The Expanse: Difference between revisions

From Sphere
Jump to navigation Jump to search
FBH (talk | contribs)
FBH (talk | contribs)
Line 78: Line 78:


==Professions==
==Professions==
===Professions===
===Operative===
===Operative===
conditioning intrusion contacts
Police officers, secret agents and the like, Operatives are not usually front line fighters (though some are) but prefer to work from the shadows, sneaking around and beating security systems then destroying their enemies by surprise at the last moment. Operatives get +1 perception and can access the secondary skills of Conditioning, Intrusion and Contacts.


===Diplomat===
===Diplomat===
Empathy, Contacts conditioning  
Professional negotiators, lawyers, ambassadors and the like, diplomats of the expanse bring to bear over a thousand years of psychological and decision making research to the negotiating table with them. Most of them have mastered the strange arts of Empathy, and many have useful contacts and conditioning, they also gain +1 Charisma.


===Field Technologist===
===Field Technologist===
Piloting, technology conditioning  
Scientists and technicians who work with technology outside the lab, field technologists are often employed for various more complicated mechanical tasks by military and paramilitary organisations. Many are vehicle crews, especially on particularly complex vehicles such as space craft.
 
Field technologists gain +1 smarts and can access the secondary skills piloting, technology and conditioning  


===I-tech===
===I-tech===
Intrusion, technology, conditioning  
Another brand of technology users, I-techs tend to be sneakier than Field techs, and are often employed by commandos or infantry teams rather than in vehicles, bought in to crack open captured enemy systems and physically accessed enemy networks. They have access to the secondary skills Intrusion, technology, and conditioning and gain a +1 education.


===Trooper===
===Trooper===
Conditioning, +2 Physical
Line combat troops, SWAT officers, mercenaries and the like, Troopers are almost always heavily augmented physically, usually far more so then officers and staffers who command them from behind the line. Troopers come from a variety of background and have access to the intrusion and conditioning (and later command) secondary skills, as well as a +2 on their physical stat.
===Officer===
 
Contacts, conditioning, Command
===Staffer===
Someone who works behind the military lines, Staffers tend to be less physically active than there line trooper sisters, but never the less are extensively trained in military arts and science which it might take many adventurers for a Trooper to acquire. They have basic military training and so access to Intrusion, and conditioning skill, as well as command and gain +1 to their physical stat.


===Path Finder===
===Path Finder===
Intrusion Empathy Conditioning  
Scouts, private detectives and spies of a more outdoors nature Path Finders maybe at home in either the wilds or the big city depending on inclination. They are often the point women on military teams, and tend to augment their abilities with a ton of good sensor equipment.
Path Finders have access to the Intrusion Empathy and Conditioning skills and get a +1 bonus to perception.


===Sneak Thief===  
===Sneak Thief===  
Intrusion Contacts
Even in an environment of post scarcity there are still things that can be stolen, for instance, data, objects of great cultural value, art and other treasures. There are also security specialists with the same skills as a thief sent to catch them.
 
Sneak Thieves gain access to the intrusion, technology and contacts secondary skills and a +1 to their smarts


===Pilot===
===Pilot===
Pilot, Technology Conditioning
Operating everything from hover tanks to gunships to starships, pilots are pretty vital for life in the modern expanse, even with how good automatic systems have gone. A properly practiced pilot can give a considerable edge to any craft she flies. Pilots also tend to be very experience with brain uploading due to the necessity of it in some combat vehicles.
 
Pilots gain the Pilot, Technology and Conditioning secondary skills and a +1 bonus to their integrity.


==Secondary Stats==
==Secondary Stats==

Revision as of 13:18, 31 July 2009

Premise

Your Character

Your character is female D:< You have 50 points to design your character. Any excess points can be saved for increase later.

Level 1 - 1 CP - Hobbyist
Level 2 - 3 CP - Amateur
Level 3 - 6 CP - Professional
Level 4 - 10 CP - Skilled Professional
Level 5 - 15 CP - Experienced Professional
Level 6 - 21 CP - Expert
Level 7 - 28 CP - Master
Level 8 - 36 CP - Ancient Master
Level 9 - 45 CP - Superlative
Level 10 - 55 CP - Unmatched

In short, to improve a stat costs (current level + 1)

Stats

Physical

Smarts

Education

Integrity

Perception

Charisma

Specialties

Expanse Races

Classic Humans

Classic model humans are, despite the name, not what they once were. The term classic human now refers to people with generally old style body plans and skin colour. Like all the Expanse’s inhabitants they are heavily augmented, most with both genetic and cybernetic upgrades to the original human body.

Most classic human families tend to be a little more conservative about upgrade than other clades, however, this conservatism allows classic model humans to gain a wide variety of upgrades rather than a specialist selection. As such they have +1 bonus to each stat.

Classic model humans are still the most common type of person in the Expanse, making up about 55% of the total population.

Sidhe

It was perhaps inevitable, given humanities long love affair with the concept of Elves that once the technology of transhumanism became widespread, someone would decide to remake themselves and their children that way. Sidhe are an old combination, having been through countless upgrades over the years, and one that has reached a high state of maturity.

This age has also means many Sidhe families are thirty second century equivalent of old money. Current generation Sidhe enhancements do not make them smarter than the norm for the Expanse but do give them better upkeep of education than most classic model human clades. Sidhe gain +2 each in integrity, education and charisma.

