Descriptions & Skills
The following is a description of each of the specialties. Once the PC qualifies (passes the Prerequisites) for the Specialty, he may choose from skill listed below.
These are the elite group of Enforcers that have mastered the intricate application of stealth, cunning and dexterity in order to take an individual being’s life. The profession is considered an art in its own right, but art or no art, Star Law does not look to kindly on Assassins. Being relatively illegal in most sectors is a major disadvantage, but being an assassin has its advantages also. There is what is known as the Interstellar Guild for Assassins (IGA) on Outer Reach, Dramune.
An assassin PC can join and gain special access to the Black Market (for jobs and supplies) if he gives 5% of his earnings from each adventure.
Marksmanship: PGS Weapons
Master: Martial Arts
To be a Corporate Security or Corpguard, is to be the strong arm and tight grip of the executive level of the corporations; the individuals that do the dirty work. Each major, and some minor corporations have an army of Corpguards. This particular specialty makes up a majority in the Enforcer profession. Corpguards are looked on with mixed emotions by society and its institutions. Star Law respects the Corpguards legal jurisdiction (corporation property), but once they step out, the Star Law Rangers pounce on them like a cat on prey. General society show little respect to guards, but cause no trouble with them. One good thing about being a guard is that they can always find a job.
Corporate Security Knowledge
Security Systems: Design
Security Systems: Expert
The corporate spy is the deep dark and very illegal profession that lives and thrives off of the secrets of competing enemy corporations. They specialize in stealing corporate secrets to “further the growth of free enterprise”.
Corporate Spy is an example of a cross over specialty. When an Enforcer specializes as one, he is called a corporate agent. When a Techex specializes as one, he is called a technospy. They generally emphasize different things in the activities. Usually a good corporate spy team has a mixture of the two.
There exists what is known by Star Law as the Corporate Spy Underground, which is the very secret underground organization that provides safe houses for corporate spies.
Computers: Espionage Programming
Corporate Security Knowledge
The Fighting Tigers of the stars, fighter pilots are the backbone of interstellar combat. These few good men fly the state-of-the-art flying machines of the stars. The fighter pilot is an over glorified profession, but they don’t complain. Fighter pilots are also qualified in-atmosphere pilots. “In-Ats” as they are called, are what fighter pilots start out as, later graduating to “space jocks”. The fighter pilot is another example of a cross over specialty either the crewman or the enforcer can take as a profession. A PC can be a free-lance, a corporate, a planetary militia or a Spacefleet pilot. As a free-lance pilot, the character has little job security, but gets paid big. They act as the mercenary in the stars. As a corporate pilot, the character must choose a corporation; planetary militia pilots must choose a planet; Spacefleet pilots must work out details with the GM.
Law Enforcement is a general specialty referring to any individual involved in enforcing the law. There are a few different Branches of Law Enforcement a PC has to choose from when entering into the Law Enforcement specialty. The following are the Branches for the Law Enforcement specialty:
For full understanding of Star Law’s organization, jurisdictional powers, and roles, refer to the following articles: “Freeze! Star Law”, “Star Law Returns”, “Silver-Twin”, and “Star law: The Changes Over the Years”. A character should choose a branch, and take the lowest Rank in the branch. Silver Twin can only be chosen after serving in the Special Forces Divisions and reaching the rank of Captain or better. As a Star Law Ranger (generic name given to any Star Law employee), the individual gains the powers of his department. Also the Star Law PC may get some issued weaponry (maybe even special issue), which will be up to the GM.
Free-lancers cover a broad range of law enforcement- for-hire; from bounty hunter to private investigator, from bodyguards to special security. Most Free-lancers don’t do one or the other. They usually end up delving into a little bit of all the free-lance jobs. Free-lancing is a hard career because it’s hard to compete in the field and free-lancers are usually underpaid. The free-lancers do have the benefit of being closer to the streets than the “professionals”. They usually have one or contacts (GM’s decision) on the streets which usually comes in handy.
