Character generation is unchanged from the expanded game system. Abilities remain the same, although they are not as critical in the new system, which relies more heavily on skills. Abilities can cause column shifts, and the referee can still call for ability checks when appropriate.
The major new addition to a character's persona is his profession and occupational standing. At the start of the game, each player must choose a profession and an occupational standing for his character.
A character chooses a profession because of the job security and support it provides. Each profession respects and supports its own members above any other profession. There are reference centers, discount houses, and hotel-like facilities for each profession on most of the civilized worlds and space stations. When a character starts the game he receives 20 experience points, gleaned from years of study, practicing, apprenticeship, or whatever. Immediately 10 points are spent on joining a profession. In exchange, the character receives a bonus skill that is available only to members of that profession.
A character can belong to one of four professions: Enforcer, Techex, Scispec, or Explorer. There are also two more professions that are not considered here: Spacers, for campaigns using the Knight Hawks game rules, and Mentalists, an optional profession that is described in its own section. A character must belong to one of these professions and may not leave it at a later date.
Once a character joins a profession he can spend his remaining experience points on any of his profession's skills. Any skills purchased with the remaining 10 experience points are known by the character when the game begins.
After choosing a profession for his character, each player must choose an occupational standing: Star Law or some other law enforcement agency, a mega-corp employee, or self-employed. A character can change his occupational standing anytime the opportunity or need arises.
Every character, no matter what his profession, can find a position in any occupational standing. Just as characters of the same profession stick, so do professionals of the same occupational standing support each other.
The length of time that a character spends in a particular occupational standing is entirely up to the player. If, after a few adventures, a character wishes to quit Star Law and join a mega-corp, he may do so. Players should consider their characters' experience, financial condition, and seniority, and the effect the change may have on the campaign. While professionals with different occupational standings do work together occasionally, it is not common.
Occupational standings and professions that are not acceptable are those that are illegal: assassins, pirates, terrorists, professional criminals, Sathar agents, and so on. Those types of characters cannot be considered as anything but the enemy. Players should not be allowed to play these types of characters.
Skills listed with an asterisk (*) are automatically gained when the profession is chosen.
ENFORCER
The purpose of the enforcer profession is to provide protection
and enforce federation or planetary law, corporate rules, or employer
interests, whichever fits the character's occupational standing.
Typical enforcers work as Star Lawmen, corporate security personnel,
private investigators, and mercenary soldiers.
Enforcers automatically gain the Endurance skill when they start the game. Enforcer professional skills include:
Body Speak
Communication Devices: Operate
Computers: Access & Operate
Cryptography
Endurance *
Forgery
Law
Ride Mount
Robotics: Identification
Running
Security Systems: Access & Operate
Security Systems: Deactivate
Security Systems: Detect
Security Systems: Open Locks
Vehicles: Aquatic
Vehicles: Atmospheric
Vehicles: Cars
Vehicles: Cycles
Vehicles: Transports
Weapons: Beam Weapons
Weapons: Demolitions
Weapons: Grenades
Weapons: Martial Arts
Weapons: Missiles
Weapons: P.G.S. Weapons
Weapons: Powered Assault Armor
Weapons: Repair
TECHEX
Techex is the common name given to a member of the Technical Expert
profession. The techex's job is to build, direct, maintain, and
repair his employer's technical equipment, computers, and robots.
Typical positions held by a techex include Star Law computer
expert, corporate robotics development, research and maintenance
personnel, private contractor, or technology.
Techexes automatically gain the Agility skill when they start the game. Techex profession skills include:
Acoustics
Agility *
Computers: Access & Operate
Computers: Bypass Security
Computers: Defeat Security
Computers: Display Information
Computers: Interface
Computers: Repair Bodycomp
Computers: Repair Mainframe
Computers: Repair Specialized
Engineer: Mechanical
Machinery Operation
Machinery: Repair
Optics
Physics
Robotics: Activate/Deactivate
Robotics: Alter Functions
Robotics: Alter Mission
Robotics: Identification
Robotics: List Functions
Robotics: Modifications
Robotics: Remove Security Locks
Robotics: Repair
Security Systems: Open Locks
Vehicles: Machinery
Vehicles: Repair
Weapons: P.G.S. Weapons
SCISPEC
Scispec is the common name given to a member of the Scientific
Specialist profession. The job of the scispec is to oversee scientific
expeditions, conduct experiments, provide medical aid, and create
computer programs. Typical positions held by a scispec include
Star Law science specialist, Star Law medic, exobiologist, corporate
research expedition member, and independent doctor.
Scispec automatically gain the Intelligence skill when they start the game. Scispec profession skills include:
Archaeology
Biology
Bionics
Botany
Chemistry
Computers: Access & Operate
Computers: Program Manipulation
Computers: Program Writing
Computers: Program Bodycomp
Cybernetics
Exobiology
Forensics
Genetics
Intelligence *
Medical Devices
Medical Diagnosis
Medical Treatment: Disease
Medical Treatment: Infection
Medical Treatment: Infestation
Medical Treatment: Poison
Medical Treatment: Radiation
Medical Treatment: Wounds I
Medical Treatment: Wounds II
Medical Treatment: Wounds III
Medical Treatment: Wounds IV
Physics
Zoology
EXPLORER
Explorers automatically gain the Charisma skill when they start
the game. Explorer profession skills include:
Analyze Animal Behavior
The purpose of the explorer profession is to operate alone or
in small groups on an unexplored planet or as guides or scouts
for scientific or military expeditions. Typical positions held
by explorers include Star Law scout, mercenary strike force or
commando team member, corporate spy, and advance emissary to primitive
cultures.
Animal Taming
Animal Training
Body Speak
Camouflage
Charisma *
Climbing
Communication Devices: Operate
Communication Devices: Repair
Concealment
Find Directions
Geology
Geophysics
Haggling
Making Items/Structures
Medical Diagnosis
Medical Treatment: Veterinary
Persuasion
Ride Mount
Stable Mounts
Stealth
Survival
Tracking
Weapons: Martial Arts
Weapons: Melee Weapons
Weapons: P.G.S. Weapons