Character Archetypes

If you're new to the system and just want to start playing, sometimes it's easier to just grab a pre-built character. To that end, there are a list of official Character Archetypes here that you can choose from to expedite the process, so you can hit the ground running. Each archetype is carefully designed with survivability, adaptability, and future changes in mind, and many will fit multiple playstyles. Simply read through the list and choose one that appeals to you.

Drifter

These are loners that drift from one place to the next, often taking the odd mercenary job. In doing so, they pick up all sorts of skills with all sorts of weapons - after all, if they don't, they wind up dead. Some of these are soldiers, and others are former mercenaries, but they all share one thing: a love of combat. Combat is naturally where they'll excel.

On leveling up

Drifters are known for being solo prior to being sent to Tartarus, but here, they should focus on becoming more useful to the team, be it through increasing their attack skills, or their defensive skills for better survivability/tanking ability. Alternatively, they could try to improve their people skills, or even learn to pilot more advanced ships.

Strength 1 Charisma 0
Endurance 0 Intuition 1
Agility 2 Handiwork -2
Hacking -2 Conventional 2
Perception -1 Unconventional 1
Willpower -1 Exotic -2
PDA -2 General Knowledge -2
Runspeed 0 Auxiliary 0
Difficulty 1
Survivability 10
Damage Output 9
Support Role 2
Specialization 3
Uniqueness 1
Weapons of choice Guns, melee, grenades, and bombs
Optimal combat role Front lines, flanking and killing
Role outside combat Coming up with a way to survive

Some variations

Vengeful loner

Someone hurt him, a long time ago. Maybe they killed his family, his lover, or stole something dear to him - but ever since then, he's never really given up on The Hunt. It took him from one planet to the next as he followed their trail. Perhaps it eventually went cold, or perhaps he simply found too many obstacles in his way, but he wanted revenge, and he's sure as hell going to find it someday, even if it cost him his life. Unfortunately, he became a little too overzealous with his search, and the local authorities branded him as a troublemaker and shipped him off to Tartarus. Someday, though, he'll have his revenge.

Over the course of the story, he might come to terms with his loss, or perhaps he'll actually come across the one that hurt him in a later arc. If he does manage to kill his target, what will become his new purpose?

Hitchhiker

A nature-loving sightseer, the hitchhiker eagerly went from one planet to the next, drinking in all there was to see for a minimal cost. She may have had a fun childhood - or perhaps she had the exact opposite and grew up on the streets. Either way, exploration is what really makes her tick. Sometimes things can get a little bit dicey - especially when she runs across bullies or conmen - but overall? It's not that bad a life. Or, it wouldn't have been, if some cops hadn't caught her stealing some cash from a local vendor and shipped her off to Tartarus. She was just going to buy some food with it, that's all! The rich have too much money anyway.

As the story goes on, the hitchhiker may learn to be more social with others, and finally decide that REKT is her home and "settle down", or she may be able to come to terms with the same dark secret that always kept her on the move.

Outcast

She committed a taboo act back at home, but she doesn't want to talk about it. Though faced with the death penalty, the Overseer had mercy and let her flee instead - a very unpopular decision. Members of the wounded party hold a personal vendetta against her and have tracked her through the galaxy, but she's a tenacious one. It took some time getting used to living like this - learning to fight, learning when it's better to run - but at least she's still alive, and that's all that matters to her. At some point she slipped up, though, and the local government captured her and shipped her to Tartarus. She only hopes there aren't any of her aggressors inside waiting for her.

At some point in the story, it's quite possible she'll come across those that hunt her. They might just fight, or perhaps they just want her to feel bad for what she did and apologize. The question becomes - how much does she hate those that chase her?

Gladiator

In the year 3152, both street gangs and professional militaries value those proficient with melee weapons. Blades are a great counter to the increasingly-common personal energy shields, and greatly benefited by them as well. For the first time in over a millennia, swordsmen are beginning to reappear in human militaries galaxy-wide, albeit still only as special support forces.

On leveling up

Gladiators have a decent range of options available. They may choose to level combat skills, making themselves more effective and/or better at dodging, or they may choose to learn new skills entirely. Gladiators have been known to be fairly intelligent, and can even learn to handle a wrench and hammer (or medkit!) if need be.

