Character Creation Rules
PRIMARY ATTRIBUTE TEMPLATES
All Primary Attribute Templates are 50 points. Talents, as denoted by *, are limited to 4 levels. Perks denoted as require specialization, and those denoted are levelable.
Brawny
ST +2 [20], 30 more spent in Lifting ST 3/lvl, Striking ST 5/lvl, HP 2/lvl, Martial Artist [5/level]*, Mr. Blade [5/level]*, Mr. Smash [5/level]*, Natural Athlete [5/level]*.
You may purchase the following Perks with this Template's 30 points, or with discretionary points later:
Huge Weapons, Improvised Weapons, Power Grappling, Shoves and Tackles (Weapon, Shield, or Brawling), Strongbow.
Genius
IQ +2 [40], then 10 points spent in the following:
Academic [5/lvl]*, Artificer [10/lvl]*, Antiquary [5/lvl]*, Born to Be Wired [5/lvl]*, Circuit Sense [5/lvl]*, Cultural Chameleon [5/lvl]*, Dealer [5/lvl]*, Doctor [5/lvl]*, Forensic Criminologist [5/lvl]*, Healer [10/lvl]*, Intuition [10], Language Talent [5] and 5 points in Languages, Mathematical Ability [10/lvl]*, Single-Minded [5], Social Scientist [10/lvl]*, Street-Smart [5/lvl]*, Truth-Seeker [5/lvl]*, Versatile [5].
You may purchase the following Perks with this Template's 10 points, or with discretionary points later:
Eidetic Memory [1] or Photographic Memory [2], Focused (Specific Task), Intuitive Mathematician, One-Way Fluency (Understands X), One-Way Literacy (Reads X).
Agile
DX +2 [40], then 10 points spent in the following: Ambidexterity [5], Catfall [10], Gun Bunny [5/level]*, High-Manual Dexterity [5/level]*, Martial Artist [5/level]*, Mr. Blade [5/level]*, Natural Athlete [10/level]*, Natural Sneak [5/level]*.
You may purchase the following Perks with this Template's 10 points, or with discretionary points later:
Hands-Free, Surefooted (Ice, Sand, Slippery, Snow, Uneven, or Water). Most non-Cinematic Combat Perks are appropriate if you have the prerequisite skill (and GM approval).
Tough
HT +2 [20], DR (Tough Skin) 1 [3], Extra FP +2 [4], Hard to Kill +2 [4], Hard to Subdue +2 [4], Rapid Healing [5] or Fit [5], then 10 points spent in the following:
High Pain Threshold [10], Natural Athlete [5/level]*, Recovery [10], Tough Guy [5/level]*, Very Fit [15] (replaces Fit) or Very Rapid Healing [15] (replaces Rapid Healing).
You may purchase the following Perks with this Template's 10 points, or with discretionary points later:
Alcohol Tolerance, Deep Sleeper, Less Sleep, No Hangover, Temperature Tolerance. Iron Body Parts are approved only if you take the Martial Artist Talent, the optional additions are not approved.
SECONDARY ATTRIBUTE TEMPLATES
All Secondary Attribute Templates are 25 points.
Strong
ST +2 [20], then 5 points spent in the following:
Martial Artist [5/level]*, Mr. Blade [5/level]*, Mr. Smash [5/level]*, or Perks as per the Brawny Template.
Smart
IQ +1 [20], then 5 points spent in the following:
Academic [5/lvl]*, Antiquary [5/lvl]*, Born to Be Wired [5/lvl]*, Circuit Sense [5/lvl]*, Cultural Chameleon [5/lvl]*, Dealer [5/lvl]*, Doctor [5/lvl]*, Forensic Criminologist [5/lvl]*, Single-Minded [5], Street-Smart [5/lvl]*, Truth-Seeker [5/lvl]*, Versatile [5], or Perks as per the Genius Template.
Nimble
DX +1 [20], then 5 points spent in the following:
Ambidexterity [5], Gun Bunny [5/level]*, High-Manual Dexterity [5/level]*, Martial Artist [5/level]*, Mr. Blade [5/level]*, Natural Sneak [5/level]*, or Perks as per the Agile Template.
Enduring
HT +2 [20], then 5 points spent in the following:
Fit [5], Rapid Healing [5], Tough Guy [5/lvl]*, or Perks as per the Tough Template.
Perceptive
Perception +2 [10], then 15 points spent in the following:
Craftiness [5/lvl]*, Empath [5/lvl]*, Scout [5/lvl]*, Stalker [5/lvl]*, Survivor [5/lvl]*, or the Perks: Acute Senses, Extended Hearing, Robust (Sense).
Strong Willed
Will +4 [20], then 5 points spent in the following:
SP 1-4 [1/lvl], Intimidation (Will/A) +0 [2], Meditation (Will/H) +0 [4], or the Perks: Brave, Deep Sleeper, Fearless, Less Sleep.
Quick
25 points spent in the following: Basic Speed up to +1 [5/lvl], Combat Reflexes [15], Enhanced Defenses Block or Parry (Unarmed or One-Weapon) [5], Enhanced Defenses Parry (All) [10], Enhanced Defenses Dodge [15], Move +2 [10].
SKILL LENSES
All Skill Lenses are 25 points, any single Lens maybe taken up to twice, make three picks:
Airborne School
You’re trained at military or paramilitary parachuting. You have no problem with jumping out of a perfectly good airplane, and you’re ready to handle threats – environmental or human – when you land.
Advantages: Fearlessness 1 [2].
Perks: Upside-Down (Knife) [1].
Skills: Fast-Draw (Knife) (DX/E) [1]; Guns (Longarms) (DX/E) [2]; Jumping (DX/E) [1]; Knife (DX/E) [2]; Navigation (Land) (IQ/A) [2]; Parachuting (DX/E) [4]; Soldier (IQ/A) [2].
Two of these options, or one of them twice:
Advanced Jump: HAHO, HALO, and all that jazz. Skills: Parachuting (DX/E) [4].
Air Assault: Gliding down a rope under whirling helicopter blades. Skills: Climbing (DX/A) [2]. Techniques: Rappelling at Climbing+1 [2].
Glider Insertion: Using any kind of steerable glider. Skills: Piloting (Glider) (DX/A) [4].
Amphibious Operations
You’ve studied military or paramilitary small-watercraft ops – anything from coast-guard work to marine expeditions. You’re at home on a rocking ship or waist-deep in water, and know your way around small craft.
Perks: Any two of Naval Training [1], Old Salt [1], or Sure-Footed (Water) [1].
Skills: Boating (Motorboat) (DX/A) [8]; Knot-Tying (DX/E) [1]; Navigation (Sea) (IQ/A) [2]; Scuba (IQ/A) [2]; Seamanship (IQ/E) [2]; Soldier (IQ/A) [2]; Survival (Island/Beach) (Per/A) [2]; Swimming (HT/E) [4].
Area Security
You’re trained at guarding and patrolling airports, borders, and similar chokepoints. Your tools of choice are well-trained senses, sensors (metal detectors, X-ray machines, and even ground radar), and dogs.
Primary Characteristics: Per +1 [5].
