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==Profession== '''Combat Spec:''' All-purpose meathead murderhobo. Depending on skilling this could range from a roided-up spess mehreen with a railgun to a catsuited death cultist. Min-maxxed fighters truly are meatheads in this system; attempting to treat intelligence as a dump stat so you can hit harder will end very badly when you get to the skills table. Use personality as a dump stat instead; the only thing on the personality list you were going to use anyway was Intimidate, and you can boost that by just being the guy with a plasma gun and a big knife. * '''Action Check Score Increase:''' A combat spec's action check score is increased by 3 points. * '''Situation Bonus:''' Choose one specialty skill from those listed under these broad skills: Armor Operation, Unarmed Attack, Heavy Weapons, Modern Ranged Weapons, Melee Weapons, Primitive Ranged Weapons. That specialty skill's base situation die inproves from +d0 to -d4. '''Free Agent:''' Shady murderhobo. More so than the others, free agents are defined by their skill discount list. They get most of the interaction skills, but also a selection of tech and combat skills tailored to being a sneaky rogue. They're the [[Gish|Red Mage]] of the system, dabbling in everything but excelling at nothing. * '''Action Check Score Increase:''' A free agent's action check score is increased by 2 points. * '''Resistance Bonus:''' Choose one ability and improve its resistance modifier by 1 step. * '''Last Resort Bonus:''' Free agent heroes start play with a number of last resort points based on their personality scores, but their maximum is increased by 1. Also, a free agent can spend 2 last resort points to alter an action instead of the usual 1 point. '''Diplomat:''' Smoothtalking murderhobo. Gets all the interaction skills, and pick a backup profession to fall back on. Typically a diplomat character will not pick free agent as their secondary, as free agent is itself a hybrid class that overlaps a lot with diplomat to begin with. But any of the other professions are good choices, with the diplomat-tech op being the natural choice for the freelance space trader. * '''Action Check Score Increase:''' A diplomat's action check score is increased by 1 point. * '''Contacts or Resources:''' A diplomat starts with contacts or resources described in the ''gamemaster guide''. * '''Secondary Profession:''' Select a second profession. Your hero can purchase skills from that profession list for ''list price - 1'' instead of ''list price''. '''Tech Op:''' Nerderhobo. Tech ops, the intelligence score profession, does all the sci-fi techie stuff. Modern medicine being a technical exercise, the Tech Op pulls double duty as the healer profession, although automatic nanite trauma packs are a thing in this system. * '''Action Check Score Increase:''' A tech op's action check score is increased by 1 point. * '''Accelerated Learning:''' Every time a tech op hero reaches a new achievement level, he receives the usual number of skill points plus extra skill points depending on the level he just reached. {| class="wikitable" |- |Level Attained |Extra Skill Points |- |2-5 |1 |- |6-10 |2 |- |11-15 |3 |- |16-20 |4 |- |21+ |5 |} '''Mindwalker:''' Psychic murderhobo. Mindwalkers have four psionic broad skills reflecting different groups of powers. ''ESP'' deals in all sensing powers, ''Telepathy'' is for psionic effects involving other minds, ''Biokinesis'' is about controlling the physical form, and ''Telekinesis'' involves controlling the surrounding environment. A jedi-like character is likely to split between esp and telekinesis, a [[navigator]] would be deep on esp for navcognition and precognition, a [[Dune|bene geserit]] would go heavy on biokinesis, and a [[Starfinder|solarian]] would invest in the bioweapon speciality. * '''Action Check Score Increase:''' A mindwalker's action check score is increased by 1 point. * '''Situation Bonus:''' Choose one psionic broad skill. That skill and all its specialty skills receive a situation die improvement of 1 step. The broad skill now has a base situation die of +d0 and all its specialty skills have a base situation die of -d4.
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