette (military) 2, Intimidation 1


Federation Careers

Solar Fleet Pilot

The many, the proud, the Solar Federation Pilot Corps. This overarching term masks the many subgroups that make up the Solar Fleet; not only functional ones like mecha pilots vs transport pilots, but also the national militaries that are the actual components of the Solar Fleet. Nonetheless they are all trained to the highest standards using both VR sims and extensive 'stick time' (the concept of actually using flight sticks being slightly archaic but the term has stuck) and they are some of the most effective warriors in space. Few pilots are anything less than B-type transhuman, though particularly talented C-types are not unheard of.
SolFed Pilots cost
SolFed Pilots get Physique 3, Intellect 3 and Charisma 2
SolFed Pilots get Zero-G 2, Pilot 3, Gunnery 3, Firearms 1, Brawl 1, Athletics 2, Awareness 3, Tactics 2, Artillery 3, Electronic Warfare 3, Etiquette (military) 2
SolFed Pilots may take any Universal or Solar Federation Vocation

Solar Fleet Officer

The brains of the most powerful war machine humanity has ever seen, commanding warships against the SolFed's foes. To carry out their task they have +1 Command (Spaceships), +1 Command (Mecha), +1 Education (Intelligence), +1 Education (History), +1 Conspiracy (Solar Fleet) and High Rank.

INTACT Lictors

Lictors are the public face of INTACT, front-line warriors and troubleshooters. Due to stringent testing and requirements, most Lictors are S-type transhumans, with a few A-types and some truly skilled 'lessers'.
INTACT Lictors cost
INTACT Lictors get Physique 3, Intellect 3 and Charisma 3
INTACT Lictors get Zero-G 2, Pilot 2, Gunnery 2, Firearms 2, Brawl 2, Melee 2, Athletics 2, Awareness 3, Tactics 2, Etiquette (military) 2, Etiquette (diplomacy) 3, Subterfuge 2, Savoir-Faire 2, Command 2
INTACT Lictors must take an INTACT Focus.
INTACT Lictors may take any Universal or Solar Federation Vocation

INTACT Censor

Those few humans who have been born with exceptional Aleph powers are often enrolled in INTACT to serve as Censors. These mentalists recieve special training to focus their neuroquantum powers. As such, they recieve +1 Education, +5 Aleph Points and +2 Conspiracy (INTACT), and require a minimum of Aleph 5.

INTACT Legate

The Legates are the commanders and leaders of INTACT, typically having authority over one or more warships, bases or ground operations group. They recieve +1 Command (Universal), +1 Education (Politics), +1 Charisma (Diplomacy), +2 Conspiracy (INTACT) and High Rank.
INTACT Foci

All INTACT members have specializations once they finish their extremely involved basic training. Some go on to be investigators, others special forces leaders, others spymasters, yet others mecha pilots.

League Careers

League Combatsystem Operator

The League has few pilots, instead having 'operators' acting as telepresent squad leaders. These men and women are rigorously trained to capably time-share their attention between various viewpoints and react to shifting engagements from a rear-area perspective.
Combatsystem Operators cost
Combatsystem Operators get Physique 2, Intellect 3 and Charisma 2
Combatsystem Operators get Quick-Witted (Intellect specialty) 1
Combatsystem Operators get Zero-G 2, Gunnery 3, Awareness 3, Firearms 1, Brawl 1, Athletics 1, Tactics 2, Artillery 3, Remote Operations 3, Etiquette (military) 2
Combatsystem Operators may take any Universal or League Vocation

League/Union Battlemanagement Director

With the League's predisposition towards automated weapons, their leaders must be just at home managing complex info-combat systems as they are at managing people.
Battlemanagement Directors cost
Battlemanagement Directors get Physique 2, Intellect 3 and Charisma 3
Combatsystem Operators get Intelligent (Intellect specialty) 1
Battlemanagement Directors get Zero-G 2, Awareness 3, Firearms 1, Brawl 1, Athletics 1, Tactics 3, Strategy 3, Artillery 2, Remote Operations 2, Etiquette (military) 2, Command 3
Battlemanagement Directors may take any Universal or League Vocation

Union Mechanized Vanguard

Union command frames are typically piloted by Alphas, leading squads of robotic soldiers into combat. To this end they have +1 Pilot (Mecha), +1 Gunnery (Mecha), +1 Command (AI Mecha) and Mid Rank.

Republic Fleet Officer

The Republic entrusts these officers with some of the most powerful weapons ever invented by man. To defend the Republic's interests, Republic Fleet Officers have +1 Command (Spaceships), +1 Education (History), +1 Conspiracy (Republic Fleet) and Command Rank.

Miscellaneous Careers

These careers are generally exclusive to a certain polity or zone of space and consequently should only be taken if specifically relevant.

Seraphim Consor

It's a rough galaxy out where civilization fades into the hiss of radio background and as an organization that has many investments in the Rim, the Seraphim maintain their own small but well-trained and equipped group of pilots and soldiers. These Consors are called in for situations where locally-sourced security is either unavailable or insufficient for Seraphim needs.
Seraphim Consors cost $$$$ and must be a Seraph transgenic template
Seraphim Consors get Physique 3, Intellect 3, Charisma 3 and Aleph 3
Seraphim Consors get Zero-G 2, Pilot 3, Gunnery 3, Awareness 3, Firearms 1, Brawl 1, Athletics 2, Mecha Fighting 2, Tactics 1, Artillery 3, Subterfuge 2, Telepathic Weapons 3
Seraphim Consors may take any Universal or Solar Federation Vocation

Royalty

The extended de Godsforde royal family of the White Rose kingdom are accountable to no one. They are trained to lead and maintain the interests of themselves, their subordinates, and ultimately the state through policy. (+1 Charisma, +2 Conspiracy (White Rose), High Rank, License Holder)