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3 COLONIST Of course, some Cofonists fail in their pursuits, and ‘un afoul of the law or their fellows, These Colonists are forced to flee their lives of luxury and survive wherever they can, Some of these individuals may fall in with less reputable, even criminal, individuals. Luckily, these Unfortunate Colonists sometimes find their unique skill sets are in high demand, The clever Colonsts—the ones most likely to survive their first few months in the Outer Rim-—figure out how to parlay their knowledge and talents into currency and contacts. Providing excollent advice, medical ai, OF valuable knowledge can easly endear a Colonist to 2 warlord or gang leader, giving him the very thing he needs most: security. From a postion of relative safety, 2 wise Colonist will begin gathering connections and ota, building up a network that he can one day exploit forhis aims, whatever they may be Colonists are the consummate leaders, negotiators in spirational speakers, and strategists. ACColonist can take ‘any small group of capable operators and tum them into a true force to be reckoned with. A capable Colonist in 2 eroup can mean the ciflerence between just getting by and doing something truly spectacular in the galaxy. COLONIST SPECIALIZATIONS The following overviews of the Colonist specializations create some context for deciding which one will best serve as a player's beginning choice. DOCTOR—THE GIFT OF HEALING Of al the types of Colonists who come to the Outer Rim, Doctors probably have the easiest time finding employment. They are in high demand almost any- where they go. Unfortunately, most of what they are asked to do involves patching up the wounds of the worst kind of beings The Doctor adds Cool, Knowledge (Education), Medicine, and Resilience to his Career skils. If this is the character's starting Specialization, he may choose two ofthese skills and gain one free rank in each, with- ‘out spending starting experience, With these skills, Doctor brings not only healing and the treatment of Il nesses with him, he brings a broad spectrum of know ledge and a solid persona in the face of adversity. Most Doctors trade their healing talents for a chance 0 see more of the galaxy than their time in medical school ever allowed. The'r overall motives can be as var- Jed as those of any being, yet they tend to share a com: ‘mon instinct to heal where there is harm. While many vill simply take Up residence with whatever lord, corpo- ration, oF boss will hire them, other Doctors wil find 2 Way to get out into the larger galaxy, both to bring help. {0 those in need and to experience life in some fashion. ‘A Player Character Doctor is likely to be consi ered a kind of “combat medic” for the group; this isn't a bad thing atall, and the role will make him very popular. At the same time, a Doctor can often help with broader issues of understanding or find= ing things out, especially if there isn’t a Scholar in. the group POLITICO—THE GIFT OF LEADERSHIP Irthere is one thing a Politico knows how to do better than anyone elsein the galaxy, i's talking, He can talk to anyone about anything in any necessary way. What thers accomplish with might and fear, a talented Po litico may well achieve with a few well-placed. words and a decent plan, Politicos gain the Career skills of Charm, Coer= ion, Deception, and Knowledge (Core Worlds). IF this is the character's starting Specialization, he: may choose two of these skills and gain one free rank in each, without spending starting experience, ‘A Politico might join a discussion, speech, or de: bate in any number of ways. With his talents, he might act to inspire greatness in those around him, or he might know just what to say to cut an op- ponent to the core, diminishing his confidence and leaving him vulnerable Politicos in the Outer Rim are usually up to some: thing: ambition is hardwired into their very being ‘They may not yet know what they wish to accomplish, but when they see an opportunity to achieve some kind of greater goal, they will turn all their will and. personality towards achieving it. Politicos might sign ‘on to temporarily work for another, but they will not long be happy in a subservient role. Leadership is the core of who they are. Ia group, the Politico works best as the front-man, or the “face.