Skills: Animal Handling (Dogs) (IQ/A) [4]; Body Language (Per/A) [2]; Electronics Operation (Security) (IQ/A) [4]; Electronics Operation (Sensors) (IQ/A) [2]; Observation (Per/A) [2]; Search (Per/A) [2]; Tactics (IQ/H) [4].
Armory
You’re qualified to maintain, modify, and repair manportable weapons and add-ons. You don’t design them, but you’re adept at procuring and customizing such gear . . . and you’ve been known to improvise the occasional silencer or Molotov cocktail.
Advantages: Artificer 1 [10].
Perks: Any two of Cheaper Gear (Guns) [1], Equipment Bond (any one tool kit) [1], or Weapon Bond (any one gun) [1].
Skills: Armoury (Heavy Weapons) (IQ/A) [4]; Armoury (Small Arms) (IQ/A) [4]; Explosives (Fireworks) (IQ/A) [2]; Machinist (IQ/A) [2]; Scrounging (Per/E) [1].
Bon Vivant
You’re most at home when you have your arm around someone attractive and your feet on a dance floor. You’re also a regular James Bond when it comes to card games, fine wine, and fashionable clothing. This goes well with Social Engineering (p. 22).
Advantages: Fashion Sense* [5].
Perks: Two of Alcohol Tolerance [1], High-Heeled Heroine [1], High-Heeled Hurt (requires the previous perk!) [1], Honest Face [1], or No Hangover [1].
Skills: Carousing (HT/E) [4]; Connoisseur (any) (IQ/A) [4]; Dancing (DX/A) [2]; Gambling (IQ/A) [4]; Sex Appeal (HT/A) [4].
* When doubling up, the second instance gives Charisma 1 [5].
Booby Traps
You’re a master at setting and concealing all kinds of nasty surprises: tripwires, tiger pits, car bombs . . . you name it. You have a disturbing ability to turn anything you find into adeadly trap. You might also be good at avoiding such things –you may use your Disadvantage Points to buy Enhanced Dodge (Dive for Cover) [5/level].
Skills: Camouflage (IQ/E) [2]; Explosives (Demolition) (IQ/A) [8]; Mechanic (Automobile) (IQ/A) [2]; Scrounging (Per/E) [1]; Smuggling (IQ/A) [4]; Traps (IQ/A) [8].
Bugging
You’re an expert at concealing “wires” and indoor bugs, and good with recording technology. Many specialists add expertise in Communications and Electronic Surveillance – and at Illicit Entry in order to break in and plant bugs.
Advantages: Circuit Sense 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment
Bond (any one tool kit) [1].
Skills: Electronics Operation (Media) (IQ/A) [1]; Electronics Operation (Surveillance) (IQ/A) [4]; Electronics Repair (Media or Surveillance) (IQ/A) [1]; Holdout (IQ/A) [4]; Smuggling (IQ/A) [4].
Bushwhacker
You’re adept at moving alongside or ahead of enemies in the wilderness, setting traps and ambushes. For greater deadliness, add Booby Traps or a combat skill set such as Sniper School. A terrain-specific package like Desert, Forest, Jungle, or Mountain Training is handy if you specialize.
Advantages: Craftiness 1 [5].
Skills: Camouflage (IQ/E) [2]; Naturalist* (IQ/H) [4]; Stealth (DX/A) [2]; Tactics (IQ/H) [4]; Tracking (Per/A) [4]; Traps (IQ/A) [4].
Businessperson
Whether you’re a slick MBA or a self-made success, you’re good at deals, numbers, and paperwork. In an Action campaign, this usually means you either lead a corporate-backed team or are using your personal wealth to fund crime or vigilantism on the side.
Advantages: Business Acumen 1 [10].
Skills: Accounting (IQ/H) [4]; Administration (IQ/A) [2]; Gambling (IQ/A) [2]; Leadership (IQ/A) [2]; Merchant (IQ/A) [2]; Propaganda (IQ/A) [2]; Savoir-Faire (High Society) (IQ/E) [1].
Car Thief
You’re great at finding unattended cars, boosting them, and being gone in 60 seconds – for either personal use or profit. This enhances Illicit Entry or Security Systems in a specific role, and fits well with Repairman or Tactical Driving.
Perks: Either Cheaper Gear (Ground Vehicles) [1] or Equipment Bond (any one tool kit) [1].
Skills: Connoisseur (Cars)* (IQ/A) [4]; Driving (Automobile) (DX/A) [2]; Electronics Repair (Security) (IQ/A) [4]; Forced Entry (DX/E) [2]; Lockpicking (IQ/A) [4]; Mechanic (Automobile) (IQ/A) [4]; Stealth (DX/A) [2].
One of Area Knowledge (city) (IQ/E) [2], Streetwise (IQ/A) [2], or Urban Survival (Per/A) [2].
Chemical Safety
You’re skilled at finding and safely dealing with toxic spills and nerve gas. To treat poisoning, take Doctor (p. 18) as well. As dangerous chemicals often go boom, you may use your Disadvantage points to buy Enhanced Dodge (Dive for Cover) [5/level].
Perks: Suited Up (NBC Suit).
Skills: Chemistry (IQ/H) [8]; Electronics Operation (Security) (IQ/A) [4]; Hazardous Materials (Chemical) (IQ/A) [8]; Poisons (IQ/H) [4].
Climber
You’re an expert at overcoming vertical obstacles – fences, buildings, rock faces, mountains – and with the use of ropes, grapnels, and similar equipment. You have a strong grip and the sure-footedness of a mountain goat.
Advantages: Lifting ST 1 [3].
Perks: Equipment Bond (Climbing Kit) [1], Sure-Footed (Uneven) [1].
Skills: Acrobatics (DX/H) [4]; Climbing (DX/A) [8]; Jumping (DX/E) [1]; Knot-Tying (DX/E) [2]; Throwing (DX/A) [2].
Techniques: Rope Up at Climbing-1 [1]; Scaling at Climbing-2 [2].
Close-Quarters Battle
You’re trained at rapid close-quarters engagements. Take other skill sets to reflect whether the training was military or police, or indoors or out. This one covers spotting threats, fighting with knives and short-ranged firearms, and using (and resisting) stun grenades.
Primary Characteristics: Per +1 [5].
Perks: Robust Hearing [1]; Robust Vision [1].
Skills: Fast-Draw (Ammo) (DX/E) [1]; Fast-Draw (Knife) (DX/E) [1]; Fast-Draw (From Sling) (DX/E) [1]; Fast-Draw (Pistol) (DX/E) [1]; Gesture (IQ/E) [1]; Guns (Longarm) (DX/E) [2]; Guns (Pistol) (DX/E) [2]; Knife (DX/E) [1]; Tactics (IQ/H) [4]; Throwing (DX/A) [2].
Technique: Payload Warhead (A) [2].
Command
You are or were a military officer or senior NCO, or maybe a leader in a paramilitary, intelligence, or police force. You have an inspiring manner, a good range of motivational skills, and a fair grasp of practical organization. Compare Mastermind.
Advantages: Charisma 1 [5].
Perks: Penetrating Voice [1].
Skills: Administration (IQ/A) [2]; Diplomacy (IQ/H) [4]; Intimidation (Will/A) [2]; Leadership (IQ/A) [4]; Savoir- Faire (Military or Police) (IQ/E) [1]; Teaching (IQ/A) [2].
