Starship Officers

Cadet

Medium sentient humanoid (4d6)            STR 4 (2d6) AGI 4 (2d6) END 4 (2d6)INT 3 (2d6) LOG 6 (3d6) WIL 3 (2d6)CHA 3 (2d6) LUC 1 (1d6) REP 3 (2d6)
MELEE DEFENCE 12RANGED DEFENCE 12MENTAL DEFENCE 16VITAL DEFENCE 10
HEALTH 12SOAK 2 (synthetic weave); VULN noneIMMUNE none
INITIATIVE 2d6PERCEPTION 3d6SPEED 4; CLIMB 2; JUMP 8'/4'CARRY 80lb (max lift 200lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 (1d6+2 blunt damage)🅡 Phaser pistol 4d6 (1d6 heat damage; range 6)
Skills pistols 3 (2d6), zero-g 1 (1d6), computers 3 (2d6), carousing 1 (1d6), engineering or piloting 1 (1d6), law 1 (1d6), dodging 3 (2d6), perception 1 (1d6), brawling 1 (1d6)Gear phaser pistol, synthetic weave

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Follow orders. A cadet can be donated LUC dice by any other character, regardless of leadership abilities.

Captain

Medium sentient humanoid (7d6)                               
STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MELEE DEFENCE 21RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 21
HEALTH 42SOAK 7 (mesh lining); VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6SPEED 7; CLIMB 4; JUMP 20'/10'CARRY 200lb (max lift 500lb)
REACH 5-ft
ACTIONS 2
🅜 Brawling 6d6 (3d6+4 blunt damage)🅡 Phaser pistol 6d6 (3d6 heat damage; range 11)
Skills starship tactics 6 (3d6), tactics 3 (2d6),  piloting 3 (2d6), gunnery 3 (2d6), astrogation3 (2d6), law 3 (2d6), perception 3 (2d6), computers 3 (2d6), engineering 3(2d6), tactics 3 (2d6),  dodging 3 (2d6), pistols 6 (3d6), brawling 3 (2d6), hardy 6 (3d6)Gear high phaser pistol, hand scanner, mesh lining, communicator

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Always prepared. Starship captains have brilliant tactical minds, and are always prepared. The captain may declare a single action which they took prior to the encounter (even if they didn't know the encounter was going to take place) which helps them in this exact scenario. This must be an action they were capable of.
Leadership. Donate LUC (4d6) dice to allies; must declare before dice are rolled.
Give Orders. All allies within 30' get an immediate bonus action.

Crewman

Medium sentient humanoid (5d6) 
STR 6 (3d6) AGI 6 (3d6) END 4 (1d6)INT 4 (2d6) LOG 6 (3d6) WIL 3 (2d6) CHA 4 (2d6) LUC 2 (1d6) REP 2 (2d6)
MELEE DEFENCE 10RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 3; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 4d6 SPEED 5; CLIMB 3; JUMP 5'/2'CARRY 60lb (max lift 75lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 melee (2d6 blunt damage)🅡 Pistol 4d6 ranged (2d6 heat damage; range 8)
Skills computers 6 (3d6), [specialist] 6 (3d6)Gear uniform, pistol

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Skill dice. The crewman's primary skill dice pool is its MDP (5d6). It could be piloting, medicine, engineering, heraldry, or any other area of expertise. 

Engineer

Medium sentient humanoid (6d6) 
STR 10 (4d6) AGI 3 (2d6) END 3 (2d6)INT 3 (2d6) LOG 3 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 4 (2d6) REP 4 (2d6)SUP 4 (2d6)
MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 18
HEALTH 36SOAK 6; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 5d6 SPEED 6; CLIMB 3; JUMP 6'/3'CARRY 120lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Wrench 5d6 melee (3d6 blunt damage)🅡 Pistol 5d6 ranged (3d6 heat damage; range 9)

Skills engineering 10 (4d6), computers 10 (4d6)Gear -

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Battlefield control. The engineer can create difficult terrain or darkness in a 6-square burst area. 
Summon. The engineer can summon, create, or activate activate 1d6 security droids.