* More than anyone, he is best suited for initial contacts with any being or group. and he's the best to have at any negotiation, social gathering, of interrogation, There are even times when he can bring. lup morale in combat and crisis situations, though the Palace throne room, corporate board room, of casino) floor tend to be better battlefields for him, r SCHOLAR—THE GIFT OF KNOWLEDGE A first, the idea of a Scholar wandering with a bunch: of ne'er-do-nells in the Outer Rim might seem a bit odd, if not downright ridiculous, However, with all Of the dangers and wonders of ‘a thousand thousand: worlds,” having someone around who actually knows something more than how to reload a heavy blaster could be exceedingly useful under any numberof cir’ cumstances. This is especially true when a eroup faced with something truly unknown, or needs something that simple tracking alone cannot lo ay Lenore a a ae a Knowledge (Outer Rim), Knowledge (Under- world), Knowledge (Xenology), and Perception are the Scholar's bonus career skills from his specializa tion. If this is the characters starting Specialization he may choose two of these skills and gain one free rank in each, without spending starting experience. These skills emphasize both his role as a font of infor mation and his keen awareness of his surroundings. Even in the Outer Rim, there are those who have a keen respect for knowledge and learning. Even criminal Overlords find having some “brains” around helps them when they want to expand their operations or exploit a nelv opportunity. Other Scholars, however, are fat more interested in getting out into the galaxy, seeing for themselves the things they wis and dig ging around in ancient places fo ledge they want to uncover. he lost ki ‘AScholar in a groupis very likely ofthe field research er Variety; seeking allies with physical capabilities who ‘can defend him is a matter of simple expediency. It may be that he's signed on with some kind of operation that ‘actually has no direct impact on his research, but the OUP Is likely to travel to places he wishes to go, which Suits his desires Well COLONIST STORIES What drives @ Colonist to abandon the comforts and safety of the Core Worlds and take such terrible risks ‘out in the dangerous Outer Rim? What might he be seeking? Are his ambitions noble or purely selfish? Hore are some possibilities: TT + Knowledge: esp! the contrar the vast data resourtes of the Empire do not contain the sum of all knowledge. In fact, there are entire subjects that are continuously being subverted and redacted, with entire periods of history and elements of culture being systeriat cally removed. A Colonist may be searching the ‘Outer Rim, hoping to find important information about a subject lost to such purges, or perhaps he simply wishes to follow the trail ofa particular legend or mythos. An academic career might well be founded on the ki on a far distant plane ledge one might uncover * Power: If an individual believes himself a born leader, yet has neither the ear of the Emperor nor access to the corridors of power, frustration might drive him to truly desperate measures. In the Out. er Rim, opportunities abound for those with plenty (of determination and charisma. Before the Empire yeeps across a particular planet, an ambitious Colonist might find a seat to call a throne. Some. fone will have to negotiate with Imperial agents upon arrival, and it might as well be him, * Nobility: In this time of turmoil and war, count less millions suffer, and neither the Empire nor those who seek to bring it down offer any aid For someone with the knowledge and means to help, the call to do so may be too strong to nore, Making his way to the Outer Rim, a Colo nist might seek any number of ways to apply his gifts to make at least a few lives a little better. Of Course, the realities of survival may mean mak: ing some pragmatic decisions, but he’s heart, and he'll do what he can out there © Understanding: Sitting in a perfect, sterile, luxu rious home, surrounded by servants, wanting nothing, a person may find his life has no true challenges. The machinery of the Empire runs in exorably towards domination of the galaxy; has truly all come to this? Is there nothing left to dis cover, to struggle against? Perhaps becoming a Colonist is nothing more than a decision to leave behind comfort and complacency in order to em brace the challenges left in the galaxy, hopefully to better understand life and one's place ini. * Revolution: With the destruction