Marksmanship: Beam Weapons
The soldier of the Frontier fills many roles from peace keeper to war maker, from government special forces to mercenary. There are three basic branches of service that a soldier may choose: Army (Land Fleet), SpaceFleet, and Mercenary. Each is divided up into sub-branches. Land Fleet and Mercenary are sub-branches and are very similar, but there is only one type of Soldier in Space Fleet, the Space Marine. Space Marine is usually achieved after a few years in Land Fleet. Serving in the military usually entails good retirement benefits (usually because some mercenary “organizations” are not quite as “charitable”). If the soldier is lucky enough to survive a life of many tours of duty on dangerous rim planets, suppressing rebellions, and fighting “Xeno-threats”, the government usually shows a good amount of gratitude.
Marksmanship: PGS Weapons
Marksmanship: Beam Weapons
Set & Disarm Trap
CASTers are Drone-control specialists. The specialty is similar to the Roboex specialty, but it deals almost exclusively with drones of various types. CASTers are much in demand as operators of installation security ystems, because one talented CASTer can take the place of several live security guards.
CASTers are called CASTers because of their use of Cybernetic Artificial Sensory Transcievers (CAST). The CAST allows the CASTer to simultaneously control drones by thought alone. When controlling drones through the CAST, the CASTer will often become totally oblivious to everything except their drones. Most CASTers will keep at least one drone near them while CASTing for exactly this reason.
(See NewTech for CASTs and Drones)
Robotics: Modification expert
Robotics: General expert
Robotics: CAST use
As the Alliance s need for hi-tech artificial intelligence grows, so does the need for their hi-tech masters. Computers, once again, are the controllers, watchers, filers, and complex thinkers of modern society. But today’s Frontier Alliance society, learning from other societies long since destroyed by their own ignorance, has created the watcher of the watchers; the controller of the controllers. Lying under a cloud of positronic filament transfer wiring and fiber-optic nerves is the Computer Technician; the beings who insure that the Frontier Alliance society stays in operation, and also, insure the computers stay under the society’s command and not the other way around. He is constantly watching for signs of self-awareness in AI and the beginnings of AIT syndrome, the condition where the machines rule, and deem all organic life inferior and unnecessary. Many societies have fallen due to AIT (Artificial Intelligence Takeover), and so the CompTech of today pledges to make sure that does not happen to the Alliance.
The Artificial Intelligence Society (AIS) is the public organization for the dedicated CompTech. It makes a point to keep separate from all government and corporate influences for the good of society, and is financed completely by its members through dues. AIS members must give 10% of any mission pay check to the AIS. The AI Society stands behind all of its members almost to a point of fanaticism. No galaxy, no planet, no continental district in the Alliance will fall under the tyranny known as AIT as long as there are CompTechs around.
Computers: Hi-Tech AI
There are far more machines in the universe than just computers, believe it or not, and most are just as complex and as difficult to care for. Vehicles, and other machinery like warehouse loaders, special robotic equipment, heavy machinery in factories, etc.; all these may be connected to some computer or be a part of some robot. The Rigjack can take care them all, one way or another. Rigjacks are the repairmen, the mechanics, the plumbers,… of the galaxies and there is nothing Rigjack can’t do, or so most riggers would like to think. The Rigjack has the benefit of having access to the “Gadget” Market; a market of new advancements in equipment and electronics that will aid them in their endeavors. The Rigjack character, before a mission, may ask the GM what is available in the Gadget Market. Items and prices are up to the GM.
Rigging: Major Systems
Rigging: Minor Systems
Like the CompTech, the Robotics Expert seeks to act as master of the robotics field, watching and maintaining robotic equipment all over the Allied Space. Working along side the CompTechs as members of the AI Society, they pledge to the same principles of safe control and cooperation with Artificial Intelligence, but also insuring organic intelligent beings stay the controllers. Robots would be the tools to which AI would attempt to dominate the organic society, so the RoboEx, in his repairs, maintenance, and modification always watch for the signs of AIT Syndrome in robots. For more information on AIS, and its doctrine, refer to CompTech.
Robotics: General Expert
Robotics: Operating Systems
Robotics: Design Expert
Robotics: Modification Expert
Robotics: Reprogramming Expert
See Crewman: Starship Engineer for a full description and skills.