Strength 1 Charisma -1
Endurance -1 Intuition 1
Agility 1 Handiwork 0
Hacking -2 Conventional 2
Perception 1 Unconventional 2
Willpower -2 Exotic -2
PDA -1 General Knowledge 0
Runspeed 0 Auxiliary -1
Difficulty 1
Survivability 4
Damage Output 7
Support Role 7
Specialization 6
Uniqueness 2
Weapons of choice Field manipulators, melee, bombs and grenades
Optimal combat role Middle formation, striking to finish enemies off
Role outside combat Looking for loot, clues, and alternate routes

Some variations

Former guard

As a former member of an elite guard, everything must be done by the book! Ship shape, spit and polish, dot your i's and cross your t's. Anything less is the work of criminals. Of course, he never did any real fighting - everything was for show - standing at attention outside the governor's palace, marching with a brisk step, standing and saluting. Guns were forbidden in the palace, and they could only use swords, but it only added to his sense of honor. His life was excellent, until he gradually learned of a conspiracy within the palace walls - and then of further corruption. Abhorred by the discovery, he attempted to put a stop to it - but as it turns out, book smarts will never replace common sense, and he was found out.

Later, as time goes on, he might actually learn to loosen up and laugh, and realize that not everything is black and white. Perhaps someday he'll even come to understand the purpose behind what he witnessed back at home, and may realize they were necessary evils. How will the realization of all this effect his sense of self?

Gang member

She's got a bite, and loves roaming as part of a pack. Rude, loud, obnoxious - all words one might use to describe her. Knives and daggers were always her favorite, back on the turf wars at her home station. The boys would corner their prey, and as soon as they were distracted, she would jump in and stab them in the back - or the front, if they turned. It's all the same to her. Perhaps a bit overconfident, she and her mates eventually went too far, and made legitimate targets of themselves. Some of her friends were killed, and she was captured… although she's not really sure if the others might have escaped.

The REKT squad isn't really that alien to her - she's used to teamwork and dangerous situations. In fact, she may even have some life advice to give her fellow inmates. She's not entirely set in her ways, though, and she may come to realize that some of her core values aren't all they're cracked up to be, which will likely cause that steely facade she's so proud of to crack and shatter.

Ring fighter

It was honestly a tough life. Every day was training, bodybuilding, and then getting the snot (and maybe a tooth) beat out of you in the ring, while a crowd of bloodthirsty upperclassmen roared and cheered (or threw things, on bad days). Afterwards it was all he could do to drag himself to the bar and drown his sorrows - which sure beat going home to the missus knowing she'd been cheating on him for the past five years. All that bravado was really just a show - inside, he didn't really have much fire - or so he thought, until it came out one day and he killed a man. Maybe it was justified… but the upper class would never see it that way.

Over time, he may learn to find and appreciate the simpler things in life - or he may have a breakdown and release all those pent-up feelings he used to drown with beer. He has a long life ahead of him, and it would be a shame if he wasted it being miserable.

Soldier

Many people grow up in the army, be it the coreworld Galactic Military or the midworld Defense Troops. All that time put into running drills and practicing leaves them with a lot of fighting skills. They know their way around a gun and pack a hell of a punch. Ships aren't usually their thing, but they typically show some aptitude for that, too.

On leveling up

A soldier is most likely to try to become even better at combat, but if they want to branch out, they have options. They have an intuitive understanding of what makes something tick (even if they don't understand the science behind it), be it ships, machinery, or their allies' internals, making those good things to learn.

Strength 2 Charisma -2
Endurance 0 Intuition 1
Agility 1 Handiwork 0
Hacking -2 Conventional 2
Perception -1 Unconventional -1
Willpower -1 Exotic -2
PDA -2 General Knowledge -1
Runspeed 0 Auxiliary 0
Difficulty 2
Survivability 10
Damage Output 10
Support Role 2
Specialization 7
Uniqueness 1
Weapons of choice As many guns as possible
Optimal combat role Front lines, drawing fire and firing
Role outside combat Preparing for the next fight

Some variations

Deserter

He wasn't ever in his element back at the barracks. Sure, he has the skills, but how are you supposed to be a soldier if you're a spineless pacifist? His parents thought he needed to grow some balls and shoved him in the military, hoping it would "fix him", but obviously it didn't. In fact, as soon as he saw a chance, he made a break for it and stole away on a cargo vessel that he thought was headed home… and it would have been, had it not unluckily been part of a crime ring. In fact, it was his own former platoon that busted him and sent him to Tartarus.

