Lenses for Space Opera Settings

 

Universal Lens

Everyone has the Future Everyman lens.

Future Everyman (Universal Lens)

5 points

You were not raised by wolves; you live in a society. 🃏

  • 1 point in the following skills:
    • Spacer (E) IQ
    • Area Knowledge (Native Planet) (E) IQ
    • Current Affairs (E) IQ
  • Optional: Distribute 2 more points in either more points in the previous 4 skills or the following skills:
    • Cooking (A) IQ
    • Housekeeping (E) IQ
    • Computer Operation (E) IQ

 

 

A Reminder About Spaceships:

Note that as long as there's a captain with the Shiphandling skill giving orders, anyone can fly a ship with just the Spacer skill. 

 

Archetype Lenses

Doctor [5]

You are a medical doctor, trained in the various healing skills. Knowing how to heal also helps to do the opposite, sometimes.

Skills: Physician IQ-A [4]; Physiology IQ-H [4]; Poisons IQ-H [2]; Psychology IQ-H [4]; Research IQ-A [1]; Savoir-Faire (any) IQ-E [1]; Surgery IQ-H [4];

Disadvantages:

  • Code of Honor (Professional) [-5];
  • -15 points spent between:  Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12 or less) [-10, -15]; Loner [-5]; Sense of Duty (Team) [-5]; Selfless [-5*]; Curious [-5*]; Honesty† [-10*], Alcoholism [-15], Insomniac [-10 or -15], Nightmares [-5*], Stubbornness [-5], Truthfulness [-5*], Workaholic [-5], or one of Overweight [-1], Fat [-3], or Very Fat [-5];

 

Scoundrel [5]

While not necessarily a criminal, you know everything you'd need to do an excellent job as one.

Skills: Spend [20] points in the following skills: Acting IQ-A; Climbing DX-E; Computer Hacking IQ-H; Disguise IQ-A; Explosives (Ordinance Disposal) IQ-A; Fast-Talk IQ-A; Forced Entry DX-E; Gambling IQ-A; Holdout IQ-A; Lockpicking DX-A; Merchant IQ-A; Poisons IQ-H; Savoir-Faire (Mafia) IQ-E; Sleight of Hand DX-A; Smuggling IQ-A; Stealth DX-A; Streetwise IQ-A; Traps Per-A;

Disadvantages:

  • -15 points spent between: Code of Honor (Outlaw’s) [–5]; Social Stigma (Criminal Record) [–5]; Kleptomania (12) [–15]; Stubbornness (6) [–10]; Compulsive Carousing (12) [–5];

 

Scout [5]

An expert in exploring the wilderness and strange planets.

Skills: Animal Handling IQ-A [1]; Armoury (Ranged Weapons) IQ-A [1]; Beam Weapons (Pistols) DX-E [4]; Camouflage IQ-E [1]; Climbing DX-E [1]; Electronics Operation IQ-A [1]; First Aid IQ-E [1]; Gunner DX-E [1]; Hiking HT-A [1]; Naturalist IQ-H [1]; Navigation (Any) IQ-A [1]; Prospecting IQ-A [1]; Stealth DX-A [2]; Survival Per-A [2]; Tracking Per-A [1];

Disadvantages:

  • -15 points spent between: Loner (12) [-5];  Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12 or less) [-10, -15]; Social Stigma (Criminal Record) [-5], Sense of Duty (Team) [-5], Selfish [-5*] or Selfless [-5*].

 

Soldier [5]

A trained soldier or gun for hire.

Skills: Armory (any) IQ-A [1]; Artillery (any) IQ-A [1]; Beam Weapons (Any) DX-E [2]; Camouflage IQ-E [1]; Connoisseur (Weapons) or (Armor) IQ-E [1]; Explosives (Demolition) IQ-A [1]; First Aid IQ-E [1]; Forced Entry DX-E [1]; Gunner DX-E [1]; Intimidation Will-A [1]; Liquid Projector DX-E [1]; Savoir-Faire (Military) IQ-E [1]; Soldier IQ-A [4]; Throwing IQ-A [1];

Techniques: Burst Fire (Beam Weapons) [2];

Disadvantages:

  • -15 points spent between:  Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12 or less) [-10, -15]; Bloodlust [-15]; Loner [-5]; Sense of Duty (Team) [-5], Code of Honor (Soldier [-5]; Selfish [-5*] or Selfless [-5*]; Curious [-5*]; Honesty† [-10*], Alcoholism [-15], Insomniac [-10 or -15], Nightmares [-5*],  Paranoia [-10], Stubbornness [-5], Truthfulness [-5*], Workaholic [-5], or one of Overweight [-1], Fat [-3], or Very Fat [-5]; Compulsive Thrill-Seeking (9) [-15],  Callous [-5], Greed [-15*], Sense of Duty (Team) [-5], Social Stigma (Criminal Record) [-5], Bloodlust [-10*], Loner [-5*], Paranoia[-10], Post-Combat Shakes [-5*].