Techno-spies are the special area of Corporate spies that center on stealing competing corporation’s techno-wonders. For a better description of Corporate Spy, refer to Enforcer: Corporate Spy.
See Enforcer: Corporate Spy
The space surrounding Allied Space is full of mysteries and secrets that the institutions of science believe they can learn from. A whole area of study is dedicated to the study of alien artifacts, life forms, and civilizations. The Xenotech centers his studies on the technical wonders found on alien expeditions and xeno-archeological digs. They try their best to understand the alien techno-wonder’s function, and learn from it to advance the Frontier Alliance technology. Most Xenotechs are extremely curious and are dedicated to the advancement of knowledge, but experimenting with the unknown can be beneficial and dangerous at the same time. There have been some strange unexplained deaths and disappearances in this field of work, but the Xenotechs still go on.
XenoTech.: Security Sys.
GEMMER (Genetic Engineered Mistake/Mutant EliminatoR)
A new threat to Allied society has arisen since the introduction of unmonitored genetic experimentation done by the Megacorps. Genetic Mistakes and Mutants (Gemms) are escaping, being dumped, or just let loose unlawfully into society, contaminating it. It was deemed necessary by the Scispec profession and related institutions to start thinking about decontaminating society by sending in specialist that knew how to eliminate these contaminants effectively. Some see it as a job for the corporations that created them, but it seems that they are unwilling to take responsibility. Gemmers are the specialist hired by interested or related parties to clean up societies gene pool.(…gene pool cleaners!?!?). They specialize in the study of these genetic experiments, and effective ways to destroy them. It is a difficult job because lately, corporations have been centering their genetic engineering research around making better soldiers. This makes it difficult to hunt them down and kill them. Gemmers do have access to the latest in technology related to their career, and have a secret honor society known as the Black Flag Society, which is dedicated to the clean up and elimination of these “genetic abominations”.
Medical Specialist focus their interests in a specific area of medicine, sometimes on a specific race. The individual wanting to specialize in medicine must decide, with the GM agreement, on a specialty field, like Genetics, Gynecology, ts Plastic Surgery, CyberSurgery, Bionics, etc. Then the GM will decide on the specific bonuses which the character will receive.
Special area of Medicine
One of the most enduring and oldest careers in the Frontier Alliance is the planetary surveyor. The Planetary Surveyor (or just Surveyor) is the key individual in evaluating the classification and the feasibility of colonization of newly discovered planets. They are always a part of a first-in team, usally taking up a major part of the team. They usually stay on designated planets for long periods of time painstakingly recording data with the best of accuracy to make sure there is no mistake. Many lives may depend on their decision, so they take great pride in their work. One big benefit of planetary surveyors is their pay check. The corporations, especially during expansion times, are willing to pay incredible rates for surveyors that are good and thorough at what they do.
Another career related to the grand mysteries that await in the unexplored space beyond Allied Space, the XenoSpec emphasizes on the hard science of alien studies; archeology, exobiology, botany, and other sciences. They sometimes are a part of first-in teams if there is a belief that there is something related to alien cultures on the prospective planet. Again, like the planetary surveyor, when there is a major need like during a war with an alien race, the xenospecialist is known to be paid incredible amounts of money to analyze and make studies on the alien race in question.
The Frontier’s version of a special forces commando, the Attack Scout is usually the first in on an attack on an alien world, or usually the central part in a special mission. The Enforcer is not the only profession related to the military. Attack Scout teams are strictly a part of the SpaceFleet Space Marines and are specially trained with special commando techniques for dangerous, small group missions. Attack Scouts are also survival experts, trained to survive in high risk environments solely to get their mission complete.
Marksmanship: PGS Weapon
Set & Disarm Trap
Much lies on the shoulders of a contact emissary. Their main purpose is to represent their employee in a first contact situation with an alien life form, one that has been approved for contacting. The employer may be a corporation, planetary government, or the Council of Worlds itself, but permission must always be gotten from the Security Council, and the contact must be supervised by Star Law. Contact is up to the emissary, and one wrong move could scare or insult aliens into war. The emissary must be very eloquent, and strong in cultural etiquette. He must be a good diplomat. First always makes the difference.
