As a rule, only Colonial humans can enter Colonial designations, but most of these are pretty generic designations.
Merchants in the Battlestar Galactica Universe tend to own their starships - usually small tramp freighters - and sell their cargoes all across the Colonies and their colonies, for profit of course. Most merchants are reasonably respectable people, but some are little more than pirates and smugglers preying on the weak.
Characteristics: IQ 11
Primary Skills: Accounting, Administration, Computer Operation, Diplomacy, Fast Talk, Freight Handling, Merchant
Secondary Skills: Area Knowledge, Astrogation, Any combat skills, Gunner (Ships beam weapons), Piloting (Shuttle or Large ship), or any number of skills to make the merchant as loveable or rogue-ish as you wish.
Notes: The Ships Patron advantage maybe useful for the Merchant as it allows them to get a ship relatively early on. A standard unarmed light freighter costs 30 points or 35 points for one with a turbolaser armed turret. If desired, this points cost can be spread amongst several merchant characters who will then have a share of the freighter.
The Noble is one of the many people with money and status on the Colonies. Whether they use this status for their own well being or the good of the Colonies is up to them. The generally held opinion of nobles is of a someone living the good life while the masses do all the work, and while this is certainly true of some nobles, the vast majority are trying to make things better. The more status a noble has, the more they are expected to take an active interest in the running and politics of their particular Colony.
Primary Skills: Area Knowledge (Colonies), Diplomacy, Savoir-Faire,
Secondary Skills: Humanities, Languages, Law, Leadership,
Notes: To be a noble, the character must buy 2 levels of Status [10 points]. This entitles the character to add the prefix Sire or Siress to their name. Nobles are expected to have some interest in Colonial politics. Wealth is also a good advantage to buy. The noble character may buy the Ships Patron advantage to get a yacht. This costs 20 points, or 25 if the yacht has a armed turret.
The security guard is a standard civilian designation for privately founded enforcers. They do not have the powers of proper law authorities, but are useful for corporations and other privately owned organisations. They are only empowered to carry normal civilian laser pistols, not
The Quorum of Twelve have their own security guards (nicknames the "black shirts" - a derogatory term) who are entitled to carry standard Colonial warrior laser pistols. Council security are generally considered arrogant and have a bad reputation.
Characteristics: ST 10 HT 10
Primary Skills: Beam Weapons (Laser), Brawling, First Aid/TL, Law
Secondary Skills: Diplomacy, Fast Draw, Fast Talk, Karate, Shield, Stealth, Tactics, Vehicle (hovermobile)
Notes: Legal Enforcement Powers [5 points] must be bought as well. Council security can get a Reputation (-2, all Colonial Warriors and Fleet) [5 points gained to the character].
The Colonials are a starfaring race, and there are many ships in the various Colonial merchant ships. These ships require pilots. Many types of people make up these pilots from all walks of life, and many people go from being a shuttle pilot to pilot on the interstellar starships.
Characteristics: ST 10 DX 12 IQ 10 HT 10
Primary Skills: Astrogation/TL, Electronic Operations (Sensors), Mechanic/TL, Parachuting, Piloting (Shuttle), Vacc Suit/TL
Secondary Skills: Freefall, Gunner (Fighter Beam Weapons), Piloting (Large Ships) can be useful for those wanting to get further into the field of starships.
The socialator is a designation which hails from the planet Gemon, and is open to both male and females. A socialator is a person who is trained in the arts of pleasure and companionship. More than simply prostitutes as they generally thought of outside of Gemon, socialators are trained in the arts, dance, song, the ability to talk, as well as the arts of sex. Socialators can have a hard time - some people want to use them for their sexual skills and some just want to have them banned. Some religious orders on Gemon think that they are the lowest forms of scum.
Primary Skills: Carousing, Cooking, Dance, Diplomacy, Musical Instrument, Performance, Savoir-Faire, Sex Appeal, Singing,
Secondary Skills: Almost anything. Socialators are trained for conversation and many of them research into topics that their clients are interested in so that they can engage in intelligence topic. In addition, many train so that they have a wide range of skills for whatever lies ahead. They can be thought of as the Colonial equivilants of British Airways stewards with additional training in the arts of pleasure.
Notes: While socialators need not get the Appearance advantage, it may be an advantage in their works. They cannot get an unattractive or worse appearance though.
This is a catch all for all the various positions within a starship, from the Bridge crew running communications and piloting, to the engineers who keep the ship working, to the emergency crew and so on. When this designation is chosen, a character must select what actual section of the ship they wish to work for.
Characteristics: ST 10 DX 12 IQ 12 HT 11
Primary Skills: Area Knowledge (starship), Computer Operation/TL, Freefall, Vacc Suit
Then buy additional skills depending on the actual role of the character:
Communications and Cartography: Cartography/TL, Electronics Operation/TL (Comms), Electronics Operation/TL (Sensors)
Helm and Plotting: Astrogation/TL, Electronics Operation/TL (Sensors), Piloting (Large Ship)
Electronic Warfare: Computer Programming/TL, Electronics Operation/TL (EW), Electronics Operation/TL (Sensors), Traffic Analysis/TL
Engineering: Engineering (vehicles), Mechanic (Starship Drive), Mechanic (Power Reactor), Shipbuilding (Starship)
Medical: Diagnosis/TL, Electronic Operations (Medical), Physician/TL, Physiology/TL, Surgery/TL
Secondary Skills:
Notes: A character who wishes to be an officer (and most of the Bridge crew are officers) should buy Rank of at least one level and get the Leadership skill as a primary skill.
Triad is the most common sport in the Colonies, and it is played everywhere. Courts are even located on most respectable starships - including all major military ones. Triad is played in a small enclosed court, where two teams of two layers have to score points by getting a ball within a hole on one of the walls. The other team have to stop this by blocking and intercepting. Skilful players can get far in Colonial becoming respected members of society.
Characteristics: ST 11 DX 12 HT 12
Primary Skills: Brawling, First Aid/TL, Jumping, Running, Sports (Triad), Throwing
Secondary Skills: Acrobatics, Fast Talk, Judo, Karate, Law (Sports), Tactics
Notes: Fit is a good advantage to take and a good appearance never hurts either.