of the Death Star, a glimmer of hope has been ignited in the galaxy There are those who finally see the total confidence in the New Order shaken at all levels. While there is still no chance for change in the Core Worlds, the Quter Rim could finaly offer a ch: the embers, to galvanize populations and acquire resources. A Colonist may have to bide his time ‘and act carefully, cultivating contacts, allies, and re- sources overtime, but out on the Rim, he might wel point the vay towards unchaining the galaxy from the yoke of the Empire's oppression BITTE Rea VMAU7VA7VIAVIAZ an benefit from THE BURDEN OF VISION ntyepreneurs receive Discipline, Knowledge (Edu- cation), Knowledge (Underworld), and Negotia- LW SVG LRIN=EK (ornament ans criminals mie hide tut the shalis equally adept at talking Marsal won't rest until he drags them back tot in binders The presence in_binders or blasting them into oblivion. strong Marshal is often Fe hae Neca 2 low om plunene nto THE BURDEN OF PEACE gift for extracting infor mation from witnesses and afessions from crim Marshals receive Coercion, Knowledge (Under- world), Ranged (Light), and Vigilance as add) ional careet skills. If this Is the character's starting specializat fe free rank in each of t Of these skills of his choice, without spending expe Nhere most Colonists are forced to rely on talk 2y out of trouble, the Marshal finds F speaks almost as well as he does, Mos lies andimrelevant infor from the tru Violent, the Mar aw officers know that holding the weight of the w over a potential witness is the quickest wa 10 modify his attitude, Marshals can throw the jeight oftheir authority around to get answers. The ringe, and often a is litle government oversight shal's Word is the Jally 28 important is the Marshal's knowledge of a val ments, especially those operating his jurisdiction. A Marsha Hoesnit ake thi he comes time t with those riminals, the Marshal is ready. Mos Is know how to use the blast sat their h The Marshal makes for leader in combat-oriented g can provide si at groups while stil partic social and investigative encounter Marshals strike a great balance between social skills and combat allowing them to speak on behalf ombat-oriented parties wir ‘out being a liability when blaster bolts start flying. Their ability t ort fact from fiction makes the difficult to manipulate, and their gritty determination can carr 1 entire group that wou have otherwise given up ho he Performer must al tion, and if all eyes aren't on t world is a stage. and the Performer is always pi fon a show. They can lie with more sincerity than even easily as if they were run ning lines for a one-man showing of the Kallea Cycle. They can be as charming as a diplomat, and leave their targets enchanted and completely manipulatable, And the Politico, and do so a far too many people underestimate the strength many Performers must. possess. for acrobatics, atletcs, and even lve theater. THE BURDEN OF ART Performers» receive Charm, Coordina- tion, Deception jand Melee as addi Hlonakgareer skills. IF this Is the character's starting specializa tion, He gains one free rank in each Of two of these skills of his choice, without spending experience, The Performer often leans on pouts, winks, warm/smiles, and well timed physical contact mixed with out rays be the center of atten. Performer, he has ways to make them shift their focus. For them, all the PERFORMER! aWI7Lk£O7LVI7 Tight lies to get whatever he wants from whomever he wants, He draws on the best lines from the greatest works of literature, theater, and holo from millennia ing past, and always has a unique, flattering compliment for any being from whom he might want somethin Other Performers may rely on different tactics in their interactions, A cutting comedian or brillant actor can hur! a litany of insults that cut to the core of most beings, making them question their worth and their right to deny the Performer what he wants, Unfortunately, these almost psychotic breaks are just as likely to be directed against their closest allies and assistants as enemies. The Performer knows how to use this to his advantage, though, and can create a scene to distract a bouncer while his friends sneak into a club that would otherwise never have granted a Performer than lust words. Performers may include dancers, acro: bats, jugglers, and other individuals who must pos sess impressive coordination and be at peak phy al