The real test of an athlete is the ability to play any game thrown at him and do it well. Sports and athletics center around the Jugger career; a career that involves all possible sports and games (including gladiatorial games). A jugger spends his life travelling between each planet that is in his conference district taking on the Challenges that each conference throws at him. He is the ultimate athlete, gladiator of the Allied Space.
Intergal. Sports Know.
Master: Martial Art
The primary function of the Ranger is a guide to the Rim worlds and the space surrounding them. They guide new colonists to their perspective destinations. They are expert survivalists if anything should happen and are dedicated to getting their job done safely. He’ll protect them at any cost.
Set & Disarm Traps
In contrast to the Attack Scout, the Recon scout’s main objective is information. The recon scout will typically be infiltrated before hostilities actually begin. Recon scouts are trained to go completely unnoticed by the opposition while gathering information on enemy installations, defenses, troop quantity, quality, and composition and reporting this information to friendly forces.
The Xeno-hunter is dedicated to protecting society from any alien endangerment that might decide to infiltrate it without proper examination and permission from the Immigration Council. Alien life forms that can blend in with out first being registered are considered a threat to because of disease, and possible mixture in the gene pool. or Alien life forms that want to dwell in Allied Space must be physically examined and registered as a safe life form. Entire races must be observed and studied. Any “illegal alien” must be hunted down, and either captured or killed, but preferably the former. Xenohunters and Gemmers often work closely together, so they also are permitted into the Black Flag Society.
For a full description of Contact Emissary, see Explorer: Contact Emissary.
The news and information business has changed over the centuries. Government regulations do not allow for complete “freedom of the press” because they have learned over the centuries that the press can sometimes cause problems in more than one way. But journalists still thrive on retrieving information and reporting to someone, may it be the public or the executives of a corporation, or even the government. Because their range of duties are different from the once called reporters’, they are now called Information Investigators. They themselves have changed little over the years working off the same ideals that -the people have a right to know although they may be risking legal action.
The rogue is a mercenary of sorts willing to do any thing for a price. He can be a smuggler, pirate, thief, or special courier if the price is right. They usually travel the stars, from planet to planet, doing odds-and-ends jobs for anyone who’s paying. They don’t stay in one place too long, because they usually have a bad record with the authorities who like to follow them. The Pirate Alliance is always hiring rogues as is many terrorist and crime organizations and even many legitimate corporations. Not all rogue jobs are illegal, and many stay clear of a bad record by just doing the legitimate jobs.
Colonist: Other Professions
The colonist has the option to advance into other professions given the prerequisites are fulfilled. The 11colonist can only do this once, after which the character must choose from the specialties available for his second profession (the one after colonist).
See below in Explanations.
Also known as Helmsman, they work to get their starship to the exact destination discerning from all the other millions of pinpoint stars. Navigating through the stars is an extremely difficult and complicated process, and at times the Helmsman has to do his job in just a few seconds to save his ship.
Astrogation: Chart New Route
Astrogation: Find Location
Astrogation: Plot Interstellar Jump
For a full description of Fighter Pilot, look under Enforcer.
The classic in engineering masters, the starship engineer has been passed down over the centuries with extreme stereotyping. They have much weighing on their shoulders, and they take their work with extreme pride. They get by extremely attached to the ship they work with and are extremely critical of other engineers work (constructive criticism). They service and control all the systems on board the starship they are in charge of. They perform great miracles in times of extreme need and would sacrifice anything to save their ship.
Emergency Stress Analysis
Rigging: Starship Major Sys.
Rigging: Starship Minor Sys.
Rigging: Starship Structure
Targeting the enemy and hitting them in the vacuum of space with tons (sometimes megatons) of fire power is the major responsibility of the weapons operator. The weapons of a starship are an extreme responsibility, and their operators don’t take their job lightly. Hit the enemy and that’s it!
Specialty Skill List(Skill Lists for each Specialty)
(1) OTHER PROFESSION — The character must choose from the professional skills of the PCs new profession.