Perhaps over the course of his time at REKT, he can "man up", or maybe learn to value those around him above himself. Perhaps he's always been afraid of making friends and can overcome those fears - there are a great many possibilities.

Scarred veteran

She's seen things - things no human should ever have seen. She's seen her command ship on fire near Taghdara station. She's watched C-beams glitter in the dark past the Antares gate. She lived through the deaths of her entire platoon, and there was nothing she could do to save them. Their screams haunt her even today - she sometimes imagines she hears them, and loud noises jolt her back to the terror of that last battle. Sometimes it can bring on a panic attack, and she goes crazy - which is what happened when she killed the son of a high-profile politician by accident. And now she's in Tartarus… and in much worse hands.

As time goes on, perhaps she can learn (with the help of others) to overcome these problems she has, at least to the degree that they're under control. She might be able to stop blaming herself for their deaths, and become a better, stronger person. If she's lucky, she might just make some new friends along the way, too… provided they don't die as well, anyway.

Psychopath

Some join the military to "do their duty" for their country, but this girl joined it just because she wanted to see people die. It gives her the faintest hint of a thrill, and it's that thrill that she lives for. A fearsome killer by any account, she managed to hold her own in some fearsome battles in the outworlds, and had a penchant for torture and brutality. One day, though, she snapped and started killing off her own platoon in the exact same way. Guess why she ended up in Tartarus? It's not like nobody saw that coming.

Psychopaths are mentally ill and can't really be "fixed" with "today's" medicines, but this is the year 3152. Over time, and with regular brain treatments in the medbay, her condition may be able to be cured… but how will she live with herself after the change? Will she ever be able to come to terms with what she did, and how will it affect her? Will it break her all over again?

Combat Doc

Doctors will always be necessary, and with the advent of medi-gel and instant coagulant boosters, they've taken to the battlefield. A combat medic is usually fairly skilled with a gun in a pinch, and excellent at healing wounds - provided they have the materials. If they really need to, they can usually repair other equipment too.

On leveling up

Combat docs often find that "an injured doctor is worse than no doctor", and thus, a popular choice is to give themselves more survivability in the field. Usually, this is through defensive skills, but it can also be increased firepower if they feel so inclined. They may even decide to branch out and learn to pilot bigger ships.

Strength 1 Charisma -2
Endurance 1 Intuition 0
Agility 1 Handiwork 2
Hacking -2 Conventional 1
Perception 0 Unconventional -1
Willpower -2 Exotic -2
PDA -1 General Knowledge -1
Runspeed -1 Auxiliary 0
Difficulty 4
Survivability 8
Damage Output 4
Support Role 4
Specialization 3
Uniqueness 6
Weapons of choice Guns, but carefully and not around teammates
Optimal combat role Middle formation, providing support and heals
Role outside combat Fixing everybody's wounds

Some variations

Wealthy asshole

Some people want to be a doctor to help people, but not this guy. He got into it purely for the money, and was used to doing dirty deals, overcharging patients, and even siccing repomen on people that wouldn't pay up. It's hardly any wonder he got sent to Tartarus eventually, and what's this now? He's supposed to save people? For no monetary compensation? The very idea of it pisses him off, and more so when he's running through muddy, dirty filth or working in unusual conditions.

Eventually he may find that the important thing is the people after all, or perhaps he'll decide it's finally time to start giving back. Maybe he'll even go on a grand quest for atonement for his previous deeds.

Timid nurse

She didn't want to end up like this. She always struggled with anxiety even when telling patients bad news, and her bedside manner is terrible. She only has the vaguest idea of how to use a gun, and only because of a class she took when she was a child. Her parents thought it might give her the confidence to stand up for herself. It didn't. While she's pretty good if she needs to be, she often has meltdowns and panic attacks - and this is made even worse in REKT's environment. At some point she did something wrong - or someone else did, and she got blamed - but either way, she still didn't stand up for herself, and now she's in REKT.

If she's lucky, she may eventually grow something of a spine - or perhaps she'll become bitter towards everyone that ever treated her cruelly. She might even become accustomed to the way of things and simply learn to relax.