condition, Their acrobatic abilities can give some Performers an unexpected edge in a fight. In addition, many have been trained In martial arts and the use of stage weap: onry for roles in theater or holovids. The agility and overall fitness required to per- form on stage means they are often in great shape, and as such, itis not uncom: mon for the Performer to be the standing when the dust sé Whethe magician or merely @ is often more last one the character is a galaxy-famous ie member of a traveling troupe of acrobats, the players can build their entire party around a Performer. Performers need an agent bodyguards, assistants, technicians for their p mance, a pilot, perhaps a personal physician, and ce tain friends or family for their entourage. Performers are able to take the lead in social situations and pro: vide support during combat, but can also take a back seat {0 a diplomatic leader able to wrangle hin. The only downside to including @ Performer in the arty is that whatever his specialty, he makes his living through some sort of acting, Once can never be sure what a Performer thinks ‘about everyone else. 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LPL. 2044 OFF au 2 q rs i es: rr Colonist: Marshal Talent Tree ‘Caroor Sls: Charm, Deception, Krowlodge (Care World], Knowledge (Education, Krowiedge (Lore), Leaers | CEE LE Biers Dauntng (044) D= pine ceo er LE LE re Moy spend Deve oan ca Tie May spend €9.€9 rom a ie ted, perform the Hal eran ten feearaee (| Soccer Eo [te ue by 1 prank yen tareted bya De os Pont lank fo damage Boral to 3 minum of ton chet thc creck toupeade ay oa of succes ala or Mae) ea SKEPTIC 13° to rests Cr Co) HARD HEADED fet Hard Headed action to reduce santo 1 b low tresnols ‘SuiLDINS perreR| FAR Permian granted opin nd phtoopy is page fr personal use. ALL 2014 0 FG Colonist: Performer Talent Tree ‘Career Sills: Charm, Deception, Knomlodge (Core Worlds), Kromladge (Education, Knowledge (Lore), Leadership, Neqaiatian, Streetwise PC Paey Ean Performer Bons Career Skis: Charm, Coordination, Deception, Melee Make a Dstactng Beta Pay Cons Remove ll pe rank of il in Cunning Ue begin ‘tnt tar, equal nu ol NPCS er @ emmy Geld : Remove I per rark of Conneng.” Demeanor ‘uguery eheeks CE May afer rum Creatas Ga by combat Onc foe manner and ‘su i of Charm of Negation irederalto sutera Inet i Sane rete than ens Cheeks or upeede diay ber ofstran no ester, " Negation ches by 20 ade the aft of ne (eed nk Cong co Cra Gann Cio Soend 1 Destiny Paint 0 Bi vaurat nid Make a Disacting Beh ey epee ‘Once per sesion, may re ne Second Wind ncn for maneuver and ser Preset roll any | athetis or Co tao recover stain ecu of NPCS. ster @ 0 con Py DISTRACTING Ee tine Behe manener efits @ NPCS chects nen NPC target characters ales. Decepto. or Regoiatien Wen mang that sk spend to CEE tts. This cannot bring a Er Pern) _ fie reagan Bere aoe pa epton check sucess fit one mus ack the character dr ras Permission ranted apr a paar Ns ape or prin ie FL 2016.8 move pe ark of (96 teaceranp ced E ay auses | ally fan Spd O be umber of tran no great than ranks of Do | Bes Spend 1 Desi Presence checks uni th ay r lonist: Politico Talent Tree Career Skills: Charm, Deception, Hnowiedge (Core Worlds), Knowledge (Education), Knowledge (Lorel, Leadership, = [Pa KINDNESS [ag acs st ake AVEO ‘When targeted by combat heck. may perform. 2 Each aly fected by In Each enemy fect ignore efits of Cea f Remove Ml per rank o Lao [racy cas Removel per rank of Kil Chaim and Leadership ran. Spe 9 to cause | atlected enero sir | Te) Tao a _ IF oe eat Sule strain to perform Sule 1 stain to peron inspire Rhetoric as ma Séathine Tae as 2 mo Cin Cen n+ toasnge ctanc Once pe eon, ay Bi ncaa gs telat cham or Der [Ein DDENIABILITY Cceen aes Pea) [Baer Ca Eee [Tai Tes OUGHENED [ers Pe Cre Chose any 2 sis They Cite oon Cis Spend 1 Destiny Point to Colonist: Scholar Talent Tree Carer Sill: Charm, Deception, Knowledge (Core Worlds}, Keowledge (Education, Knowledge (Lord, Leadership, Scholar Bonus Carer Skils: Knowledge (Outer Rin, Knowlodge (Uederword, Knowledge (Hesology), Perception ea Bo CBee Vhendrecing NPC ro nay ant them per rank Speaks Binary =~ Wi respecteo Ban per rk of one eel per rank of Re- oa od Ce Tee evn Oe ring hal ce rmmunicaton by fia ranks in Koo | aaa i conrience er eu es cord on CEE Died wea. FORTRESS nore effects of Ciical CBs or or

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