Intelligence Officer

Medium sentient humanoid (7d6)                 STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6)CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6)
MELEE DEFENCE 14RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 14
HEALTH 21SOAK 4; VULN noneIMMUNE none
INITIATIVE 7d6PERCEPTION 7d6SPEED 7; CLIMB 4; JUMP 20'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Martial arts 4d6 (2d6+3 blunt damage)🅡 Pistol 6d6 (3d6 ballistic damage; range 11)🅞 Suave/Taunt 5d6 (special) 
Skills martial arts 1 (1d6), pistols 3 (2d6), perception 3 (2d6), tactics 3 (2d6), bluffing 10 (4d6), disguise 6 (3d6), stealth 6 (3d6), computers 3 (2d6)

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Suave. A 5d6 mental attack against a target within 30' makes the target Charmed.
Taunt. A 5d6 mental attack against a target within 30' makes the target Angry.

Medical Officer

Medium sentient humanoid (6d6)          STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 18
HEALTH 36SOAK 0; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 5d6SPEED 6; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
🅜 Syringe 5d6 (3d6+3 poison damage)                                                     
Skills medicine 6 (3d6), psychology 3 (2d6), bureaucracy 3 (2d6), computers 3 (2d6), perception 3 (2d6), concentration 6 (3d6), hardy 6 (3d6), insight 3 (2d6)Gear high quality medical scanner, high quality medkit        

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Medical advice. Identifying a weakness in a target, the medic can spend a free action in an ally's turn to allow that ally to bypass a creature's SOAK score. This exploit can only be performed once per target.
Healing hands. The medic can use a medkit to heal 3d6 HEALTH to a creature she can touch. Each can only benefit once.
Alleviate condition. The medic can automatically remove a temporary condition from an adjacent target by spending an action.

Security Officer

Medium sentient humanoid (5d6) 
STR 6 (3d6) AGI 4 (2d6) END 6 (3d6)INT 6 (3d6) LOG 4 (2d6) WIL 4 (1d6) CHA 4 (2d6) LUC 1 (1d6) REP 1 (2d6)
MELEE DEFENCE 10RANGED DEFENCE 20MENTAL DEFENCE 15VITAL DEFENCE 15
HEALTH 15SOAK 3; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 5d6 SPEED 8; CLIMB 4; JUMP 5'/2'CARRY 60lb (max lift 75lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 melee (2d6 blunt damage)🅡 Pistol 5d6 ranged (3d6 heat damage; range 10)

Skills pistols 3 (2d6), brawling 3 (2d6), tactics 1 (2d6), perception 3 (2d6)Gear pistol, unform

Science Officer

Medium sentient humanoid (5d6)        
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 15RANGED DEFENCE 15MENTAL DEFENCE 20VITAL DEFENCE 10
HEALTH 15SOAK 0; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 5d6SPEED 5; CLIMB 3; JUMP 12'/3'CARRY 60lb (max lift 150lb)
REACH 5-ftACTIONS 2
🅜 Brawling 3d6 (1d6+2 blunt damage) 
Skills law 6 (3d6), chemistry 6 (3d6), history 6 (3d6),botany 6 (3d6),negotiation 6 (3d6), perception 3 (2d6), concentration 6 (3d6), medicine 6 (3d6), astronomy 6 (3d6), history 6 (3d6), [scientific] 6 (3d6), computers 6 (3d6), tactics 3 (2d6)Gear toolkit; hand scanner

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Scientific advice. The scientist can offer advice to another creature. If the creature can understand the scientist, it gains +1d6 to an action defined by the scientist taken on its next turn.
Analytical eye. The scientist can identify a target's weakness by spending an action and advising an ally of that weakness. The ally can completely bypass the SOAK of the target once. The scientist can only perform this trick once per target.
Electronic attack. Using a hand scanner and a toolkit, the scientist can cause 1d6 ion damage in a 30' burst.