Wilderness medic

"Oy, mate, get ya hands off'n that there snake, it'll get ya good! Gods' sakes Jim, don't say I didn't warn ya!" With his thick mids accent, loud voice, and questionable taste of fashion, the wilderness medic is part mountain man, part adventurer, and a small part doctor. While he usually faces large problems by slinking around them (or getting the hell out of the way), he's seen his fair share of scrapes and is a little too confident in the field. No stranger to speaking his mind - but a great stranger to tact - it's not really hard for this guy to piss someone off, which is quite possibly how he found himself aboard the Tartarus.

Over time, maybe he'll actually learn some manners, or get a decent shave, or maybe undergo a priority shift. There's a lot of tidying up this guy could do towards becoming a gentleman - or even just a gentle man.

Scientist

Tartarus Inc. gets the occasional scholar or mad scientist. These are very highly educated indivudals, knowing vast amounts about a great variety of subjects. While they usually prefer staying away from combat entirely, they're often handy with a short sword or combat knife in a pinch. After all - while you were partying, they studied the blade.

On leveling up

Scientists like learning and studying. They may try to learn repair or medicine, or try to learn to pilot bigger ships, both to better expand their supportive arsenal. Other scientists may try to improve their survivability, making them better front-line candidates where they can watch over their more intellectually-challenged teammates.

Strength 0 Charisma -2
Endurance -1 Intuition 1
Agility 1 Handiwork 0
Hacking -2 Conventional -2
Perception 1 Unconventional 1
Willpower -1 Exotic -2
PDA 1 General Knowledge 1
Runspeed -2 Auxiliary 0
Difficulty 5
Survivability 5
Damage Output 4
Support Role 9
Specialization 7
Uniqueness 6
Weapons of choice Field manipulators, robotics, blades, bombs
Optimal combat role In the rear or in a ship, providing support
Role outside combat Collecting data, loot, scanning, learning

Some variations

No-nonsense researcher

"Morons, all of you! I can't believe they put me in with you!" This guy values academic intelligence as the only thing that makes a person worth the air they're breathing, and everyone else annoys him greatly. Expect him to spend most of his time using big words and taking scans and samples. His life has probably been pretty easy thus far - wealthy family, prestigious universities - but he was certainly never a professor. No one would dare put him in charge of a class of students, especially with his skewed sense of ethics. His wanton pursuit of knowledge may have been what got him locked up here in the first place.

If he's really as intelligent as he claims, eventually he'll realize the importance of not calling your squadmates morons. He might even gain some compassion in the meantime. Alternatively, it might get even worse, at least until someone puts a stop to it.

Mad scientist

Laughing, screeching, madness - everything is hilarious to her, and you'll never guess how brilliant she is while she's lobbing explosives everywhere. No one really knows much about her past, at least in part because she's rarely coherent enough to retell it to anyone - and she's not very approachable in the first place. It's possible there was a tragic accident in her past - she saw too much, or looked somewhere she shouldn't. Maybe it was her own doing, or someone wanted to silence her. She probably is insane, in point of fact, and probably in Tartarus because she blew something up - or, more likely, a lot of somethings up.

Thanks to 3152's advanced medical knowledge, her condition could probably be cured with enough treatment, though she'll always be highly eccentric. Realizing and coming to terms with who she is may be a struggle for her, as may be learning self-control. Somewhere inside, buried deep beneath all the crazy, there may be a good person.

Excited professor

Neither of his parents were ever able to teach him any tact. For most of his life, things fell into place for him just because of how smart he is. With a boundless amount of energy and an intense love for his chosen field, he'll go on for hours (or more) about his favorite subjects, until someone inevitably shuts him up. He understands that people and education are important, but unfortunately he's terrible at making subjects easy to learn, and even worse with people. Given the fact that he's in Tartarus, it seems someone finally decided to shut him up for good. Perhaps he knew more than he was supposed to, and became obsessed with talking about it. Shipping someone to Tartarus is always better than making them a martyr.

Although he may never learn any tact, he may eventually gain a modicum of introspection. Being able to understand himself will probably be the hardest thing he's ever had to learn, and maybe, someday, he'll finally understand why nobody likes him. Maybe he'll even take steps to fix it.

PSI Adept

A very recent addition to the world of combat, the PSI adept uses cutting-edge tech to link their mind to machine, and complicated mechanisms with anomalous materials to bend and shape the world around them to their will. Still a controversial topic where religion is concerned. PSI adepts have a flexible role, but are at their finest when providing crowd control.

On leveling up

PSI Adepts may choose to improve their survivability, but they are in a good position to pick up a number of new skills. They may become better with people, or quite easily pick up sword techniques. If they work long and hard enough at it, they might become able to pilot new ships, or become much better at studying.

