Colonist

You, or your parents, were part of the first “generations” of colonists/workers sent out from Earth to stake a claim in space, so you are familiar with the cramped confines of space flight and life aboard stations and habitats. As a “zero-one G” (zero-gravity, first-gen), you were never part of the elite. People from your background typically have some sort of specialized tech training as vacworkers or habtechs.

Advantages

Advantages: A total of 20 points selected from Animal Empathy 5, Animal Friend [5/level], Common Sense 10, Cultural Familiarity [1 or 2], Fit [5 or 15], G-Experience [variable], Green Thumb [5/level], Honest Face 1, Improved GTolerance [5 or 10], Languages [variable], Less Sleep [2/level], Outdoorsman [10/level], or Serendipity [15/level].

Primary Skills

Driving (any) (A) DX+1 4-11 and Survival (any) (A) Per+1 4-11.

Secondary Skills

Guns (any) (E) DX+1 2-11; plus any three of Sewing (E) DX+1 2-11, Riding (any) or Stealth, both (A) DX 2-10, Camouflage, Carpentry, Gardening, or Masonry, all (E) IQ+1 2-11, Animal Handling (any), Electrician, Farming, Machinist, Mechanic (any), Merchant, Meteorologist, Smith (any), or Teamster (any), all (A) IQ 2-10, Swimming (E) HT+1 2-12, Hiking (A) HT 2-11, Fishing or Scrounging, both (E) Per+1 2-11, or Tracking (A) Per 2-10.

Background Skills

Computer Operation (E) IQ 1-10; First Aid (E) IQ 1-10; plus two extra points in primary or secondary skills.

Disadvantages

None.

Common Morphs

Flats, Spliced, also use of exotic morphs is common.

Cost

40 CP.

Colonist

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