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- | * Austrin characters may **choose one** of the following feats for free at 1st level: [[Advanced Firearms Proficiency (Feat)|Advanced Firearms Proficiency]], [[Exotic Firearms Proficiency (Feat)|Exotic Firearm Proficiency]], [[Far Shot (Feat)|Far Shot]], [[Personal Firearms Proficiency (Feat)|Personal Firearms Proficiency]], [[Quick Reload (Feat)|Quick Reload]] or [[Weapon Focus (Feat)|Weapon Focus]]. The character must meet all of the prerequisites for the chosen feat. | ||
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- | * Borealin characters may **chose one** of the following feats for free at 1st level: [[Educated (Feat)|Educated]], [[Perfect Genome (Feat)|Perfect Genome]], [[Smart Plus (Feat)|Smart Plus]], [[Skill Aptitude (Feat)|Skill Aptitude,]] [[Skill Emphasis (Feat)|Skill Emphasis,]] or [[Studious (Feat)|Studious]]. The character must meet all of the prerequisites for the chosen feat. | ||
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- | * Hatire characters may **chose one** of the following feats for free at 1st level: [[Dedicated Plus (Feat)|Dedicated Plus]], [[Mental Buffer (Feat)|Mental Buffer]], [[Mental Fortitude (Feat)|Mental Fortitude]], [[Mental Warding (Feat)|Mental Warding]] or [[Oathbound (Feat)|Oathbound]]. The character must meet all of the prerequisites for the chosen feat. | ||
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- | * Solar characters may **choose any one** additional [[Feats|feat]] at 1st level. The character must meet all of the prerequisites for the chosen feat. | ||
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- | * Inseer characters gain a +2 cultural bonus to all computer-related checks. This bonus also applies to all grid avatar-related stats. | ||
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- | * Nariac characters begin play with any one free item of [[Cyberware|cyberware]] with a purchase DC of 30 or less - with a free implanted security monitor that reports their movements to the Domain. These implants do not count against the characters' [[Cybernetic Attachments|normal cyberware limitations]]. | ||
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- | * Orion characters gain a +1 cultural bonus to [[Bluff (Skill)|Bluff]], [[Diplomacy (Skill)|Diplomacy]], [[Gather Information (Skill)|Gather Information]], and [[Perform (Skill)|Perform (any)]] checks. Remember that the [[Perform (Music) (Skill)|Perform (Music)]] skill can't be used untrained. | ||
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- | * Orlamu characters may **choose one** of the following benefits for free at 1st level: +2 cultural bonus on any [[Knowledge (Physical Science) (Skill)|Knowledge (Physical Science)]] and [[Navigation (Skill)|Navigation]] checks, [[Psionic Ability (Feat)|Psionic Ability]], [[Wild Talent (Feat)|Wild Talent]] ([[Mental Contact (Talent)|Mental Contact]]), Wild Talent ([[Psionic Sense (Talent)|Psionic Sense]]), Wild Talent ([[Suggestion (Talent)|Suggestion]]), or Wild Talent ([[Sense Minds (Talent)|Sense Minds]]). | ||
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- | * Rigunmor characters may **choose one** of the following benefits for free at first level: +3 competence bonus on any [[Diplomacy (Skill)|Diplomacy]] checks to buy or sell goods and +1 cultural bonus on any [[Knowledge (Economics) (Skill)|Knowledge (Economics)]] checks, 4 additional skill points at 1st level, or [[Windfall (Feat)|Windfall]]. | ||
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- | * automatically count the skill as a class skill. If the character already has this skill as a class skill or through her starting occupation, she gains a +1 cultural bonus to all rolls with the skill instead. Rigunmors also gain a +2d4 bonus to starting Wealth. | ||
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- | * The Starmechs enjoy the opportunity to have a good time. Most Starmechs prefer to travel with at least one robot servant. For instance, they seem more comfortable when surrounded by their own robotic creations | ||
- | rather than other humans. In addition, many Starmechs are prone to the excesses of hedonism, withdrawing from the real world in favor of parties, inebriation, and sensory excess. | ||
- | Starmechs gain a +1 cultural bonus to all Craft (Electronics and Mechanics), Knowledge (Technology), and Repair checks. | ||
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- | * Thuldan mutants reduce their number of drawback points they need to take by two. Acrobatic, | ||
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- | * VoidCorp heroes gain the Knowledge (Business) skill as a class automatically. If the hero already has the skill as a class skills through profession or class, she gains a +1 cultural bonus in all Business skill checks. Bred and raised to achieve and to benefit from every opportunity, [Employees also gain a 5% bonus to all experience point awards.] Social darwinism, following orders, alt=business broad, corp specialty, -1 to deals/finances 90% to advance | ||
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- | * [Concordans add +2 cultural bonus to one of their Saving Throws (Fortitude, Reflex or Will).] (power, responsibility, deliberate, not hasty, right and wrong but flexible, do the right thing. Honor, Selflessness, Realism. Avoid trouble by setting themselves up for success) alt=+1 to resistance /str,dex,will,int/ | ||
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- | * the verge?, inherit stellar nation or +1 last resort point aka FATE/action/force point | ||
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- | 3 skills cc/+1 = 2 skills cc/+1, feat = 1 skill cc/+1, +wealth+rep | ||
- | feat=4 skill points | ||
- | feat=2 skills made cc | ||
- | feat=+3 1 skill | ||
- | feat=+2, 2 skills | ||
- | feat=+4 1skill limited | ||