A total of 4 points in Expert Skill (Military Science), Law (Police), Strategy, or Tactics, all (IQ/H). Those with Amphibious Operations or Sailor add Shiphandling (IQ/H) to this list.
Communications
You’re trained at operating and maintaining fancy comms gear – including direction-finders, jammers, and digital networks – and with codes and ciphers. Espionage work calls for one or more of Bugging, Computer Intrusion, and Electronic Surveillance as well.
Advantages: Acute Hearing 1 [2]; Circuit Sense 1 [5].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment Bond (any one radio or tool kit) [1].
Skills: Computer Operation (IQ/E) [1]; Cryptography (IQ/H) [8]; Electronics Operation (Communications) (IQ/A) [4]; Electronics Repair (Communications) (IQ/A) [2]; Electronics Repair (Computers) (IQ/A) [2].
Computer Intrusion
You’re a hacker, adept at cracking digital networks and encryption to steal or alter data – typically using a custom rig, code of your own
design, and a bit of Dumpster-diving.
Advantages: Born to Be Wired 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment Bond (any one computer) [1].
Skills: Computer Hacking (IQ/VH) [4]; Computer Operation (IQ/E) [1]; Computer Programming (IQ/H) [2]; Cryptography (IQ/H) [2]; Electronics Operation (Communications) (IQ/A) [1]; Electronics Repair (Computers) (IQ/A) [1]; Expert Skill (Computer Security) (IQ/H) [2]; Scrounging (Per/E) [1].
Conspiracies
You’re a conspiracy nut or possibly a MIB. Pick other skill sets for technical know-how – this one covers seeing plots in every word you hear or read. Add Detective Work (p. 14) or Journalism (p. 17) if you pry further, and/or Tradecraft (p. 23) to foil Them.
Primary Characteristics: Either Will +1 [5] (iron-willed true believer) or Per +1 [5] (wary shoulder-checker).
Skills: Current Affairs (Headline News) (IQ/E) [2]; Current Affairs (Politics) (IQ/E) [2]; Detect Lies (Per/H) [2]; Expert Skill (Conspiracy Theory) (IQ/H) [8]; Intelligence Analysis (IQ/H) [2]; Research (IQ/A) [4].
Construction
Many action plots require knowledge of buildings, plumbing, tunnels, and so on. Add Illicit Entry (p. 17) to focus on infiltration, or Demolitions (p. 14) or Sabotage (p. 21) for destruction. Brawny working-man’s heroes have Physical Training (pp. 19-20) – or possibly Goon (p. 16).
Advantages: Artificer 1 [10].
Perks: Equipment Bond (any one tool kit or construction vehicle) [1].
Skills: Architecture (IQ/A) [4]; Forced Entry (DX/E) [2].
Two of Carpentry* or Masonry*, both (IQ/E) [2]; Electrician, Machinist, or Mechanic (any), all (IQ/A) [2]; or Engineer (Combat) (IQ/H) [2].
Either Area Knowledge (city or tunnels under a city) (IQ/E) [4] or Survival (Urban) (Per/A) [4].
Countersurveillance
You’re a pro at bug-sweeping and spotting lens glint, silently signaling your findings, and generally foiling snoops.
Your skills are transferable to snooping, though Electronic Surveillance (p. 14) or Surveillance (p. 22) is better. Consider Area Security (p. 11), too.
Secondary Characteristics: Per +1 [5].
Advantages: Circuit Sense 1 [5].
Skills: Electronics Operation (Communications) (IQ/A) [2]; Electronics Operation (Security) (IQ/A) [2]; Electronics Operation (Sensors) (IQ/A) [2]; Electronics Operation (Surveillance) (IQ/A) [2]; Gesture (IQ/E) [1]; Observation (Per/A) [2]; Search (Per/A) [2]; Stealth (DX/A) [2].
Cowboy
Perhaps you aren’t literally a cowboy, but you’re at home on the range, a fair hand with horses, and a good shot. As befits the image, you’re tough, rugged, and always see or hear the bad guys coming. Many a cowboy is also a Bushwhacker (p. 12).
Attributes: HT +1 [10].
Secondary Characteristics: Per +1 [5].
Skills: Guns (Pistol or Rifle) (DX/E) [2]; Riding (Horse) (DX/A) [4]; Survival (Plains) (Per/A) [2]; Tracking (Per/A) [2].
Criminal Past
You are or were some kind of crook. Your other skill sets hint at your crimes – from petty Theft (p. 22) to almost any violent option for murder for hire – but you’re at home in seamy cityscapes, around everyone from bums and addicts on up to “made men.”
Advantages: Street-Smart [5].
Skills: Carousing (HT/E) [2]; Holdout (IQ/A) [4]; Savoir-Faire (Mafia) (IQ/E) [2]; Streetwise (IQ/A) [4]; Survival (Urban) (Per/A) [4].
Either Fast-Talk (IQ/A) [4] or Intimidation (Will/A) [4].
Demolitions
You’re an expert at blowing up structures and obstacles, with sidelines in arson and high-explosive munitions. To be a mad bomber, take Booby Traps (pp. 11-12) instead . . . or as well!
Enhanced Dodge (Dive for Cover) [5/level] suits what you do, and you may use your Disadvantage points to acquire it.
Advantages: Fearlessness 1 [2].
Perks: Either Cheaper Gear (Explosives*) [1] or Equipment Bond (any one tool kit) [1].
Skills: Architecture (IQ/A) [2]; Armoury (Heavy Weapons) (IQ/A) [2]; Chemistry (IQ/H) [2]; Engineer (Combat) (IQ/H) [4]; Explosives (Demolition) (IQ/A) [8]; Explosives (Fireworks) (IQ/A) [4].
Desert Training
You’re a desert rat, hardened by blistering heat and whipping sands. This might be due to military “desert warfare” training – but it also suits lone rugged survivalists.
Attributes: HT +1 [10].
Perks: Sure-Footed (Sand) [1].
Skills: Hiking (HT/A) [2]; Navigation (Land) (IQ/A) [2]; Survival (Desert) (Per/A) [8]; Tracking (Per/A) [2].
Detective Work
You’re a trained crime-solver. A genuine police officer should add Law Enforcement (pp. 17-18), and possibly Forensics (p. 16) or Undercover (p. 23). This skill set offers basic interrogation techniques – tack on Interrogation (p. 17) for secret police.
Secondary Characteristics: Per +1 [5].
Skills: Criminology (IQ/A) [4]; Detect Lies (Per/H) [2]; Intelligence Analysis (IQ/H) [4]; Interrogation (IQ/A) [2]; Research (IQ/A) [2]; Observation (Per/A) [2]; Search (Per/A) [2]; Streetwise (IQ/A) [2].
Disease Control
You’re qualified to deal with all manner of scary contagion, whether contained in a lab or dispersed in a population; to treat it, take Doctor (p. 18), too. This includes use of the relevant safety gear.
Advantages: Resistant to Disease (+4) [4], Suited Up (NBC Suit).
Skills: Diagnosis (IQ/H) [4]; Expert Skill (Epidemiology) (IQ/H) [8]; Hazardous Materials (Biological) (IQ/A) [8].
