1.4 Scouts
The Scout service is constantly looking at new jump
points, new worlds, new opportunities and are usually the first to coming back
with the reports of new threats. Of all the imperial services they have the
most autonomy, but they are also the furthest from resupply, so each Scout ship
is a small, on its own unit on the fringes of known space.
1.4.1 Scout Pilot
Someone has to boldly go where no one has gone before.
And you were the sad one didn’t step back fast enough and got the job. It’s not
all bad – the pilots are the commanding officers on the ship, albeit over a
crew that is threadbare and perhaps crazy. Eventually you mustered out, but
your skill set lends itself to going back out into the black.
Body 5, Mind 5, Reflexes 5, Meta 0
Divide 6 points amongst your stats, with no more than 4
points in any one.
Skills
Command 11; Deceit 9; Drive 13; Gambling 9; Guns 8; Info
(Navigation) 12; Info (Choose) 9; Martial Arts 9; Repair 10; Status 9; Survival
10 ; Trader 10
Shticks
Pick 3 shticks between Blade and Drive
1.4.2 Scout Scientist
The Scout services job is to stick their damn fool noses
into places Humaniti has never been before. Naturally there are scientists on
board to record what happens when the nose hits the new! You’re one of those
people, expanding the frontiers of human knowledge one stick poking at a time,
either by making first contact with new races, analyzing the relics of an
ancient alien race or just being the first to breath the air of a new world.
Nothing fazes you – not when there’s still so much more to be learned!
Body 5, Mind 5, Reflexes 5, Meta 1
Divide 5 points amongst your stats, with no more than 4
points in any one.
Skills
Computers 11; Drive 11; Guns 10; Info (science) 13; Info
(Choose) 10; Investigation 9; Martial Arts 8; Medicine 11; Repair 9; Survival
10; Trader 9
Shticks
Shtick 1- Information Node
Shtick 2- Pick any two other shticks from Guns, Blades,
Bio or Drive
1.4.2 Scout Scrounger
For all the Army guys kvetch about how bad they have it
in terms of supplies compared to the Navy, they are rolling in working gear
compared to the Scout Service. When you’re out past the rim there are no good
drydocks to pull into for parts – even the stuff you pay dearly for has already
been reused and repurposed. That’s where you come in: keeping the scout ship
(or the independent vessel post mustering out) running for just enough jumps to
limp back into port. Plus everything else on the ship, including the crew –
they expect you to fix them too.
Body 5, Mind 5, Reflexes 5, Meta 1
Divide 5 points amongst your stats, with no more than 4
points in any one.
Skills
Computers 12; Deceit 9; Drive 11; Guns 10; Martial Arts
9; Medicine 9; Repair 13; Survival 11; Trader; 9
Shticks
Pick 3 Shticks between Guns, Blades and the one below
Shtick 1- Have it on hand: For one Fortune point you can
always have the tool you need on hand, or find make the part you need to keep
the ship going with one day’s work and at least one complication in obtaining
or installing it. (for 2 fortune points you can skip the complication, but
where’s the fun in that?
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