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HardNova ][ Character Vocations
Optional vocations for creating HardNova ][ characters.
Contributor: Mike H. @Created: Sep 04, 2004Modified: Jan 14, 2019System: HardNova ][

The following Vocation Packages are based on the assumption that Player Characters receive 10 additional skill points and 4 additional Ability points—as discussed on page 8 (PDF) or 12 (softcover) of the rulebook. In the following examples, those bonus points have been spent to acquire Gimmicks, Abilities and Skills appropriate to the sample professions listed. This should give beginning Player Characters a head start against the opposition! (Create a basic character and then add the vocational modifiers.)

The gear listed is in addition to that which may be purchased with the character’s starting funds.


Bounty Hunter
The bounty hunter is a lone gun-for-hire making a living on the wrong side of the law. He or she has no legal authority, just the nerve and the firepower to go up against wanted men (and others) with a price on their head. The Toughness ability represents sub-dermal plating. If the director does not improve Enhancement Gimmicks, add one additional Ability point.

Abilities: Fitness +1, Influence +1
Fitness Skills: Finesse +2, Firearms +4, Melee +2
Influence Skills: Street Cred +2
Gimmicks: Criminal, Optional: Toughness (1)
Gear: Heavy clothing (vs. 1FAT), EP Pistol (3INJ; 75m range), 1D6 forged identity cards


Psycho-kineticist
These psionic characters have trained to specialise in psychokinesis either in clandestine institutes or self taught.

Abilities: Awareness +2
Awareness Skills: Psychokinetic Control +4
Gimmicks: Telepathic Sense, Kinetic Assault, Psychokinesis, Mental Shield
Gear: No additional gear


Commercial Pilot
Generally these characters are merchant space pilots or occasionally ex-military rocket jockeys who have retired from service to start their own small shipping business. With the director’s permission, the character may begin play owning a Starship—if so, use the Typical Freighter template. The director may insist that the character owes (1D6+1) x Cr50,000 on the ship’s mortgage.

Abilities: Fitness +2, Reasoning +2
Fitness Skills: Piloting (Ground) +1, Piloting (Spacecraft) +3
Reasoning Skills: Astronavigation +2, Piloting (Starships) +3
Influence Skills: Negotiation +1
Gimmicks: No additional Gimmicks
Gear: Optional: Typical Freighter



Ranger
”In order to defend known space against domestic threats, the USU has commissioned a law enforcement agency dubbed the Rangers, whose mission is to investigate crimes, infiltrate terrorist and criminal organisations and bring those who violate USU law to justice.” (HardNova ][, page 30)

Abilities: Fitness +2, Awareness +1
Fitness Skills: Firearms +4, Zero-G +1
Awareness Skills: Interrogation +1, Investigation +2
Influence Skills: Street Cred +2
Gimmicks: USU Authority
Gear: Blaster Carbine (5INJ; 150m range), Armoured Flight Suit (vs. 4 FAT/INJ; -1 Reaction)


Engineer
The character is a skilled and accredited high-tech engineer specialising in star and spaceships. If the logic chip implant is not approved by the director add one additional Ability point.

Abilities: Creativity +1, Reasoning +2
Creativity Skills: Design +2
Awareness Skills: Interrogation +1, Investigation +2
Reasoning Skills: Advanced Engineering +4, Computers +2, Sciences +2
Gimmicks: Optional: Logic (chip implant)
Gear: Hand Matrix, Mechakit, Portable Power Source


Fighter Pilot
A member of the Space Force fighter squadron. If the director is planning a space-faring campaign he or she may choose to allow the character access to a T-50 fighter.

Abilities: Fitness +2, Reasoning +1
Fitness Skills: Athletics +1, Piloting: Spacecraft +3, Zero-G +1
Reasoning Skills: Advanced Engineering +1, Scanning +2
Other Skills: Composure +2
Gimmicks: Military Rank
Gear: Flight Suit, Optional: T-50 Fighter

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