Electronic Surveillance
You know all about using long-range mics, sensors, and tracking beacons to keep tabs on targets, usually from a vehicle. This sort of work is for the most part is “hands off.” If you plant bugs and tap phone lines, add Bugging (pp. 11-12).
Advantages: Circuit Sense 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment Bond (any one tool kit or surveillance van) [1].
Skills: Driving (Automobile or Heavy Wheeled) (DX/A) [2]; Electronics Operation (Sensors) (IQ/A) [4]; Electronics Operation (Surveillance) (IQ/A) [4]; Electronics Repair (Sensors) (IQ/A) [1]; Electronics Repair (Surveillance) (IQ/A) [1]; Observation (Per/A) [2].
Electronics
You’re a wizard with a soldering iron, skilled at general electronics repair. This also lets you disarm and sabotage digital devices, but that’s not the focus of this skill set.
Advantages: Circuit Sense 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment Bond (any one tool kit) [1].
Skills: Two specialties of Electronics Repair (Communications, Computers, Media, Security, Sensors, and Surveillance) (IQ/A) [4], the other four at [1].
Scrounging (Per/E) [2].
Escape and Evasion
You’re good at escaping restraints and prisons, and at eluding pursuit on foot. Spies and commandos often learn this alongside Resistance (p. 21) and/or Survival (p. 22) . . . though it could be something you learned the hard way after doing a little time inside.
Advantages: Craftiness 1 [5].
Secondary Characteristics: Basic Move +1 [5].
Skills: Camouflage (IQ/E) [1]; Escape (DX/H) [4]; Lockpicking (IQ/A) [2]; Running (HT/A) [4]; Shadowing (IQ/A) [2]; Stealth (DX/A) [2].
Explosive Ordnance Disposal (EOD)
You have the risky job of finding, defusing, and disposing of bombs, including booby traps, car bombs, IEDs, and land mines. Most EOD experts have either Infantry Training or Law Enforcement, too. For reasons that should be obvious, you may use your Disadvantage points to buy Enhanced Dodge (Dive for Cover) [5/level].
Advantages: Fearlessness 1 [2].
Skills: Electronics Operation (Security) (IQ/A) [4]; Explosives (EOD) (IQ/A) [8]; Hazardous Materials (Chemical) (IQ/A) [2]; Mechanic (Automobile) (IQ/A) [1]; Search (Per/A) [4]; Traps (IQ/A) [4].
Fireman
Action movies seem to love firefighters. Such heroes are more skilled than their realistic counterparts at wielding fire axes in anger, using extinguishers as weapons, and setting fires. They’re also buff, and good at carrying victims out of danger.
Advantages: Lifting ST 2 [6], Suited Up (NBC Suit).
Perks:
Skills: Climbing (DX/A) [2]; Driving (Heavy Wheeled) (DX/A) [2]; Explosives (Fireworks) (IQ/A) [2]; First Aid (IQ/E) [2]; Forced Entry (DX/E) [2]; Liquid Projector (Water Canon) (DX/E) [1]; Professional Skill (Firefighter) (IQ/A) [4].
Either Axe/Mace or Two-Handed Axe/Mace, both (DX/A) [2].
DONE TO HERE. EVERYTHING PAST HERE IS MAYBE NOT 110% ACCURATE. BUT GO AHEAD AND START USING IT ANYWaY, I CAN ADJUST AS WE GO.
Fixer
25 points
Your specialty is obtaining gear – wherever, whenever, and
however you can. You’re a master of scrounging, smuggling,
and the black-market deal.
Advantages: Contact Group (Any group that can help you
obtain or smuggle gear – corporation, mob, port authority,
etc.; Skill-12; 9 or less; Somewhat Reliable)* [5].
Perks: Cheaper Gear (any one of drugs and medical gear,
electronics, explosives, ground vehicles, guns, etc.) [1];
Cheaper Gear (a different category of equipment) [1].
Skills: Administration (IQ/A) [2]; Freight Handling (IQ/A) [4];
Merchant (IQ/A) [2]; Scrounging (Per/E) [2]; Smuggling
(IQ/A) [4]; Streetwise (IQ/A) [4].
* When doubling up, the second instance can be another
Contact Group or a superior version of the existing one:
improve skill to 15, or frequency to 12 or less, or reliability to
“Usually Reliable.”
Flight School
You’re a keen-eyed airman with good situational
awareness, rated on one broad class of aircraft. Civilian
and military flyers differ, and while any pilot might take
this skill set twice to qualify on other equipment – and
ex-military commercial pilots often have both packages –
combat aces regularly double up on a single type!
Civilian Pilot
25 points
Advantages: Absolute Direction* [5]; Acute Vision 1 [2].
Skills: Electronics Operation (Communications) (IQ/A) [2];
Mechanic (for Piloting specialty) (IQ/A) [2]; Navigation
(Air) (IQ/A) [2]; Piloting (Glider, Helicopter, Light Airplane,
or Ultralight) (DX/A) [8]. A total of 4 points in Freight
Handling and Smuggling, both (IQ/A).
* When doubling up, this becomes 3D Spatial Sense [10] –
which aids Piloting as well as Navigation!
Military Pilot
25 points
Advantages: Absolute Direction* [5]; Acute Vision 1 [2].
Skills: Electronics Operation (Communications) (IQ/A) [1];
Navigation (Air) (IQ/A) [1]; Parachuting (DX/E) [1]; Piloting
(Helicopter or High-Performance Airplane) (DX/A) [8];
Savoir-Faire (Military) (IQ/E) [1]. Any three of Artillery
(Bombs or Guided Missile) (IQ/A) [2], Gunner (Machine
Gun or Rockets) (DX/E) [2], or Tactics (IQ/H) [2].
* Again, doubling up makes this 3D Spatial Sense [10].
Forensics
25 points
You’re skilled at scientific evidence collection and analysis,
from lifting fingerprints to finding footprints to examining cold
corpses. This doesn’t require Law Enforcement (pp. 17-18) –
perhaps you’re a dedicated lab monkey, or a medical examiner
with Medicine (p. 18).
Skills: Criminology (IQ/A) [1]; Diagnosis (IQ/H) [4]; Electronics
Operation (Security) (IQ/A) [4]; Forensics (IQ/H) [8];
Search (Per/A) [4]; Tracking (Per/A) [4].
Forest or Jungle Training
25 points
You’re comfortable operating in dense vegetation and
adept at exploiting the short lines of sight there. You might
be a rugged, axe-swinging survivalist, familiar with temperate
woodlands – or a commando, guerrilla, or mercenary, at home
in the jungle, machete in hand.
Secondary Characteristics: Outdoorsman 1 [10].
Skills: Camouflage (IQ/E) [1]; Hiking (HT/A) [2]; Navigation
(Land) (IQ/A) [2]; Stealth (DX/A) [2]; Tracking (Per/A) [2].
One of these options:
Forest: Axe/Mace (DX/A) [2]; Survival (Woodlands) (Per/A) [4].
Jungle: Knife (DX/E) [2]; Survival (Jungle) (Per/A) [4].
Goon
25 points
You’re big, menacing, and hard to coerce. How good
you are at violence depends on your other skill sets: Heavy
Weapons (below), Obsolete Weapons (p. 19), and Unarmed
Combat (p. 23) all fit – but action fiction frequently portrays
laborers with Construction (p. 13) or Repairman (p. 20), and
jocks with Physical Training (pp. 19-20), as goons.
