Characters

For most Blue Planet campaigns, 100-point player characters should suffice, although of course higher-level campaigns are possible. At least 50 points should be placed in skills; a series of "career templates" are listed below, meant as suggestions rather than as rigid packages (these can also be useful to whip out and use as "stock" NPC stats when in a hurry).

Due to the advanced state of medical technology, many physical disadvantages should be vanishingly rare or even nonexistent. Standard starting wealth is $30,000; most of the human race is quite comfortable by 20th-century standards, at least in material terms. However, poverty is not eradicated; many of the more rustic inhabitants of Poseidon are Struggling or worse.


50-point Templates

These are "bare-bones" characters built on 50 points, most of them not including any advantages or disadvantages.

Artist

BD
DX
IN
RE
10
10
12
10
Skills

Fast-Talk
Skill #1
Skill #2
Savoir-Faire:Colonial
Powerboat
Streetwise
Survival:Urban
Computer Operation
Electronics Operation
Acting
Points

4
8
6
1
2
2
2
1
2
2
Level

IN+1 = 13
IN+2 = 14
IN+1 = 13
IN = 12
DX = 10
IN = 12
RE = 10
RE = 10
RE = 10
IN = 12
For "Skill #1" and "Skill #2", substitute two appropriate artistic skills. It is assumed that they are Hard; if not, adjust skill levels accordingly.

Civilian Pilot

BD
DX
IN
RE
10
11
10
11
Skills

Administration
Computer Operation
Electronics: Comm.
Electronics: Sensors
Electronic Operation: Comm.
Electronic Operation: Sensors
First Aid
Guns: Pistol
Mathematics
Mechanic: Aircraft engines
Meteorology
Navigation
Orienteering
Parachuting
Physics
Piloting
Savoir-Faire: Colonial
Survival: Jungle
Swimming
Points

1
1
1
1
2
2
1/2
1/2
6
2
2
2
1/2
1
1
4
1
1
1/2
Level

IN-1 = 9
RE = 11
RE-2 = 9
RE-2 = 9
RE = 11
RE = 11
RE-1 = 10
DX-1 = 10
RE+1 = 12
RE = 11
RE = 11
RE-1 = 10
RE-2 = 9
DX = 11
RE-2 = 9
DX+1 = 12
IN = 10
RE-1 = 10
DX-1 = 10

Ecoterrorist

BD
DX
IN
RE
11
11
11
11
Disadvantage:
Secret: Ecoterrorist (-20 points)
or
Enemy: Incorporate or Police (-20 points)
Skills

Demolitions
Streetwise
Savoir-Faire:Colonial
Acting
Savoir-Faire:Incorporate
Law
Stealth
Holdout
Guns:Pistol
Ecology
Computer Hacking
Karate
Points

4
2
2
2
2
2
2
2
2
2
4
4
Level

RE+1 = 12
IN = 11
IN+1 = 12
IN = 11
IN+1 = 12
RE-1 = 10
DX = 11
RE = 11
DX+1 = 12
RE-1 = 10
RE-1 = 10
DX = 11
Ecoterrorists are often affiliated with some organization (which would amount to a Patron or an Ally Group), but this is by no means universal.

Gangster

BD
DX
IN
RE
11
10
11
10
Advantage: Patron or Ally Group (+20 points)
Disadvantage: Secret or Enemy (-20 points)
Skills

Fast-Talk
Streetwise
Acting
Pharmacy
Powerboat
Guns:Pistol
Intimidation
Brawling
Savoir-Faire:Colonial
Law
Stealth
Merchant
Points

2
4
2
2
2
2
4
4
2
2
2
2
Level

IN = 11
IN+1 = 12
IN = 11
RE-1 = 9
DX = 10
DX+1 = 11
IN+1 = 12
DX+2 = 12
IN+1 = 12
RE-1 = 9
DX = 10
IN = 11

Guide

BD
DX
IN
RE
11
10
10
11
Skills

Botany
Brawling
Computer Operation
Electronic Operation:Comm.
Geology
Guns:Rifle
Leadership
Meteorology
Orienteering
Powerboat
Savoir-Faire:Colonial
Savoir-Faire:Native
Survival:Jungle
Swimming
Zoology
Points

4
1
1
1
1
2
2
2
4
1
1
1
4
1
4
Level

RE = 11
DX = 10
RE = 11
RE-1 = 10
RE-2 = 9
DX+1 = 11
IN = 10
RE = 11
RE+1 = 12
DX-1 = 9
IN = 10
IN = 10
RE+1 = 12
DX = 10
RE = 11

Journalist

BD
DX
IN
RE
10
10
12
10
Skills

Administration
Psychology
Fast-Talk
Photography
Research
Computer Operation
Swimming
Powerboat
Acting
Writing
Skill #1
Skill #2
Points

4
4
2
2
4
1
1
2
2
4
2
2
Level

IN+1 = 13
IN = 12
IN = 12
IN = 12
RE+1 = 11
RE = 10
DX = 10
DX = 10
IN = 12
IN+1 = 13
RE-1 = 9
RE-1 = 9
For "Skill #1" and "Skill #2", substitute two mental skills relating to the journalist's field of expertise. It is assumed they are Hard; if not, adjust skill levels accordingly.

