Professions

Every player character has a profession from the following list, representing their professional training.

Your profession determines which piece of knowledge your character innately has through training – any additional knowledge is gained through Cybernetic Chips in play, character creation is the only time to get non-cybernetic knowledge!

An individual highly receptive to learning, ready and raring to go.

In-Training: You are still in training, and can quickly learn one piece of knowledge after an event, replacing this ability.

Defensive all-rounder. Troopers are trained to carve out a line and hold it, and are equally adept at building barricades and firing over them.

Flash Recovery: The first time you reach 0HP on a mission, spend 5 seconds roleplay psyching yourself up to heal your HP back to full. (This does not restore A-HP or S-HP).

Environmental specialist. For all our spirit and steel, let us never forget how to lay a trap or light a fire. You can see the eyes in the dark – and they can see yours.

Tracker: You can follow tracks and trails using the TRACKING symbol, and notice if someone has already followed that trail.

Security personnel. From the gleam off a blaster’s barrel to the flash of prying sensors, a respondent is primed to react to stimuli with appropriate force.

Observation: You are quick to spot hidden objects. After 5 seconds of roleplay, call “Detect Stealth” on a hidden target.

Explosives expert. No wall has yet been built that cannot be brought down. Memory is the great traitor of architecture – but a plasma bomb will do just as well.

Diffuse: Open BOMB item cards to get instructions on how to diffuse these items.

Surgical practitioner. “Sawbones” is a primal role, born from blood and fracture in a bygone age. The stitches are tighter, the lens more focussed; that is all.

Surgery: Open surgery TRAUMA cards to get instructions on how to resolve these injuries.

Disease specialist. Or, perhaps, a miniaturist? Through your microscope, you survey a galaxy as vivid and as inhospitable as any gulf between the stars.

Doctorate: Open condition TRAUMA cards to get instructions on how to resolve these ailments.

Pharmaceutical researcher. Recall this, as you measure and spin: all things are poison, and it is only the dose that distinguishes a medicine from its shadow.

Chemist: Open complex CHEMICAL cards to find out details about it safely.

First aid provider. You can relocate a joint or staunch a wound with just your wits and your fingers – so keep the former sharp, and the latter nimble.

First Aid: Pause TRAUMA effects for up to an hour.

Maintenance specialist. Every point of contact between every component is a problem waiting to be born. How fortunate you are to be a problem-solver.

Mechanic: Open mechanical FAULT cards to get instructions on how to resolve these problems.

Computer systems expert. Code has a tendency to multiply when no-one’s looking. From such complexities are the wonders of our age – and migraines – born.

Coder: Open programming FAULT cards to get instructions on how to resolve these problems.

Implants and prosthetics expert. You facilitate the communion of flesh and machine. By your will, nerves blend into wires, thought into thunder: a limitless alchemy.

Cybernetics: Open cybernetics FAULT cards to get instructions on how to resolve these problems.

Emergency repair specialist. Deconstruction is not a luxury for the front lines – when the going gets tough, the tough break out the sealant and make do.

Quick Fix: Pause FAULT effects for up to an hour.

Cultural attaché. On your tongue lies the Alliance’s tradition of speechcraft and subterfuge. Germs and fungi “communicate” – you speak, and you are heard.

Faux Pas Fix: Use the call “Faux Pas” to smooth over social faux pas for yourself or someone else in the conversation, usable once per discussion.

Cognitive specialist. Intersolar voyagers are prone to emotional disturbances: it is your duty, lashed to the mast as you are, to block out the call of the void.

Psychologist: Open psychology TRAUMA cards to get instructions on how to resolve these conditions.

Procurement specialist. When you know what someone wants, you have the measure of them. Buy low, sell high, always read the fine print, and keep the receipt.

Valuation: Open Lammies with the VALUE symbol to discover hidden details or marks of forgeries on the item.

Scouting corps. Consider a worm, a mouth without end. Consider the ventrat, led by the nose and whiskers. Consider this: they can’t catch what they can’t find.

Stealth: Activate to blend in with your environment. Raise one finger while at least half covered and remain still to use this ability. If someone walks round the object, you are still hidden.

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