Gynoids

The gap between humans and machines has narrowed over since its high point around a millennia ago. Now, biological citizens of the Expanse can compete with their mechanical sisters on a near equal level. Gynoids are mostly created to resemble one of the other clades of the Expanse, but some have distinctive features of their own, such as antenna or metallic skin.

Metal is still stronger than most flesh, and machine brains are easier to make smart and quick on the up take, giving Gynoids a +2 bonus to physical, smarts and perception.

Splices

The first splices were the ever popular catgirls, but since then humans with moth antenna, dog ears or a whole host of other animal features have appeared from the genetic laboratories of the Expanse. As well as the cosmetic reasons, these modifications tend to give their user considerably enhanced perception. A side effect of the splicing process seems to be a much higher degree of personality integrity than the norm, which has found many splices a place in combat units.

Splices receive a +2 bonus to integrity, perception and charisma

Sculpts

Once known as bioborgs or full conversion cyborgs, Sculpts are members of other clades who’ve radically changed their initial body pattern and abilities using cybernetics. Sculpts are a relatively new phenomena in the Expanse, at least as a distinct clade, and the idea of Sculpt children still attracts much philosophical debate.

Sculpts use the stats of one of the other clades but with a +2 to physical and a +1 smarts and a -2 to integrity

Anthromorphs

The distant descendents of uplifted animals and humans who used far more animal genes than did splices, Anthromorphs are one of the least human looking of the Expanse’s clades. While humanoid in form many have digitigrade legs, and somewhat animal like faces. All have fur.

While they once had an advantage in survival, advances in biotech has eroded that, however, Anthromorph brain structure tends to take well to perceptual, intelligence and learning enhancements, they gain +2 smarts +2 perception +2 Education

Valkyries

Tall, buxom combat models, Valkyries look a bit like classic model humans except somewhat taller, six or seven feet tall. Valkyries were originally, and continue to be, a specialist warrior clade, many of them going on to join a military force, white flame mercenaries or the like.

While their mental augmentations are by modern standards limited, Valkyries are by far the physically strongest clade in the Expanse, and are also some of the best loved, making extremely good combat leaders if less brilliant staff officers.

Valkyries gain +3 physical +3 charisma

Professions

Professions

Operative

Police officers, secret agents and the like, Operatives are not usually front line fighters (though some are) but prefer to work from the shadows, sneaking around and beating security systems then destroying their enemies by surprise at the last moment. Operatives get +1 perception and can access the secondary skills of Conditioning, Intrusion and Contacts.

Diplomat

Professional negotiators, lawyers, ambassadors and the like, diplomats of the expanse bring to bear over a thousand years of psychological and decision making research to the negotiating table with them. Most of them have mastered the strange arts of Empathy, and many have useful contacts and conditioning, they also gain +1 Charisma.

Field Technologist

Scientists and technicians who work with technology outside the lab, field technologists are often employed for various more complicated mechanical tasks by military and paramilitary organisations. Many are vehicle crews, especially on particularly complex vehicles such as space craft.

Field technologists gain +1 smarts and can access the secondary skills piloting, technology and conditioning

I-tech

Another brand of technology users, I-techs tend to be sneakier than Field techs, and are often employed by commandos or infantry teams rather than in vehicles, bought in to crack open captured enemy systems and physically accessed enemy networks. They have access to the secondary skills Intrusion, technology, and conditioning and gain a +1 education.

Trooper

Line combat troops, SWAT officers, mercenaries and the like, Troopers are almost always heavily augmented physically, usually far more so then officers and staffers who command them from behind the line. Troopers come from a variety of background and have access to the intrusion and conditioning (and later command) secondary skills, as well as a +2 on their physical stat.

Staffer

Someone who works behind the military lines, Staffers tend to be less physically active than there line trooper sisters, but never the less are extensively trained in military arts and science which it might take many adventurers for a Trooper to acquire. They have basic military training and so access to Intrusion, and conditioning skill, as well as command and gain +1 to their physical stat.

Path Finder

Scouts, private detectives and spies of a more outdoors nature Path Finders maybe at home in either the wilds or the big city depending on inclination. They are often the point women on military teams, and tend to augment their abilities with a ton of good sensor equipment. Path Finders have access to the Intrusion Empathy and Conditioning skills and get a +1 bonus to perception.

Sneak Thief

Even in an environment of post scarcity there are still things that can be stolen, for instance, data, objects of great cultural value, art and other treasures. There are also security specialists with the same skills as a thief sent to catch them.

Sneak Thieves gain access to the intrusion, technology and contacts secondary skills and a +1 to their smarts

Pilot

Operating everything from hover tanks to gunships to starships, pilots are pretty vital for life in the modern expanse, even with how good automatic systems have gone. A properly practiced pilot can give a considerable edge to any craft she flies. Pilots also tend to be very experience with brain uploading due to the necessity of it in some combat vehicles.

Pilots gain the Pilot, Technology and Conditioning secondary skills and a +1 bonus to their integrity.

Secondary Stats

Secondary Statistics are linked to professions and can only be bought if you are of a particular profession.

Conditioning

Contacts

Conditioning

Intrusion

Piloting

Empathy

Technology

Traits