Professional Documents
Culture Documents
No careers. Instead, when you would spend XP, you declare which license you are
working towards. While learning a license, you must complete it before moving on to the
next one. Talents with a * next to them are not mandatory purchases, and are unlocked
for purchase at any time in the future. When a license is completed, you move onto
another license the next time you choose to do so. You must unlock stat advances in
order to take them.
Ex: a character may be Melee I, Ranged I, Defensive II, Newtype I, for instance.
Goals:
*keep total big path investments between 3000-4000 XP, Newtype excepted.
*have characters with skillsets that feel organic
*encourage customization
*have a way for characters to advance all their stats through paths that are useful and not
boring.
Ranged Path
~These packages focus on ranged combat techniques~
Total XP investment: 3300
Ranged I 300 XP
*BS advance I 100
*Ag advance I 100
*Ranged Weapon Training (individual groups) (100)
Awareness (100)
Rapid Reload (200)
Ranged II 400 XP
Prereqs: BS 30, Ranged I
*BS advance II (250)
*Ag advance II (250)
Awareness+10 (200)
Deadeye Shot (200)
Melee I 300 XP
prereqs: N/A
*WS advance I (100)
*S advance I (100)
*Melee Weapon Training(Individual Groups) (100)
Berserk charge (200)
Acrobatics (100)
Melee II 400 XP
prereqs: WS 30, Ag 30, Melee I
*WS advance II (250)
*S advance II (250)
Acrobatics+10 (200)
double team (200)
sure strike (200)
Melee IV 1700 XP
prereqs: WS 40, S 40, Melee III
*WS advance IV (750)
*S advance IV (750)
lightning attack (500)
crushing blow (200)
precise blow (500)
melee version of crack shot *+2 to crit damage on melee attacks (500)
Newtype
~these packages represent the awakening of newtype potential~
total investment: 4900 XP
Using Powers: To activate a power, a focus test must be made(either awareness or WP) to
activate it. A 9 on the dice induces fatigue, regardless of success or failure. You may
lower your Newtype Potential temporarily(taking the reduced efficacy of powers) to
reroll a focus test, either to try and rectify a failure, or avoid fatigue due to a 9.
Newtype I 800
prereqs- Awareness
*Per Advance I
*Per Advance II
*WP Advance I
*WP Advance II
*Funnel Proficiency
Newtype Potential 1 (200)
Nerves of Steel (100)
Scrutiny (100)
Short Range Telepathy[WP] 100
Delude[WP] (100)
In Harm's Way[awareness] 200
Newtype II 2200
prereqs - WP 30, Per 30
*Per Advance III
*WP Advance III
Newtype Potential 2 (200)
Last Man Standing (500)
Blind Fighting (200)
Scrutiny+10 (200)
Awareness+10 (200)
Mind's Eye[passive] (200)
Mind Scan[awareness] (300)
Divining the Future[awareness] (200)
Mind Link[WP] (200)
Soldier Path
Total investment: 3900
~This path is filled with talents that make for an efficient fighter~
Soldier I 600
*T Advance I
*T Advance II
*Per Advance I
*Per Advance II
**Sound Constitution (100)
Survival (100)
Nerves of Steel (100)
Quick Draw (200)
Unshakeable Faith (200)
Mastermind Path
Total Investment: 3800
~These are intelligence and planning-based packages~
Mastermind I (500)
*int advance I
*fel advance I
Scholastic Knowledge (tactics) (100)
Precision Targeting (200) [AdEva]
Brilliance (200) [AdEva]
Mastermind IV (1700)
prereqs- Int 40, fel 40
*Int advance IV
*Fel advance IV
Lead From the Rear - May spend a full-round action to assist everyone under your
command on a successful command test. Must be able to personally view and guide with
visuals or radar or reliable real-time aid, and must have audio contact to those you are
guiding. (500)
Scholastic Knowledge (tactics) +20 (200)
Infused Knowledge (500)
Combat Formation (500)
Education Path
~These licenses represent progressively higher education and mental training, and are
relatively cheap~
Total investment: 1600
Education I 200
Prereq- N/A
*Int Advance I
*Int Advance II
*Five skills
Talented (choose 1) (200)
Education II 400
Prereq- Int 30, Fel 30, Education I
*Int Advance III
*Five skill+10's
Foresight (200)
Total Recall (200)
Dual Wielder
total investment: 1500
prereqs- WS 35, BS 35, Ag 35
~Self-explanatory~
DEFENSIVE PATH
3500 XP investment
~these packages allow a character to focus on defensive techniques~
Defensive I 200 XP
Prereqs: N/A
*Ag advance I
*WS advance I
Contortionist 100
Dodge 100
Defensive II 1300 XP
Prereqs: WS 30, Ag 30, Defensive I
*Ag advance II
*WS advance II
Dodge+10 (200)
Contortionist+10 (200)
Disarm (200)
Combat Master (500)
Leap up (200)
Defensive IV 1100 XP
Prereqs: WS 40, Ag 40, Defensive III, Acrobatics
*Ag advance IV
*WS advance IV
Assassin strike 200
Hard Target 200
Step Aside 500
Counter Attack 200
Commander (1100)
~A one-off license that fleshes out the inspirational capabilities of a character. If you
command a large vessel, this isn't really optional if you want to be good at what you do.~
prereqs - WP 30, Fel 35, Int 35, Command
*Fel Advance I
*Fel Advance II
*Fel Advance III
*Fel Advance IV
Command+10 (200)
Command+20 (200)
Air of Authority (200)
Master Orator (500)
Berserker License
Total XP Investment: 800
prereqs: WS 35
~An alternate melee path for those who wish to only learn the most basic of enemy-
smashing techniques~
*WS Advance I
*WS Advance II
*WS Advance III
*WS Advance IV
Berserk Charge 200
Frenzy 200
Furious Assault 200
Battle Rage 200
Ace
prereqs- WP 30, Fel 30, Command, 2000 XP Spent
Total Investment: 1600
~A license for famous pilots.~