Attributes: ST +1 [10].
Secondary Characteristics: Will +1 [5].
Advantages: Fearlessness 1 [2].
Skills: Intimidation (Will/A) [8].
Heavy Weapons
25 points
You have the strength and training to use big guns: flamethrowers,
grenade launchers, LAWs, machine guns, mortars,
and SAMs. The most realistic background for this stuff is military
– but in Action, all bets are off!
Attributes: ST +1 [10].
Perks: Huge Weapons 1 [1].
Skills: Artillery (Cannon or Guided Missile) (IQ/A) [2]; Gunner
(Cannon or Machine Gun) (DX/E) [2]; Guns (Grenade
Launcher) (DX/E) [2]; Guns (LAW) (DX/E) [2]; Guns (Light
Machine Gun) (DX/E) [2]; Liquid Projector (Flamethrower)
(DX/E) [2]. Another 2 points in any one of those skills or
Forward Observer (IQ/A) [2].
Hostile Extraction
25 points
That is, kidnapping: You stalk your unsuspecting quarry
until you can overpower him – usually to force him into a vehicle.
Tools range from basic (threats, blackjacks, grappling,
rope, and handcuffs) to high-tech (pepper spray, stun guns,
and Tasers).
Advantages: Craftiness 1 [5].
Skills: Brawling (DX/E) [2]; Fast-Draw (Pistol) (DX/E) [1];
Guns (Pistol) (DX/E) [1]; Holdout (IQ/A) [2]; Intimidation
(Will/A) [4]; Knot-Tying (DX/E) [2]; Liquid Projector
(Sprayer) (DX/E) [2]; Shadowing (IQ/A) [2]; Stealth (DX/A)
[2]. Either Judo (DX/H) [2] or Wrestling (DX/A) [2].
Illicit Entry
25 points
You have in-depth experience at defeating doors and
mechanical locks, and aren’t bad with simpler fences and
alarms. A full-on thief also needs a few of Climber (p. 12),
Parkour (p. 19), Security Systems (p. 21), and Theft (p. 22).
Perks: Equipment Bond (any item from Burglar’s Tools,
Heroes, pp. 26-27) [1].
Skills: Climbing (DX/A) [2]; Electronics Operation (Security)
(IQ/A) [4]; Escape (DX/H) [4]; Forced Entry (DX/E) [4];
Lockpicking (IQ/A) [8]; Stealth (DX/A) [2].
Impersonation
25 points
You’re good at passing yourself off as someone you
aren’t – usually a generic alter-ego, occasionally a specific
target – and are especially fluent in one particular cultural
background. You’re skilled with faked mannerisms, disguises,
and outright lies.
Advantages: Craftiness 1 [5]; Cultural Familiarity (any)* [1];
Language (any at Native)* [6].
Skills: Acting (IQ/A) [4]; Disguise (IQ/A) [4]; Fast-Talk (IQ/A)
[4]. One skill for Fitting In (Exploits, p. 16): Administration
(IQ/A) [1], Savoir-Faire (High Society, Mafia, Military,
or Police) (IQ/E) [1], or Streetwise (IQ/A) [1].
* Each counts as a successful complementary skill roll (giving
+1) when using
Infantry Training
25 points
You’ve attended boot camp and learned to shoot rifles,
chuck grenades, and bayonet things – and to salute, march,
and schlep a heavy pack. To raise combat skills, also take
Close-Quarters Battle (pp. 12-13), Heavy Weapons (p. 16),
Sniper School (p. 22), or the like.
Advantages: Fit* [5].
Skills*: Camouflage (IQ/E) [1]; Guns (Rifle) (DX/E) [2]; Hiking
(HT/A) [2]; NBC Suit (DX/A) [2]; Savoir-Faire (Military)
(IQ/E) [1]; Soldier (IQ/A) [4]; Spear (DX/A) [2]; Throwing
(DX/A) [2]. Either Brawling (DX/E) [2] or Karate (DX/H)
[2]. Either Judo (DX/H) [2] or Wrestling (DX/A) [2].
* When doubling up, Fit [5] becomes a general HT +1 [10],
and the solider may opt not to double up on one skill, instead
spending the points on Gunner (any) or Guns (any), both
(DX/E); Artillery (any) or Forward Observer, both (IQ/A); or
Engineer (Combat) (IQ/H).
Intelligence
25 points
You’ve been taught to identify valuable information, grab
what you can (especially maps and reports), and memorize or
photograph what you can’t. You also know how to analyze this
stuff – preferably after you’re out of harm’s way.
Advantages: Eidetic Memory* [5].
Skills: Cartography (IQ/A) [2]; Intelligence Analysis (IQ/H) [8];
Photography (IQ/A) [2]; Search (Per/A) [2]; Speed-Reading
(IQ/A) [2]. Another 4 points distributed among any of
those skills, Accounting (IQ/H), or Expert Skill (Military
Science) (IQ/H).
* When doubling up, this becomes Photographic Memory
[10].
Journalism
25 points
Hard-nosed reporters and stringers seeking their big break
are often drawn into Action stories. Anything interesting or
unusual attracts you. You’re used to using investigative skills
at bonuses in safe circumstances (pp. B345-346); double up to
count on them in dangerous ones.
Skills: Current Affairs (any) (IQ/E) [2]; Current Affairs (any
other) (IQ/E) [1]; Intelligence Analysis (IQ/H) [2]; Interrogation
(IQ/A) [2]; Observation (Per/A) [2]; Photography
(IQ/A) [2]; Propaganda (IQ/A) [2]; Public Speaking (IQ/A)
[4]; Research (IQ/A) [4]; Writing (IQ/A) [4].
Law Enforcement
25 points
You know how to pound a beat and respect procedure.
Combat training spans the “spectrum of force” from unarmed,
through pepper spray, Taser, and baton or tonfa, to handgun
and finally shotgun. To be good at anything but driving
around, making people respect your authority, add a skill set
like Area Security (p. 11), Detective Work (p. 14), Forensics
(p. 16), or Personal Security (p. 19).
Skills: Criminology (IQ/A) [2]; Guns (Pistol) (DX/E) [1]; Guns
(Shotgun or Submachine Gun) (DX/E) [2]; Law (Police)
(IQ/H) [4]; Liquid Projector (Sprayer) (DX/E) [2]; Savoir-
Faire (Police) (IQ/E) [1]. Either Driving (Automobile or
Motorcycle) or Riding (Horse), both (DX/A) [2]. Either
Brawling (DX/E) [2] or Karate (DX/H) [2]. Either Judo
(DX/H) [2] or Wrestling (DX/A) [2]. Either Shortsword or
Tonfa, both (DX/A) [2].
Techniques: Arm Lock at Judo+2 or Wrestling+2 [2]; Retain
Weapon (Pistol) at DX+2 [3].
Medicine
You’re a trained medical practitioner. The 25-point level
(Medic) is for a military corpsman, police- or fire-department
paramedic, or similar first-responder; the 50-point level
(Doctor), for a qualified physician. In either case, you may
use your Disadvantage Points to buy Higher Purpose (“Medic!”) [5];
see Heroes, p. 18.