Merchant Crew: Sailor

BD
DX
IN
RE
10
11
10
11
Skills

Brawling
Computer Operation
Electronic Operation
Fast-Talk
First Aid
Fishing
Guns:Pistol
Mechanic
Meteorology
Navigation
Powerboat
Savoir-Faire:Colonial
Seamanship
Streetwise
Survival:Urban
Swimming
Points

2
1
2
1
1
2
2
2
2
2
2
2
4
2
2
1
Level

DX+1 = 12
RE = 11
RE = 11
IN-1 = 9
RE+1 = 12
RE+1 = 12
DX+1 = 12
RE = 11
RE = 11
RE-1 = 10
DX = 11
IN+1 = 11
RE+2 = 13
IN = 10
RE = 11
DX = 11

Merchant Crew: Spacer

BD
DX
IN
RE
10
11
10
11
Skills

Free Fall
Vacc Suit
Computer Operation
Electronic Operation
Mechanic
Savoir-Faire:Spacer
Piloting: Low-Performance Spacecraft
Astrogation
Mathematics
Astronomy
Physics
First Aid
Points

4
2
2
4
4
2
2
2
2
2
2
2
Level

DX+1 = 12
RE = 11
RE+1 = 12
RE+1 = 12
RE+1 = 12
IN+1 = 11
DX = 11
RE = 11
RE-1 = 10
RE-1 = 10
RE-1 = 10
RE+1 = 12

Opportunist

BD
DX
IN
RE
10
10
11
11
Skills

Acting
Merchant
Savoir-Faire:Colonial
Streetwise
Administration
Powerboat
Swimming
Guns:Pistol
Brawling
Computer Hacking
Savoir-Faire:Incorporate
Holdout
Points

4
4
2
4
2
2
2
1
1
4
2
2
Level

IN+1 = 12
IN+1 = 12
IN+1 = 12
IN+1 = 12
IN = 11
DX = 10
DX+1 = 11
DX = 10
DX = 10
RE = 11
IN+1 = 12
RE = 11

Pioneer

BD
DX
IN
BD
DX
IN
RE
10
11
10
11
RE
10
11
10
11
Skills

Swimming
Savoir-Faire:Colonial
Computer Operation
Agronomy
Fishing
Survival:Jungle
Powerboat
Mechanic
Carpentry
Guns:Rifle
First Aid
Animal Handling
Points

2
2
2
4
2
2
2
4
2
2
2
4
These skills assume the character lives and works in a coastal area; for a purely inland type, replace Fishing with Tracking, Swimming with Hiking and Powerboat with Driving.

Scholar

BD
DX
IN
RE
10
10
10
12
Skills

Administration
Anthropology
Archaeology
Research
Powerboat
Swimming
Psychology
Savoir-Faire:Colonial
Savoir-Faire:Native
Savoir-Faire:Academic
Computer Operation
Writing
Points

2
4
4
2
2
1
4
2
2
4
1
2
Level

IN = 10
RE = 12
RE = 12
RE = 12
DX = 10
DX = 10
IN = 10
IN+1 = 11
IN+1 = 11
IN+2 = 12
RE = 12
IN = 10

Teacher

BD
DX
IN
RE
10
10
11
11
Skills

Administration
Bard
Savoir-Faire:Colonial
Psychology
Teaching
Swimming
Computer Operation
Powerboat
Skill #1
Skill #2
Points

2
4
1
4
4
1
1
1
6
6
Level

IN = 11
IN+1 = 12
IN = 11
IN = 11
IN+1 = 12
DX = 10
RE = 11
DX-1 = 9
RE+1 = 12
RE+1 = 12
For "Skill #1" and "Skill #2", substitute two mental skills relating to the teacher's specialties; it is assumed they are Hard, if not, adjust skill levels accordingly.

Thug

BD
DX
IN
RE
11
11
10
10
Skills

Fast-Talk
Streetwise
Powerboat
Law
Acting
Intimidation
Guns:Pistol
Brawling
Knife
Computer Operation
Pharmacy
Stealth
Points

6
6
2
2
2
2
2
2
2
1
1
2
Level

IN+2 = 12
IN+2 = 12
DX = 11
RE-1 = 9
IN = 10
IN = 10
DX+1 = 12
DX+1 = 12
DX+1 = 12
RE = 10
RE-2 = 8
DX = 11

Trader

BD
DX
IN
RE
10
10
11
11
Skills

Merchant
Savoir-Faire:Colonial
Fast-Talk
Powerboat
Swimming
Survival
Mechanic
Guns:Pistol
Economics
Brawling
Administration
Computer Operation
Points
4
2
4
2
1
1
2
2
4
2
4
2
Level
IN+1 = 12
IN+1 = 12
IN+1 = 12
DX = 10
DX = 10
RE-1 = 10
RE = 11
DX+1 = 11
RE = 11
DX+1 = 11
IN+1 = 12
RE+1 = 12
May replace Powerboat with Driving or even Piloting.
Last modified: Thu Feb 19 06:13:32 MET 1998