Strength 0 Charisma 0
Endurance -2 Intuition 1
Agility 1 Handiwork -2
Hacking -2 Conventional -2
Perception -1 Unconventional 0
Willpower 2 Exotic 2
PDA -1 General Knowledge -1
Runspeed 0 Auxiliary -1
Difficulty 6
Survivability 3
Damage Output 9
Support Role 4
Specialization 8
Uniqueness 8
Weapons of choice Exotic equipment and PSI weaponry
Optimal combat role Middle formation, providing crowd control
Role outside combat Preparing or talking to people

Some variations

Implant addict

She probably lost a limb in an accident early in life, and belonging to a poor midworld family, they got her the best prosthetic they could afford - which was pretty shitty and took a lot of mental acuity to master. When teased and bullied in school, she stood up to them. She embraced her condition instead of rejecting it, dreaming of bigger and better implants and augments - which she eventually began to acquire. It's unfortunate that she has a bit of a temper, and that her impulsive behavior landed her in trouble when she hijacked that shipment of military prosthetics. Quickly found out, they shipped her off to Tartarus. It's okay, nobody ever really liked her anyway.

She probably has a very high opinion of herself, even though she doesn't realize it - this could be tempered over time. If forced to look her obsession in the eye, she may realize it's unhealthy. If that happens, she'll need to figure out what to do with her life - a question she never really answered.

Backstreet biotic

Slick and mean, she knew her coreworld city better than the back of her heavily-augmented hand. After watching a military PSI demonstration early in life, she gained a burning desire to have one of her own. She lied, cheated, and stole through her teens, participating in armed robberies and heists, until she'd finally built up enough capital to get her own PSI Unit off the market. It was garbage, and still not enough for her - she wanted more. Using her newfound abilities of gravity manipulation, she kept going until she'd found something even better - but the number of innocents she killed in the process eventually tallied too high, and the government tracked her down.

She needs to learn self-control. Her squadmates may beat it into her if she's lucky. Something else she could use is a conscience and sense of morality. She's no psychopath - she's just had a hard life. Perhaps, with time, she'll learn to be a better person.

Dreamer

He was never like the other boys. He daydreamed through his midworld school, earning the contempt of both his teachers and his peers. Whimsical and dreaming, he embodies the eccentric. It's not that he doesn't like people - quite the opposite. After being beaten and bullied so many times, he gained an obsession with saving other people, possibly because he was never able to save himself. "Defeat them with your mind," his father told him, and he began to take it a bit too seriously. Finally, in his early 20s, he started protests against the police state's poor treatment of citizens - a violent protest that ended up killing people on both sides before the government stomped it to dust. They shipped him to Tartarus to get rid of him.

He still wants to save the underdog, and Tartarus Inc.'s PSI tech is probably a fantastical too to him. He can finally actually fight people with his mind. He hates "the man" - SCAMPS especially - but perhaps over time he'll realize that he's so different from other people. He may realize that he needs to save himself, and, if all goes well, he'll find a way to either fix it or at least come to terms with it.

Pilot

While somewhat shaky on the ground, a pilot excels in air and space. There's always a shortage of good pilots - mostly because they usually die before they become so - but those that survive excel at adaptation. Decent with guns, computers, robotics, and more, they are typically revered by their planetbound kin.

On leveling up

Pilots excel at long-term adaptation, and have a vast array of things they can learn. They can easily pick up skill with blades, repairing, medicine, robotics, computers, and charisma. They could improve their piloting ability and maneuverability, or increase their firepower - or some of all of the above. Their options are almost unlimited.

Strength 1 Charisma 0
Endurance 1 Intuition 0
Agility 0 Handiwork 0
Hacking -1 Conventional 1
Perception 0 Unconventional 0
Willpower -2 Exotic -2
PDA 0 General Knowledge -1
Runspeed 0 Auxiliary 1
Difficulty 6
Survivability 7
Damage Output 3
Support Role 6
Specialization 1
Uniqueness 6
Weapons of choice Megalasers, missiles, and guns
Optimal combat role In a ship or in the rear, providing heavy fire support
Role outside combat Preparing for the next fight

Some variations

+++*

Strategist

The strategist trains first the mind, and then the body. They intuitively understand the flow of warfare, and are adept at predicting the actions of others. Unlike many people, they do not want to specialize: they want to excel in as many areas as possible, and often plan to do so. Some may see this as weakness, but they see it as strategy, pure and simple.