Medic
25 points
Advantages: Healer 1 [10].
Perks: Equipment Bond (crash kit or first aid kit) [1].
Skills: Diagnosis (IQ/H) [1]; Fast-Draw (Medical Gear) (DX/E)
[1]; First Aid (IQ/E) [4]; Surgery (IQ/VH) [8].
Doctor
50 points
Advantages: Healer 3 [30].
Perks: Equipment Bond (crash kit, first aid kit, or surgical
kit) [1].
Skills: Diagnosis (IQ/H) [4]; Fast-Draw (Medical Gear) (DX/E)
[1]; Pharmacy (Synthetic) (IQ/H) [2]; Physician (IQ/H) [4];
Surgery (IQ/VH) [8].
Mountain Training
25 points
You’re accustomed to moving through and surviving in
mountainous terrain, where the ground is at best uneven
and at worst vertical. You may belong to a special military
unit or be a simple mountain man. Climber (p. 12) is a common
complement.
Advantages: Outdoorsman 1 [10].
Perks: Sure-Footed (Uneven) [1].
Skills: Camouflage (IQ/E) [1]; Climbing (DX/A) [4]; Hiking
(HT/A) [2]; Knot-Tying (DX/E) [1]; Navigation (Land)
(IQ/A) [2]; Survival (Mountain) (Per/A) [4].
Negotiator
You know what people want and try to broker deals
between all parties in a dispute. With Law Enforcement
(pp. 17-18), this makes you a cop who handles tense standoffs,
but that isn’t the only option – plenty of super-spies are
diplomats, at least in name.
Negotiator 1
25 points
Advantages: Sensitive [5].
Skills: Diplomacy (IQ/H) [8]; Merchant (IQ/A) [4]; Psychology
(IQ/H) [8].
Negotiator 2
50 points
Advantages: Empathy [15]; Voice [10].
Skills: Diplomacy (IQ/H) [8]; Merchant (IQ/A)
[8]; Psychology (IQ/H) [8]; Public Speaking
(IQ/A) [1].
Nuclear Disposal
25 points
You know the correct techniques for detecting,
handling, and disposing of radioactive
dangers like stolen plutonium, dirty bombs,
and nuclear weapons. This just about always
suggests a military background! (It’s also
very specialized.)
Advantages: Fearlessness 1 [2].
Perks: Precautions 1 [1].
Skills: Electronics Operation (Security) (IQ/A)
[4]; Expert Skill (Military Science) (IQ/H)
[2]; Explosives (Nuclear Ordnance Disposal)
(IQ/A) [8]; Hazardous Materials (Radioactive)
(IQ/A) [4]; NBC Suit (DX/A) [4].
Obsolete Weapons
25 points
Action stories have a special place for slick
heroes who wield katanas or sword canes
despite the existence of guns; for thugs who like
clubs, lengths of chain, and axes; for all manner of knifefighters;
and of course for ninjas (who often double up!).
Advantages: Enhanced Parry 1 (One melee weapon) [5].
Perks and Techniques*: A total of 8 points in any combination
of weapon perks and techniques from Furious Fists,
pp. 15-19 for which you have the prerequisites.
Skills*: A total of 12 points in any of Fast-Draw (any low-tech
weapon) or Knife, both (DX/E); Axe/Mace, Broadsword,
Cloak, Jitte/Sai, Main-Gauche, Parry Missile Weapons,
Rapier, Saber, Shortsword, Smallsword, Spear, Staff,
Tonfa, Two-Handed Axe/Mace, Two-Handed Sword, or
Whip, all (DX/A); Flail, Kusari, or Two-Handed Flail, all
(DX/H); or Armoury (Melee Weapons) (IQ/A).
* Optionally, put some of these points toward Crossbow
(DX/E), Thrown Weapon (any) (DX/E), or Blowpipe (DX/H).
Parkour
25 points
You’re adept at tactical movement on foot. Such athletics
are used in urban settings by students of the street and forward-
looking law-enforcement and military schools. Combine
it with Climber (p. 12) and there will be few places you
can’t reach!
Secondary Characteristics: Basic Move +1 [5].
Perks: Compact Frame [1].
Skills: Acrobatics (DX/H) [4]; Climbing (DX/A) [2]; Escape
(DX/H) [2]; Jumping (DX/E) [1]; Running (HT/A) [4];
Urban Survival (Per/A) [2].
Techniques: Evade at Acrobatics+2 [2]. One of Acrobatic
Stand at Acrobatics-4 [2], Balancing at Acrobatics+2 [2],
Dive n’ Roll at Acrobatics-2 [2], Running Climb at Acrobatics+
1 [2], Skidding at DX [2], Sliding at Acrobatics+2 [2],
or Spinning at Acrobatics [2].
Personal Security
25 points
You’re a bodyguard, good at spotting threats and covering
your man. If necessary, you’re ready to stop a bullet. A
protection agent assigned to a politician should take Law
Enforcement (pp. 17-18), too – but you could be a hireling or
a mob soldier instead.
Secondary Characteristics: Per +1 [5].
Advantages: Fearlessness 1 [2]; Hard to Kill 1 [2].
Skills: Body Language (Per/A) [2]; Fast-Draw (Pistol) (DX/E)
[1]; Guns (Pistol) (DX/E) [1]; Holdout (IQ/A) [2]; Observation
(Per/A) [2]; Savoir-Faire (Servant) (IQ/E) [2]; Tactics
(IQ/H) [4]. Either Judo (DX/H) [2] or Wrestling
(DX/A) [2].
Physical Training
25 points
This represents spending lots of time at the climbing wall,
gym, pool, ski slope, track, weight room, etc. Any action
hero can improve most of these traits (From Good to Great,
pp. 31-32) – selecting it here makes it part of your backstory,
so play it up!
Attributes: Either ST +2 [20] or both ST +1 [10] and HT +1 [10].
Secondary Characteristics: FP +1 [3].
Skills: A total of 2 points in any of Bicycling or Jumping, both
(DX/E); Boxing, Climbing, or Wrestling, all (DX/A); Acrobatics,
Judo, or Karate, all (DX/H); Swimming (HT/E); Lifting
or Running, both (HT/A); or Skiing (HT/H).
Pistolero
25 points
You’re well-trained with handguns, and can carry, maintain,
shoot, and reload pistols with maximum efficiency.
Perks: Off-Hand Weapon Training (Pistol)* [1]. Either
Cheaper Gear (Guns) [1] or Weapon Bond (any one handgun)
[1].
Skills: Armoury (Small Arms) (IQ/A) [2]; Fast-Draw (Ammo)
(DX/E) [2]; Fast-Draw (Pistol) (DX/E) [2]; Guns (Pistol)
(DX/E) [8]; Holdout (IQ/A) [4].
Techniques: Dual-Weapon Attack (Pistol) at Guns (Pistol)-3*
[2]; Retain Weapon (Pistol) at DX+2 [3].
* When doubling up, these two traits become Off-Hand
Weapon Training (Pistol) [1] and Dual-Weapon Attack at
Guns (Pistol) [5].
Psy-Ops
25 points
You deal in brainwashing, propaganda, and related mind
games. You know how to apply and resist those arts – but the
most heroic application is deprogramming (Exploits, p. 17).
