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stellar_nation_benefit_workpage [2013/08/02 23:45]
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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 
  
stellar_nation_benefit_workpage.1375487119.txt.gz ยท Last modified: 2021/12/04 00:42 (external edit)