On leveling up

A strategist that likes to front-line in ships may find robotics skill handy. A talker may want to improve their charisma, or they could even become better at studying to further their strategizing. If they want better survivability, improving their agility and intuitive abilities may be key. If they want to improve their aim, they can do that instead.

Strength 1 Charisma 0
Endurance 0 Intuition 1
Agility 1 Handiwork -2
Hacking -2 Conventional 1
Perception 0 Unconventional -1
Willpower -1 Exotic -2
PDA 0 General Knowledge 1
Runspeed 0 Auxiliary -1
Difficulty 6
Survivability 7
Damage Output 4
Support Role 5
Specialization 4
Uniqueness 2
Weapons of choice Guns and wits
Optimal combat role Middle formation, providing wit and occasional bullets
Role outside combat Making plans and applying their knowledge to the field

Some variations

Black market dealer

A bit of this, a bit of that. He grew up in the slums of a coreworld city, and gradually worked his way to … somewhere in the lower middle. He's held dozens of assorted jobs (a lot of it blue-collar), and seems to know a little bit of everything. After a while, he settled down and became a second-rate salesman… but he always had an obsession with learning to live like a survivalist. The salesman job stuck with him, though, and his street skills and natural intuition gradually drove him to become a black market dealer… which is what led to the series of incidents that eventually got him sent to Tartarus.

Growth is what defines him - continued and unrestrained. He'll want to broaden his collection of knowledge, but he needs to remember that it was the help of other people that made him who he is. If he forgets that, he loses a valuable piece of himself. Finding it again could be a very difficult proposition, and one he might struggle with, especially if he becomes too self-reliant.

Sapper

The mechanical equivalent of a medic. While sappers can also heal wounds inflicted by the enemy, they do a much better job outside of combat. If pressed, they can whip out a sword or a combat knife, but for the most part, they prefer to stick to their ships. They tend to understand machines a lot better than they do people anyway.

On leveling up

Sappers much prefer to specialize, generally, improving their survivability and, almost certainly, their skill at machining or medicine. If they want to branch out, they could easily pick up skill with ranged weapons, or apply their logical minds to study, letting them learn more about the world around them.

Strength 0 Charisma -2
Endurance 0 Intuition 1
Agility 1 Handiwork 1
Hacking -2 Conventional 0
Perception 0 Unconventional 1
Willpower -2 Exotic -2
PDA 2 General Knowledge 0
Runspeed -2 Auxiliary -2
Difficulty 7
Survivability 4
Damage Output 4
Support Role 9
Specialization 10
Uniqueness 6
Weapons of choice Robotics, bombs, swords, grenades
Optimal combat role In a ship or in the rear, finishing off stragglers
Role outside combat Scanning the area and repairing broken equipment

Some variations

Dismantler

A dismantler is a profession that didn't really exist until the 2400s, following the Hiltorel conquest of Old Earth. Something of an assassin, their job is a little trickier - they assassinate entire ships at a time. Someone else would help them get inside, and then, with the help of their crew, they would "dismantle" the ship - overloading the engine, wreaking havoc in the cargo hold, detonating the antimatter reserves, or any number of tricks could be used, but it usually required a lot of know-how and a high measure of intelligence - something this guy prided himself in since his early days. Arrogant and egotistical, he holds a special disdain for the "lessers" that surround him, and often acts as though they're unnecessary. Ironically, after he was enough of an asshole they decided the same thing about him, and shipped him off to Tartarus.

Though clever, he has a very negative opinion of those around him. His ego will be tough to crack, but he's not beyond hope, and eventually he may come to accept that he needs his peers as much (if not more) than they need him. Such a thing will cut to his core and leave him wondering who he actually is, and likely regretting how he's treated everyone in the past, but with his allies' help, he'll pull through.

Arbiter

Socialites at the core, arbiters are known for serving as diplomats and leaders if the situation calls for it. They excel when dealing with people - allies or neutrals specifically - and have a willpower that is almost unrivaled. Matching how they tend to prefer words over combat, they also tend to prefer alternate weaponry: rather than wielding the typical guns and swords, they are decent PSI users.