Whatever you do most, consider taking Interrogation (p. 17)
as well.
Secondary Characteristics: Will +1 [5].
Skills: Brainwashing (IQ/H) [8]; Propaganda (IQ/A) [4]; Psychology
(IQ/H) [8].
Recon
25 points
You’re a military-style scout who infiltrates quietly,
observes from concealment, and then departs swiftly. This
usually accompanies Desert Training (p. 14), Forest or
Jungle Training (p. 16), Mountain Training (p. 18), Sniper
School (p. 22), or Survival (p. 22). A Rambo would want
Booby Traps (pp. 11-12) and/or Bushwhacker (p. 12), too.
Secondary Characteristics: Per +1 [5]; Basic Move +1 [5].
Advantages: Night Vision 2 [2].
Skills: Camouflage (IQ/E) [2]; Gesture (IQ/E) [1]; Navigation
(Land) (IQ/A) [2]; Observation (Per/A) [4]; Stealth (DX/A)
[2]. Either Forward Observer (IQ/A) [2] or Tracking
(Per/A) [2].
Records Falsification
25 points
You can fake documents of most kinds: identity cards, ledgers,
photographs . . . even banknotes, in a pinch. To falsify
digital records, tack on Computer Intrusion (p. 13).
Skills: Accounting (IQ/H) [4]; Administration (IQ/A)
[4]; Computer Operation (IQ/E) [1]; Electronics
Operation (Media) (IQ/A) [4]; Forgery* (IQ/H) [12].
* Counterfeiting (IQ/H) defaults to Forgery-2,
which usually suffices because it rarely arises in
Action. If it’s essential to a character concept, take
it instead of Forgery and use Forgery at its Counterfeiting-2
default.
Repairman
25 points
You’re skilled at general automotive, mechanical,
and electrical repair, and familiar with tools and
shops. This doesn’t include electronics – Electronics
(p. 15) and specific technical skill sets cover that.
Likewise, you’ll need Armory (p. 11) to fix weapons.
Advantages: Artificer 1 [10].
Perks: Equipment Bond (any one tool kit) [1].
Skills: Electrician (IQ/A) [2]; Machinist (IQ/A) [2];
Mechanic (Automobile) (IQ/A) [4]; Mechanic
(Free-Flooding Sub, Glider, Heavy Wheeled,
Helicopter, High-Performance Airplane, Light
Airplane, Motorboat, Motorcycle, Ship, or Ultralight)
(IQ/A) [2]; Mechanic (any other) (IQ/A) [2];
Scrounging (Per/E) [2].
Researcher
25 points
You can wade through your own weight in records – digital
or paper – in, err, record time, and run database searches like
nobody else.
Skills: Accounting (IQ/H) [4]; Administration (IQ/A) [2]; Computer
Operation (IQ/E) [1]; Current Affairs (any) (IQ/E) [2];
Electronics Operation (Media) (IQ/A) [4]; Research (IQ/A)
[8]; Speed-Reading (IQ/A) [4].
Sabotage
25 points
You’re adept at getting into and damaging machinery in
subtle ways that endanger users: ground faults, severed elevator
cables, gas leaks, and so on. Many saboteurs add Booby
Traps (pp. 11-12) or Demolitions (p. 14) – or Repairman
(p. 20), which overlaps.
Perks: Equipment Bond (any one tool kit) [1].
Skills: Electrician (IQ/A) [4]; Forced Entry (DX/E) [2]; Lockpicking
(IQ/A) [4]; Machinist (IQ/A) [4]; Mechanic (any*)
(IQ/A) [4]; Scrounging (Per/E) [2]; Traps (IQ/A) [4].
* Besides vehicular specialties, there may be ones like
“Nuclear Power Plant” that go beyond what Electrician and
Machinist cover. Ask the GM!
Safecracking
25 points
You’re an artist with high-security vaults. If you’re exceptionally
good, also take Demolitions (p. 14) if you favor
thermite and explosives, or Illicit Entry (p. 17) if you prefer
burglar’s tools – the overlap will boost skills that often suffer
large penalties.
Skills: Connoisseur (Safes & Vaults)* (IQ/A) [1]; Electronics
Operation (Security) (IQ/A) [4]; Explosives (Demolition)
(IQ/A) [4]; Forced Entry (DX/E) [4]; Lockpicking (IQ/A) [8];
Machinist (IQ/A) [4].
* Allows a complementary skill roll when attacking a safe
or a vault with any other skill in this set.
Sailor
You have experience as a crewman aboard a merchant or
blue-water navy vessel. Each is its own skill set. Either way,
you’re comfortable days away from land, on (or under) the
open ocean.
Civilian Crewman
25 points
Perks: Old Salt [1].
Skills: Boating (Motorboat) (DX/A) [2]; Knot-Tying (DX/E)
[2]; Mechanic (Ship) (IQ/A) [4]; Navigation (Sea) (IQ/A) [4];
Scrounging (Per/E) [2]; Seamanship (IQ/E) [4]; Swimming
(HT/E) [2]. A total of 4 points in Freight Handling and
Smuggling, both (IQ/A).
Military Crewman
25 points
Perks: Naval Training [1]; Old Salt [1].
Skills: Boating (Motorboat) (DX/A) [2]; Knot-Tying (DX/E)
[2]; Mechanic (Ship) (IQ/A) [2]; Navigation (Sea) (IQ/A)
[4]; Savoir-Faire (Military) (IQ/E) [1]; Swimming (HT/E)
[2]. Either Seamanship or Submariner, both (IQ/E) [4].
Three of Artillery (Cannon, Guided Missile, or Torpedoes)
or Forward Observer, both (IQ/A) [2], or Gunner (Machine
Gun) or Guns (Pistol, Rifle, or Submachine Gun), both
(DX/E) [2].
Scientist
25 points
You’re skilled at the few nonmedical sciences relevant to
action heroes – that is, you know about dangerous chemicals,
plants, and animals, and can run lab tests for clues. This skill
set almost always accompanies Academics (p. 10).
Skills: Chemistry (IQ/H) [8]; Current Affairs (Science &
Technology)* (IQ/E) [1]; Forensics (IQ/H) [8]; Naturalist
(IQ/H) [8].
* Action has uses for Chemistry, Forensics, and Naturalist,
but not Biology, Geology, Physics, or other sciences. Those are
one-off plot devices in this genre, reserved for NPC specialists.
If a PC must advance a science plot, Current Affairs (Science
& Technology) is the go-to skill (Exploits, p. 10).
See Bushwhacker (p. 12) for an important note.
Security Systems
25 points
You’re a pro at running bypasses on electronic alarms, cutting
power to sensors, and disabling deadly booby traps. This
also makes you good at setting up and operating such things,
though that isn’t your focus. This skill set pairs well with Illicit
Entry (p. 17).
Advantages: Circuit Sense 2 [10].
Perks: Either Cheaper Gear (Electronics) [1] or Equipment
Bond (any one tool kit or electronic burglary gadget) [1].
Skills: Computer Operation (IQ/E) [1]; Electrician (IQ/A) [1];
Electronics Operation (Security) (IQ/A) [4]; Electronics
Repair (Security) (IQ/A) [4]; Traps (IQ/A) [4].