 

Commander [5]

A leader and a face, you are capable, if not necessarily inclined to solve problems with words.

Skills: Diplomacy IQ-H [4]; Interrogation IQ-A [2]; Intimidation Will-A [2]; Leadership IQ-A [4]; Savoir-Faire (any) IQ-E [2]; Streetwise IQ-A [2]; Tactics IQ-H [4];

Disadvantages:

  • -15 points spent between:  Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12 or less) [-10, -15]; Bloodlust [-15]; Loner [-5]; Sense of Duty (Team) [-5], Code of Honor (Soldier [-5]; Selfish [-5*] or Selfless [-5*]; Curious [-5*]; Honesty† [-10*], Alcoholism [-15], Insomniac [-10 or -15], Nightmares [-5*],  Paranoia [-10], Stubbornness [-5], Truthfulness [-5*], Workaholic [-5], or one of Overweight [-1], Fat [-3], or Very Fat [-5].

 

Mystic [5]

You have strange powers that you may or may not understand.

Skills: Lightsaber DX-A [4]; Parry Missile Weapons DX-H [8]; Innate Attack DX-E [1];

Spend [7] points in the following skills:

Detect Lies Per-H; Diplomacy IQ-H; Esoteric Medicine Per-H; Flying Leap IQ-H; Hidden Lore IQ-A; Light Walk DX-H; Mental Strength Will-E; Occultism IQ-A; Religious Ritual IQ-H; Savoir-Faire (any) IQ-E;

Advantages: Force Sensitive [5];

Disadvantages:

  • Disciplines of Faith (Monasticism, Mysticism or Arcane Rituals) [-10] or some other Major Vow [-10]; and -5 points spent between: Selfish [-5*] or Selfless [-5*];
    • Or
  • Choose either Code of Honor (Chivalry) [-15] or Code of Honor (Bushido) [-15];

 

Technician [5]

You are a tech-head, capable of fixing or breaking anything.

Skills: Computer Hacking IQ-H [2]; Electronics Operation IQ-A [2]; Engineer IQ-H [4]; Electrician IQ-A [4]; Explosives (Ordinance Disposal) IQ-A [2]; Explosives (Demolition) IQ-A [2]; Mechanic IQ-A [2]; Traps Per-A [2];

Disadvantages:

  • -15 points spent between:  Sense of Duty (Team) [-5], Compulsive Thrill-Seeking (9) [-15], Code of Honor (Outlaw’s) [–5]; Social Stigma (Criminal Record) [–5]; Stubbornness (6) [–10]; Compulsive Carousing (12) [–5];

 

Secondary Lens

These are optional lenses and represent side-jobs, things you can do that don't necessarily define your character

Pilot [10]

You can fly anything, and usually you can also land anything.

Skills: Artillery (Missiles) IQ-A [2]; Electronics Operation IQ-A [2]; Gunner DX-E [2]; Mechanic IQ-A [1]; Navigation (Any) IQ-A [1]; Piloting DX-A [2];

 

Starship Captain [10]

You know how to control and command a large ship and its crew.

Skills: Artillery (Missiles) IQ-A [1]; Electronics Operation IQ-A [1]; Gunner DX-E [1]; Leadership IQ-A [1]; Navigation (Any) IQ-A [1]; Piloting DX-A [1]; Savoir-Faire (Military) IQ-E [1]; Shiphandling IQ-H [2];  Tactics IQ-H [1];

 

"Dancer" [10]

You know certain skills that are not usually advertised out loud.

Skills: Erotic Art DX-A [2]; Sex Appeal HT-A [2]; Acting IQ-A [1]; Disguise IQ-A [1]; Fast-Talk IQ-A [1]; Holdout IQ-A [1]; Sleight of Hand DX-A [1]; Streetwise IQ-A [1];

 

 

Wildcard Lenses

Doctor [9]

Skills: Medic! [24]

Disadvantages:

  • Code of Honor (Professional) [-5];
  • -15 points spent between:  Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12 or less) [-10, -15]; Loner [-5]; Sense of Duty (Team) [-5]; Selfless [-5*]; Curious [-5*]; Honesty† [-10*], Alcoholism [-15], Insomniac [-10 or -15], Nightmares [-5*], Stubbornness [-5], Truthfulness [-5*], Workaholic [-5], or one of Overweight [-1], Fat [-3], or Very Fat [-5];

Medic!