On leveling up

Arbiters have poor survivability, and will probably seek to rectify this as soon as possible. Words don't always work, after all. They are also in a good position to quickly gain swordfighting ability, or improve their skills with exotic weaponry. If they want it bad enough, they can even learn how to shoot or pilot better ships.

Strength 0 Charisma 2
Endurance 0 Intuition 0
Agility 1 Handiwork -2
Hacking -2 Conventional -1
Perception 1 Unconventional 0
Willpower 2 Exotic 1
PDA -2 General Knowledge -2
Runspeed -1 Auxiliary -1
Difficulty 7
Survivability 4
Damage Output 7
Support Role 1
Specialization 5
Uniqueness 10
Weapons of choice Diplomacy and PSI weaponry
Optimal combat role In the rear, providing crowd control
Role outside combat Counseling and interrogating prisoners

Some variations

Rogue Priestess

Loud, charming, flamboyant! Be she a priestess of Thor, Buddha, or the Flying Spaghetti Monster, she knows her religion well and is not afraid to spread it. Of course religion and PSI tech is a bit of a controversial topic - after all, most religions insist that other universes don't exist and "ours is the only universe", and that simply doesn't mesh well with the Anomalous Materials you need for PSI units. This girl, though, went rogue. She teaches the uneducated masses that she's been granted power by her deity of choice, using it to convert them to her religion. With converts, of course, comes money, and when you have a thousand people giving you a tithe of their profits, that's like making a hundred times the average wage. She did pretty well for herself, until someone decided to make an example of her.

She may or may not realize she's done wrong, but either way, it's quite a thing to come to terms with - using magic tricks to trick thousands of people into willingly giving them your money. Perhaps she sees it as justified - "they were too stupid to deserve that money anyway" - but will she ever see it in a different light? Will that come about, and how? Will she try to atone for her sins?

Plainclothes inquisitor

She's a friendly, likable girl, innocent and kind, if a little dull-witted. She worked as a cashier for one of the convenience stores downtown - or so she said. In actuality, it was all a ruse: beneath this light-hearted facade was a sharp intelligence and a nasty disposition, always vigilant for anyone that might be part of the brewing alien rebellion. With a passionate xenophobia, she tracked down her targets as the government requested and then brought them back to her home, where she interrogated them viciously and without relent. Her government-granted PSI gear proved an irreplaceable asset, frightening her targets out of their mind - was she a demon, to command such power? She'd get them to talk, and then she'd execute them. Eventually though, she was found out by the locals, and the government said they'd never known her.

Redemption may be too tall an order for this gal. She's possessed with a very strong resolve and a mean streak a mile wide. Intensely hateful and distrustful, she's probably not going to get along well with the others. Perhaps, though, if she clashes enough with her squadmates, she may eventually change her tune and become more open and trusting - but breaking through that thick facade of hers will likely be difficult.

Superhero Wannabe

A bit of a nerd growing up, he always thought it would be really cool to be a super hero. A big fan of self-insertion roleplay games, dice games, holocomics and more, it became embedded in his lexicon at a young age. Maybe it stuck around, maybe it didn't, but all that intense interaction with other people left him a smooth (if somewhat over-the-top nerdy) talker - even if it didn't gain him any superpowers. Although he threw everything he had towards getting into some of the top military programs to get to use that cutting-edge PSI tech, they never let him in. Eventually he decided to take matters into his own hands in an operation that got dozens - or maybe hundreds - of innocents killed, and him landed squarely in a Tartarus Inc. execution cell. Now he's working for the "bad guys".

With his black-and-white mentality getting in the way, he's going to have a hard time dealing with the fact that he's a "bad guy" now. Learning that there are gray areas may be a struggle, as will be dealing with himself when he's inevitably forced to steal and pillage. Getting to finally have "superhero powers" will be pretty cool for him though, so that's a plus. On the other hand, perhaps he'll discover some darker side of himself and will need to learn how to fight it - if he doesn't outright embrace it.

Infiltrator

An assassin's services have always been valuable: if you have creds, they have a dagger in the neck of your enemy. Others serve higher purposes, seeking to force political or economic change. Fast, quiet, and agile, they tend to excel when out of sight - both with lasweapons and daggers.

On leveling up

Infiltrators have terrible survivability, but they can rectify this if they really want to break tradition and let the enemy fire at them. More likely, they'll want to learn new skills, or improve those they already have. Hacking, computers, and studying in general are good avenues for them to learn, or they could pick up skills with better guns.

