Space Patrol: The Pilot

Dec 17, 2015
📕 3 min.


150 points

More than anyone but the Engineer, the ship is your domain. You get the crew where they need to go, you do it fast, and you do it with style. You fly circles around hostile ships, and you’re familiar with every starport in the Federation. Some of your crew may overhear you talking to the ship, but that’s just respect. You always listen when she talks to you.

Attributes: ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 10 [0].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 12 [5]; FP 10 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0].

Advantages: 3D Spatial Sense [10]; Hot Pilot 2 [10]; Legal Enforcement Powers [10]; Luck [15]; Patrol Rank 0 [0]. • A further 40 points chosen from DX +1 [20], IQ +1 [20], Absolute Timing [2], Acute Senses [2/level], Combat Reflexes [15], Contacts [Varies], Contact Group [Varies], Cross-Trained (any Piloting) [1], Daredevil [15], Enhanced Defenses (Vehicular) [5 or 10/level], Fearlessness [2/level], G-Experience [5 or 10], Hot Pilot 3-4 [5/level], Improved G-Tolerance [5 or 10], Intuition [15], Nanosymbionts [Varies], Perfect Balance [15], or Reputation [Varies].

Disadvantages: Duty (to the Space Patrol; 15 or less) [-15]. • A further -25 points chosen from Chummy [-5] or Gregarious [-10], Curious [-5*], Honesty [-10*], Impulsiveness [-10*], Obsession (Best a famous hazard) [-5*], Overconfidence [-5*], Selfish [-5*], Sense of Duty (Crew or Patrol) [-5 or -10], Workaholic [-5], or Xenophilia [-10*].

Primary Skills: Piloting/TL11 (High-Performance Spacecraft) (A) DX+4 [4]-16†¶; Spacer/TL11 (E) IQ+1 [2]-12. • Five of Gunner/TL11 (Beams) (E) DX+3 [2]-15¶; Vacc Suit/TL11 (A) DX [2]-12; Electronics Operation/TL11 (Comm, EW, Force Shields, Security, Sensors, or Surveillance) (A), or Electronics Repair/TL11 (Comm, EW, Force Shields, Security, Sensors, or Surveillance), both IQ [2]-11; Navigation/TL11 (Hyperspace) (A) IQ+2 [2]-13‡; Navigation/TL11 (Space) (A) IQ+4 [2]-15‡¶; Piloting/TL11 (Aerospace or Vertol) (A) IQ+3 [2]-15†¶; or Engineer/TL11 (High-Performance Spacecraft) or Shiphandling/TL11 (Spaceship or Starship), both (H) IQ-1 [2]-10.

Secondary Skills: Computer Operation/TL11 (E) IQ+1 [2]-12. • Five of Parachuting/TL11 (E) DX+1 [2]-13; Driving/TL11 (Automobile, Heavy-Wheeled, Hovercraft, or Tracked) (A) DX [2]-12; Free Fall (A) DX+2 [2]-14‡; Current Affairs/TL11 (Travel) (E) IQ+1 [2]-12; Connoisseur (Vehicles), Freight Handling/TL11, or Mechanic/TL11 (High-Performance Spacecraft), all (A) IQ [2]-11; Astronomy/TL11, Cryptography/TL11, or Physics/TL11 (Astrophysics), all (H) IQ-1 [2]-10; or Scrounging (E) Per+1 [2]-13.

Background Skills: Area Knowledge (Federal Space) (E) IQ+1 [2]-12; Beam Weapons/TL11 (Pistol or Rifle) (E) DX [1]-12; Brawling (E) DX [1]-12 or Karate (H) IQ-2 [1]-10; Law (Space) (H) IQ-1 [2]-10; Wrestling (H) DX-2 [1]-10. • Five of Stealth (A) DX-1 [1]-11; First Aid/TL11 or Savoir-Faire (any), both (E) IQ [1]-11; Criminology/TL11, Fast-Talk, or Packing, all (A) IQ-1 [1]-10; Diplomacy, Expert Skill (Xenology), Forensics/TL11, or Mimicry (Speech), all (H) IQ-2 [1]-9; Carousing (E) HT [1]-10; Sex Appeal (A) HT-1 [1]-9; Search (A) Per-1 [1]-11; Detect Lies (H) Per-2 [1]-10; or Intimidation (A) Will-1 [1]-10.

* Multiplied for self-control number; see p. B120.
† Includes +1 from 3D Spatial Sense.
‡ Includes +2 from 3D Spatial Sense.
¶ Includes +2 from Hot Pilot.

Customization Notes

The ace is a pilot with panache. They are likely to be Selfish, Overconfident, or Impulsive, and they will have Daredevil and/or more levels of Hot Pilot to back it up. Important skills include Carousing, Fast-Talk, and Sex Appeal.

The transporter is more interested in precision than flash. They are a technician, and they often accompany the engineer in keeping the ship in top form. Important skills are Engineer, Mechanic, Electronics Operation, and Electronics Repair. Take advantages like Cross-Trained and extra IQ and disadvantages like Sense of Duty and Workaholic.