Space Patrol: The Ranger

Ranger

150 points

The Rangers are a division of the Patrol trained in search and rescue as well as combat on dangerous or unexplored planets. Most Rangers operate singly or in very small groups, acting as “marshals” on new colonies and responding to emergency calls to outlying settlements. Often, a Ranger will be assigned to a Patrol ship with a more conventional crew to provide expertise in frontier investigations. These rugged officers earn the grudging respect of their more spit-and-polish counterparts through skill, tenacity, and grit.

Attributes: ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 11 [10].

Secondary Characteristics: Damage 1d-1/1d+1; HP 10 [0]; Per 12 [5]; Will 11 [0]; FP 11 [0]; Basic Speed 6.00 [10]; Basic Move 6 [0].

Advantages: Legal Enforcement Powers [10]; Luck [15]; Outdoorsman 1 [10]; Patrol Rank 0 [0]. ● A further 30 points chosen from ST +1 or +2 [10/level], DX +1 [20], IQ+1 [20], HT +1 or +2 [10/level], Per +1 to +3 [5/level], Will +1 or +2 [5/level], FP +1 to +4 [3/level], Absolute Direction [5], Absolute Timing [2], Acute Senses [2/level], Combat Reflexes [15], Common Sense [10], Cybernetics [Varies], Danger Sense [15], Eidetic Memory [5], Sensitive [5] or Empathy [15], Enhanced Dodge [15], Fit [5] or Very Fit [15], Fearlessness [2/level], Flexibility [5] or Double-Jointed [15], G-Experience [5 or 10], Hard to Kill [2/level], Hard to Subdue [2/level], Improved G-Tolerance [5 or 10], Intuition [15], Less Sleep 1-2 [2/level], Outdoorsman 2-4 [10/level], Nanosymbionts [Varies], Patrol Rank 1-4 [5/level], Perfect Balance [15], Single-Minded [5], or Temperature Tolerance 1-2 [1/level].

Disadvantages: Duty (to the Space Patrol; 15 or less) [-15]. ● A further -25 points chosen from Bad Temper [-10*], Callous [-5], Chummy [-5] or Gregarious [-10], Curious [-5*], Honesty [-10*], Impulsiveness [-10*], Loner [-5*], Overconfidence [-5*], Pacifism (Cannot Harm Innocents) [-10], Selfless [-5*], Sense of Duty (Crew or Patrol) [-5 or -10], Stubbornness [-5], Truthfulness [-5*], Xenophilia [-10*].

Primary Skills: Area Knowledge (Federal Space or one planet) (E) IQ+1 [2]-12; Navigation/TL11 (Air, Land, or Sea) (A) IQ+1 [2]-12†. ● Three of Stealth (A) DX+1 [4]-12; Hiking or Navigation/TL11 (Space, or Hyperspace), both (A) HT+1 [4]-12; Geography/TL11 (Physical, by planet type) or Naturalist (one planet), both (H) IQ+1 [4]-12†.

Secondary Skills: Beam Weapons/TL11 (Pistol or Rifle) (E) DX+3 [4]-14; Brawling (E) DX+1 [2]-12 or Karate (H) DX-1 [2]-10; Wrestling (H) DX-1 [2]-10; Spacer/TL11 (E) IQ [1]-11; Survival (any terrain type, any planet) (A) Per+1 [2]-13†. ● Ten of Jumping (E) DX+1 [2]-12; Climbing, Free Fall, or Piloting/TL11 (Glider, High-Performance Spacecraft, or Low-G Wings), all (A) DX [2]-11; Acrobatics or Escape, both (H) DX-1 [2]-10; Camouflage, Current Affairs/TL11 (Regional), or First Aid/TL11, all (E) IQ+2 [2]-13†; Cartography/TL11, Electronics Operation/TL11 (Force Shields, Security, Sensors, or Surveillance), or Meteorology/TL11, all (A) IQ [2]-11; Biology/TL11, Geology/TL11 (Ecology), Intelligence Analysis/TL11, or Mathematics/TL11 (Surveying), all (H) IQ-1 [2]-10; Swimming (E) HT+1 [2]-12; Running (A) HT [2]-11; Scrounging (E) Per+1 [2]-13; and Survival (any terrain type, any planet) or Tracking, both (A) Per+1 [2]-13†.

Background Skills: Computer Operation/TL11 (E) IQ [1]-11; Law (Space) (H) IQ-1 [2]-10; and Vacc Suit/TL11 (A) DX [2]-11. ● Eight of Savoir-Faire (Police) (E) IQ [1]-11; Criminology/TL11, Cryptography/TL11 (Code-Breaking), Freight Handling/TL11, Interrogation, Photography/TL11, Prospecting/TL11, or Research/TL11, all (A) IQ-1 [1]-10; Astronomy/TL11, Expert Skill (Xenology), Forensics/TL11, Mimicry (Animal Sounds or Bird Calls), Physics (Astrophysics), Psychology, or Shiphandling/TL11 (Spaceship or Starship), all (H) IQ-2 [1]-9; Fishing (E) Per [1]-12; Body Language or Search, both (A) Per-1 [1]-11; and Detect Lies (H) Per-2 [1]-10;.

* Multiplied for self-control number; see p. B120.
† Includes +1 from Outdoorsman.

Customization Notes

The first responder is trained in search and rescue on hostile terrain. Important advantages include extra levels of Outdoorsman, Danger Sense, and nanosymbionts like Panimmunity, Lung Cleaners, and DNA Repair. Typical disadvantages are Overconfidence, Pacifism, and Selfless. Take key skills like Geography, Meteorology, and Tracking.

The marshal is first and foremost a law officer. Important advantages are additional levels of Patrol Rank, Empathy, and possibly Combat Reflexes. Honesty is the key disadvantage, along with possibly Truthfulness, Curiousity, or Bad Temper. The marshal needs skills like Forensics, Criminology, and Electronics Operation (Surveillance).

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