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Bonuses: the following bonuses are applicable only when in a
Racial Restrictions: None. Note that not all starfighters or races are built alike, so that a starfighter designed for humanoids use may not be applicable to non-humanoids.
Alignments: Any.
Attribute Requirements: P.P. 12, I.Q. 10
O.C.C. Skills:
O.C.C. Related Skills: The character can select four "other" skills at level one, plus an additional skill at levels 3, 5, 8, and 13. As always, all new skills start at level one proficiency.
Secondary Skills: In addition to the above skills, the character can select five secondary skills from the above list, without bonuses. In addition, the character gets one new secondary at levels 3, 6, 9, and 12. As always, all new skills start at level one proficiency.
Standard Equipment: Two uniforms, a set of lightweight environmental armor (CAF Jumpsuits are the most popular), energy sidearm of choice with three extra E-clips, energy rifle of choice with three extra E-clips, one non-eneregy weapon of choice, first aid kit, basic survival kit (NG-S2 or equivalent), 2 weeks rations, canteen, infrared distancing binoculars, pocket laser distancer, and handheld computer. Some pilots may own a small repair robot, or their own starfighter (note that only 1% of all starfighter pilots ever own their own birds).
Equipment available on assignment: Starfighter model, repair robot, additional weapons and E-clips. Note that the availability of the item may be subject to the approval of the character's superior officer(s). If the superior does not like the
Cybernetics: None to start. Some pilots tend to eschew cybernetics, except for medical reasons, prefering to rely on their natural abilities and reflexes. Others love 'em.
Money: Starfighter pilots can earn hefty paychecks; the starting starfighter pilot starts with 3D6 x 1000 credits.