Thursday, December 15, 2016

The Officer 1.0

Officer 250 points

The Officer excels at command and control. He’s mastered the art of planning, and can plan so well that he features the use of Foresight, allowing the player to retroactively declare that his character had prepared for some presently occurring eventuality. Furthermore, his high rank and administration skill makes him top-notch at Pulling Rank, ensuring that he and his group gain required resources when they need it most. Finally, Psi-Wars doesn’t support Mass Combat out of the box, but should your game include Mass Combat, the officer’s high levels of Strategy, Administration and Intelligence Analysis make him particularly well suited to it.

The Officer is at his strongest when he’s analyzing existing data, engaging politicians and bureaucrats, and when he’s planning. Outside of situations, he has decent knowledge-gathering skills and social skills (and the option of gaining access to considerably influential contacts), and reliable, if not great, combat skills. He’s no front-line soldier.

Most officers are either naval (taking Shiphandling) or army (taking Soldier), but both are strictly optional. Technically, an Officer can belong to any group, any branch of the military. However, he must belong to some group. His signature is his high rank, thus he necessarily serves a duty.

Attributes: ST 10 [0], DX 12 [40]; IQ 14 [80]; HT 11 [10]

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0] 5

Advantages: Born Warleader 4 [20]. Foresight 1 [10], Luck [15], Rank (Any) 4 [20]; Choose a total of 30 points from the following: improves IQ [20/level] or HT [10/level], Ally (Robot, 50%, almost all the time) [9], Charisma +1 to +4 [5/level], Cheaper Gear (Any) [1], Contacts (Aristocrat, Corporate Supplier, Lobbyist, Mercenary, Spy, Skill 12, 15 or 18, 9 or less) [1, 2 or 3], Contact Group (Corporation, Military Branch, Intelligence Agency, Mercenaries, skill 12, 15 or 18, 9 or less) [5, 10, 15], Eidetic Memory or Photographic Memory [5 or 10], Favor (Any) [varies], Hard to Kill [2/level], Higher Purpose (Against Impossible Odds) [5], Looks Good in Uniform [1], Penetrating Voice [1], Rapier Wit [5], Reputation (Conqueror, War Hero, almost everyone) +1 to +2 [5 or 10], Reputation (Good Officer, military men only,) +1 to +2 [3 or 5]; Serendipity [15/level], Signature Gear (Any) [varies], Voice [10], Wealth (Comfortable or Wealthy) [10 or 20], Improve Luck to Extreme Luck [30] for 15 points, Rank to 5 [25] for 5 points

Disadvantages: Duty (Almost Always, Extremely Hazardous) [-20]; ● Choose -30 points of ST -1 [-10], Basic Move -1 or -2 [-5 or -10], Bloodlust [-10], Callous [-5], Chummy or Gregarious [-5 or -10], Code of Honor [Varies], Bully [-10*], Fanaticism [-15], one of Overweight, Fate or Very Fat  [-1, -3 or -5], Greed [-15*], Honesty [-10*], Intolerance (Rival Faction or Aliens) [-5 or -10], Jealousy [-10], Laziness [-10], Lecherousness [-15*], No Sense of Humor [-10], Obsession (defeating a specific foe) [-5], Overconfident [-5*], Secret (Unsanctioned missions or war crimes) [-10 or -20], Selfish [-5*], Sense of Duty (Team or Faction) [-5 or -10], Skinny [-5], Trademark (Characteristic tactics) [-5 or -10], Trickster [-15*], Workaholic [-5], Unfit or Very Unfit [-5 or -15],

Primary Skills: Administration (A) IQ [2]-14; Intelligence Analysis (H) IQ+41 [4]-18; Savoir-Faire (Military) (E) IQ+41 [1]-18; Strategy (H) IQ+41 [4]-18; Tactics (H) IQ+41 [4]-18; Choose one of Public Speaking, Propaganda, Teaching all (A) IQ+1 [4]-15, Expert Skill (Military), Psychology or Shiphandling all both (H) IQ [4]-14.

Secondary Skills: Beam Weapons (Pistol) (E) DX [1]-12; Stealth (A) DX+1 [4]-14; Either Brawling (E) DX+2 [4]-14 or Karate (H) DX [4]-12; Either Judo (H) DX [4]-12 or Wrestling (A) DX+1 [4]-13; ●Choose one of Savoir-Faire (Any) IQ+2 [4]-16, Politics (A) IQ+1 [4]-15, Diplomacy (H) IQ [4]-14 or Intimidation (A) Will+1 [4]-15; ● Choose five of Beam Weapons (Rifle or Projector), both (E) DX+1 [2]-13; Area Knowledge (Any), Current Affairs (Headline News, Politics, Regional) both (E) IQ+1 [2]-15, Architecture, Cartography, Public Speaking, Propaganda, Research, Soldier, Teaching, Writing all (A) IQ [2]-14, Engineering (Civil or Starship), Expert Skill (Military Science), Law (Galactic), Psychology or Shiphandling all (H) IQ-1 [2]-13 or Hiking (A) HT [2]-11.

Background Skills: Computer Operation (E) IQ [1]-14; Navigate (Hyperspace) (A) IQ-1 [1]-13; Pilot (Starship) (A) DX-1 [1]-11; Vacc Suit (A) DX-1 [1]-11; and 20 points chosen from a background lens.

1: +4 from Born Warleader

*Modified by Self-Control Rating

Officer Power-Ups

Personal Army 25 points
Advantages: Spend 25 points on Ally (75 points, 150 points, 300 points, almost all the time (15 or less)) [3, 6 or 15], Ally Group (BAD 2, BAD 5 or BAD 8, x5 members, almost all the time (15 or less) [5, 12 or 24] or Ally Group (BAD 0, BAD 2 or BAD 5, x10 members, almost all the time (15 or less) [4, 8 or 18] or choose one of the following packages:
  • Hero and minions: Ally (300 points, almost all the time) [15], and Ally Group (BAD 2, x10 members, almost all the time) [8] and two points from Officer advantages.
  • Lieutenant and Elite Squad: Ally (150 points, almost all the time) [6] and Ally Group (BAD 5, x10 members, almost all the time) [18] and one point from Officer advantages
  • Heroic Guard: Ally Group (BAD 8, x5, almost all the time) [24] and one point from Officer Advantages.
Career Officer 25 points
Career Officer shifts the focus of the officer from war to politics. He sacrifices exceptional ability with strategy, tactics, intelligence gathering and leadership for superior administration, politics and current affairs, as well as improved ability to Pull Rank.

Advantages: Charisma +1 [5] and replace Born Warleader 4 [20] with Intuitive Statesmen [40] for 20 points;

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