Recruit Generator for Station (Normal) (d100)

d100 Result

1-92

Roll on "Human Recruit Name" , Human

Traits:
Roll on "Experience Bonus Trait",
Roll on "Ability Trait",
Roll on "Ability Trait"

Disciplines: Roll on "Favored Disciplines"

93

Roll on "Android Names" , Android

Traits:
Metal Form: +1 AV, +2 HP.
Cybernetic Body: No limit on cyberware items. Cyberware can be installed without surgery.
Artificial: Unable to use magic and psionics. Immune to telepathy, poison, intoxication, radiation, and nausea. Can't take drugs. Can't be healed by a medic, but can be repaired by a roboticist.

Disciplines: Roll on "Favored Disciplines"

94

Roll on "Human Recruit Name" , Noble Warrior

Traits:
Roll on "Experience Bonus Trait" ,
Roll on "Noble Warrior Types"

Disciplines: Roll on "Favored Disciplines"

95

Roll on "Human Recruit Name" , Noble Psychic

Traits:
Roll on "Experience Bonus Trait"  ,
Roll on "Noble Psychic Types"

96

Roll on "Human Recruit Name" , Mutant Psychic

Traits:
Wild Talent: Can use psionics.

Roll on "Experience Bonus Trait",
Roll on "Ability Trait"

Disciplines: Roll on "Discipline for Mutant Psychic"

Psionic Power: Roll on "Psionic Power (Any)"

97

Roll on "Human Recruit Name" , Mutant Psychic

Traits:
Wild Talent: Can use psionics.

Roll on "Experience Bonus Trait",
Roll on "Mutant Trait Lesser"

Disciplines: Roll on "Discipline for Mutant Psychic"

Psionic Power: Roll on "Psionic Power (Any)"

98

Roll on "Human Recruit Name" , Mutant

Traits:
Roll on "Experience Bonus Trait",
Roll on "Mutant Trait Lesser",
Roll on "Mutant Trait Greater"

Disciplines: Roll on "Favored Disciplines"

99

Roll on "Recruit Generator for Station (Alien)"

100

Roll on "Recruit Generator for Station (Fey)"


Subcharts

Talent (1d66)

1d66 Result

1

Athletic Runner

2

Climbing Expert

3

Dodge Roll

4

Far Leap

5

Fast Crawl

6

Quick Grab

7

Quick Stand

8

Slippery

9

Stealth Expert

10

Sprinter

11

Bump Fire

12

Charging Fire

13

Controlled Autofire

14

Fanning

15

Far Throw

16

Firing Mobility

17

Gunner

18

Hip Fire

19

Multi-Target

20

Multi-Throw

21

Quick Lever

22

Sniper

23

Quick Draw

24

Butcher

25

Disarm

26

Feint

27

Knifeman

28

Melee Mobility

29

Mighty Blow

30

Multi-Attack

31

Push

32

Quick Attack

33

Trip

34

Blacksmith

35

Chemist

36

Cyber Appendage Control

37

Drone Control

38

Geneticist

39

Gunsmith

40

Hacker

41

Maintenance Man

42

Medic

43

Roboticist

44

Safeman

45

Salvage Expert

46

Armed to the Teeth

47

Armor Conditioning

48

Feel No Pain

49

Immovable

50

Iron Constitution

51

Survivor

52

Thrive in Famine

53

Titanium Liver

54

Trample

55

Unstoppable

56

Beastmaster

57

Cold Killer

58

Commander

59

Double Dose

60

Drunken Master

61

Friend of the People

62

Intimidate

63

Mind Block

64

Negotiator

65

Smooth Talker

66

Torturer

Noble Psychic Types (d4)

d4 Result

1

Noble Psychic (Egoist): +1 Psi. Can use psychometabolism powers without learning them, but take -1 Psi.

Disciplines: Roll on "Discipline for Noble Psychic"

Power: Roll on "Psychometabolism Powers"

2

Noble Psychic (Telepath): +1 Psi. Can use telepathy powers without learning them, but take -1 Psi.

Disciplines: Roll on "Discipline for Noble Psychic"

Power: Roll on "Telepathy Powers"

3

Noble Psychic (Kineticist): +1 Psi. Can use kinesis powers without learning them, but take -1 Psi.

Disciplines: Roll on "Discipline for Noble Psychic"

Power: Roll on "Kinesis Powers"

4

Noble Psychic (Shaper): +1 Psi. Can use ectoplasm powers without learning them, but take -1 Psi.

Disciplines: Roll on "Discipline for Noble Psychic"

Power: Roll on "Ectoplasm Powers"

Noble Warrior Types (d2)

d2 Result

1

Sword-Saint: +1 Spd. +2 Initiative with melee. +1 Defense in CQC. Roll CQC tests twice and choose the better result.

2

Super-Soldier: Immune to poison, radiation, nausea, and intoxication. Gain extra weapon set, bandolier slot, and bag slot. Roll damage tests twice and take the better result.

Discipline for Noble Psychic (d6)

d6 Result

1

Mn 2, RC 1, CQC 1, G 1, Tec 1, Psi 3, Cl 1

Talent: Roll on "Mn Talents"

2

Mn 1, RC 2, CQC 1, G 1, Tec 1, Psi 3, Cl 1

Talent: Roll on "RC Talents"

3

Mn 1, RC 1, CQC 2, G 1, Tec 1, Psi 3, Cl 1

Talent: Roll on "CQC Talents"

4

Mn 1, RC 1, CQC 1, G 2, Tec 1, Psi 3, Cl 1

Talent: Roll on "G Talents"

5

Mn 1, RC 1, CQC 1, G 1, Tec 2, Psi 3, Cl 1

Talent: Roll on "Tec Talents"

6

Mn 1, RC 1, CQC 1, G 1, Tec 1, Psi 3, Cl 2

Talent: Roll on "Cl Talents"