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Space Patrol: The Scientist

Scientist

150 points

Dedicated researchers are found in labs on many worlds. You are something else: a field scientist looking to use your knowledge in service to the Patrol. Characters with this template are more like the investigators on CSI, using scientific expertise to solve mysteries and catch the bad guy.

Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].

Secondary Characteristics: Damage 1d-2/1d; BL 24 lbs.; HP 10 [0]; Will 12 [0]; Per 13 [5]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0].

Advantages: Legal Enforcement Powers [10]; Luck [15]; Patrol Rank 0 [0]. ● A further 50 points chosen from IQ +1 or +2 [20/level], Will +1 to +4 [5/level], Per +1 to +4 [5/level], Acute Senses [2/level], Cultural Adaptibility [10] or Xeno-Adaptability [20], Eidetic Memory [5] or Photographic Memory [10], Equipment Bond [1], Intuition [15], Less Sleep [2/level], Lightning Calculator [2] or Intuitive Mathematician [5], Mathematical Ability [10/level], Patrol Rank 1-4 [5/level], or Single-Minded [5].

Disadvantages: Duty (to the Space Patrol; 15 or less) [-15]. ● A further -25 points chosen from Callous [-5], Chummy [-5] or Gregarious [-10], Curious [-5*], Honesty [-10*], Jealousy [-10], Low Empathy [-20], Oblivious [-5], Obsession (Make a major scientific discovery) [-10], Pacifism (Reluctant Killer) [-5], Post-Combat Shakes [-5*], Selfish [-5*], Sense of Duty (Crew or Patrol) [-5 or -10], Stuttering [-10], Truthfulness [-5*], Workaholic [-5], or Xenophilia [-10*].

Primary Skills: Computer Operation/TL11 (E) IQ+2 [4]-14. ● Five of Research/TL (A) IQ+1 [4]-13; Astronomy/TL11, Chemistry, Expert Skill (Hydrology, Psionics, or Xenology), Geology, Mathematics/TL11 (any), Physics/TL11, or Psychology, all (H) IQ [4]-12; Biology/TL11 (VH) IQ-1 [4]-11; or Search (A) Per+1 [4]-14.

Secondary Skills: Intelligence Analysis/TL11 (H) IQ [4]-12. ● Nine of Criminology/TL11, Cryptography/TL11 (Code-Breaking), Electronics Operation/TL11 (Scientific, Security, Sensors, or Surveillance), Hazardous Materials/TL11 (any), Interrogation, Meteorology/TL11, Speed-Reading, or Teaching, all (A) IQ [2]-12; Forensics/TL11, Geography/TL11 (Physical, specialized by planet type, p. B180), Metallurgy/TL11, or Physiology/TL (any), (H) IQ-1 [2]-11; Body Language (A) Per [2]-13; or Detect Lies (H) Per-1 [2]-12.

Background Skills: Administration (A) IQ-1 [1]-11; Beam Weapons/TL11 (Pistol or Rifle) (E) DX [1]-10; Brawling (E) DX+2 [4]-12 or Karate (H) DX [4]-10; Law (Space) (H) IQ-2 [1]-10; Vacc Suit/TL11 (A) DX [2]-10; Wrestling (H) DX [4]-10. ● Eleven of Free Fall/TL11, Piloting/TL11 (Aerospace, High-Performance Spacecraft, or Vertol) or Stealth, all (A) DX-1 [1]-9; Area Knowledge (Federal Space or one planet) (E), Current Affairs/TL11 (Science & Technology), First Aid/TL11, Savoir-Faire (any), or Spacer/TL11, all (E) IQ [1]-12; Writing (A) IQ-1 [1]-11; Diplomacy or Navigation/TL11 (Space or Hyperspace), all (H) IQ-2 [1]-10; or any secondary skill at one level lower.

* Multiplied for self-control number; see p. B120.

Customization Notes

The technician trusts machines and data more than people. People lie; computers don’t. Important advantages include Intuitive Mathematician and Single-Minded, while disadvantages like Low Empathy and Oblivious produce the typical socially maladjusted geek. Hard science and technical skills are key, so take things like Physics, Electronics Operation, and Forensics.

The soft scientist is the complete opposite, focusing on the people behind the crime. This may be because they genuinely like and are interested in people, which can be represented by Cultural Adaptability (or Xeno-Adaptability in settings with many variant or nonhuman races) and Chummy or Gregarious. Skills like Psychology, Criminology, Body Language, and Diplomacy allow this character to get inside a suspect’s head.

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