Sniper School
25 points
Whether you’re called “sharpshooter,” “assassin,” or even
“big game hunter” by those around you, you know how to
use high-powered rifles from concealment to deliver death
from afar.
Advantages: Acute Vision 1 [2]; Night Vision 1 [1].
Skills: Armoury (Small Arms) (IQ/A) [2]; Camouflage (IQ/E)
[2]; Guns (Rifle)* (DX/E) [12]; Observation (Per/A) [2];
Stealth (DX/A) [4].
* If you insist, put some or all of these points into Crossbow
(DX/E) instead. That will necessitate getting closer!
Social Engineering
25 points
You know how to “work” other people to learn secrets,
enter private functions, and get close enough for skullduggery.
This is sufficiently risky that devotees usually double up and
later optimize (Trading Up, pp. 30-31) by skimming skill points
to acquire Smooth Operator [15/level]. The classic social engineer
is also a Bon Vivant (p. 11).
Advantages: Charisma 1 [5].
Perks: Honest Face [1].
Skills: Acting (IQ/A) [4]; Diplomacy* (IQ/H) [4]; Fast-Talk*
(IQ/A) [2]; Intimidation* (Will/A) [2]; Public Speaking
(IQ/A) [2]; Savoir-Faire (High Society or Servant)* (IQ/E)
[1]; Sex Appeal* (HT/A) [2]; Streetwise* (IQ/A) [2].
* Charisma doesn’t add to these skills in general (only to
Public Speaking) but does apply when making Influence rolls.
Spin Doctor
25 points
You have a gift for convincing people – usually mobs but
sometimes those watching at home – to see things your way.
A squad with a silver-tongued mouthpiece can keep a major
screw-up from turning into a riot right now. See also Cover-
Ups (Exploits, p. 26).
Advantages: Voice* [10].
Perks: Honest Face [1].
Skills: Diplomacy (IQ/H) [4]; Fast-Talk (IQ/A) [2]; Propaganda
(IQ/A) [4]; Public Speaking (IQ/A) [2]; Writing (IQ/A) [2].
* When doubling up, the second instance gives Charisma
2 [10].
Surveillance
25 points
You’re talented at staking out or shadowing targets up
close – often on foot, usually in the city. You prefer the
old-fashioned way, involving no gear more high-tech than a
camera. As far as your mark knows, you’re just someone having
coffee at the next table.
Secondary Characteristics: Per +1 [5].
Skills: Body Language (Per/A) [2]; Lip Reading (Per/A) [2];
Observation (Per/A) [4]; Photography (IQ/A) [4]; Shadowing
(IQ/A) [8].
Survival
25 points
You have general survival training for being unequipped
behind enemy lines in any terrain. A specialized skill set like
Desert Training (p. 14), Forest or Jungle Training (p. 16), or
Mountain Training (p. 18) is a common addition. For military
types, Escape and Evasion (p. 15) and Resistance (p. 21) traditionally
go with it.
Attributes: HT +1 [10].
Skills: First Aid (IQ/E) [2]; Hiking (HT/A) [2]; Navigation
(Land) (IQ/A) [2]; Naturalist* (IQ/H) [4]; Scrounging
(Per/E) [2]; Swimming (HT/E) [1]; Urban Survival
(Per/A) [2].
* See Bushwhacker (p. 12) for an important note.
Theft
25 points
You’re slick at shoplifting, palming valuables, and picking
pockets. You needn’t be a petty criminal – spies need this skill
set to grab secret files and acquire untraceable gear in the field,
while underfunded guerrillas often have no choice but to steal.
Advantages: High Manual Dexterity 1 [5].
Skills: Filch (DX/A) [4]; Holdout (IQ/A) [4]; Pickpocket (DX/H)
[4]; Search (Per/A) [2]; Sleight of Hand (DX/H) [4]; Stealth
(DX/A) [2].
Tradecraft
25 points
You have basic skills taught to spies everywhere: not standing
out, safely entering and exiting neutral areas, spotting and
avoiding threats, and making and collecting
“dead drops.” Just about every
skill on the BAT is part of this picture
as well.
Advantages: Craftiness 1 [5].
Skills: Acting (IQ/A) [2]; Filch (DX/A)
[2]; Holdout (IQ/A) [2]; Observation
(Per/A) [4]; Shadowing (IQ/A) [2];
Smuggling (IQ/A) [4]; Urban Survival
(Per/A) [4].
Self-Defense
25 points
Advantages: Either Enhanced Parry 1
(Bare Hands) [5] or Fit [5].
Skills: Either Brawling (DX/E) [8] or
Karate (DX/H) [8]. Either Judo
(DX/H) [8] or Wrestling (DX/A) [8].
Techniques: A total of 4 points in any
of Arm Lock [1 to 4], Choke Hold
[2 or 3], Disarming [2 to 4], Elbow
Strike [1 or 2], Feint [2 to 4], Ground
Fighting [2 to 4], Kicking [2 or 3],
Knee Strike [1], Leg Lock [1 to 4],
Stamp Kick [2 to 4], Uppercut [1], or
Wrench (Limb) [2 to 4].
Undercover
25 points
You are or were a plainclothes cop in the Action mode. Add
Detective Work (p. 14) and/or Law Enforcement (pp. 17-18) if
you’re as good at honest police work as you are at deceiving
gangsters, and Impersonation (p. 17) if you’re posing as someone
else.
Skills: Acting (IQ/A) [4]; Criminology (IQ/A) [2]; Fast-Draw
(Pistol) (DX/E) [1]; Fast-Talk (IQ/A) [4]; Guns (Pistol)
(DX/E) [1]; Holdout (IQ/A) [4]; Law (Police) (IQ/H) [2];
Savoir-Faire (Mafia) (IQ/E) [2]; Savoir-Faire (Police) (IQ/E)
[1]; Streetwise (IQ/A) [4].
Underwater Operations
25 points
You’re adept with scuba gear, swimmer delivery vehicles,
underwater demolition, and (most cinematically) spearguns.
It’s rare to have this skill set without Amphibious
Operations (p. 11).
Secondary Characteristics: Water Move +1 [5].
Advantages: Breath-Holding 1 [2].
Skills: Aquabatics* (DX/H) [2]; Crossbow (Speargun) (DX/E)
[1]; Explosives (Underwater Demolition) (IQ/A) [4]; Knife
(DX/E) [1]; Scuba (IQ/A) [4]; Submarine (Free-Flooding
Sub) (DX/A) [2]; Swimming (HT/E) [4].
Urban Assault
25 points
You have training at breaching buildings and fighting in
built-up areas. Your methods include rappelling down from
the roof; using explosives, rams, and shotguns on doors; and
exploiting cover. True urban commandos add Close-Quarters
Battle (pp. 12-13).
Advantages: Enhanced Dodge 1 (Dive for Cover) [5].
Skills: Climbing (DX/A) [2]; Explosives (Demolition) (IQ/A)
[2]; Forced Entry (DX/E) [2]; Guns (Rifle or Submachine
Gun) (DX/E) [2]; Guns (Shotgun) (DX/E) [2]; Tactics
(IQ/H) [4]; Urban Survival (Per/A) [4].
Techniques: Rappelling at Climbing+1 [2].
This message was last edited by the GM at 07:52, Thu 23 June 2022.