  • Diagnosis, Expert Skill (Epidemiology), Hazardous Materials (Biological), Pharmacy, Physician, Poisons, Psychology, and Surgery – and also Chemistry when dealing with drugs, Forensics when conducting an autopsy, and Naturalist to know what toxin or venom is afflicting someone.
  • Wildcard Benefits: Treat any first aid kit or medical lab (Champions, p. 56) you have as if it were one category better for equipment modifiers: a belt kit becomes equivalent to a box kit, a field kit functions as a shop kit, and a shop kit gives an additional bonus equal to 1/3 your full bonus, rounded down.
  • Full Bonus: Add the full bonus to HT rolls to resist diseases or toxins; HP restored via First Aid (p. B424); and to reaction rolls from anyone who’s benefited from your Medic! skill.
  • Half Bonus: Add the half bonus to resist supernatural infections such as lycanthropy or a zombie virus.

 

 

Scoundrel [9]

While not necessarily a criminal, you know everything you'd need to do an excellent job as one.

Skills: Scoundrel! [24]

Disadvantages:

  • -15 points spent between: Code of Honor (Outlaw’s) [–5]; Social Stigma (Criminal Record) [–5]; Kleptomania (12) [–15]; Stubbornness (6) [–10]; Compulsive Carousing (12) [–5];

Scoundrel!

  • Acting IQ-A; Climbing DX-E; Computer Hacking IQ-H; Disguise IQ-A; Explosives (Ordinance Disposal) IQ-A; Fast-Talk IQ-A; Forced Entry DX-E; Gambling IQ-A; Holdout IQ-A; Lockpicking DX-A; Merchant IQ-A; Poisons IQ-H; Savoir-Faire (Mafia) IQ-E; Sleight of Hand DX-A; Smuggling IQ-A; Stealth DX-A; Streetwise IQ-A; Traps Per-A;
  • Wildcard Benefits: This skill stands in for Intuition (p. B63) for the purpose of finding easy marks, looking for the best loot, realizing someone is going to narc on you, and so on.
  • Full Bonus: Add the full bonus to ST for all purposes related to break-ins – using a crowbar to pry open a door, rolls to use a battering ram to knock a door down, etc. Add the full bonus to rolls to spot fellow criminals, security of all types, and  trouble” (physical, social, or otherwise). Add the full bonus instead of half bonus to complementary skill rolls when you’re assisting someone in a criminal act (e.g., as a distraction or helping to forge records).
  • Half Bonus: Add the half bonus to reaction rolls from other criminals or seedy types.

 

 

Scout [9]

An expert in exploring the wilderness and strange planets.

Skills: Scout! [24]

Disadvantages:

  • -15 points spent between: Loner (12) [-5];  Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12 or less) [-10, -15]; Social Stigma (Criminal Record) [-5], Sense of Duty (Team) [-5], Selfish [-5*] or Selfless [-5*].

Scout!

  • Animal Handling IQ-A; Armoury (Ranged Weapons) IQ-A; Beam Weapons (Pistols) DX-E; Camouflage IQ-E; Climbing DX-E; Electronics Operation IQ-A; First Aid IQ-E; Gunner DX-E; Hiking HT-A; Naturalist IQ-H; Navigation (Any) IQ-A; Prospecting IQ-A; Stealth DX-A; Survival Per-A; Tracking Per-A;

Wildcard Benefits:

Full Bonus: Add the Full Bonus to resist natural hardships and/or to spot rival scouts.

Half Bonus: Add the half bonus to negate familiarity penalties.

 

Soldier [9]

A trained soldier or gun for hire.

Skills: Ten-Hut! [24]

Disadvantages:

  • -15 points spent between:  Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12 or less) [-10, -15]; Bloodlust [-15]; Loner [-5]; Sense of Duty (Team) [-5], Code of Honor (Soldier [-5]; Selfish [-5*] or Selfless [-5*]; Curious [-5*]; Honesty† [-10*], Alcoholism [-15], Insomniac [-10 or -15], Nightmares [-5*],  Paranoia [-10], Stubbornness [-5], Truthfulness [-5*], Workaholic [-5], or one of Overweight [-1], Fat [-3], or Very Fat [-5]; Compulsive Thrill-Seeking (9) [-15],  Callous [-5], Greed [-15*], Sense of Duty (Team) [-5], Social Stigma (Criminal Record) [-5], Bloodlust [-10*], Loner [-5*], Paranoia[-10], Post-Combat Shakes [-5*].

 

Technician [9]

You are a tech-head, capable of fixing or breaking anything.

Skills: Science! [24]

Disadvantages:

  • -15 points spent between:  Sense of Duty (Team) [-5], Compulsive Thrill-Seeking (9) [-15], Code of Honor (Outlaw’s) [–5]; Social Stigma (Criminal Record) [–5]; Stubbornness (6) [–10]; Compulsive Carousing (12) [–5];

Comments

Popular posts from this blog

New Techniques

The Magic System

Protection and Warning Spells