Strength 0 Charisma 1
Endurance -1 Intuition -1
Agility 1 Handiwork -2
Hacking 0 Conventional 1
Perception 0 Unconventional 1
Willpower -1 Exotic -2
PDA -1 General Knowledge 0
Runspeed 1 Auxiliary -1
Difficulty 8
Survivability 1
Damage Output 4
Support Role 6
Specialization 2
Uniqueness 6
Weapons of choice Stealth, lasers, blunderbuss, blades, grenades, bombs
Optimal combat role Out of sight, flanking to finish enemies off
Role outside combat Interrogating prisoners, sometimes torture

Some variations

Assassin

A stealthy assassin, she took marks from the wealthy and executes them. While she grew up on the wrong side of town, she's certainly never been poor: training and weapons cost money, after all, and it helps to have contacts. Capable of changing her appearance in a heartbeat and sweet-talking the most steadfast of guards, she seems a charismatic person on the outside, but on the inside she's probably a twisted, soured individual - especially evident in how she did her killings. It's also part of why she was never suspected… until she eventually was, of course. You always get found out eventually in this business, and her former clients said they never knew her. It's how she ended up in Tartarus.

The assassin likely has some deep internal issues she's dealing with, but she's reluctant to display them on the surface. Her life up to this point has been entirely professional, after all. Over time, if she opens up enough, it may come to the surface and she can deal with them. Hopefully her squadmates are there to support her when it happens.

Cat burglar

She's fast, agile, and you'd never know she was there. Working mostly for herself, and sometimes with a group, she'd take on wild heists - museums, mansions, occasionally entire space stations. After sneaking inside, she'd bag the loot and get out, and they'd never know it was her. She's not a bad girl at heart - it's really all she knows how to do, and the wealthy won't miss the money too much anyway. She may have even entertained the idea that they deserved to suffer, on account of their greed. Over time, though, it began to spiral downhill, and on one occasion she found herself forced to kill a fairly large number of guards after she tripped an alarm. She felt horrible about herself, but just as she was beginning to reconsider her choice of profession, the government tracked her down and shipped her to Tartarus.

When she starts having to kill on REKT missions, that's probably going to throw her for a loop, especially as she previously followed the rule "no killings". After enough time with other people, she may come to reconsider her previous beliefs on morality, and possibly in a way that shakes up her entire worldview.

Agent

A man of many talents, he was swept up by a coreworld government at a young age thanks to his exceptional intelligence. Assassination, burglary, espionage? He's done all of the above and more, but his skills are best employed by putting him deep behind enemy lines. An expert at disguise and a clever actor, using his deep arsenal of gear he could worm his way into the heart of an enemy station or ship and even get into a conversation with the commander. Sometimes he might plant an idea at just the right time, or perhaps get his adversary to say a little too much - but whatever the case, he always came home with enough information to satisfy his superiors. …Until he didn't come home, anyway.

An agent likely defines himself entirely with his work. When that's stripped away from him and he's laid bare, he'll feel lost, purposeless, and almost naked. He'll need to search for new meaning in his life, and learn to develop his own personal set of values, instead of adopting those thrust on him from the authorities. It may be a struggle, but this guy's a survivor, and he'll eventually pull through.

Hacker

In the movies they always show people hacking into ships and causing them to go haywire. It takes a lot of skill to get up there, but that's exactly what a hacker does. They occupy a special niche in the world, opening new doors for their allies - be they literal or figurative. They are few, they are weak, but they are irreplaceable.

On leveling up

A hacker's survivability is horrific, and not easily rectified, though it can be with some work. After a single mission, they could learn field manipulators, swords, handiwork, medicine, better ships, better studying ability, bigger guns, robotics, or better people skills. Squandering that seems like a waste, but the survivability may be worth it.

Strength 0 Charisma -1
Endurance -1 Intuition 1
Agility -1 Handiwork 0
Hacking 2 Conventional 1
Perception 1 Unconventional 0
Willpower -1 Exotic -2
PDA -1 General Knowledge 0
Runspeed -2 Auxiliary 0
Difficulty 10
Survivability 2
Damage Output 1
Support Role 10
Specialization 8
Uniqueness 10
Weapons of choice Field manipulators, lasers, hacking
Optimal combat role In a ship or out of sight, hacking
Role outside combat Looking for loot, clues, and hiding spots

Some variations

Safecracker

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